A Space Combat Game

ASTRAL RIFT

Your shields are your weapons.

Fight in the ruins of a collapsed civilization, where dimensional fractures bend the laws of physics and every trigger pull costs you the shields that keep you alive. Eight ships. Twenty abilities. AI opponents that learned to fight by playing billions of rounds.

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Nobody knows what caused the Collapse.

Centuries ago, five civilizations built empires around vast dimensional fractures called Rifts. They fought wars in them. They built economies around them. Then, within a single generation, all five disappeared. Infrastructure intact. Ships drifting with no crew. Power systems dark. As if everyone simply left.

The Rifts remained. The automated supply caches remained, still manufacturing equipment on schedules set centuries ago. Now, independent pilots scavenge the ruins, contest territory, and fight in arenas where physics works differently — where a single energy field powers both your shields and your weapons, and every trigger pull is a calculated risk.

An archivist named Sola Denn cross-referenced pilot superstitions across four factions and found that 23% matched sealed pre-Collapse protocols. Her paper was suppressed.

Denn, S. "Inherited Navigation Behaviors in Post-Collapse Populations." Suppressed.

Before the Collapse, they called them "sub-spatial transit corridors." The name changed. The corridors didn't.

Eight archetypes. Eight ways to fight.

Modern ships aren't designed — they're maintained. Built from recovered schematics of civilizations that no longer exist, following engineering patterns that work for reasons nobody fully understands. Four of the five pre-Collapse factions left recoverable blueprints.

Viper
Viper
Interceptor
Fast, agile, lethal. Mass-produced before the Collapse and still the most common frame in Rift space. Standard military loadout: MIRV missiles for area denial, ripper field for close engagements.
"If you see a Viper on sensors, you've already made your first mistake."
Comet
Comet
Fast Attack
Originally a courier, not a warship. The rocket boost is a transit afterburner repurposed for combat. Drops shard mines during retreats — by the time you realize a Comet was here, the corridor is already seeded.
"Most Comets never fire a shot in anger. The ones that do tend to be very good at it."
Hydra
Hydra
Suppression
Three-barrel suppression platform. Banned under the Kessler Accords after the Siege of Tethys. The MIRV launcher and ripper field were added after the Accords expired. The original Hydra didn't need them.
"Three barrels. Three problems you no longer have."
Titan
Titan
Heavy Assault
Mineral-bonded hull plating from original pre-Collapse schematics. The hull absorbs and redistributes kinetic energy across the entire crystal structure. Hit it hard enough and it sheds a plate along the cleavage plane — clean, deliberate, protecting what's behind it. Slow, dense, and very hard to kill.
"I've hit that thing with everything I have. It just keeps coming."
Bastion
Bastion
Defensive Anchor
Mobile fortress with crystalline barrier walls and a turret mount where an allied ship can dock and fire. In FFA, deploys an autonomous sentry instead. Bastion pilots don't fly their ship so much as deploy it.
"The Compact deploys Bastions at every chokepoint they control. The Outermark deploys them at every chokepoint they want to control."
Specter
Specter
Stealth Assassin
The only ship class attributed to the Fourth. Modern Specters use a reverse-engineered cloak — sensor and visual stealth. The original did something else entirely. EMP discharge cripples nearby systems. The hull is a copy; the original returns no spectroscopic reading at all.
"Specter pilots report a persistent low hum in the cockpit that doesn't match any known system. Pilots say they've grown to like it."
Tempest
Tempest
Disruptor
Bio-organic hull produces living munitions. Bombs with muscle-membrane casings that bounce off walls and ricochet through corridors. The burst spray — a 360-degree discharge of bioluminescent projectiles — is triggered by stress hormones in the hull.
"It's not a ship. It's a corridor denial system with a nervous system."
Lurker
Lurker
Area Denial
Bio-organic deep-survey vessel. Weakest weapons of any modern frame, largest energy reserves. Its mines are closer to organisms than ordnance — they sense density, not proximity. One ship passing triggers nothing. Three in range and they coordinate.
"A Lurker was here. You know this because you are currently on fire."

Four factions left recoverable schematics. The fifth left anchor points in deep corridors, mounting tension oriented inward, holding nothing. Whatever they held ceased to exist outside Rift space within seconds.

The Rift Paradox

Near a Rift, one energy field powers everything. Shields, weapons, propulsion. The resource that keeps you alive is the same resource you spend to kill someone. Every engagement is a bet on which of you runs out first.

Twenty abilities — bullets, bombs, mines, MIRV missiles, repulsor blasts, energy fields, warp teleports, deployable turrets — all drawing from that same pool.

The pre-Collapse term was "resonance binding." 4,200 pages of documentation survive. The theoretical framework they cite has never been found.

Five ways to prove yourself.

Duel
One-on-one in the oldest combat format. Pre-Collapse records describe identical testing grounds. Settle disputes, test configurations, establish reputation.
Free-For-All
Open combat in the Proving Grounds. No rules, no rounds — just survival. Originally a training facility. Now it's where reputations are made.
Capture the Flag
Two factions contest a Rift corridor by securing the other side's data beacon. Pre-Collapse tactical doctrine, still followed because it works. Procedurally generated maps ensure no two battles are the same.
King of the Hill
Hold the Rift node — a point where dimensional energy concentrates. Nodes are the only locations where pre-Collapse manufacturing caches activate. Hold the node, control the supply.
Rift Run
Deep zone exploration. Beyond the settled corridors, the network extends into unstable, unmapped regions. Each zone is stranger than the last. Roguelike progression with permanent upgrades between waves. How deep can you go?

The Compact trains its simulations on data from pilots who trained against the last generation of simulations. Nobody remembers who taught the first one.

Opponents that learned to fight.

The Meridian Threat Assessment Division runs the most advanced combat prediction system in the sector. Neural models trained on tens of billions of simulated engagements generate tactical forecasts, discovering strategies no human pilot has attempted — mine traps, ability combos, aggressive pursuit patterns, energy management techniques.

Each generation is evaluated on how it fights — aggression, accuracy, ability usage, energy efficiency. Models that win by playing passively are discarded. The result is AI that doesn't play like a bot.

Three MTAD analysts have filed formal objections to the program. All three were classified. The simulations continue.

In the deep zones, there is a region that veteran navigators call the Bloom. Sensor data shows an expanding field of machine wreckage — millions of units, still manufacturing, still fighting each other, still growing. Whatever civilization built autonomous weapons and deployed them in Rift space, the weapons are still there. They have been at war with themselves for longer than anyone has been alive.

The Compact built a training program that mirrors the Bloom in every respect but scale.

Built in C++ on Unreal Engine 5.

8
Ship Archetypes
Each with unique stats, abilities, and combat identity. From the agile Viper to the mysterious Specter, every ship demands a different playstyle.
20
Abilities
Bullets, bombs, mines, MIRV missiles, repulsor blasts, ripper fields, warp teleports, barrier walls, deployable turrets. All sharing one energy pool.
50B+
Training Steps
Neural network bots trained across 4,096 parallel environments. Discovers combat strategies autonomously. Evaluated on behavioral quality, not just win rate.
5
Game Modes
Duel, Free-For-All, Capture the Flag, King of the Hill, and Rift Run. Each with its own narrative context and tactical identity.
Procedural Maps
CTF corridors generated from seed values. Walls, hazards, gravity wells, nebula clouds, and asteroid fields create unique battlegrounds every match.
<1ms
Client Prediction
Full multiplayer networking with client-side prediction, server reconciliation, and lag compensation. Responsive controls even with latency.

The Rifts are doors. They were left open.