Engagement artwork92%Positive

Engagement

Command a capital ship alone or up to 4 players co-op and hold the Belt of Ashes against the Hollow and more until relief arrives. Every upgrade is a turret bolted to a hardpoint you can see, your escorts you recruit keep their names and kills, and every fight has variety to make it new.

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From the Steam store

RELIEF IS FIFTEEN MINUTES OUT. THE HOLLOW ARE ALREADY HERE.

Command alone or bring friends. One or two capital ships, side by side, back to back, holding the Belt of Ashes against everything the Hollow can throw. Play a single run or a whole campaign together over Steam, pick your own flagships, builds and doctrines, and cover each other when the swarm comes in. More friends? They can climb aboard and crew your guns and stations.

You do not fight alone. Recruit escorts, give them orders and promote the ones who live. Two Veterans whose hulls fit a recipe can fuse into a new class of ship. Three can drill as a squad. An escort that goes down ejects its pilot in a pod you can still pull aboard; a pilot nobody reaches goes on the memorial wall with their rank, callsign and kills.

The Hollow come in swarms, then in capital ships, and then the Goblites and Alves join the fight and other factions awake. Every charged beam, arcing pulse and incoming torpedo is marked on screen and in your ears before it lands, so the hit you take is one you saw coming.

NO "+8% DAMAGE" CARDS

Everything you destroy drops salvage, and every level bolts something new visually onto your hull: a flak battery, a rail cannon, tesla coils, a drone hangar, a shield dome. Each one is a real turret on a real hardpoint. You watch it traverse and fire, and by minute ten your ship is a bristling wall of the build you chose. When the tide of the fight turns against you, launch your flagship's unique Ultimate weapon.

THE FIELD KEEPS CHANGING

Between the bosses, the fight keeps throwing new problems at you. A Concord capital drops out of the jump under fire and needs covering until her drive spools. A prison hulk runs for the edge with captured crews in its hold. An artillery spire unfolds and starts shelling your wing, Hollow included. Two claimers race you to a supply canister, a hunter pack jumps in behind the fleet looking for your best pilot, and some runs a harnessed leviathan with a Concord bridge bolted to its back swims in to fight beside you. There are more than twenty kinds of field event, and each one pays for going and costs you for ignoring it. And when holding a position isn't enough, Titan Escort puts a slow, enormous Concord Titan in your care, gate to gate, with a Hollow mothership hunting her.

FEATURES

Online co-op over Steam: two flagships side by side in runs and the full campaign, each player with their own ship, build, doctrine and fleet, and friends can crew your ship's stations in Bridge Crew. Drop out mid-fight and rejoin the same run.

15 flagships, each with its own Ultimate: six to start with, a command station, four yard hulls, and four you take from the bosses that fly them. Each has its own hardpoint layout and a tree of signature refits (105 in all).

50 modules, 59 evolutions and 33 mega evolutions.

11 escort classes, 12 fusions that merge two escorts into one hull, and 6 squad formations.

A Bridge Crew of 20 officers. Each takes over a station of the ship (the guns, the reactor, the helm, damage control, flight orders) and builds friendships and rivalries with the rest of the crew over a campaign.

Four sides to fight. More than 20 Hollow ship types, from mite swarms to an enemy built of parts that break away and fight on alone. The Custodians, ten ships of an older navy, side with whoever is losing at higher heat. Goblite warbands break out of the asteroids in eleven kinds of rock-hulled ship, from skiffs to a gun hall carved out of a whole rock.

Allies, some runs. An Alve flight may pass through and fight beside you, or come in hunting a Goblite warband. Ten Alve ships in all, and you can switch them to rivals and fight them instead.

Ten sectors. Each of the five on the main line has a hazard that needs its own answer: you hide from solar flares behind rock, throttle down for shard storms, and block the Hollow pulse with a shield surge. Three fronts open from them, each held by a different side. Past them is the deep: the Cascade, where a moon that is still breaking up sends walls of rock through the fight, called by the clock before they arrive, and the Squall Line, where gales push ships, rocks and shot downwind.

Fifteen bosses roll from their own pools, and none comes twice in a run: the Reaver, the Maw, the Choir, the Brood Mother, the Shroud, the Ossuary, the Throng and the Hollow Crown; the Custodian Arbiter and Registrar; the Goblite Warboss, Junkmother and Scrapjaw; the Oathbreaker and Vesper. Higher heat hides secret bosses on a much bigger scale, among them the Kraken, the Hollow Queen and the Orrery.

Arcade, or Tactical: slower, heavier fights where you pause to give orders, set formations and pick which part of an enemy to break.

A three-act campaign on a branching map, with eight keepers running the shops between fights.

Titan Escort, with a Long Haul option across three sectors.

A service record that carries between runs: 40 Command ranks, mastery for each flagship, 9 doctrines, 25 drydock upgrades, 8 contracts that raise the stakes for more pay, and weekly commissions.

Endless, Daily, Boss Rush and Challenge modes, and a heat ladder.

Pilot radio voiced by seven actors, a score that moves with the fight, and a ship computer that calls incoming missiles.

Chase or bridge camera, photo mode, controller support with Steam Deck prompts and a Deck preset, and over 100 achievements.

Accessibility: colourblind palettes (protanopia, deuteranopia, tritanopia, high contrast), UI, text 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.

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