The Outer Line

A war no one will admit is happening.

Three factions sent fleets to claim the same frontier. None of them have enough ships. They send their best commanders to hold the line. You are one of them. Your Mobile Shipyard. Your sector. Their war.

The Outer Line // 2149

“The first thing you notice about the Outer Line is the silence.”

Humanity colonized a handful of nearby star systems. Then the survey probes found frontier clusters dense with Gravity Wells, rich with raw materials, and close enough to fight over. Three powers sent task forces. Nobody fired first. Nobody stopped.

What followed is not a war. Officially. The Federation calls them security operations. The League says it is protecting existing claims. The Compact frames everything as research with defensive escort. The language is careful. What is actually happening is that armed fleets compete for the same resources in the same space.

Read the full intelligence dossier

Your role // Faction Commander

Your Faction. Your War.

You are a military commander on the Outer Line. Your faction sent you here with a Mobile Shipyard and the authority to act before orders arrive from the core worlds. Communications have delays measured in hours. By the time headquarters knows what happened, you have already decided.

You fight under your faction's colors, build with their ships, follow their doctrine. The USF sends you with formal orders and forty pages of protocol. The ORI gives you a handshake and expects results. The NEC runs the numbers and tells you where to be.

Three game modes: Skirmish for single battles, Strategic Campaign where your Shipyard persists across missions, and Global War where every player's victories shift a shared front line. Choose your faction. Hold your sector.

8

Ship classes

5

Military ranks

1-3h

Per operation

War briefing →

Tactical Space RTS // Core mechanics

How It Plays

Real-time combat with a tactical pause. Small fleets where every ship matters, every loss changes the battle, and every decision is yours to make.

Paused battle view with order lines drawn across multiple Gravity Wells
Core mechanic

Tactical Pause

Freeze time, survey the battlefield, issue precise orders. Resume when you are ready. Strategy should reward thinking, not reflexes.

Zoomed-out map showing interconnected Gravity Wells with faction control colors
Map structure

Gravity Wells

Strategic zones around celestial bodies. Each one is a self-contained battlefield with asteroids, structures, and space to maneuver. The space between them is dead ground.

Fleet mid-jump with charge-up rings visible, destination Gravity Well ahead
Movement

Jump Drive

Charge up. Transit. Arrive with weapons offline. Every jump is a calculated risk: enemies can see you charging, and your fleet is vulnerable on arrival.

Close-up of a cruiser with hardpoint overlay showing targetable subsystems
Combat

Targetable Hardpoints

Do not just shoot at ships. Target their engines to prevent retreat, their weapons to reduce firepower, their Jump Drive to trap them. Cripple before you kill.

Ship ability bar with energy allocation between shields and offensive protocols
Abilities

Energy Management

Every ship has a shared energy pool. Shields, abilities, and special systems all draw from it. Running your shields at full strength means your offensive protocols go dark.

Supply node on asteroid with extraction beam, supply counter in corner
Economy

Supply Lines

One resource: Supply. Harvest it from asteroid nodes, spend it to build ships and structures. Every vessel costs upkeep. Overextend your fleet and the numbers turn against you.

Gameplay trailer // Coming soon

Small fleets. Targetable hardpoints. Every decision costs something.

Game modes // How you play

Three Game Modes

Every battle you fight shifts the front line on a strategic map. Choose how deep you want to go, from a single skirmish to a war that spans months.

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Skirmish: pick a sector, choose your faction, fight a single battle.

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Strategic Campaign: your Mobile Shipyard persists across missions. The map evolves.

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Global War: a shared strategic map where every player's victories count.

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Seasonal campaigns. New theaters. The war resets. Your rank does not.

War briefing

Strategic overview // Interactive

The Map

Fifteen sectors. 140 Gravity Wells connected by jump routes. Each one a battlefield, a supply depot, a chokepoint. Explore the strategic map and see where the factions collide.

Scanning sectors...

Progression system // Your capital ship

Your Mobile Shipyard

Factory, headquarters, and the most valuable asset you own. Lose it and you lose the war. Build it right and it becomes the foundation of every victory.

Interactive 3D Model

SCAN_COMPLETE: 100% | OBJECT_DETECTED: MOBILE SHIPYARD CLASS I

Drag to rotate
Hull
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Shields
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Speed-u/s
Supply---

Module system

43

Modules

13

Upgrade chains

3

Tiers

Limited module slots force specialization. Go all-in on weapons production, or invest in repair bays and shield generators. There is no build that does everything. Your Shipyard is your tech tree, and every slot is a commitment.

Browse the Fleet

Faction Intelligence // Three powers, one frontier

The Factions

Each faction has a reason to be on the Outer Line. Each one thinks it is right. They all are, and that is the problem. You will fight for all of them. You will be loyal to none.

“Nobody is calling it a war. The operational reports from both sides would describe the engagement as defensive action in response to hostile approach. Both reports would be accurate, from a certain point of view.”
Dispatch #01 // Beyond the Line