Alloy 0
Crew 0/0
Status Booting
Selection
None
Commands
Build
Queue
Research
Status
Mini Map
Abilities
Comms
Voice: muted.
Remote Voices
Scoreboard
Campaign Objectives (Alpha)
Primary
Secondary
Tutorial
System Booting
0%
Mission Briefing (Alpha)
Objectives
    Transmission
    Victory
    The enemy has been defeated.
    After Action Report
    Reconnecting...
    Attempting to reach the server.
    Game Paused
    Settings
    Audio manager & music library
    Language
    Auto-detected from your browser. Changes apply immediately.
    Audio Manager
    5%
    60%
    90%
    80%
    Visual Effects
    100%
    50%
    40%
    LLM (OpenAI)
    Pricing (per 1M tokens): Input $0.250, Cached $0.025, Output $2.000.
    Connectivity (STUN/TURN)
    Used for voice comms and P2P multiplayer. Leave blank for public STUN. Add TURN for strict NATs.
    Music Playback
    Now playing: None
    Help
    How to play, tech tree, controls, and settings.
    Getting Started
    • Build a Shipyard, Mining Platform, and Research Lab early.
    • Mining Platforms spawn a miner and auto-harvest nearby resources.
    • Asteroids deplete; gas giants require Advanced Mining and are infinite.
    • Queue builds from a station and cancel from the Build panel queue.
    • Select a station and right click to set its rally point.
    Camera & Selection
    • Left click selects; drag a box to multi-select.
    • Ctrl/Cmd+click adds or removes units from selection.
    • Double click selects all units of the same type on screen.
    • Right mouse drag rotates; mouse wheel zooms.
    • Edge scroll or WASD/arrow keys pan the camera.
    • Minimap: left click to pan, right click to move selected units.
    Orders & Formations
    • Right click terrain to move; right click enemies to attack.
    • Right click shipyard to repair; right click other structures to guard.
    • Hold Alt while right clicking to force actions (hazards or friendlies).
    • Formations: Spread, Line, Wedge (press F to cycle).
    Hotkeys & Pings
    • Ctrl/Cmd+1..9 assigns control groups; 1..9 recalls (double tap recenters).
    • H hold, X stand down, G aggressive, V defensive, R auto-retreat.
    • Tab toggles the scoreboard.
    • Alt+0..4 selects ping presets (also in the minimap dropdown).
    Combat & Abilities
    • Units auto-attack within range unless stood down.
    • Shields regenerate after damage; hull repairs require a shipyard or builder.
    • Abilities include Cloak, Sensor Sweep, Tachyon Ping, Boarding Party, Overload Pulse.
    Support & Detection
    • Science Support Vessels intercept long-range fire, can activate Shield Bubble to boost nearby shield regen, 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.
    Technology Tree
    • Sensor Grid -> Recon and Sensor Sweep.
    • Cloaking Field (Sensor Grid) -> Cloak ability.
    • Advanced Hulls (Sensor Grid) -> Brawler + Boarding Party.
    • Torpedo Systems (Sensor Grid) -> Torpedo Turret.
    • Long Range Targeting (Sensor Grid) -> Long Range Cruiser.
    • Advanced Mining (Sensor Grid) -> Gas Giant harvesting.
    • Advanced Research (Sensor Grid) -> Science Station, Advanced Research Station, Tachyon Ping.
    • Shield Matrix (Advanced Research) -> Science Support Vessel + Shield Bubble.
    • Beacon Pulse (Advanced Research) -> Beacon Array + Beacon Pulse.
    • Advanced Shipbuilding (Advanced Hulls + Long Range Targeting) -> Advanced Shipyard, Flagship.
    • Quantum Torpedoes (Torpedo Systems + Advanced Shipbuilding) -> Quantum Torpedo Turret.
    • Starbase Command (Advanced Research) -> Starbase.
    • Flagship Program (Quantum Torpedoes + Starbase Command) -> Uber Shipyard, Uber-class.
    Settings Reference
    • Audio manager: music, SFX, and dialogue volume sliders.
    • Music library: enable tracks, shuffle/order, save playlists.
    • Visual effects toggles: bloom, vignette, SSAO, chromatic, grain, sharpen, color grading.
    • 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.
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    Commander Profile
    Rating, stats, and match history.
    Account
    Checking sign-in status...
    Security Question
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    Match History
    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
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    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.
    Audio 0/0
    Video 0/0
    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.
    Space Armada RTS preview
    Deploy
    Continue
    Intel
    Change Log
    Newest first
    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.
    • AI/LLM overhaul: difficulty-aware strategic planning, smarter targeting/formations, and improved tech/build priorities.
    • AI now leverages support ships and defensive abilities (Shield Bubble, Beacon Pulse) with stronger retreat/repair discipline.
    • Tutorials now cover the Science Support Vessel, Shield Bubble support, and Beacon Array usage.
    2026-01-31
    • Added a Full Screen toggle to the top HUD bar.
    • Pause overlay now keeps chat and voice controls accessible.
    2026-01-30
    • Added target prioritization (turrets, ships, stations) with selectable order (1-3).
    • Added a settings toggle to show/hide ship weapon range rings.
    • Formation changes now take top priority and ships hold the new formation.
    • Range Rows formation now uses the longest weapon range per ship.
    • Explored fog-of-war areas persist correctly when resuming games.
    • Minimap now shows a conflict indicator when units are under attack.
    2026-01-27
    • Added science support ships (new faction models) with defensive stance by default.
    • Science ship point-defense now fires a pulsing intercept beam with new laser SFX.
    • Shield Bubble ability now displays a visible ring and plays a looping shield SFX while active.
    • Weapons/impact visuals now have stronger bloom and scaling for a more modern combat feel.
    • Shield hit flashes now show consistently while shields are up, including collapse hits.
    2026-01-23
    • Expanded tutorials for all four factions with full upgrade, station, and ship build walkthroughs.
    • Enemy AI stays defensive and holds attacks until the final tutorial assault.
    • Added a bouncing chevron indicator to highlight the exact ship or station to click for each step.
    • Added fleet formation guidance and culminates with a player-led strike on the enemy base.
    2026-01-11
    • Fixed build queue cancel so tutorial build cancellation works reliably.
    • Added an Exit button in the top HUD bar to return to the main menu.
    • Added Campaign mode (alpha) with mission list, briefings/debriefings, and resume/retry flow.
    • Added Campaign objectives HUD panel with collapse + scroll support.
    • Added trigger/condition/action runtime with region triggers and scripted victory/defeat.
    • Added campaign progress save + resume and signed-in sync.
    • Added Federation Episode 1 campaign pack (5 missions) with scripted events.
    • Added campaign cutscene + audio playback actions.
    • Added campaign pack validation warnings for missing references.
    • Added admin-only Campaign Builder (load/validate/export JSON).
    • Added script ingestion + OpenAI draft generation in the builder.
    • Added asset manifest generation + prompt templates (ElevenLabs/Sora).
    • Added server-side asset generation via admin UI with per-asset regeneration + cost controls.
    • Added Sora size/seconds validation for asset jobs.
    • Added automated campaign tests for triggers/objectives/mission flow.
    • Tutorial enemies now hold attacks until the attack step.
    2026-01-09
    • Added a start screen Change Log panel for quick release notes.
    • Signed-in users now land on the start screen automatically with a Sign Out button.
    • Added Starting Resources selectors to single-player and host lobby setup.
    • Map browser now applies the highlighted map when returning with Back.
    • Profile screen now includes a Back option to return to the prior screen.
    • Multiplayer lobby back now returns to the multiplayer screen.
    • Added voice chat controls to mute all or individual remote players.
    • Added lobby starting resources option (Poor/Normal/Rich).
    • 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
    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.