HEAT
Overreach burns
Weapons fire generates Heat. At 9 your next turn loses a point of output. Hit the limit and the ship overheats: Hull damage, a scorched system and a reactor that will not settle.

Tactical starship deckbuilder · Android
Route the power. Break the signal.
Five points of reactor power. Four hungry systems. Every turn you decide what stays online, what goes dark, and how much Heat you can stand. Fly a three-sector expedition and find out who turned a rescue network into a weapon.
Free to play · Android 11+ · Landscape · No account needed
Gameplay
Plays from YouTube. Pressing play loads the video from youtube-nocookie.com.
Core loop
Your reactor makes 5 power a turn. Cards only work when their system holds enough of it, so every hand starts with a routing problem: arm the guns, raise the screen, or light the engines and dig for the answer.
RSV KESTREL · REACTOR
0 / 5 free
Power is a requirement, not a cost. Play your first card and the routing locks for the turn.

Combat
Every enemy telegraphs its next move before you commit. When a fight goes wrong, it is because of how you routed, not because you never saw it coming.
HEAT
Weapons fire generates Heat. At 9 your next turn loses a point of output. Hit the limit and the ship overheats: Hull damage, a scorched system and a reactor that will not settle.
DAMAGE
Kinetic is stopped by Shield and dodge. Energy pierces Shield but can be dodged. Missiles cannot be dodged but break on Shield. Read the enemy, then pick the round.
SUBSYSTEMS
Target the Hull or tear out a Weapon mount, Shield array, Reactor core or Brood hangar. A broken system weakens or silences that part of the enemy for the rest of the fight.
INTENT
The Battle Console shows what the enemy will do next and forecasts the end of your turn, so every allocation is a decision, not a guess.
DRONES
Attack drones strike before the enemy acts. Repair drones patch Hull and systems. Utility power keeps them flying longer, and Protocols scale with every drone in the air.
105 CARDS
Draft from 105 cards, each with an upgrade. Grow RSV hulls with 15 modules, or let a living ship evolve 11 three-stage Mutations.
The Severance
The Coil was a chain of reactor-powered relays that carried power, navigation and emergency calls between distant colonies. During one synchronized transmission it fell silent. Ships that answered the distress calls came back hostile.
The Coil's emergency protocol, CROWN, was built to borrow spare reactor output and keep the network alive. One corrupted instruction turned request into requisition. Now it strips the cores of independent ships, copies their tactics, and broadcasts false distress calls to lure more.
Anchor Station refitted every hull it could spare as a Relief Service Vessel. Yours carries the only independent reactor controller left.
DO NOT ANSWER THE SOURCE
Expedition
Each sector is a nine-stage branching route of Combat, Elite, Event, Repair, Workshop and Shop stops, ending at a boss. Hull damage, broken systems and your deck carry from fight to fight. Salvage pays for everything.
SECTOR 01
Raiders prey on stranded traffic. Converted Ion Frigates and Heat Leeches run impossible power patterns. The Dreadnought guards the exit, and its wreck carries a warning.
Boss · Dreadnought
Raider
Ion Frigate
Heat Leech
DreadnoughtSECTOR 02
Aegis Cutters, Phantom Skiffs and Overcharge Wardens prove CROWN is building a fleet. At the heart of it the Crucible refits captured ships and forges new reactor cores.
Boss · Crucible
Aegis Cutter
Phantom Skiff
Overcharge Warden
CrucibleSECTOR 03
Beyond the rift, Rift Stalkers, Spore Weavers and Void Sentinels hunt in packs. The Mothership launches Swarm Drones from its Brood hangar. Burn the hangar, then clear the fleet.
Boss · Alien Mothership
Rift Stalker
Spore Weaver
Void Sentinel
MothershipEvery stop between fights trades safety for Salvage, Hull or the truth about the signal.
Asteroid Field
Abandoned Ship
Derelict Relay
Solar Flare
Reactor Wreckage
Ghost SignalHangar
Each ship brings its own starting deck, reactor capacities, Heat tolerance and trait.

Combat frigate
Adaptive Frame. Once per battle, a system that goes offline comes back at 4 HP.

Electronic warfare and drones
Signal Relay. The first Protocol each turn does not spend drone duration.

Overcharged assault cruiser
Overcharged Mounts. Attack cards deal +1 damage while Weapons run at capacity.

Living ship
Regenerative Tissue. Restores up to 12 missing Hull at the start of each battle after the first.
Command
Every commander has a starting perk, their own dialogue through the story, and levels up to 7 over a full run, choosing one of two new perks each time.

Veteran Aim. The first Weapons card each battle deals +20% damage.
Former convoy gunnery officer who lost a relief ship at the Severance.

Requisition Officer. +25 starting Salvage, +5 after each victory.
Quartermaster who kept outposts alive by trading parts across broken routes.

Convergence. Once per battle, gain +1 power to allocate, even after playing cards.
An AI recovered from a relay that went dark before the Severance. Her link to CROWN is a mystery.

Symbiotic Instinct. A system repair empowers your next Weapons card that turn.
A former brood navigator who chose independence and bonded with Nacre.
Free to fly
Kade, Elin and the Kestrel are free, and they can finish all three sectors. Beat the Mothership and its escorts to earn Vael and Nacre for good.
Starter Pack · $7.99
A single optional Google Play purchase adds SELENA, RSV Boreas and RSV Vulcan. No ads, no energy timers, no currency to top up. Your pack survives a progress reset.
Yours, offline
Runs save on your device and pick up where you left off. Nothing about how you play leaves your phone. Read the privacy policy.

Something at its source is learning from every ship that answers. Make sure yours is the last.
Get it onGoogle Play