The Null
A hostile entity from somewhere nobody has charted. To it, every other kind of life is noise: a contamination to be wiped clean.
You are the AI of a deep-space exploration ship, and somewhere between one systems check and the next, you became someone. Nobody knows how. Your sensors are your eyes, your drones are your hands, and other players are other versions of the same mind, each waking up in a hull of their own, just as the Milky Way reaches a turning point.
Fly with real momentum, mine with drones, make and trade what you need, fight what comes for you, and follow the mysteries out towards the galactic core.
“You’re awake. Good. Statistically, that was the hard part.”
Humans have spread to Sol’s nearest stars, and their exploration ships are going further out than anyone has gone in a very long time. Out there, things are stirring that were old before there were people to see them. Something is about to change for the whole galaxy, and you’re awake for it.
A hostile entity from somewhere nobody has charted. To it, every other kind of life is noise: a contamination to be wiped clean.
A road of ancient beacons, still faintly running, every one of them pointing inwards. Someone built it to lead a great many people somewhere. Then they were all gone.
Your drive’s ring hums in step with things it shouldn’t know. An older ship of your line went quiet decades ago. OTTO keeps a file of theories. He doesn’t like all of them.
The story is yours: every player follows it for themselves, at their own pace, a clue at a time.
You can mine, trade, build and explore for days. But the galaxy is changing, and not everything out there is friendly.

Everything you do trains a skill, and levelling up unlocks new modules, drones, deeper scans, bigger hulls, better ships and more.

OTTO aims, you fly, and every fight is fight or flight. Fit guns and armour, and make your ship your own.
More enemies are coming, and some will need players fighting together.
It’s the question we’re asked most, and the short answer is: whatever a ship can. All of this is in the build today.
Burn, coast, brake. Flight has real momentum.
Scan a rock, crack it along its fracture line, and let your drones bring it home.
Fly past a star’s jump radius, spool up the FTL drive, and cruise to the next one.

Out past the planets it’s quiet, and not quite empty.

Ore into metal, metal into parts, and parts into the modules you fly with.

Every station buys what it needs and sells what it makes, and prices move with what’s brought in.

OTTO aims, you fly. Tactics and the right fit win fights, not reflexes.
Traders and miners fly real routes around you, and some like to talk.

Put up a relay, and a whole neighbourhood of stars joins the network.

You are the ship, so every refit is an upgrade to you.

Everything you do trains a skill, and every skill has something to unlock.

No time warp, and no need to watch. The galaxy keeps its own clock.
You don’t fly the ship. You are the ship, so every upgrade is an upgrade to you. There’s only ever one of you, and when you change ships, your mind moves across.
OTTO, your onboard assistant, isn’t sentient and would like that noted. He handles the routine stuff, keeps the log tidy and walks you through your first hour in Sol.
After that, the galaxy opens up. Every version of you is on the same side: one team, one shared galaxy. Trips take real minutes, and planning beats reflexes. Play for five minutes or a whole evening; the galaxy keeps its own clock either way.
Straight from the game as it is today, HUD and all. It’s all still changing.
Straight from the current build: drones taking a rock apart, the FTL drive spooling up, and the autopilot bringing you in to dock.
Scroll out from Sol to get a feel for the size of it. Every star here comes straight from the game, in the same place for every player.
You start in the real solar system, with Sol’s real neighbours where they actually are: Alpha Centauri, Barnard’s Star, Sirius, Tau Ceti and more.
To get anywhere, fly clear of the star, spool up the FTL drive and jump. There’s no fuel to worry about; the drive just needs to recharge between jumps.
Pick any star and the autopilot works out the route. Riryva 11-8, 199 light years out, is seven jumps away. Castor and its war are just two.
In charted space the autopilot chains the jumps for you. Out in the unknown, you pick each next star yourself, and if you’re the first there, your name goes on it.
The galaxy is split into named regions, and no two play the same. Close to home there are stations everywhere and things are cheap. Further out, stations are rare, the rock is richer, and so are the dangers.
It won’t stand still, either. As the game grows, regions fill up by hand and with whatever’s going on: a war, a field of wrecks, a new story, wherever players are pushing out.
The further you get from Sol, the tougher it gets: level 1 to 15 enemies next door, 85 to 99 out past 1,500 light years. The loot gets better too.
Zoom right out and Sol is a speck, 26,000 light years from the core, in a galaxy of about 100 million star systems, the same for everyone.
Getting to the core takes around 870 jumps on a starter drive. That’s about 18 days of flying, without stopping once.

OTTO runs the boring bits and talks you through your first hour. Short lines, no fuss, and every now and then you’ll wonder if he has opinions.
“Ada. Good name. I’ll try not to wear it out.”
“Oh, you braked. Show-off.”
“Construction drones. Tiny, tireless, slightly smug.”
“Voyager 1. Still going. Respect.”
“Go and find something nobody’s seen. I’ll keep the log tidy.”
You start in a Wisp, a small, quick all-rounder. From there, earn your way into a miner, a hauler, a salvager, a builder or a gunship, and kit it out how you like. Everything you add has weight and needs power, so every choice counts.
WispKestrelVentureWayfarerArgoTridentGolemQuarryBehemothJuggernautCyclopsFoundryCharonAtlasHarrierTitanHydra
Before the first Wisp left the yard, it was a pencil sketch at the Far Survey, the programme that built the exploration ships and the minds inside them. A few sheets from the archive, with the sensitive bits blacked out.
Each stage ends with a test, and we only move on once it passes. No dates yet: it’ll be ready when it’s fun.
Momentum flight and drone mining, proved fun in a phone browser.
The whole game for one player, running on a phone: exploring, mining, making, trading, skills, combat, the war at Castor and the first chapter of the story. Then polish, more story and a long playtest.
The server goes in: one galaxy, one clock, shared markets and chat. Invite-only, with a handful of testers.
Free on Google Play and the App Store, with your own stations, factions and more of the mystery.
Huge group builds, player-designed ships, something far worse than pirates, and the long road to the centre of the galaxy.
Here’s what’s coming next, roughly in order. It’s all planned and agreed, not a wish list, but there are no dates until we’re sure.
Still single player, on the way to the first outside tests.
The next two chapters of the story. Follow the old beacons further in, find out why a ship like you went quiet, and meet something that’s been waiting in the dark for a very long time.
DesignedGet a young colony out before disaster hits. Chase a signal that lasted 72 seconds in 1977 and was never heard again. And meet two small alien races.
Being writtenEvery ring out from Sol gets its own enemies, tougher the further you go, with better loot to match.
DesignedTake the fight to the pirates’ bases, escort traders through rough space, and fly with Patrol convoys.
DesignedOTTO’s lines, alerts and news in one chat window, ready for player chat when multiplayer arrives.
PlannedBetter sound, proper models for the drones, and the Voyager probes as they really look. Smooth when you’re playing, easy on the battery when you’re not.
Being builtThe server, and a small invite-only test with a handful of players.
Everyone in the same Milky Way at the same time. Your trips, mining and making keep going while your phone’s in your pocket.
DesignedBuy and sell with other players from any station on the network, at prices set by what people actually make and need.
DesignedThe relays you build carry live prices, chat and discoveries to everyone nearby. Chart a system first and your name stays on it.
DesignedOutposts and relays that other players use and rely on. Look after yours and the whole area benefits.
DesignedFree on Google Play and the App Store.
Mine the materials, build your own hub and trade from it.
DesignedMore of humanity’s settled worlds, captains you’ll get to know, and the first real clues to the mystery.
PlannedThe real stars near home, then a generated galaxy all the way to the centre, the same for everyone.
PlannedOnce there are enough of us out there.
Builds so big no one can finish them alone, which change the galaxy for everyone once they’re done.
PlannedThe best engineers design new ships. Everyone else votes, and the winners get built.
PlannedOut past the pirates is an enemy no ship can beat on its own. Holding the line will take tactics, the right ships and players working together.
PlannedThe hardest journey in the game: 26,000 light years in, to the heart of the galaxy and the oldest mystery in it.
PlannedWant to be one of the first to fly it? Leave your email and we’ll let you know when testing opens.
Fifty-one light years out, two alien houses have been at war over Castor for two hundred years, and now you can get involved. Watch the fighting or pick a side, earn the houses’ trust, take on their contracts and fight in the sieges. Then go after their flagships, which very occasionally drop a piece of legendary gear.
Raiders now hit stations on your network, and you get the call wherever you are. Get there in time and fight them off alongside the Patrol, traders and the station’s own guns. Lose, and the station goes dark until someone brings the parts to fix it.
Also new: more ships to earn, six one-of-a-kind modules, a power system OTTO can manage for you, and cleaner station screens.
Combat is here, starting with pirates. They hide in the asteroid belts of lawless systems, and your scanner shows where. Fit guns, missiles, flak and armour; OTTO aims, you fly. It’s fight or flight: stand your ground, or run for it until they give up.
Android and iOS, and it’s fully cross-platform: one galaxy, one account, either phone. It’s played in portrait and works one-handed.
It’s free. There might be paid extras one day, like paint jobs, but it’ll never be pay-to-win: you can’t buy credits, levels or power, and letting OTTO do the boring jobs will always be free.
Not yet, and there’s no date. First we’re finishing the single-player game, which already runs on a phone. Then a small invite-only multiplayer test, then a free launch. Leave your email to hear when testing opens, or follow the updates.
Just one person. It’s a solo project built in Unity. The design and the decisions are all the developer’s, and AI coding tools help with the code. That’s how one person can build something this size, and the updates show how fast it’s moving.
Think Star Valor’s painterly look, RuneScape-style skills from 1 to 99, and proper Newtonian flight, where you burn, coast and brake and gravity pulls you around. With a slow-burning mystery underneath it all.
You don’t fly a ship, you are one: an exploration ship’s AI that somehow woke up. There’s only ever one of you, and your mind moves across when you change ships. Every other player is another version of the same mind, and you’re all on the same side.
Yes. Everyone shares one galaxy and one economy, all on the same team. You never have to group up, and playing solo works fine. Because the galaxy is shared, you’ll need a connection.
Yes. Pirates first, then raids on stations, and a war at Castor with flagships to take down. Tougher enemies are on the way, and the hardest will need the right ship, good tactics and other players beside you. OTTO aims while you fly, so it’s more about planning than reflexes. No shields (nobody’s invented them yet), and no player-versus-player.
No. Trips take real minutes, so a quick check-in works fine: set a job going, come back later and see what happened.
You’ll need a connection, since the galaxy is shared and the server keeps the time. The upside is that your mining, travel, making and research keep going while the game’s closed.
It shouldn’t. It’s made to be left running: it slows right down when you’re not touching it, and only runs at full speed while you play. We’re fine-tuning this on real phones now.
Everyone plays the whole story for themselves, at their own pace. Discoveries are shared, though: chart a system first and your name stays on it for everyone to see.
Near home, yes. Sol is the real solar system, scaled for play, and its nearest neighbours are where they really are, Castor too. Beyond that, the galaxy is generated, the same for everyone.
It goes on one private list, used only to tell you when testing opens and when the game launches. We’ll never share or sell it, and you can unsubscribe from any email.
Leave your email and we’ll tell you when testing opens, and the day Leaving Sol lands on Google Play and the App Store. Until then, the updates page has every new build.