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The game

Massive Frontier

A persistent, real-time space MMO. Four centuries after humanity fled the Tide, eleven human factions fight over a dying star's Frontier, and the thing that ate the Cradle has come back.

Your Homeworld

Build a base around your Command Bridge: mines, Helium-3 extractors, antimatter condensers, reactors, storage and a growing ring of defences. Upgrade the Bridge to open more of the grid.

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The Shipyard

Every ship you own on one screen, and every hull blueprint by class and role. Research and build hulls in ten classes, from the Fighter to the Dreadnought, each in seven combat roles: Bulwark, Warden, Striker, Outrider, Breaker, Talon and Sovereign. Then repair, outfit or scrap them from the same place.

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The Perfect Fit

Research modules in the Lab, manufacture them in the Forge and fit weapons, armor, shields and specials to your ships, within each hull’s mass limit.

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Command the Sector

Assemble fleets, deploy them from your outpost and give orders in real time across a persistent sector map.

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Into Battle

Send a fleet at the Tide or at another commander and the fight plays out in real time. Leave your ships to the autopilot, or take command yourself: pick your ships, send them where you want and choose their targets. Destroy a Tide fleet for resources; beat another commander for XP, Infamy, resources and now and then a module off their wrecks. Anyone can watch a battle, and each one ends in a report.

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Raid and Defend

Scout another commander’s base, then raid it with up to three fleets: bring down its Command Bridge and carry off what its mines held and part of its stores. When your own base is raided, command its guns yourself. A breached base is shielded for six hours and its repairs start by themselves.

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Mine the Rim

Asteroid fields stand round planets and out in the open sector. Send a fleet to mine minerals, helium-3 or antimatter, then bring the cargo home: it is only yours once the fleet is back in its bay, and a fleet that is beaten on the way loses it to the winner. The richer fields are guarded by the Tide.

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Orders of the Day

Three orders every day, one for your base, one for battle and one for mining, each paid in coins when you claim it, with a bonus for all three. A seven-day login reward runs beside them.

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The Tide Arrives

Now and then one of the Tide’s flagship fleets breaks into the sector, and every commander is told. It takes many battles to wear one down, and the pot is shared by the damage each commander did.

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The Tech Tree

Every faction has its own research tree across Weapons, Defense, Special, Propulsion and Industry, unlocking the modules you build in the Forge.

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Know Your Enemy

Other commanders are only half the threat. The Tide, the oldest power in the universe, is watching the Rim.

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By the numbers

910
Ship hulls
10
Hull classes
784
Modules
17
Base buildings
265
Research nodes

Every number comes straight from the game's data. Browse all of it in the Stat Reference.

The powers of the Frontier

Wishlist on Steam