Skip to content
Stellar Nexus

In development

Turn-based 4X strategy

Command the void

Four civilisations, one procedural hex galaxy, and turns you can take whenever you like. Submit your orders and walk away — the galaxy resolves the round once everyone has played.

In development · macOS, Windows, Linux, iOS, Android

What you do here

Four verbs, in order

The genre’s four verbs, and what each one costs you in this game.

  1. 01

    Explore

    Push scouts into unread space. Nebulae and ion storms flow across the hex grid as clouds rather than tiles; asteroid fields, star systems, black holes and wormholes sit between them, each with its own travel rules. Every galaxy is generated fresh.

  2. 02

    Expand

    Survey a system, pay its settlement cost, and turn one colony into many. Each new colony also pushes normal fleet support six hexes further into the dark, so where you settle decides where you can fight.

  3. 03

    Exploit

    Balance eight resources, build trade hubs, and sign agreements that raise both partners’ income. Research you pause keeps its progress, so changing your mind costs time but never work.

  4. 04

    Exterminate

    When diplomacy runs out, fleet engagements resolve over up to ten rounds, with real counter relationships between the six ship classes. Conquest means finding every surviving settlement, not rushing one capital.

From the build

What it looks like right now

Unretouched screenshots of the development build, cropped only to remove the operating system’s window frame.

Selecting a fleetIn development
The galaxy map with a fleet selected. A panel down the right edge lists the fleet’s stance, current order, destination, cargo, movement, hull condition, supply, reach, upkeep, attack and defence, plus the ships it contains.
Select anything and it opens as an instrument: what it is, what it has been told to do, and every number behind that order — in one column, in a fixed order, so you learn where to look once.Captured 2026-08-24Known limitation: a fleet sharing a hex with a star system is currently drawn behind it, so the selected fleet here is hidden under the system marker. Keeping fleets visible above colonies and systems is part of the world-plane work in progress.
Phone widthIn development
The game at phone width: four resources across the top with a “+4 more” marker, the map beneath, a fleet panel peeking up from the bottom, an End turn button, and a six-item navigation bar.
At phone width the resources that need attention come first and the rest are counted, panels rise from the bottom edge, and End turn stays attached to whatever you have selected.Captured 2026-08-29

All screens →

A note on the pictures

The console is being rebuilt

This site is drawn in the command-console language the game is moving to: machined plates, chamfered cuts, brass rules, bone text. The screenshots above are the interface that language replaces. Rather than show you mockups of a game that does not exist yet, we show you the one that does — and say plainly which parts are still in flight.

The roadmap is the source of truth for what is actually playable today.

Empire state

Eight resources, one strip

Energy moves fleets, minerals build them, research unlocks them, influence carries the Council. Exotic matter, dark energy and biological samples reward exploration. Credits fund trade hubs and open an economic path to victory.

  • Energybasic
  • Mineralsbasic
  • Exotic matteradvanced
  • Dark energyadvanced
  • Bio samplesadvanced
  • Researchbasic
  • Influencebasic
  • Creditsbasic

One continuous plate rather than eight boxes — because reading your empire should not mean crossing eight borders. Each value carries a 2px tick in its own colour, and a shortage is the only thing on the strip allowed to enclose itself.

Ready

Build worlds, turn by turn.