Game features
Features that shape a match, whether you're playing or hosting.
Map size
A Map Size option scales the playing field — from tight knife-fights to sprawling campaigns. Pick it when you set up the game.
Repeatable maps and seeds
Terrain is built from phased, keyed seeding, so the same seed always lays out the same battlefield (no surprise spawns inside an asteroid). Each map exposes seed options you can set.
Shareable game codes
A game code captures the exact setup — map, size, seed, and options — so crews can replay an identical match. Share the code and everyone gets the same challenge.
Bonus objectives
Optional bonus objectives give skilled crews extra goals to chase beyond simply surviving.
The Director console
The Director console (formerly Console View) lets you pair and rotate multiple views, with a cinematic mode for the big screen — great for spectating, streaming, or running a venue.
Game results & scorekeeping
The end-of-game screen is a tabbed results board, and it keeps score.
The tabs:
| Tab | Shows |
|---|---|
| Summary | Difficulty, enemies destroyed, tonnage destroyed, damage dealt, surrenders, game time. |
| Fleet | Each surviving player bridge ship: kills, tonnage, damage, hull remaining. |
| Air Wing | Each fighter/shuttle pilot by call sign: sorties, kills, tonnage, objectives. |
| Quests | Game and per-ship quests with their final state (secret quests stay hidden). |
| Enemies | Ships destroyed, broken down by race. |
How the score works:
- Kills — every destroyed enemy is credited to the ship (or pilot) that landed the final blow.
- Tonnage — flavor "tonnage sunk," scaled by the destroyed hull's size, so killing a capital ship is worth far more than a fighter.
- Damage dealt — raw damage, so a crew that softens targets for others still shows up on the board.
- Bridge-ship credit and fighter/shuttle (cockpit) credit are tracked separately, so the two never double-count.
Saved every game. Each result is written to a rolling history with an even denser per-ship / per-pilot / per-quest breakdown than the screen displays.
Running a tournament
The pieces above combine into a simple, fair competition format — handy for convention operators and league nights:
- Set up a match and share its game code (map, size, seed, and options), or just agree on a seed — every crew now plays the identical battlefield and enemy layout.
- Each crew plays the match; the Fleet and Air Wing boards give you kills, tonnage, and damage per ship and per pilot.
- Rank crews (or individual pilots) by whichever number you're scoring on. The saved result gives you the full breakdown after the fact.
Use the Director console for a spectator / big-screen view of the action while crews compete.