A full RTS in under five minutes No build menus. No tech tree to memorise. Opening, midgame and endgame all happen inside a single sitting: read the board, commit, adapt, done. Matches run around four and a half minutes and support up to five players. One resource. Three jobs. Every star you hold breeds light-motes. Th…
A full RTS in under five minutes
No build menus. No tech tree to memorise. Opening, midgame and endgame
all happen inside a single sitting: read the board, commit, adapt, done.
Matches run around four and a half minutes and support up to five players.
One resource. Three jobs.
Every star you hold breeds light-motes. Those motes are your income, your
invasion force and your only defence, all from the same pool at the same time.
Send them out and your home stars sit naked. Hold them back and you watch
someone else take the map. Every decision in Luminaris is that trade, made
faster than you're comfortable with.
Systems, not clutter
Production and fortress upgrades. Invest a star in growth or in
survival. You rarely get to do both.
Rally chains. Link stars into supply lines that feed the front
without babysitting every mote.
Black holes. Gravity wells that swallow anything drifting too close.
Route around them, or aim your enemy into them.
Nebula gas. Terrain that drags on everything passing through. Cover
for a push, or a trap you set for yourself.
Readable at a glance
Luminaris is designed to be understood without a tutorial. Colour, motion and
scale carry the information, so you can read the state of a match from across
the room. Every asset is hand-made, with no generative AI.
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