Engagement

Engagement

About the Game

Relief is fifteen minutes out. The Hollow will be here in one.

You command a single Concord capital ship in the Belt of Ashes. Everything you destroy drops salvage, and every level bolts something onto your hull: flak batteries, rail cannons, tesla coils, drone hangars, shield domes. Each one is a real turret on a real hardpoint. By minute ten your ship looks like the build you chose, and it fights like it.

You do not fight alone. Recruit escorts, send them where you need them, and promote the ones who live. A Lance that survives long enough takes a specialist commission and comes back with a new gun. A pilot who does not goes on the memorial wall with their rank, callsign, branch and kills.

The Hollow do not negotiate. They come in swarms, then in capital ships, then in things the Signals Office has stopped trying to name. You will see them coming: every charged beam, arcing pulse and incoming torpedo is marked on screen and in your ears before it lands.

Every upgrade changes how you fight.

There are no "+8% damage" cards. A refit might blow armour plates off into a flak burst when your hull is hit, relaunch a lost fighter wing, or turn your first volley into guaranteed critical hits. Your drydock, your mastery and your doctrines work the same way: mechanics you can see, not numbers you have to trust.

Features

  • Six flagships, from a line cruiser to a carrier to a cloaking raider, each with its own hardpoint layout, signature system and tree of seven refits.

  • 25 modules and 15 evolutions. Max a module, pair it with the right partner, and it becomes something else.

  • A fleet that grows with you. Nine escort classes to recruit, order, promote and branch. Pilots keep their callsigns, ranks and records.

  • 21 Hollow ship types across five sectors, each sector with its own hazard: ice shard storms, a collapsing dead shipyard, a lightning nebula that halves your sensors, and Hollow space itself.

  • Bosses with phases: the Reaver dreadnought, the Maw that swallows escorts whole, the Choir that sings its dead back, and the Hollow Crown.

  • Campaign: three acts on a branching map where your hull, modules and pilots carry forward between fights. Eight keepers run the shops, from a salvage broker to a mercenary post to a chapel that keeps the lost, plus a dealer in Hollow-tech the Concord would rather you did not meet.

  • A service record that lasts. Forty Command ranks, mastery for every flagship with perks of its own, nine doctrines that trade a strength for a weakness, a drydock of seventeen upgrades, and weekly commissions.

  • Endless, Daily, Boss Rush and Challenge modes, and a Heat ladder for when fifteen minutes stops being enough.

  • A launch you will want to watch: every sortie opens with your ship leaving its yard cradle and burning out of the system.

  • Chase or bridge camera, photo mode, full controller support with Steam Deck button prompts, and 70 Steam achievements.

  • Accessibility: colourblind palettes (protanopia, deuteranopia, tritanopia, high contrast), UI and HUD scale, reduced motion, reduced flashes, hold or toggle for boost and the orders wheel, remappable keys, aim assist, adjustable damage taken, and radio chatter shown on screen.

Initial Release