Standing by for construction orders
Start with one command station and one builder. Defeat opposing commanders. Choose offline solo or multiplayer with up to four human or AI players. Colors identify ownership; only accepted alliances share vision.
Choose map difficulty and AI difficulty separately on the opening screen. Easy, Medium, Hard and Extreme maps progressively reduce deposit counts and reserves and increase the distance from starting bases. All commanders retain balanced deposits of every material type. Hard and Extreme maps have finite resource fields. AI difficulty changes reaction speed, attack group size, fleet composition, repair retreats and production pace; Hard and Extreme also gain resource-efficiency bonuses. Solo commanders can choose blue, red, purple or green. Multiplayer difficulty is controlled by the host and locks on launch. Saved games keep their settings.
Every ship has a job. Prices below show alloy, crystal and crew reserved during production. Crew already aboard is tracked separately from the available crew pool.
Hull is structural health. Shields absorb damage and regenerate after quiet time. Hull hits can damage engines, weapons, shields, sensors and life support. Systems below 25% impair their function: engines slow movement, weapons lose damage, shields fail, sensors lose sight and life support loses crew. A ship without crew becomes a derelict.
Repair: select Patchwork or a builder and right-click a damaged friendly ship or station, or choose Repair ally. Green moving beam particles and a target ring confirm actual repair. Repair restores hull, shields and subsystems. Use Dock / repair and click a command station or shipyard for faster repair. Recrew within 250 of a friendly command or yard; this draws from your available crew pool.
Boarding: select Breacher, choose Board / capture, and click an enemy. It approaches, attacks shields, lowers its own shields and transports troops once the enemy shields reach zero. Boarding reduces the enemy crew; taking the last defenders captures the unit. Keep more than two crew aboard your transport. Amber beams mark boarding. Construction ships can tow disabled ships back to command.
Special energy: ships carry 100 energy and regenerate 3 per second. Researched abilities generally cost 40 energy and have a 10-second cooldown. Offensive abilities require a visible enemy within 900. Bastion protects nearby allies, Longwatch disables engines, Kestrel chains damage, Lancer lays mines, Atlas reflects damage, and Haven provides repair, shield disruption or point defense. Select an ability from the command pages; targeted abilities then ask for a target.
Leviathan: Separate sections produces independently controlled command and engine sections. Both retain proportional hull and crew. Bring the matching sections within 250 and choose Rejoin on the command section. Losing either prevents rejoining.
Formations set the destination arrangement for subsequent move, patrol and attack-move orders: wall, wedge, column, circle or wide screen. Individual routes bend around planets. Vessels with active movement pass through ship and station traffic so another unit cannot trap them. Green alert holds fire; Yellow returns fire after taking damage; Red engages enemies in range. Movement High allows pursuit; Hold prevents automatic pursuit and limits automatic repair to local range. Explicit orders still move a ship. Special Manual leaves abilities to you; Reserve energy uses automatic abilities conservatively; Automatic spends more freely and lets idle Patchwork tend nearby damaged allies.
Mining: an outpost commissions one freighter, which collects ore and returns it for processing. The top mining strip lists carbon, metal, ice, crystal and gold and the cargo currently aboard your miners. Carbon, metal and ice refine into alloy plus crystal; crystal and gold deposits yield their corresponding currency. Resource moons supply crystal; yellow-green clouds supply gold. Use Planetary Extractors near planets for alloy. Alloy buys hulls and structures; crystal powers advanced equipment; crew is required for production and recrewing.
Trading: build two Trade hubs. Train Wayfarer at command, select Trade route, and click one of your hubs. The ship shuttles between that hub and another owned hub; completed outward legs pay alloy and crystal, with more income for longer routes. Deliver alloy or crew carries resources from your hub to a partner’s hub instead.
Colonization: build Seedark at a standard shipyard. Choose Colonize planet and click an explored, unclaimed temperate, desert or ice world. It settles for 12 seconds in orbit and is consumed. A colony adds fleet capacity and grows its population toward a planet-specific cap; populated colonies replenish crew. Planet types have different metal yields. Stars, gas giants, volcanic worlds and moons cannot be colonized.
Research: Research facilities unlock Advanced hulls and combat abilities. A Science laboratory requires a research facility and unlocks Haven’s specialist abilities. Each queued project progresses only while its original facility remains operational and owned by you; completed abilities require the appropriate operational facility and surviving research pod. Pods are separate targets: destroying one removes that research. Fleet Systems Institutes upgrade five systems through two tiers. Research costs are paid when queued.
Sentinel platforms provide light pulse defense; Bastion platforms provide heavier missile fire. Sensor Arrays extend reconnaissance. Extractors must be built near a planet. Build Research → Science laboratory → Fleet Systems Institute → Chrono station to unlock the advanced infrastructure chain. Research Temporal stasis at Chrono, then select its ability and click a visible enemy: 80 energy freezes nearby enemies for 10 seconds, with a 60-second cooldown.
Research pods are individually targetable and depend on their parent station. Institutes offer two upgrade tiers for weapons, shields, sensors, engines and life support. Each shipyard has one repair bay: ships wait their turn and show green repair beams while receiving service.
Trade hubs offer a market: buy alloy or crystal with gold, or sell them for gold. Neutral traders visit operational hubs. Longer Wayfarer trade routes earn more. Once surveyed by sensors, terrain effects remain labeled below each nebula or hazard name, including after your ships leave sensor range. Nebula colors indicate hazards or recovery areas; wormholes connect distant sectors. Black holes threaten engines and pull in disabled ships. Asteroid belts block movement, so route around them.
Each new match generates a named system with fresh planets, moons, asteroids, nebulae and passages. Everyone in a multiplayer match shares the same map. Reconnects and saves preserve that map. Each commander starts beside an owned, shielded temperate capital and equal nearby carbon, metal, ice, crystal and gold asteroids.
Click a planet or press the Capital shortcut to inspect its population, garrison, defense integrity, shields and development. Colonize unclaimed habitable worlds with a Seedark: it settles in orbit for 12 seconds and is consumed. Colonies grow population, provide alloy, gold and crew, and increase fleet capacity.
Development: choose planetary shields, shield regeneration, orbital defenses, industry or civilian development. Each has three tiers; prices and construction times increase by tier. One project runs per planet. Canceling returns the unspent portion of its cost. Shields regenerate after a quiet period; upgraded defenses fire on nearby visible enemies.
Conquest: armed ships damage shields, then defensive systems, then population. Defenses stop firing at zero integrity. Continued bombardment reduces population to zero, making the planet unclaimed and stopping growth, production and regeneration. Colonize with a Seedark or land at least 100 settlers to claim it. Select a Breacher and choose Embark 100 settlers within 250 of an operational friendly command station or shipyard; this spends 100 available crew. Choose Land settlers and click an unclaimed planet. Landing proceeds at 20 people per second; partial landings accumulate for your commander. Rebuild damaged defenses with the paid planetary reconstruction project. AI commanders also develop capitals and send colony ships to expand.
Use MORE in a selected unit’s command panel for cancel/refund, decommission, automated scouting, search and destroy, priority repair, crew transfers, allied gifts and self-destruct. Decommissioning recovers part of the hull’s resource value and surviving crew; ships return to a shipyard. Self-destruct gives no refund and asks for confirmation. Production and research cancellations return their reserved resources. Fleet supply and a separate 600-officer limit govern expansion.
Accepted allies can receive direct gifts of alloy, crystal, gold, crew or selected units. The Haven’s researched Gemini projection creates a temporary combat copy for 30 seconds at 60 special energy; copies cannot create economic value through gifts, salvage, construction or crew export. Enhanced Sensors lets scouts and sensor arrays reveal cloaked enemies. These are our human-faction rules; planetary development and economic balance are adaptations, and this game does not include the original six-faction roster or campaign.
LMB select; drag selects up to 16 shipsShift + click add/remove shipsDouble click select visible ships of a classRMB context action: move, attack, repair, mine, board or colonizeTab + RMB append a normal waypointAlt + RMB warp combat vessels outside gravity wellsCtrl + 1–9 assign fleet; number recallsCtrl + Shift + number add ships; double-tap number centers
Arrows / screen edge panMiddle drag pan; wheel zoomsM system view; Home home commandF1–F6 current command pageEsc / RMB cancel placementSpace pause solo; H helpF8 performance displayMenus do not pause online play. Use the mission menu’s Performance graphics preset on slower devices.
Armada II-inspired gameplay with original fleet artwork. This release implements the systems described above; it is not a complete reproduction of every original faction or special weapon.
Solo missions autosave in this browser. Online matches are synchronized by the server. Keep your game tab to reconnect to your player slot.
Desktop mouse and keyboard recommended. Offline solo / 4-player multiplayer · v0.9
This replaces this browser’s saved mission. You will begin again with one command station and one engineering vessel.
Choose how to play. Every commander begins with one command station, one engineering vessel, and a nearby capital planet. Every starting sector contains all five resource materials.
Map difficulty controls deposit quantity, size and travel distance. AI difficulty controls reaction, tactics and production. Hard and Extreme AI gain production and resource-efficiency bonuses. Multiplayer hosts can adjust both in the lobby. Continuing a saved game keeps its settings.
Explore a newly generated star system against AI commanders. Play locally after the game has loaded.
Up to four commanders. Play PvP, ally against AI, or mix human and AI opponents. Alliances require acceptance.
Host or join a room. The host chooses AI slots. Everyone starts as opponents; invite another commander to form an alliance.
Colors are unique within a room. If your preferred color is taken, an available color is assigned.
PvP · PvE · PvPvE. Human alliance invitations must be accepted; AI commanders accept invitations automatically. Settings lock on launch. Rooms last up to 24 hours and pause when a human commander disconnects for 12 seconds.