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SPACE SUPREMACY
// SOL
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00:00:00 UTC
In Active Development · You Arrive After the Machines

SPACE SUPREMACY

Earth grew comfortable. Sol did not wait. Enter one shared frontier where old claims remain, machines still work, and every route writes new history.

1
Shared Sol
4
Core Activities
1:1
Solar Scale
Descend
// 01 — PvP Combat

No shot is instant.

Inherited claims mean little if nobody can defend them. Weapons fire physical projectiles with real travel time, falloff, and tracking; range, angle, and nerve decide what remains yours.

View Current Combat Captures ▸
100 Capacitor
// 02 — Real-Scale Sol

Law thins with distance.

1.0 SAFE SPACE

One system, modelled 1:1. Near Earth, the old order still has reach. Farther out, records become arguments, authority fades, and forgotten machinery may be the only witness to who came before.

Sol
The star
Mercury
0.4 AU
Venus
0.7 AU
Earth
1.0 AU
Mars
1.5 AU
The Belt
~2.7 AU
Jupiter
5.2 AU
Saturn
9.6 AU
Uranus
19.2 AU
Neptune
30.1 AU
Kuiper Dark
40+ AU
// 03 — Player Economy

Every routerewrites a claim.

The frontier inherited claims, not supply lines. Pilots turn extraction, refining, Industry, markets, and contracts into the living economy the old records never built.

Extract
raw ore
Refine
compact it
Build
Industry
Sell
to market
Credits
circulate through Sol
View Current Industry Captures ▸
// 04 — Corps & Fleets

No empire arrives complete.

The old institutions left paper claims behind. Corps make them real with outposts, pooled industry, and territory that outlasts any session. Fleets are the live operations that decide whose version of the map survives.

Territory held · 0%

View Fleet Motion Studies ▸
Holder Rival Corp Contested
// Concept Motion Study

Motion, with the boundary visible.

Two short loops from supplied visual studies. Neither is presented as current gameplay footage.

CONCEPT LOOP · 08 SEC
CONCEPT STUDY · 01

Long-range scene

Supplied visual-direction study. Not current gameplay footage.

CONCEPT LOOP · 08 SEC
CONCEPT STUDY · 02

Cinematic scene

Supplied visual-direction study. Not current gameplay footage.

CONCEPT LOOP · 08 SEC
CONCEPT STUDY · 03

Long-Range Engagement

Exact scene from the supplied long-range study. Not current gameplay footage.

CONCEPT LOOP · 08 SEC
CONCEPT STUDY · 04

Fleet Departure

Exact ST-03 scene from the supplied cinematic study. Not current gameplay footage.

// 06 — Hull Registry

Ships taking shape in the Store

Authored hulls from the current in-game storefront, presented without invented stats or pricing.

Aegis Corvette, a dark compact hull with cyan edge lighting.
HULL · 01

Aegis Corvette

Current Store hull render

Atlas Carrier, a long dark carrier hull with orange deck details.
HULL · 02

Atlas Carrier

Current Store hull render

Bastion Cruiser, a long armored hull with pale technical edge lines.
HULL · 03

Bastion Cruiser

Current Store hull render

Prospector, a grey industrial hull with clustered blue engines.
HULL · 04

Prospector

Current Store hull render

// 07 — Current Client

Systems you can actually see.

Current preview stills sit beside four short excerpts from earlier development footage. Every item is labeled by source.

SUPPLIED CAPTURES · REPRESENTATIVE ONLY

Four clips. All motion, no click.

Visible clips autoplay in sequence · next clip preloads quietly
EARLY DEV FOOTAGE · 03 SEC
Field sweepOlder supplied capture · lighting, density and labels may change
EARLY DEV FOOTAGE · 03 SEC
Belt panoramaOlder supplied capture · representative composition, not final fidelity
EARLY CLIENT UI · 03 SEC
Pilot registryOlder supplied client UI · not in-space gameplay
EARLY CLIENT UI · 03 SEC
Launch handoffOlder supplied connection flow · not in-space gameplay
Current SpaceMMO docking preview at mid approach, with the ship aligned beside the station. Production scene · controlled phase
01 · DOCKING

Final approach

Current client capture.

Current SpaceMMO asteroid mining terminal midway through extraction. Production UI · fixture state
02 · MINING

Extraction cycle

Current client capture.

Current SpaceMMO Dock factory panel showing manufacturing lanes and buildable products. Production UI · fixture data
03 · DOCK SERVICES

Manufacturing line

Current client UI capture.

Current SpaceMMO laser renderer producing a controlled beam impact. Production FX · controlled event
04 · WEAPON RENDERER

Laser impact

Current client FX capture.

// 09 — Codex FAQ

Pre-flight questions

What the public record can say without explaining the mysteries that pilots are meant to encounter for themselves.

One shared, real-scale Sol, inherited rather than empty. Earth is stable, distant machinery is already at work, and old claims reach farther than old authority. Crossing that history is a strategic decision, not a shortcut.
Cargo and fittings are real stakes — they're physical, and they can be lost. Your pilot, account balance, and anything safe in storage remain protected when a ship goes down. Escorts and smart route planning are how veterans protect their margins. Never carry what you can't afford to drop.
It's a gradient. The inner system is watched by authorities that still remember the old order. Deeper space is richer, less protected, and full of claims that may exist only on paper. Distance creates opportunity—and leaves more questions unanswered.
Credits can be earned through play, and approved account purchases are part of the planned commerce model. Ships and packages may also be sold directly. Purchases do not replace piloting, logistics, judgment, or coordination, and the underlying chain stays invisible to normal play.
Corps are the durable social and economic units: they build outposts, pool industry, and turn presence into territory. Fleets are their live operations. No finished political map waits for players; alliances, rivalries, and the record they leave will become that map.
Public pilot access is not enabled yet. When the launch terminal is ready, it will be announced here; this page will not imitate a login or collect credentials before the real account service exists.