
The game
Massive Frontier
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.
Player's guide →The Shipyard
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.
Player's guide →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.
Player's guide →Command the Sector
Assemble fleets, deploy them from your outpost and give orders in real time across a persistent sector map.
Player's guide →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.
Player's guide →Know Your Enemy
Other commanders are only half the threat. The Tide, the oldest power in the universe, is watching the Rim.
Player's guide →By the numbers
- 910
- Ship hulls
- 10
- Hull classes
- 784
- Modules
- 16
- 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
Solar EmpireLight Eternal
Miner RebellionThe Unbought
Void SyndicateKnives in the Dark
FreelancerNo Flag But Pay
Crimson FleetJoy in the Fire
Deep Space ExplorersBeyond the Last Star
Technocrat UnionEfficiency Is Mercy
Nomad ClansThe Wind Owes No One
Shadow BrokerageWe Already Know
Celestial OrderJudgment in Light
Iron VanguardThe Line Does Not Break