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SPACE SUPREMACY
// SOL
SUBLIGHT 0.00 MM/S
00:00:00 UTC
In Active Development · The Frontier Is Taking Shape

SPACE SUPREMACY

One shared, real-scale Sol. Haul it, refine it, build it, hold it — every route a commitment and every cargo run a story. Scroll to descend.

1
Shared Sol
4
Core Activities
1:1
Solar Scale
Descend
// 01 — PvP Combat

No shot is instant.

Weapons fire physical projectiles — real travel time, falloff, and tracking. Manage your capacitor, control range and transversal, and lead the target. Speed and angle beat raw firepower.

100 Capacitor
// 02 — Real-Scale Sol

Law thins with distance.

1.0 SAFE SPACE

One system, modelled 1:1. Scroll outward from the sun — and watch the inner-system authorities' reach fade toward the deep, where the richest space carries the lowest safety.

Sol
The star
Mercury
0.4 AU
Venus
0.7 AU
Earth
1.0 AU
Mars
1.5 AU
The Belt
~2.7 AU
Jupiter
5.2 AU
Saturn
9.6 AU
Uranus
19.2 AU
Neptune
30.1 AU
Kuiper Dark
40+ AU
// 03 — Player Economy

Every routemoves the economy.

Resources move through extraction, refining, Industry, markets, and contracts. Pilots create value by deciding what to carry and where to risk it.

Extract
raw ore
Refine
compact it
Build
Industry
Sell
to market
Credits
circulate through Sol
// 04 — Corps & Fleets

Corps hold ground fleets take it.

Corps are the durable orgs of Sol — they own outposts, pool industry, and hold territory that outlasts any session. Fleets are the live ops that fight for it. Watch two corps contest the frontier.

Territory held · 0%

Holder Rival Corp Contested
// Concept Motion Study

Motion, with the boundary visible.

Two short video loops rendered from the supplied interactive studies add movement directly to the page. Neither is presented as current multiplayer footage.

CONCEPT LOOP · 08 SEC
CONCEPT · LONG-RANGE BATTLE

Distant projectile exchange

Useful for camera rhythm, fleet spacing, and visible travel time. Formation and weapons behavior remain illustrative.

CONCEPT LOOP · 08 SEC
CONCEPT · CINEMATIC SCENES

Camera and travel direction

A supplied visual-direction study for movement and atmosphere. Scene staging and any implied mechanics are not gameplay claims.

// 06 — Hull Registry

Ships taking shape in the Store

Authored hulls from the current in-game storefront, presented without invented stats or pricing.

Aegis Corvette, a dark compact hull with cyan edge lighting.
HULL · 01

Aegis Corvette

Current Store hull render

Atlas Carrier, a long dark carrier hull with orange deck details.
HULL · 02

Atlas Carrier

Current Store hull render

Bastion Cruiser, a long armored hull with pale technical edge lines.
HULL · 03

Bastion Cruiser

Current Store hull render

Prospector, a grey industrial hull with clustered blue engines.
HULL · 04

Prospector

Current Store hull render

// 07 — Current Client

Systems you can actually see.

Current preview stills sit beside four tightly bounded excerpts from earlier development footage. Deterministic data and older material are identified plainly; none of it claims to be live-service telemetry.

SUPPLIED CAPTURES · REPRESENTATIVE ONLY

Four clips. All motion, no click.

Muted autoplay · pauses only when off-screen
EARLY DEV FOOTAGE · 03 SEC
Field sweepOlder supplied capture · lighting, density and labels may change
EARLY DEV FOOTAGE · 03 SEC
Belt panoramaOlder supplied capture · representative composition, not final fidelity
EARLY CLIENT UI · 03 SEC
Pilot registryOlder supplied client UI · not in-space gameplay
EARLY CLIENT UI · 03 SEC
Launch handoffOlder supplied connection flow · not in-space gameplay
Current SpaceMMO docking preview at mid approach, with the ship aligned beside the station. Production scene · controlled phase
01 · DOCKING

Final approach

One current production-scene frame showing the capital ship aligned beside the station.

Current SpaceMMO asteroid mining terminal midway through extraction. Production UI · fixture state
02 · MINING

Extraction cycle

One current mining-terminal frame showing a controlled mid-cycle extraction state.

Current SpaceMMO Dock factory panel showing manufacturing lanes and buildable products. Production UI · fixture data
03 · DOCK SERVICES

Manufacturing line

One current Factory page driven by deterministic preview fixtures, with the dev host switcher removed.

Current SpaceMMO laser renderer producing a controlled beam impact. Production FX · controlled event
04 · WEAPON RENDERER

Laser impact

One controlled laser event routed through the current production effect.

// 09 — Codex FAQ

Pre-flight questions

Everything a new pilot files before first undock. Still unsure? The comms net never sleeps.

One shared, real-scale Sol — the whole solar system, modelled 1:1. Long-distance travel preserves the importance of scale, so crossing the system remains a strategic decision instead of a loading-screen shortcut.
Cargo and fittings are real stakes — they're physical, and they can be lost. Your pilot, account balance, and anything safe in storage remain protected when a ship goes down. Escorts and smart route planning are how veterans protect their margins. Never carry what you can't afford to drop.
It's a gradient. The inner system is watched by the inner-system authorities and is relatively safe; the deeper and richer the space, the lower the safety. Deep space is where the best resources — and the biggest risks — live. Read the Risk Rules before you haul anything valuable into it.
Credits can be earned through play, and approved account purchases are part of the planned commerce model. Ships and packages may also be sold directly. Purchases do not replace piloting, logistics, judgment, or coordination, and the underlying chain stays invisible to normal play.
Corps are the durable social and economic units — they own outposts and infrastructure, bank shared resources, pool industry, and hold territory that outlasts any single session. Fleets are the live operations: pilots coordinating ships for one op. Most pilots belong to one corp and many fleets over a career.