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Starmarcher

Pre-launch · waitlist open

Claim your galaxy.
Cross the void.

Starmarcher is a persistent, browser-based 2D space grand-strategy MMO. Rule a home galaxy, build fleets that take real hours to travel, lead named heroes and agents, and fight two-layer wars for planets whose people remember who ruled them.

Double opt-in, no spam, leave with one click. Invite 3 friends who confirm and earn the Founder's Badge.

Prefer the details first? See how it plays or open the full waitlist page.

Fleets take hours to cross the void
Real time
Every Era ends with a real winner
6–12 months
Asymmetric doctrines, one universe
3 factions
Power for sale — cosmetics only
Never

Trailer

See the Marches in motion

Parallax starfields, drifting nebulae and glowing faction colours: sharp, resolution-independent 2D that looks right on a 1080p laptop and a 1440p desk.

Trailer in production

The first gameplay trailer arrives with the vertical slice. Waitlist members see it first.

Placeholder · slot site.trailer

How it plays

A galaxy of your own, and a universe you share

Start as ruler of a small home galaxy. Build it into a power. Only when you are ready — because crossing the void takes real time and real commitment — venture into the Marches beyond.

  • Grand strategy, not twitch

    Command from a galaxy map that zooms from universe to planet. Battles resolve on the server and play back as animated 2D replays you can scrub and share.

  • Distance matters

    Every order has a real ETA. Fleets in transit are committed and can be spotted, so preparation, supply lines and timing win wars — not reaction speed.

  • Planets are people

    Every world has loyalty. Loyal planets out-produce and resist invasion; resentful ones riot, revolt and flip. Governors, garrisons and doctrine move the needle.

  • Characters drive the story

    Named heroes lead fleets and armies. Agents spy, sabotage, incite and abduct. They gain traits, get wounded, are captured, ransomed, rescued — or turned.

  • Two layers of war

    Win orbit with your fleet, knock out shields and batteries, then land troops to take the ground in multi-hour phases. Lose orbit mid-invasion and your army is cut off.

  • Fog of war

    You see only what sensors, scouts, spies and allies reveal — and what they knew yesterday may be wrong today. Knowledge decays; intelligence is a resource.

  • Built over months

    Each universe is an Era of six to twelve months with a real endgame: relight the Concordance gates and hold the Heartworlds. Then a new Era opens.

  • Fair by design

    Twice-a-day players compete, helped by AI stewards while offline. Wars must be declared with warning. Nothing that grants power is ever sold.

Three successors

Pick the side that claims the Concordance’s legacy

For nine centuries the Concordance bound the galaxies with gates and treaties. Then came the Sundering: every gate went dark and the frontier Marches were on their own. Three movements now claim what is left — each with a different engine of power and a matching weakness. Your choice is permanent for the Era.

  • The Dominion

    The Ordane Dominion

    Doctrine: The Iron Mandate

    The Core Fleets never received the order to stand down. The Regency offers the Marches order, protection and a restored Concordance — on its own terms.

    • Strongest capital ships and fortress worlds
    • Garrisons that hold when others break
    • Slow, expensive and very hard to stop
    Fantasy
    The old imperial order
    Ruled by
    The Regency Council, led by the Castellan-Regent
  • The Free Marches

    The Kestrel Compact

    Doctrine: The Long Road

    No world rules another; every captain keeps her ship. The frontier answered the Regency with a compact, not a surrender — and it runs on volunteers.

    • Cheaper, faster ships and lighter fuel bills
    • The best agents in the Marches
    • Liberated worlds love you for it
    Fantasy
    Rebels and frontier worlds
    Ruled by
    The Moot of Captains
  • The Consortium

    The Meridian Consortium

    Doctrine: The Ledger

    The Houses lost the gate tolls and kept the fuel depots. They do not claim the Concordance’s throne — they claim its contracts, one debtor world at a time.

    • Credits, trade routes and a cheaper market
    • Privateer squadrons for hire
    • Smuggling routes no chart shows
    Fantasy
    Merchant houses and privateers
    Ruled by
    The Board of Houses

Four views

From the whole universe down to a single planet

Zoom smoothly from universe to galaxy to system to planet. These frames are placeholder mock-ups drawn to the art bible; real captures replace them as the vertical slice comes together.

  • SYS-0SYS-37SYS-74SYS-14SYS-51SYS-88SYS-28SYS-65SYS-5SYS-42SYS-79SYS-19SYS-56SYS-93SYS-33SYS-70SYS-10SYS-47SYS-84SYS-24SYS-61SYS-1ETA 2h 14mFleet · Kestrel Wing4 Corvettes · 2 FrigatesStance: AggressiveFuel 61 %

    Galaxy mapPlaceholder

    Systems, lanes, sensor coverage and a fleet en route with its ETA.

  • HARROWDUNE VIIORDANE PRIMEKELLIn orbitOrdane Prime · FortressLoyaltyShield 100 % · Batteries 12Garrison 3,400 · Militia ready⚠ Hostile fleet inbound · 6h 02m

    System viewPlaceholder

    Star-lit planets in orbit, ownership rings and a hostile arrival telegraphed hours ahead.

  • Round 5 · 2×

    Battle replayPlaceholder

    Simultaneous rounds, faction-coloured beams, shield flares and replay controls.

  • Alloy MineLevel 12Crystal RefineryLevel 9Fuel PlantLevel 10Light ShipyardLevel 6Planetary ShieldLevel 4Storage VaultLevel 7Harrow · Throne World · Loyalty 84 DevotedAlloy 12,480 · Crystal 8,120 · Fuel 5,900 · Energy +36Queue: Light Shipyard 7 · 3h 40m

    Planet viewPlaceholder

    Building cards, queues and the loyalty bar that decides whether a world stays yours.

An Era in four beats

Built over months, playable in minutes a day

Log in twice a day and you can compete. Log in more and you will find more to do — never a reason to stay glued to the screen.

  1. 1

    Day 1

    Your Throne World

    Pick a faction, receive a home galaxy and a Throne World. Queue mines, a shipyard and your first Corvettes. Twenty minutes in, three builds are ticking.

  2. 2

    Week 1

    Master the home galaxy

    Colonise a second planet, win over neutral worlds, raid a pirate haven and read your first battle replay. Stewards keep planets producing while you sleep.

  3. 3

    Month 2

    Cross the void

    Stage Jump Anchors and Supply Depots, load Jump Tenders and commit a fleet to a crossing that takes real hours. Everyone with sensors will see you coming.

  4. 4

    Endgame

    Hold the Heartworlds

    Relight Concordance gates with your alliance, break the Wardens and hold six of the ten Heartworlds for fourteen days. Then the Era closes and a new one opens.

Before launch

First into the Marches

Waitlist members get the first invitations to the friends-and-family universe, the first look at the trailer, and a say in the open design questions as they land on the devblog.

  1. Confirm your e-mail

    We send one link. Click it and your place in the queue is locked in — double opt-in, so nobody can add you without your say-so.

  2. Share your link

    Every confirmed member gets a personal referral link and a status page showing their position and referral count.

  3. Earn the Founder's Badge

    Invite 3 friends who confirm and you earn a cosmetic Founder's Badge shown beside your name in every Era. Cosmetic only — power is never for sale.

Pre-launch waitlist

Join the waitlist

Be first into the Marches when the gates open. We e-mail you a confirmation link (double opt-in), then your personal referral link.

Got a code from a friend? Their invitation counts once you confirm your e-mail.

Double opt-in, no spam, leave with one click. Invite 3 friends who confirm and earn the Founder's Badge.

Devblog

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