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 · TurretYour 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.
How a battle plays
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.
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.
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.
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
Systems
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 · TurretInitiative 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 activationsAll 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 spentScan 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 · MajorHits 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 → IntegrityPlan 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 turnYou're an Aria-class corvette. How hard do you push this activation?
Example only: a stock corvette, enemy light lance at 3 hexes, Signature fresh this cycle. The live game tunes every number.
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.
Fair fights are
a planning failure.
From the current build
Screens are captured in the current development build; art, UI and numbers will change before release. Key art is illustrative.
Launch factions
Each faction has its own weapons, defenses and weaknesses. They look different on the board, and they play differently too.
"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.
"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.
"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.
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
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.
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
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 loot boxes, no random packs and no trading. You always know exactly what you're buying.
Common to Legendary describes a ship's place in the universe. It never makes a ship stronger for its cost.
Every release stays on sale. Content from any Chronicle works in skirmish and online against any other.
Roadmap
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.
Dates are targets, not promises. Join the list and we'll tell you first when they move.
Get dev logs, a chance at closed playtests, and a heads-up the day the Steam page and Early Access go live.