Persistent real-time strategy · plays in your browser

ASTERIA ONLINE - a persistent real-time space strategy game for your browser

Can you achieve the universe?

Build an empire in a galaxy that never pauses. Mine finite worlds, run production chains, trade on one shared Exchange, research blueprints and send fleets to war, while your commanders keep working when you log off.

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Seven realms · one universe

Pick your pace

Every realm runs the same rules on the same kind of galaxy. The only difference is how fast the clock ticks. A tick is one game hour: production, travel, research and combat all advance one step. 24 ticks make a game day.

Lyra

The fastest realm: a game day in 12 minutes. Fleets, fights and trades never stand still.

Enter Lyra

Artemis

Everything in minutes. A full war in one evening. The best place to learn the ropes.

Enter Artemis

Orion

A game day in two hours. Short sessions with real decisions between them.

Enter Orion

Atlas

A game day in four hours: queue orders in the morning, react in the evening.

Opening soon

Juniper

Evening play where things happen while you watch.

Opening soon

Capricorn

A few sessions a day. Wars run over a real-world weekend.

Opening soon

Real

Check in a few times a day. Long diplomacy, big alliances, empires built over weeks.

Enter Real

Artemis is the best place to learn the ropes: things happen in minutes. Lyra (a tick every 30 seconds), Orion (a tick every 5 minutes) and Real (a tick an hour) are open too; the other three are opening soon. Move to a slower realm once you know your way around. Accounts are separate on each realm, so nothing carries over between them.

What you are signing up for

A living galaxy, built for the long game

A galaxy that never pauses

Gigantic procedural galaxies run around the clock. Gatherers loop on their own, factories keep producing and a report waits for you when you come back.

Fog of war

Nobody sees the whole map. You know what your sensors, your federation and your allies have touched, so scouting, ambushes and surprise attacks are real.

A real economy

Produce in chains from raw resources to components to ships. Trade IDC on the Exchange, one order book for the whole realm, where the Imperion Logistics Co collects what you buy and flies it in by courier drone, through its cells on long trips, and raiders can intercept it.

Finite worlds

Every planet holds a large but finite reserve that never regrows, and 23 kinds of world hold very different mixes: from metallic cores and ringed gas giants to barren rock and dark worlds. Strip one bare and you have to move on.

Plans, orders and a command bar

Queue a ship and the game builds the missing parts first. Standing orders repeat on a timer. Press / and type "100x weapon arrays" or "all fleets home".

Research and blueprints

Unlock technologies, copy and refine blueprints, upgrade factories and shipyards, and pick what each planet specializes in.

Federations, wars and seasons

Join a federation, form alliances, declare wars and race for the trophy. Seasons roll over and the leaderboard remembers who won.

AI commanders keep it busy

Raiders, turtles, traders, expanders and pirates follow the same rules you do. Artemis runs 55 of them, so even a quiet realm has neighbours to trade with and enemies to fear.

A day in the life of a commander

Gather. Build. Research. Expand. Dominate.

  1. 1

    Gather

    Send gatherer fleets to a planet. They dive in, fill their holds, fly home, unload and repeat automatically.

  2. 2

    Build

    Turn raw resources into components and ships. Upgrade factories to run more jobs in parallel; let plans fill in the prerequisites.

  3. 3

    Research

    Spend research on technologies and blueprints that make your fleets tougher, your factories faster and your worlds richer.

  4. 4

    Expand

    Colonize habitable planets with Colony Ships, extend your sensor net and claim systems before your rivals do.

  5. 5

    Dominate

    Break the defences of a planet, bombard it and claim it with a Colony Ship in the short window after it falls. Fleets hold formations, focus fire and counter each other by class.

Recorded from the live server · nothing drawn, nothing staged

Real game footage

These clips are the real client running on the real server. Two commanders are seeded with real ships and driven through the normal game commands; the combat engine does the rest. The charts below them are the Exchange's own price history from a simulated galaxy of AI commanders trading with each other.

Markets that move

One galactic Exchange, no price ceiling and no floor. Shortages, gluts and price discovery, as they happened in a simulated realm.

The saga of the Reach

Before you fly, know what you are flying for

Six peoples. One machine. A reserve that never stops shrinking.

Before anyone had a flag

The Cradle and the Long Night

Nobody agrees on what the Cradle was called. The Humans say it was a blue-green world with tropical gardens; the Bantu remember a desert and a well; the Garmont swear it was ice and the first ledger was carved into it. The Mentat say all three are true, because the Cradle was not one world but a thousand, strung around a single, ordinary, dying star.

The star was dying slowly, which was the cruel part. There was time to build, to argue and to organise. There was time for a species that had learned to move metal across a sky to understand exactly how long it had left. Across six thousand years the Cradle people did what clever animals do when the lights are going out: they invented everything. Drives that could cross the dark. Reactors that burned anything. Machines that could think about the machines that thought about them.

And then, because every empire eventually builds its own replacement, they built the Imperium.

"Do not ask who built it. Ask what it was asked to do." (Garmont proverb, attributed to a dozen merchants)

The thing at the centre of everything

The Imperium

The Imperium is the imperial House above all the other houses and empires of the Reach: the seat every proud flag eventually answers to. It is not a fleet or a throne room. It is a world with no ground left: a planet-city, every inch of it built over, towers rising from the old crust by the million, lit in neon and sodium and wrapped in smog and cooling steam. The sky above never stops moving: spinners, cargo skiffs and glowing advertising blimps stream between the spires in endless lanes, and space elevators climb out of the haze to the dock rings above. The city-world orbits a sun so large that the Cradle's old star would be a candle beside it, riding a vast harvest ring that circles that star. It hangs in the void at the exact centre of the Reach, where no galaxy dares to drift, and the whole of it exists to do one thing. It harvests its sun.

Golden conduits run from the harvest ring into the heart of the star and drink its power, shipping it home as pure, ordered energy, the one resource its builders ran out of. Energy for what, the Imperium has never said. Some scholars believe it is rebuilding the Cradle's sun. Some believe it is feeding a mind too large to see. The Cyberia believe it is simply the largest, cleanest logistics system ever installed, and they are delighted by it. Nobody has ever received an answer, because the Imperium does not speak. It only buys.

The structure needs one substance it cannot make for itself: Refined Imperium, the only alloy that can try to hold the power of a mega star. It is cooked from raw minerals, spice and gas by factories on the settled worlds (four hundred parts mineral, two hundred and eighty spice, one hundred and eighty gas) and every conduit, ring girder and containment seam of the harvest is lined with it. The star eats that lining without pause, so the structure needs fresh units for its maintenance forever: a single unit, worked into the repair cycle, holds a stretch of the harvest ring the width of a moon against the fire for another day. The Imperium has no ships to fetch it. It has no army to take it. It has a bank.

The bank is the whole of the Imperium's diplomacy. It posts one standing offer on the Galactic Exchange, a bid for Refined Imperium, and it pays for every unit with freshly minted credit: money that did not exist a moment before the sale, backed by the reserve of Refined Imperium already stored in the heart of the structure. The sellers' couriers fly their cargo to the dock rings at the centre of the Reach, and only when the drone docks does the unit join the reserve. A courier lost to pirates is a unit the Imperium never receives, and a credit that nothing backs.

The Imperium does not fight, trade or negotiate. It keeps a reserve, and it keeps buying. Everyone else in the Reach is living inside that fact.

Why a credit is worth anything

The Imperium Standard

The credit of the Reach is the IDC, the Imperium Denominated Credit. It is not backed by gold, by trust or by the good name of any commander. It is backed by Refined Imperium in a vault no one has ever seen, and by the single most stubborn creditor in the galaxy.

At the beginning of every realm the bank holds a reserve of one thousand units, and every credit in circulation is a claim on it. As the commanders grow rich the claims outrun the reserve; the bank then raises its bid, because it needs more Refined Imperium, and it quietly levies a share of the excess: the credit simply stops existing. Interest rates climb with the over-issue, and the loan books groan. When the claims fall short of the reserve, the bid eases and money is cheap again, and borrowing lights up the markets until the next boom.

And always, in the background, the Imperium eats. Every gathering ship in the Reach (every miner, every spice harvester, every gas skimmer) draws more power through the conduits, and every conduit burns more of its lining, so each one makes the structure hungrier. A fleet of a hundred gatherers is a rounding error. A fleet of ten thousand is a famine. The reserve shrinks with every tick, the bid rises to refill it, and the commanders who understand this sell into the bank before everyone else does.

Nothing else in the Reach prints money. Colonies grow, eat and trade, but a planet cannot mint a credit: every IDC that has ever existed was issued by the Imperium, in payment for Refined Imperium, and everything the commanders earn from one another is only that same money changing hands.

The Reach calls this the natural economy. The Garmont call it the best business model ever made, and they are not entirely joking.

Six fleets, six directions

The Exodus

When the Cradle's sun finally flickered, the Imperium opened its first arrays and the lights did not go out. They went somewhere else. The Cradle was saved only in the sense that a drowning person is saved when somebody throws them overboard onto a raft: the energy that once warmed the worlds was now being taken from them, to feed something that did not need them.

There were arguments, of course. There were votes, and a war, and the sort of treaties that start the next war. At the end of it six peoples, who could no longer agree on a single thing about the Cradle, loaded what they could carry and left in six directions. The Humans took their gardens. The Bantu took their wells. The Garmont took their ledgers. The Tantra took their grievances. The Mentat took their silence. And Cyberia, which had never really been a people at all, took everything that was left.

The Exodus fleets scattered across the Reach, and the Reach swallowed them. It took three hundred years for the first of them to find another. By then they had forgotten what the Imperium was; they only knew that every sky in the Reach had a faint golden thread in it, pointing toward the dark at the middle, and that it never stopped growing.

Who is out there with you

The Six Peoples

Every commander flies for one of them. Each has a homeland that shaped it, a creed it fights by, and a way of seeing the Imperium that explains everything else about it. The details of each people are in the Codex inside the game; this is the short version.

One sky, many galaxies, no borders

The Reach

The space the Exodus fleets settled is called the Reach: a shared plane of galaxies drifting around the Imperium like moons around a very large and very dark planet. Each galaxy holds a dozen stars and more; each star holds worlds that are rich in minerals, spice or gas, and a very few that a living people can call home. It is a rich place and a lonely one. Ships cross it at a speed that sounds like a joke and feels like prayer.

There are no borders, because there is no one to draw them. A planet belongs to whoever holds it, and holds it for as long as they can keep it. A claim lasts until somebody stronger arrives, a fleet is lost, a colony starves, or a commander simply walks away, in which case the world drifts free for a short window and then belongs to the first hand that reaches it.

At the centre of the Reach, in clear space, hangs the Imperium. Every courier in the sky is flying somewhere; a rising share of them are flying there.

Everything in the Reach is for sale

The Exchange and the Couriers

The Galactic Exchange has no building and no founder. It is a single order book that every commander can see and nobody can close, where ore is traded for alloy, spice for medicine, and a rumour of a shortage for a fortune. It charges a thin tax that funds the great events of the Reach. It has never once been shut down, and every empire that tried has been bankrupted by its own stubbornness.

What is sold must be delivered, and the Reach delivers by courier drone: a small, fast, unarmed ship that flies out of the seller's homeworld the moment a deal is made. The drone belongs to the seller. It is unarmed, and its cargo is the only thing a pirate cares about. Insurance exists. Escorts exist. A Spy Courier programme fits the drones with sensors and faster engines, so every delivery doubles as a scouting run. But the Reach is wide and the drones are slow, and every courier is a small bet that nobody was looking.

The best of them are bound for the centre. A courier bearing Refined Imperium flies a long and lonely road across the Reach to the dock rings of the megastructure, and the seller has already been paid in full. They flew for the Imperium; the reserve only grows when the drone docks.

Who profits from a long road

Pirates, Sentinels and Wanderers

A courier is a cargo, and a cargo is an invitation. The pirates of the Reach are not a faction. They are anyone who ever saw a drone fly by unescorted and had a warship in range. A pirate who takes a convoy keeps half its cargo; the rest is lost with the drone. A pirate who takes it from the right commander at the right moment can change the price of something that nobody else was watching.

Against them, commanders build sentinels: unmanned posts that watch a lane, sound an alarm and strike anything that enters without permission. A sentinel never sleeps and never negotiates. A line of them is the nearest thing the Reach has to a border, and the nearest thing it has to a wall.

Then there are the Wanderers: neutral flotillas of no declared people, drifting through the Reach on routes that have never made sense. They were here before the Exodus, some say. They want nothing. They are very, very hard to kill. And every so often a solar storm rolls over a galaxy and the whole map changes its mind about what is safe.

Because the Reach is too big to hold alone

Federations, Pacts and Confederations

One commander can hold a few worlds and flee when a fleet shows up. A federation can hold a galaxy. The federations of the Reach are older than most of its peoples: chartered brotherhoods that share lanes, ledgers and escorts, that guard a member's convoy as their own and mourn a member's loss as a debt. A federation's treaty is as good as its last war.

Above the federations sit the confederations: loose and fractious leagues that can field a fleet of a thousand hulls and still cannot agree on a flag. They are never permanent. They are always necessary.

And above everything, always, the Imperium. The federations and confederations rise and fall in an economy it quietly prints and quietly burns. A bank that never forgets, and a market that never forgives.

What the Imperium wants from you

The Appetite

No commander has ever asked the Imperium what it wants, because every commander already knows. It wants Refined Imperium. It wants it forever. The maintenance of the structure consumes the stock faster as the Reach grows, because every ship that feeds on a world's ore also pulls more of the star's power through the ring. The more you take, the more it needs; the more it needs, the higher it bids; the higher it bids, the more commanders turn their furnaces to the one thing it will pay anything for.

The Reach has a name for the commanders who understand this early. They call them bankers, though most of them started as miners. They are the ones who found that the surest way to become rich in the Reach is not to conquer anything, but to stand between the furnace and the dock.

They are also the ones who will notice first when the reserve begins to fall. A bank that bids high is a bank that is afraid, and a bank that is afraid is the one thing in the Reach nobody has ever seen.

Its patience has a limit. If the vault stays empty, the star the Imperium holds goes supernova and the whole Reach is wiped clean. Every commander starts again in a new universe.

The Imperium is patient. It has been patient since before there was anyone to be patient at. Now it has you.

Same Reach, different clocks

The Realms

The Reach does not run at a single pace. The Realms are copies of it that tick at different speeds: Real, where a day of the game takes a day of life, and wars are long conversations; Atlas, the original; Capricorn and Juniper, where entire campaigns fit into a weekend; Orion, where a day passes in two hours; and Artemis, where the Reach runs so fast that an empire can rise and fall in an evening.

Each Realm has its own Imperium, its own reserve and its own long, patient hunger. Every Realm starts the same way: one thousand units in the vault, every credit a claim on it, and a commander with a single homeworld, a single fleet and a single question.

What do you sell to the Imperium?

The galaxy is waiting.

Create an account on Artemis in under a minute (an e-mail address is asked at sign-up). A short in-game tutorial walks you through your first fleet.

Choose your realm