A Solar Dominion battle line holds orbit over its home world.
The Marauder horde flagship turns its gun bastions on the line.
Fire and debris beneath an armoured Marauder hull.
A Dominion Battleship draws the enemy's guns.
A Marauder Bastion silhouetted against the home planet.

Space grand strategy·In development for PC

Command the Solar Dominion across living star systems. Build the supply lines, raise the fleets and hold every world you take, against Marauder warbands and empires older than humanity.

Dominion line over home · in-engine

The game

Every world is worth a war

A real-time grand strategy game in the tradition of the great space 4X classics, built around whole star systems, fleets that need feeding and planets that are worth far more taken than destroyed.

01

Living star systems

Every system is a whole solar system: a star at its heart, planets on real orbits, moons, belts, gas giants and stranger things. Fleets phase-jump between gravity wells and cross hyperlanes between the stars.

02

Territory feeds the fleet

Your navy is only as large as the worlds that sustain it. Push past your Supply and morale begins to crack. Expand to fight, and fight to expand.

03

Worlds, not hit points

Develop planets, shield them, ring them with orbital guns, and take the enemy's. Orbital control, bombardment and invasion are separate battles, each with its own tools.

04

Combined-arms fleets

Screens, missile defence, strike craft, electronic warfare and capital ships each have a job. Shots travel, missiles can be shot down, turrets have arcs and capital ships take real damage.

Worlds to claim

Not one sky. A whole galaxy of them.

Temperate homeworlds and storm-wrapped oceans, molten hells, frozen moons, gas giants, twelve classes of star from red dwarfs to pulsars, and black holes that bend the light around them.

“A fleet that can be repaired is never truly lost.”

Solar Dominion naval doctrine

Enlist

Be there when the first shot is fired

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