The campaigns
Nine theatres
Each campaign keeps the same physical rules and changes the distance, the available hardware, and who knows what when.
01
Vigil
Truth arrives late
A war fought at light-minutes. Every track is an hour stale by the time it arrives, and the hard question is whether the target is still there.
Enter simulation
02
Close Quarters
Reach, not sight
Everyone sees everything continuously. It changes nothing: seeing a target and being able to reach it are unrelated problems.
Enter simulation
03
Dynasts
The calendar is terrain
Five corporate families at war from Mercury to Mars. Offensives wait on transfer windows because the war can only move when the planets align.
Enter simulation
04
Leviathan
Command is four hours away
Inward Bloom seeds wake among Neptune's moons. Regional command must finish the engagement before the inner system receives its first report.
Enter simulation
05
Garden of Lagrange
Debris is the enemy
A compromised cargo bus enters a web of habitats and ferries. Point defence has a clean shot, but breaking the target may be the more dangerous choice.
Enter simulation
06
Ballista
Commit before certainty
Two worlds throw rocks and decoys along public arcs. The last day to act is set by the interceptor, not by the incoming object.
Enter simulation
07
Noon
Light is infrastructure
Two lineages contest a lattice of mirrors, relays, and aimed sunlight. The decisive action is rerouting the grid while people are still on it.
Enter simulation
08
Sundiver
Twenty futures at perihelion
An interstellar parent brakes against sunlight, then opens at perihelion. A few kilometres per second decide which invasions can physically exist.
Enter simulation
09
The Long Fall
Fuel is the front
Inner ships win the exchange at Ceres and lose the line at Mars. The first victory spends the tankers and cooling needed to reach the second front.
Enter simulation
Original simulations
Two new
field records
Independent systems built inside the same physical world: one ecological, one observational, neither derived from a campaign record.
The Unlit Choir
The source is below every horizon
Eighteen timing stations agree on a direction that is not on the sky. The aperture is an instrument result; nothing is shown crossing it.
Enter simulation
Seedfall
A ring must become a biome
One hundred forty-four aerostats descend through heat, acid, and night-side cooling to close a living ring around Venus.
Enter simulation
Paired readings
Same facts.
Another instrument.
Spatial views make scale tangible. Flat instruments keep the decisive evidence dense and exact.
Visual studies
The records,
reframed
Every campaign rebuilt in the brisk sprite-and-sensor language of Space Rage. Outcomes and source records remain unchanged.
Vigil: Ghost Tracktruth against stale tracks
Close Quarters: Defencewaves as a firing solution
Dynasts: The Roadsconvoys on the calendar
Leviathan: Local Watchthe battle before the news
Garden: Hold Fireintact mass against ghost debris
Ballista: Commandbelief at the commit gate
Noon: Switchyardownership redraws the light
Sundiver: Periheliontwenty paths cross zero energy
The Long Fall: Downwellthe fuel route is the front
The collection
Origins & apparatus
Earlier instruments remain visible. The Hangar exposes the art and provenance behind the current simulations.
The governing rule
Nothing dies from losing hit points.
A craft is finished when it loses radiators, propellant, sightlines, or authority. What separates these wars is how far apart things are and who knows what, how late. Each campaign turns those two numbers to a different setting.