v1.14.1 NOW AVAILABLE — See what's new

sys.broadcast // galactic_network v4.2

BIG BANG
SMUGGLERS

Turn-Based Space Trading

TRADE. FIGHT.
SMUGGLE.

Two factions. Three commodities. 250 turns every 4 hours.Every 30 days, the galaxy resets.

Google Play Apple · Coming Soon Web · In Progress
$ cat gameplay.log

How It Plays

[TRADE]

Trade Routes

Three commodities: fuel, organics, equipment. Buy where prices are low, sell where they're high. Better ships carry more per run. Better routes mean bigger margins.

[COMBAT]

PvP Combat

Attack rival captains in neutral or pirate sectors. Win and loot up to 25% of their credits and 30% of their cargo. Fighters, shields, and torpedoes decide the outcome.

[PLANETS]

Planet Development

Claim an unclaimed planet. Deploy workers. Build factories and warehouses. Collect daily production and sell it. Build a Trading Post for passive income.

[BOUNTY]

Bounty Hunting

Post a price on a rival captain. Anyone who defeats them collects the reward. Or hunt wanted players yourself and claim the payout at the contract office.

> query galaxy_params

No Two Galaxies Are the Same

Procedurally generated. Seasonally reset. Your choices shape every run.

01

Federation or Pirate

Start neutral. Run Federation trade routes and your alignment shifts toward law. Smuggle contraband through pirate havens and it shifts the other way. Your faction affects prices, port access, and how NPCs treat you.

02

Three Territories

Federation space is safe, taxed, and PvP-free. Neutral sectors are the frontier — mixed risk, PvP-enabled. Pirate space has no law, high NPC aggression, and the only ports that deal when your rep is in the red.

03

30-Day Seasons

Every season starts in a new procedurally generated galaxy. Sectors, prices, and planets all reset. XP earns rank. Your season record persists permanently. Final standings lock when the galaxy closes.

04

Corporations

Form or join a corporation. Corp membership shows on the leaderboard. Leaders hold faction-specific titles. Coordinate planet defense, territory control, and the seasonal standings together.

# shipyard manifest

Your Ship. Your Rules.

Six Lines · Five Tiers

Federation and Pirate yards build differently. Federation ships favor cargo capacity and defense. Pirate ships lean aggressive — more fighters, better escape ratings.

> Fed: Trading, War, Balanced
> Pirate: Smuggling, Raider, Corsair
> T1 open to all. T5 requires 60,000 XP
> Upgrade holds, shields, fighters, warp

SHIP PROGRESSION

Frontier Scout

Tier 1 · 0 XP

· · ·

Federation Galleon

Tier 5 · 60,000 XP

— OR —

Pirate Leviathan

Tier 5 · 60,000 XP

! changelog // v1.14.1

What's New in v1.14.1

v1.14.1 hardens account security, tightens data boundaries, adds tappable notification links, and fixes starport shipyard pricing.

[SECURITY]

Account Protection

Multiple layers of identity verification and session safety now protect your account across all platforms.

[DATA]

Tighter Data Boundaries

Game data access is now more precisely scoped so players can only see information relevant to their own ships, planets, and galaxies.

[NOTIFICATIONS]

Tappable Notification Links

In-game notifications can now include links that take you directly to the relevant page or store listing when tapped.

[STARPORTS]

Shipyard Pricing Fixed

Starport shipyards now correctly display the five-tier cargo hold upgrade system instead of showing wildly incorrect prices.

Transmission Incoming

Early Release Out Now

v1.14.1 strengthens security, tightens data access, and squashes pricing bugs across the galaxy. Download now on Google Play and jump in.

sys.status // season_active

250 Turns. Two Factions.

One galaxy. Thirty days. Make it count.