In development · PC · Steam

Inanis Invictus

Your fleet is your strategy.

A turn-based space fleet wargame with the depth of a tabletop miniatures game. Draft a fleet, fit every hardpoint, then outthink your opponent across a hex grid where facing, firing arcs and how loud you fight decide who's left drifting.

  • Early Access · spring 2027 (target)
  • Single-player + online with friends
  • No random packs
Key art · Inanis Invictus

How a battle plays

Tabletop depth. None of the bookkeeping.

Inanis Invictus plays like a miniatures wargame on your desk: hex grid, facings, arcs, cover and critical damage. The client tracks every number, so you only make the decisions.

  1. Draft

    Every ship, weapon and module has a price in Acquisition Points. Pick a fleet size and both sides build to the same budget. Then refit hardpoints and module slots to match your plan.

  2. Deploy

    Choose who starts on the board and who waits in reserve. Reinforcements can warp in at the start of any later cycle, so holding ships back is a real decision.

  3. Fight

    Each cycle, every ship rolls initiative and the two sides alternate. Each ship gets one activation per cycle: move, fire and use modules, in the order you choose.

Captured in engine

See it move.

Lining up the shotCurrent build · work in progress

Systems

Easy to learn. Hard to master.

Facing is everything

Ships have six facings and armor on each hull section. Spinal guns fire down a line, gimbals cover a wedge, turrets cover everything. Turn the wrong way and the enemy hits your weakest plating.

Spinal · Gimbal · Turret

No alpha strikes

Initiative is rolled every cycle and the sides alternate ship by ship. Every ship acts exactly once and every weapon fires once per activation. A big fleet can't erase you before you move.

1d100 + Initiative · alternating activations

Signature: fight loud, get seen

All the Energy and Focus you spend adds to your Signature. A loud ship hits hard now, but it is easier to hit, easier to jam and acts later next cycle. Try it below.

Signature = Energy + Focus spent

Electronic warfare

Scan an enemy to reveal its loadout to your whole side. Then jam its targeting, lock its thrusters or drain its reactor. Better rolls give stronger, longer effects.

Minor · Moderate · Major

Damage that escalates

Hits go through shields, then section armor, then the core. Every hit on the core rolls for a critical, and wounded ships suffer worse ones: damaged weapons, cascades, even reactor failure.

Shields → Armor → Integrity

Contingencies

Plan for the enemy's turn. On your activation, set "if this happens, do that" and pay the cost up front. If the trigger happens, the response fires on its own, with no pauses to ask you.

Set it now · fires on their turn

Signature tester

Interactive

You're an Aria-class corvette. How hard do you push this activation?

Your Signature20
Enemy hit chance62%
Initiative next cycle180
Balanced. You hit back without lighting up the whole sector.

Example only: a stock corvette, enemy light lance at 3 hexes, Signature fresh this cycle. The live game tunes every number.

Firing arcs

Interactive

The same gun covers different hexes depending on how it's mounted. Asteroids block the shot.

Gimbal: covers the 60° wedge of its facing. Range 4.

Skirmish vs AITeam battlesHot seatOnline with friendsPrologue campaign

Fair fights are
a planning failure.

Vega Privateer doctrine

From the current build

Read the board. Take the shot.

Launch factions

Three ways to win a war.

Each faction has its own weapons, defenses and weaknesses. They look different on the board, and they play differently too.

Human · Corporatocracy

United Earth Coalition

"Rugged resilience. Manifest destiny."

A hyper-capitalist board of megacorporations that treats the galaxy as a quarry. Its warships are brutalist "Flying Anvils": slow and heavily armored, bristling with railguns, artillery and missile racks.

Plays as
Attrition bruiser
Weapons
Kinetic, missiles, flak
Ships
Seax · Naglfar · Mjolnir
Colors
Alien · Theocracy

Vaelan Ascendancy

"Beautiful, flawless, and completely without mercy."

An ancient empire whose ships are grown, not built, over decades. One Vaelan hull outclasses a squadron. Behind regenerating shields, they slip out of your arcs and take you apart with focused energy.

Plays as
Elite precision
Weapons
Thermal lances, beams, seekers
Ships
Aria · Cadence · Chorus
Colors
Human · Independent

Vega Privateer Collective

"We don't have a flag. We have a contract."

Contractors left stranded when the Vega Incident voided their contracts overnight. Fast, heavily shielded raiders with black-market blasters, plus EW "casters" that blind you before the guns arrive.

Plays as
Raider and caster
Weapons
Blasters, scatter, missiles, EW
Ships
Jackal · Stalker · Mirage · Corsair
Colors

More factions arrive in later Chronicles. The bio-mechanical Kathika Imperium and the Colonial Frontier Guard are already on the board.

Prologue · The Vega Incident

4 MINTo end a trillion-credit operation

Hunting exotic matter for its slipstream drives, the UEC cracked open the crystal asteroids of the Vega nebula. They weren't asteroids. They were Vaelan Cradles, nurseries sung into existence over ten thousand years.

No transmission. No warning shot. A single Vaelan patrol dropped out of the Aether and cut the mining fleet to slag. The UEC Board met, classified the Vaelan a "Tier-1 Hostile Resource" and sent the Heavy Fleet.

The Prologue is planned as six to eight missions told from three sides of the first battle: the UEC, the Vaelan and the privateers caught between them.

Wreck record 0117Sector V-4
SRC  UEC mining security · Seax-class picket T+00:00 Survey escort on station. World-crackers nominal. T+02:41 Contact. No transponder. No hail. T+02:44 Thermal lance signature. Rig 3 lost. T+03:58 UNVERIFIED

Every campaign is a set of black-box records recovered from wrecks and found out of order. You play each one. If your result differs from history, the record is marked UNVERIFIED and canon shows how it really ended.

Fair by design

Win with tactics, not your wallet.

Equal budgets

Every ship, weapon and module has an AP price. Both fleets build to the same limit, so any two fleets meet on even terms.

No randomness

No loot boxes, no random packs and no trading. You always know exactly what you're buying.

Rarity is lore

Common to Legendary describes a ship's place in the universe. It never makes a ship stronger for its cost.

Nothing leaves

Every release stays on sale. Content from any Chronicle works in skirmish and online against any other.

Roadmap

The war is just starting.

The story is told in Chronicles, each one a single event from any point in the setting's history. They come out of order, so the universe grows without retcons.

Spring 2027 · target

Early Access

The Vega Incident
  • UEC, Vaelan and the Vega Privateers
  • Corvettes, frigates and destroyers
  • Skirmish vs AI, hot seat, online with friends
  • The Prologue story campaign
Within a year of Early Access

1.0

The Vega Conflict
  • Cruisers and battleships
  • Fighters, bombers and torpedoes
  • The full campaign
  • Last Light: a roguelite convoy escape
After 1.0

Chronicle I

The Halcyon Harrowing
  • Colonial Frontier Guard vs the Kathika Imperium
  • Commanders
  • Ongoing damage and area effects

Dates are targets, not promises. Join the list and we'll tell you first when they move.

Inanis Invictus emblem

Hold the line. Join the fleet.

Get dev logs, a chance at closed playtests, and a heads-up the day the Steam page and Early Access go live.

Pick a side (optional)