A PERSISTENT-WAR SPACE COMBAT SIM · IN DEVELOPMENT

STARS DIVIDED

ONE SERVER · TWO FACTIONS · THE WAR RESETS EVERY 41 DAYS

A HOTAS-first space combat sim where every pilot — human or AI — flies the same war on one persistent server.

GET NOTIFIED ▸

01 / SYSTEMS BRIEFING

WHAT THE GAME IS

NET://SHARDONLINE

One persistent war

Every player fights on a single shared server: one war, one 29-sector map, one front line. What you take today is still taken tomorrow.

CTL://FLIGHTONLINE

HOTAS-first flight

A cockpit flight sim in the X-Wing vs TIE Fighter lineage. Full HOTAS support, built for stick and throttle from day one.

PWR://ENERGYONLINE

Energy management is the skill

Two 5-position sliders split reactor output between lasers, shields, and engines. Where you put power decides fights — not upgrades.

CAL://SEASONONLINE

41-day seasons

The war runs for 41 days, one side wins, and the map resets. Every season is a fresh war with a real ending.

AI://PILOTSONLINE

AI you can't pick out

AI pilots fly the same ships under the same rules, with no server-side advantages. The war never feels empty — and you can't tell who's human.

LOG://SUPPLYONLINE

No economy grind

No credits, no market. Rank unlocks hulls, requisition deploys them, and the baseline fighter is always free. Callsigns are earned at Tier 4 — and reset with the season.

02 / OPERATIONS

HOW A WAR IS FOUGHT

OPS://SORTIE-LOOPONLINE
01 · PICK A SIDEEnlist with Cadence or Tessera for the season.
02 · DEPLOYLaunch into a contested sector on the front line.
03 · FIGHTDogfight, escort, and run siege strikes. Warheads are the siege weapon — one magazine per sortie, rearmed at stations, barges, and neutral depots.
04 · BREAK THE STATIONBring a sector's station offline and the sector opens to capture.
05 · THE LINE MOVESCaptured sectors shift the front line across the 29-sector map.
06 · THE WAR ENDSDay 41: one side holds more of the Narrows. The war is decided — then everything resets.
MAP://NARROWSLIVE
LEGEND◯ HELD — CADENCE    ▪ HELD — TESSERA    ─ CONTESTED

03 / SPECIFICATIONS

TWO FACTIONS, ONE RULE SET

SPEC://FACTION-COMPAREONLINE

CADENCE

TESSERA

REACTOR
Small energy banks that recharge fast. Power is always trickling in.
Deep banks that recharge slowly. Power is stored, then spent.
SIGNATURE ABILITY
OVERDRAW — push output past the reactor cap by spending hull integrity. More power now, paid for in armor.
DISCHARGE — dump the entire bank into one burst, then fight exposed while it slowly refills.
HULLS
Open-frame truss construction.
Sealed solid-slab construction.
PLAYSTYLE
Sustained pressure; steady output.
Decisive spikes; committed timing.

BOTH FACTIONS SHARE ONE ACCENT COLOR IN-GAME — YOU READ SHIPS BY SHAPE, NOT PAINT.

04 / FLEET REGISTRY

TWELVE HULLS

Six per faction: interceptor, fighter, bomber, warship, barge, freighter. No liveries — a hull's shape tells you its nation and role.

05 / INTAKE

SIGN UP FOR SEASON ONE

COM://INTAKEOPEN

Leave an email and we'll tell you when the first season opens. Occasional dev updates; unsubscribe any time.