

Take command of Mothership Keystone, the last fortress-station of the Compact: aim its Prime Battery, build defenses under fire and break flagship after flagship across a war of 24 systems. Every run makes your Admiralty stronger.
Overview
Take command of Mothership Keystone, the last fortress-station of the Compact: aim its Prime Battery, build defenses under fire and break flagship after flagship across a war of 24 systems. Every run makes your Admiralty stronger.
Description
The Kharon Ascendancy came through the gate with carriers, siege titans and the Worldship itself. Between them and the Reach stands Mothership Keystone: a shipyard finished as a fortress, eleven thousand crew on its habitat ring and, on its crown, the Prime Battery, the largest gun the Compact ever mounted. You are in command.
Lead fast raiders, crack armored hulls and switch between six primary weapon families, each with its own rhythm: the Pulse Driver, Rail Lance, Flak Thrower, Helion Beam, Ion Repeater and Storm Array. Back them with secondaries from the Siege Torpedo to the Orbital Barrage, and reforge every barrel in the Foundry until no Kharon captain survives it twice.
Drop into build mode and time slows to a crawl. Socket 13 structures onto Keystone's hull and habitat ring (flak batteries, rail turrets, Tesla spires, point defense grids, hangars and bomber bays) and upgrade them to Mk III while the next wave jumps in. Turn the battle with 10 command abilities, from Chrono Field and Shield Surge to Orbital Barrage and EMP Nova.
Twenty-three Kharon hulls, from Skimmers that rake the guns to Splinters that break into Slivers, lead up to four flagships: the Tyrant dreadnought, the Maw, the Sunbreaker siege titan and the Worldship. Tear off their batteries, shield generators, launch bays and heat vents one by one.
Keystone cannot be everywhere. Each cycle you choose where to jump: defend a system, break a siege, escort a convoy, hold out or take on a flagship, while the worlds you cannot reach fall back. Between battles, spend on 79 research nodes, hire and train named wings, trade at the Exchange and live with the events of a long war.
Every run earns Command XP. Invest it in 32 standing orders across Logistics, Engineering, Gunnery and Fleet, then climb 10 Ascension levels for a war the Kharon fight harder every time.
A full campaign across 24 systems in 3 sectors, plus Skirmish, Endless Siege and Training
6 mission types and 4 difficulties, from Cadet to Ironclad
6 primary and 6 secondary weapons, 13 structures, 10 abilities, 79 research nodes
23 Kharon hulls and 4 multi-part flagships
A persistent Admiralty talent tree and 10 Ascension levels
Voiced battle callouts, full controller support, rebindable controls and accessibility options
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