Pre-alpha codex — written from the build in internal testing. Systems, numbers and features can change before launch. · Join the waitlist

Codex Entry

Coming Soon

Features specced or planned, but not yet shipped.

Coming Soon·A living document
Echoes Beyond ships in slices. Below is what's specced or in active design, in roughly the order it will land. Anything not listed here is a more distant idea and may shift before it becomes a real plan.

Roadmap

Combat Unification (Raid / Siege / Conquer)Spec ready

Full multi-round battles with rapid fire, counter-play and proper battle reports — where your fleet composition and combat techs really matter.

Defenses that get attackedShips with PvP

Emplacements already have real attack/shield/hull values and a working build flow under the System Defense Command. What is missing is an enemy: nothing can assault a system you hold, so no garrison has fired a shot yet. Repair chance after a battle lands with it.

Skill point allocationPoints already banking

Skill points already accrue from empire score, exploration, surveys, battles and login streaks, and the Skill Tree page renders the published tree. What is missing is spending them: there is no allocate action, your spent total is pinned at zero, and the declared node effects are inert. Every point banked now carries over the day allocation lands.

Alliances & DiplomacyPlanned

Form guilds, negotiate non-aggression pacts and declare wars. Alliance chat and shared research are stretch goals.

Espionage missionsPlanned

Probe-data leaks, sabotage and counter-intel layered on top of the existing Intelligence Service node.

Wreckage & debris-field salvagePlanned

Recover a portion of metal/crystal from destroyed fleets — incentivises post-battle clean-up missions.

ACS (Allied Combined Strike)Planned

Combined fleet attacks across multiple players, sharing fuel and synchronising arrival times.

Player-driven marketPlanned

Inter-player trade with dynamic pricing, regional markets and trade routes.

Sub-orbit developmentPlanned

Moons and station extensions get their own development layer — playstyle perks rather than raw production, unlocked through deeper System Administration.

NPC empire AIPlanned

NPC rows already exist on the map; the brain doesn’t. Will eventually claim systems, run convoys and patrol borders.

MegastructuresLong term

Late-game prestige projects: Dyson swarms, ringworlds, jump gates. Massive cost, galaxy-changing payoff.

How shipped slices land

Every slice ships behind a small set of new constants and a tick service, with the matching UI panels. When a slice goes live, the relevant codex page is updated and the Coming Soon tag moves off it.