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STARFADESTARFADE
StarCraft fought over a hill, a choke and an expansion. STARFADE fights over a gate, a star system and a supply line. Command fleets of warships across whole star systems in real time, from a single frigate up to the sector map, in one continuous zoom. WAR AT THE SCALE OF STAR SYSTEMS Every system is a battlefield: sta…
StarCraft fought over a hill, a choke and an expansion. STARFADE fights over a gate, a star system and a supply line. Command fleets of warships across whole star systems in real time, from a single frigate up to the sector map, in one continuous zoom.
WAR AT THE SCALE OF STAR SYSTEMS
- Every system is a battlefield: stars, planets, asteroid belts and stations, linked to the rest of the sector by ancient warp gates.
- Gates are the terrain: most ships can only travel through the gates, so the great battles break out in front of them. Hold a gate's control station and your fleets pass freely while the enemy comes out scattered.
- One continuous zoom: scroll from a single ship's guns to the whole star system to the sector map without a loading screen.
- Intelligence goes stale: out of sensor range the enemy is only a last known position and an estimate that grows vaguer by the minute.
SUPPLY IS THE LIFEBLOOD
- Mine, refine, build: mining barges strip the asteroid belts while freighters haul the ore and run the supply lines on their own.
- Fleets live on supply: missiles, repairs, fighter rearming and jumps all burn it. Cut a fleet off and it weakens, then falls silent.
- Raid the arteries: the weaker side can still win by hunting convoys and freighters behind the front.
CARRIERS, CAPITALS AND TITANS
- Command task forces, not three hundred clicks: screens, line ships and carriers take their places in formation by role. Your hands are for the decisions that matter: a battleship's broadside, a carrier's launch, a titan's jump.
- Supercarriers: a carrier jumps into the fight and empties its launch tubes, wing after wing.
- Variants you can read: every hull comes in variants you choose at the yard, and you can tell them apart on sight.
ONE JUMP CAN BREAK THE LINE
- Light a jump beacon: slip a cloaked scout deep behind the enemy's gates and unfold a beacon.
- Spool the drive: plan the jump on the sector map. The spool-up is loud: the enemy sees the distortion coming and gets a few seconds to react.
- Tear the sky open: the titan rips a rift to the beacon and brings its fleet through, straight past the defences everyone was guarding.
THREE FACTIONS
- The Terran Directorate wages war as industry: freighter supply lines, missile barrages, jump bridges and refits that turn an existing fleet into whatever the battle needs.
- The Asterian Concord wages war as art: few, elite ships with linked shields, phase jumps to the enemy's flank and gates they can seal shut.
- The Veyl wage war as evolution: a living swarm that spreads its reef from system to system, crosses the dark between stars without gates, devours wrecks and adapts to your weapons.
THREE CAMPAIGNS, ONE SECRET
- Three story campaigns and a finale: play the war as a Directorate captain turned rebel, as the heir of a dying alien dynasty, and as the first of the Veyl to think "I".
- The same war from three sides: what looks like an invasion in one campaign looks very different in the next.
- A fleet that carries on: the ships that survive a mission carry over to the next, and your hero ships grow mission by mission.
- The gates are not what they seem: every gate anyone wakes dims a star somewhere in the dark.
WAYS TO PLAY
- Skirmish against the AI on sector maps of every size.
- Online co-op for 2 to 4 commanders against the AI.
- Ranked 1v1 and 2v2, and team battles up to 4v4.
- Conquest: 30 to 60 star systems, two alliances, played over several sessions. The war is saved and picks up where you left it.
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