No drag
Let go of thrust and you keep going until a wall or your own counter-thrust stops you. The speed cap is the only brake built into the hull.
Newtonian dogfighting · in development
A free multiplayer space shooter in the line of SubSpace and Continuum. You rotate, you thrust, you drift. Every bullet leaves your gun carrying your ship’s speed, so every shot is a question of where you’ll both be.
← → rotate · ↑ thrust · ↓ reverse · Space fire · Shift afterburner
Flight manual
Let go of thrust and you keep going until a wall or your own counter-thrust stops you. The speed cap is the only brake built into the hull.
Hit a wall and you rebound with 16/22 of your speed on both axes. It hurts nothing but your line. Good pilots bounce on purpose.
Bullets leave with your ship’s velocity added on. Fly at a target and your shots land harder and sooner. Run, and they trail behind you.
Energy is your hull, your ammunition and your afterburner. Every trigger pull spends a little of your life, so retreat-and-recharge is part of the fight.
Hangar
Each hull keeps the role its SubSpace ancestor made famous and adds one signature move. All of it runs on the same single energy meter.

Slot 1 · Warbird line
Best thrust and turn in the fleet. A duelist’s ship.
Dash One burst of speed along the nose.

Slot 2 · Javelin line
Highest top speed, slowest turn. Commit and go.
Hard brake Kill all velocity, at a price that grows with speed.

Slot 3 · Spider line
Fastest recharge. Starts stealthed, with a decoy.
Leech drone A homing drone that drains energy back to you.

Slot 4 · Leviathan line
The only heavy bomber. Recoil is a way to move.
Burn hull Trade max hull for one more bomb now.

Slot 5 · Terrier line
Double-barrel guns. Teammates attach and ride as turrets.
Sentry Drop a turret that holds a lane for twenty seconds.

Slot 6 · Weasel line
EMP bombs that stop recharge. Sees mines.
Point defence Shoot down incoming bullets, at an energy cost each.

Slot 7 · Lancaster line
Bombs that bounce off walls. Bank shots around corners.
Form switch Light and quick, or heavy with double bounces.

Slot 8 · Shark line
The deepest energy pool. Can cloak.
Absorb shield For one second, damage taken becomes energy.
Modes
Waves of enemy factions and rival captains share one map with you. Level up, draft one of three cards that change how your ship behaves, and survive the clock. Die and one card drops where you fell. Fly back for it before someone else gets there.
Sectors joined by jump gates. Ranks and unlocks that stay with you, ship parts and loot, shops and trading, NPC factions with missions and bosses, and territory that guilds fight over in timed wars.
Team against team, bounty-weighted kills, last-pilot-standing rounds.
5–10 min · 2–16Hold the flag room. The basing game SubSpace players played for twenty years.
10–20 min · 8–32Rated 1v1 and 2v2 on symmetric maps, with seasons.
2–5 min · 2–4A server-owned ball, goals and creases. Positions become ships.
10 min · 8–12Checkpoint laps on momentum maps, against your own best ghost.
2–5 min · 1–8Tow cargo on a physics tether. Your tow capacity grows with kills and resets when you die.
15 min · 8–24Promises
We read twenty years of SubSpace forum threads, subreddit posts and Steam reviews before writing a line of code. These are the commitments that came out of it.
No subscriptions, no paid power, no supporter tiers.
Rotate and thrust by default. Rebind every action, or fly with a mouse, a gamepad or a Steam Deck.
Bots fill empty seats, but they always wear a [BOT] tag and never count as players.
Your client never gets to say who died. No kernel anti-cheat, so Linux and Deck stay first-class.
A short flight drill, a tutorial and a protected queue before you meet veterans.
Open, documented formats and a server you can host yourself.
Logbook
The deterministic 100 Hz simulation flies a ship in the Godot client. SubSpace’s stock ship settings are imported exactly, and recorded replays verify tick for tick.
An authoritative server, client prediction and lag compensation, so two pilots can fight over the internet with bots filling the gaps.
The look on this page, in the game: ink-outlined hulls, paper and halftone backgrounds, hand-drawn effects.
Bombs, mines and specials. Then the roguelite, ranked play, and the persistent world.