Cargo Runner: Faction Fracture

Cargo Runner: Faction Fracture

About the Game

PACK THE HOLD. PICK YOUR FACTIONS. TRY NOT TO DIE.

Every run starts the same: an empty cargo grid, three faction stations, and a delivery contract that could go very wrong.
The legal cargo pays. The illegal cargo pays more. The unknown cargo pays the most — if it doesn't mutate before you reach a buyer.

By sector three, you're hauling contraband through a Federation blockade with one shield bank left, a pirate squadron on your tail, and a boss between you and the warp gate. You either extract clean or you lose the run.

▸ TETRIS YOUR CARGO, DODGE INSPECTIONS
Pack your hold by hand. Safe slots up top, risk slots below. Federation scanners read top-to-bottom — what you stash where decides whether you make the next station or get boarded.

▸ THREE FACTIONS, NO FRIENDS
Federation, Pirates, Swine. Each pays differently, hates someone else, and remembers what you did last run. Working both sides is the highest paycheck and the fastest way to get hunted.

▸ EVERY SYSTEM IS A TRADEOFF
Power between shields, weapons, and engines mid-fight. Heat from contraband draws patrols. Mutating cargo can spike or crash in value before you dock. Nothing is free.

▸ NINE SHIPS, BRANCHING UPGRADES
Each ship sets your base hold shape, slot ratio, and special ability. Stack boon synergies between runs to make your loadout
do something none of the others can.

▸ BOSS EVERY SECTOR
Sector-ending encounters that punish whatever build you've been getting away with. If you only know one strategy, you'll learn three more or die trying.

▸ PERMADEATH, PERSISTENT META
Lose a run, keep your weapons stash and meta upgrades. Each death pushes the next attempt further.

DAILY SEEDED RUNS + GLOBAL LEADERBOARDS
Same conditions for everyone. Your scoreboard against theirs.

Initial Release