Science Support Vessels intercept long-range fire, can activate Shield Bubble/Engineering Teams to boost nearby shield regen and repair hull damage, and have extended sensors for faster exploration.
Shield Bubble is unlocked with Shield Matrix research at the Science Station.
Beacon Arrays pulse to reveal cloaked ships in a wide radius—ideal for chokepoints and mining lanes.
Beacon Pulse research at the Science Station unlocks the Beacon Array and its pulse ability.
Brightness, faction tint strength, and bloom strength sliders for tuning lighting and glow.
LLM settings: API key, model (default GPT-5 mini; faster, cheaper for well-defined tasks), chat/gameplay toggles, usage costs.
Multiplayer & Comms
Allied fog of war is shared; explored areas remain on the minimap.
Comms panel: text chat, voice radio (Allies/All), mute toggle; ping presets live in the minimap header.
Lobby supports AI allies/enemies, team selection, and spawn assignment.
Environment & Hazards
Ion nebula disables shields; radiation nebula damages hull over time.
Hazards are colored clouds on the map and minimap.
Hold Alt and right click to force a path through hazards.
Leaderboard
Top commanders across all matches.
Loading...
Commander Profile
Rating, stats, and match history.
Account
Checking sign-in status...
Security Question
Loading...
Match History
Feedback
Report bugs or request features.
Loading...
New Feedback
Submitting closes this window and returns you to the game.
Admin Console
Server configuration and SSL certificates.
Checking permissions...
Server Dashboard
Game Debug
Only affects your client while in-game.
Deploy to Jetson
Runs from /mnt/nvme/rts: git pull, npm ci/install, build, and service restarts.
Deploy auth settings not loaded yet.
No deploy job yet.
No deploy run yet.
SSL Certificates
Loading...
ICE / TURN
Loading...
ICE Trace
No trace data yet.
User Management
Server Logs
Loading...
Feedback
Campaign Builder (Beta)
AI-assisted campaign planning, generation, and export.
Quick Actions
One-click build is the default workflow. Use Mission Studio/Cutscenes for targeted edits.
Use Generate Script (AI) to draft a structured campaign spec, then refine it in Missions.
Mission Studio
Mission details are isolated in Mission Studio so the main campaign workflow stays simple.
Mission Studio
Loading...
Cutscene Composer (AI)
Tip: Avoid copyrighted characters, real people, and face reference images. If a job is blocked,
try "No reference" or use helmeted/silhouette character refs.
No cutscene plan yet.
No cutscene plan generated yet.
Character References
No characters loaded.
No characters yet.
Select a character to view references.
Video Library
No video selected.
No videos loaded.
Single-clip prompt helper. For multi-clip cutscenes, use Cutscenes > Cutscene Composer (AI).
Used for narrator or generic lines when no faction-specific voice is selected.
Force regenerate existing assets
Asset generation runs on the server. Keys are stored server-side; leave empty to keep existing.
Cost estimates use the rates above; adjust them to your current pricing.
Asset generation idle.
No failed cutscene videos.
Asset Inventory (Expected vs Generated)
No inventory check run yet.
Generate or load asset prompts, then refresh inventory.
Audio0/0
Video0/0
ETA: --
Validate and export the current pack. Use Copy JSON or Download in the command bar.
Avoid copyrighted characters, real people, or face images. Keep prompts focused with one clear
camera move and action beat per clip.
Script format: campaign + episode metadata with missions, objectives, and AI slot hints.
Generate Script (AI) uses Settings > LLM key/model; Load Script Template starts from the
current pack. Asset Draft captures voice/cutscene items; Asset Prompts outputs ElevenLabs/Sora
templates. Apply Assets to Pack merges asset draft/prompts into the pack JSON.
Runs full pipeline: AI plan, pack, custom mission maps, assets, voice, and cutscene generation.
Script & Pack
Block publish when campaign has unresolved issues
Assets
Generation
Command Access
Sign in or create an account to continue.
Checking sign-in status...
Security Question
Space Armada RTS
Command a fleet in co-op or solo skirmishes.
Deploy
Continue
Intel
Change Log
Newest first
2026-03-06
Massive UI/UX overhaul across the entire game: launcher, single-player flow, in-match HUD, admin console, settings, help, profile, and other overlays were redesigned into a modern glass-command interface.
Added full dark/light theme support with a persistent mode toggle and improved contrast tuning so both themes remain readable across menus, setup screens, and live gameplay.
Reworked desktop HUD layout for space efficiency: denser top bar, larger minimap focus, cleaner left/right rail hierarchy, restored/relocated gameplay controls, and improved chat/comms usability.
Improved overlay ergonomics with better scrolling behavior, clearer hierarchy, stronger empty states, cleaner changelog cards, and more usable admin/settings workflows on desktop screens.
Follow-up polish pass fixed launcher overlay regressions, restored hidden HUD surfaces, removed the gameplay grid overlay, and tightened panel spacing/anchoring based on in-browser screenshot review.
2026-02-23
Pathfinding and formation movement stabilization pass: reduced stop-start stutter, improved waypoint handling, and tightened large-fleet flow under heavy traffic.
Fixed opposite-direction move behavior by improving formation follower guidance and adding anti-reverse checks during formation path following.
Restored strict Range Rows behavior: ships with the same effective weapon range now stay on the same horizontal row, with longer-range rows behind shorter-range rows.
Added hold-position yield behavior: ships on hold now temporarily move aside when blocked, then return toward hold positions to prevent fleet deadlocks.
Refined friendly ship spacing and unstick logic for crowded formations to reduce pileups and persistent blocking in large battles.
AI macro-tech progression overhaul: enemy AI now force-prioritizes full tech-chain completion through Starbase Command and Flagship Program, then actively produces Uber-class fleets once unlocked.
AI build/economy behavior now prioritizes critical tech structures before over-investing in turret rings, and builder assignment can preempt low-priority construction to avoid late-tech stalls.
AI siege behavior improved: attack waves now flank perimeter defenses on normal/hard, and long-range ships prioritize turret-wall and base-break targets during structure assaults.
Formation cohesion fix: corrected follower offset math to be leader-relative, selected formation leaders from central slots, and added follower catch-up speed during movement so mixed-speed fleets hold shape better in transit.
Expanded pathfinding validation tooling with authenticated in-match stress scenarios (all ship types, all formation types) plus strict range-row invariants.
Added a visual-proof scenario command that captures multi-frame formation and hold-yield sequences with metrics and screenshots for regression verification.
2026-02-18
Massive Campaign System Generation overhaul: expanded mission-generation pipeline, stronger script-to-mission tooling, and improved campaign content generation workflows.
Performance optimization pass for large 16-player/high-object-count matches and larger maps.
Reduced simulation CPU/GC overhead by removing hot-path distance allocations and cutting per-tick temporary object churn.
Optimized projectile/effect/hazard processing with tighter loops and squared-distance checks in heavy combat paths.
Renderer hot-loop optimizations: fewer per-frame allocations in effects, projectile visuals, light updates, and shield/ring syncing.
Improved torpedo visuals with stronger pulsing, glow intensity modulation, and more dynamic motion.
Upgraded shield impact visuals with richer ripple, fresnel response, and hit-reactive intensity/alpha behavior.
Enhanced beam weapon effects with additional shimmer and pulse detail while preserving gameplay readability.
2026-02-02
Platform maintenance: runtime upgrades, dependency refresh, and security hardening.
2026-02-01
Added a Full Screen toggle to the main menu top bar.
Pause overlay keeps the HUD visible so chat and voice controls remain usable.
Default player color for single-player and multiplayer hosts now starts as Cyan.
Point Defense Matrix research now requires Advanced Shipbuilding.
Weapon range toggle now hides secondary weapon ranges.
Added the Beacon Pulse Array turret to reveal cloaked ships in 5-second pulses.
Added security questions, forgot password flow, and Profile access.
Stats
Lifetime service record.
Record
Units
Tutorial
Learn the basics and complete faction training.
Choose Faction
Tutorial Progress
Campaign (Alpha)
Story missions and scripted objectives.
Available Missions
Mission Details
Select a mission.
Map Library
Browse, filter, and share custom battlefields.
Filters
Map Details
Map Editor
Generate or hand-place battlefield elements.
Map Layout
Settings
Generation
Manual Placement
Legend
Spawn
Asteroid
Rich Asteroid
Gas Giant Blue
Gas Giant Purple
Nebula Ion
Nebula Radiation
Single Player
Skirmish against AI.
Commander
AI Lobby
Multiplayer
Host or join an 8-player lobby.
Host Lobby
Join Lobby
Open Lobbies
Lobby
Room Code:----
Match Settings
Teams & Factions
Lobby Chat
Voice: muted.
Remote Voices
Reference Preview
In-Engine Cutscene Preview
Safari Not Supported
Space Armada RTS relies on high-performance WebGL features that Safari/WebKit does not
currently deliver at playable speed. Please use Chrome, Edge, or Firefox for the intended
experience.