NOVA REGNUM
Turn-based 4X strategy · in your browser

Rekindle the Core.
Refound the galaxy.

Turn-based space strategy, free in your browser. Six powers fight over the dark heart of the galaxy: you have 8 cycles to expand, arm your fleet, make — or break — alliances and take the Crown.

  • Free to play
  • 2-6 commanders
  • 6 factions
  • Online or vs AI
  • A challenge every Monday
  • Survival & Co-op
  • English · Italiano
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A battle: the two fleets' volleys
nova-regnum-game.web.app
The 3D hex map of the galaxy
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The Fleet tab with ship classes
The story

The Silent Night turned the galaxy dark.

Year 3417 of the Extended Calendar. For twelve centuries the Lattice — a web of portals left behind by a vanished civilisation, the Precursors — held the inhabited galaxy together. Then, in a single night that the chronicles call the Silent Night, it went dark.

Without the Lattice, every world found itself alone, months of travel from the next. The Concord Empire, which ruled through the portals, collapsed within a generation. Six powers rose in its place, each built on what was left: minerals, energy, faith, smuggling, and fragments of Precursor knowledge.

Probes record a steady heartbeat from the Heart of the Core: the Sentinels are waking up.
A Lattice portal lit up for three seconds, then went dark again. Every power saw it.
Merchants speak of Precursor ruins surfacing from the dust after a stellar storm.

Every game begins with a different signal from the Core.

Six powers

Which power are you?

Every faction has its own fleet, technologies, component and doctrines. Tap one.

Vharr Hegemony

«The void does not forgive. Neither do we.»

Raiders born aboard ship: they win by attacking and pay in knowledge.

  • Born in the void
  • Raiders
  • Clan arsenal
  • ▲ Relic raiders +1 aim against Aurelion
  • ▲ Smuggler hunt +1 aim against Nyx
  • ▼ Flesh that regrows −1 aim against Vey
Commanders
Inside the game

See what is waiting for you.

Nine tastes of the real game: swipe or tap a tab.

How it plays

One cycle, four beats.

The game lasts 8 cycles. At the end, whoever has the most victory points wins.

  1. 1

    Actions

    In turn, one action at a time paying a command token: move, build, research, develop, convert.

  2. 2

    Battles

    When everyone has passed, contested sectors fight. Planned attacks launch together.

  3. 3

    Control

    Whoever is left alone in a sector controls it; Precursor ruins are reclaimed.

  4. 4

    Production

    Matter, Energy, Data and Population from your planets. And it starts again.

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nova-regnum-game.web.app
Battles

Every shot you see is a real roll.

The 3D viewer rebuilds the battle from the dice log: lasers, plasma, gauss, missile swarms, photon torpedoes — with colours and effects that change by weapon and faction.

  • Simultaneous choices: targets and reactions are chosen together, nobody sees the other side's moves.
  • Battle calculator: before attacking, odds of winning and minimum, average and maximum losses.
  • Combined attacks: several fleets on one target for a single token.
  • Rivalries: Vharr and Vey have opponents they strike harder, and others they had better avoid; with the asymmetric factions, every power has them.
  • The account of the clash: every battle ends with a few lines narrating its outcome.
The map

A living galaxy, hex by hex.

Planets generated every game, orbiting moons, rings, fleets with animated models. Every celestial body changes the rules of its sector.

Gas giantrefuelling, but whoever enters stops
Pulsarradiation that wears down attackers
Black holea vortex that blocks passage
Nebulahides fleets, spoils aim
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Fleet and technologies

Design your ships. Choose your path.

Fit weapons and components into each class's slots, upgrade them up to Mk III. 4 technology tracks, advanced projects and a unique technology per faction.

nova-regnum-game.web.app
nova-regnum-game.web.app
The technologies
Faction ruleset

Two ways to play the factions.

You choose it when you create the game, and it is the same for every commander. Online, whoever creates the game decides.

Standard

Six powers, same rules.

Every faction has its own traits, a unique technology and component, but ships, troops, buildings and superweapons are the same for everyone. Whoever reads the table best wins.

Asymmetric

Every faction is a different game.

Every faction changes by about 40%: its own ships, technologies and upgrades, a troop, a building and a defence only it has, its own superweapon and new rivalries. It does one thing brilliantly and another badly: you win by playing its game.

Vharr

Raid: strike first, win the fights and take Matter; build no walls.

  • Raiders' den
  • Boarding rams
  • Clan raiders
Superweapon: Boarding horde
Khet

Fortress: rich mines and fleets that never fall, but slow; advance slowly and hold everything.

  • Guild refinery
  • Guild bastion
  • Guild sappers
Superweapon: Orbital hammer
Seliane

Quality: fast research, the best ships of all, but few and costly.

  • Choir resonator
  • Phase mirror
  • Choir keepers
Superweapon: Song of the Lattice
Aurelion

Pilgrimage: ruins and the Core, shields and repairs; win by arriving, not by destroying.

  • Sanctuary
  • Beacon of the Dawn
  • Paladins of the Dawn
Superweapon: Dawn
Nyx

Mobility: get everywhere first, trade and take; avoid head-on fights.

  • Free port
  • Ghost mines
  • Infiltrators
Superweapon: Big score
Vey

Swarm: many ships that regrow and feed on the enemy; numbers against quality.

  • Brood vat
  • Dormant spores
  • Brood
Superweapon: Spores

Weekly challenges 11 to 20 are played with the asymmetric factions.

nova-regnum-game.web.app
The Diplomacy tab
Optional module · Diplomacy

Honour or terror. But betrayal has a price.

A module you switch on when you create the game: the galaxy stops talking only through its guns. Peace, trade and alliance treaties with an exchange of ambassadors, resource trades and a reputation that follows every choice, including what you do with conquered planets. Off, it is pure war.

Ambassador Vharr
Vharr
Ambassador Khet
Khet
Ambassador Seliane
Seliane
Ambassador Aurelion
Aurelion
Ambassador Nyx
Nyx
Ambassador Vey
Vey
Every Monday · Weekly challenge

A new puzzle every week.

A game already set up on a small map, against an AI written for it, to be solved in a few cycles: hold a pass, escort a convoy, win an impossible alliance, shut down a superweapon before it fires. Twenty challenges, ten with the standard factions and ten with the asymmetric ones: you start from the first in the week you register, then a new one every Monday.

  • Three difficulties, each with its own reward, to play as often as you like until Sunday.
  • Messages every cycle from your officer and the enemy, with their portrait and the scene.
  • Three secondary objectives per challenge: each is worth a star.
Commander reward portrait
EasyCommander
Ambassador reward portrait
MediumAmbassador
Legendary portrait
HardLegendary and title

Cosmetic rewards only, no advantage in play. You can play without an account; to receive the rewards you need one: the server replays your game before granting them.

The Tarsis Pass, the first challenge
Challenge 1 · The Tarsis Pass
Kael VarnVharr

«Khet has hidden behind its rocks for centuries. Let us see whether its towers can bleed as well.»

Two modes · Survival and Co-op

The galaxy strikes back.

The usual game, with all its options, but the galaxy does not sit still: every cycle brings events announced one cycle ahead, ever more severe — storms, raiders, pandemics, supernovae. 40 events in four levels of severity, and among them 6 opportunities to seize.

Meteor swarm
MinorMeteor swarm
Raider incursion
SeriousRaider incursion
Raider fleet
SevereRaider fleet
Supernova
CatastrophicSupernova

Survival

Everyone for themselves, against the others and against the galaxy. Whoever averts an event scores points: with the right ship on the spot, by paying resources, with a project or by holding the Heart. With diplomacy on, saving a rival gives reputation.

Co-op

Everyone on the same side: friends online or on the same device, and allied AIs. A shared Threat rises with every disaster and falls with every averted event: if it reaches the maximum, or if every capital falls, the galaxy falls. Three difficulties, up to three stars.

The Raiders' emissary

Negotiating with the galaxy. In Co-op the Raiders' emissary accepts tributes in Matter: delay an incursion by one cycle — but they come back stronger — or let it arrive weakened. Only a few per game: you have to choose when.

The Chronicles of the Last Crown

A story to read, not just to play.

The game contains a book: six chapters telling of the Lattice, the Silent Night, the wars and the pacts between the powers. Every rivalry between factions is born there.

Chapter IV · The wars of the SilenceThe first blood was shed by the Vharr, and their target was the richest and the least prepared. A hundred and twenty years ago a clan flotilla appeared above the sanctuary of Aurelion, drawn by the rumours of the relics pilgrims brought there from every world, and found waiting for it only a twenty-year-old novice, Seraphine Vael, with twelve companions and a ceremonial cannon. The Sack of Aurelion failed, but since that day the clans have known the pilgrim routes by heart, and the Order has never stopped seeing them as living proof that the Lattice must be rekindled before the whole galaxy becomes like them.
Seraphine VaelTemple keeper

At fifteen she swore to protect the dead portal, and at twenty she defended the sanctuary from a Vharr raid with twelve novices and a ceremonial cannon. The golden visor-crown was given to her that day. She believes in the Lattice with a faith that admits neither doubt nor hesitation.

Korr VashennClan captain

He has commanded the Blade of Varn for thirty-one years and has never lost a ship he had not already decided to sacrifice. Every crimson tattoo on his skull is a successful boarding; the missing ones, he says, are still waiting for him. At the Council of Clans he speaks little, and when he does the other captains stop drinking.

The Ancient MotherMatriarch of the Brood

The oldest consciousness of the Brood, the first to wake when the Precursor signal went dark. Her head is a flower of living coral that releases spores with every breath, and every spore is a thought. When the Mother moves, the whole swarm changes direction.

Every faction has four commanders to choose from, each with their own story.

Ready to take the Crown? It is free to play.

A game against the AI starts in a minute, in your browser. Nothing to install.

Your way

With friends, against the AI, on the same screen.

Online

Create a game and send the code: 2 to 6 commanders, human or AI. It can be suspended and resumed when everyone is back.

Against the AI

No account, no network. AIs have styles and three tactics per faction: they never play the same way twice.

Hotseat

Several people on the same device, taking turns: the screen covers itself when handing over.

When creating, choose Standard · 8 cyclesFast · 6 cycles, resources ×2Long · 12 or 16 cycles Standard or asymmetric factionsSymmetric or asymmetric mapBattle calculatorAutomatic battles vs AIDiplomacy and reputationClassic, Survival or Co-op

And then there is everything else.

Full CodexRules, factions, ships and technologies, searchable.
Chronicles and endingsA book in six chapters, and a prologue and an ending for every faction.
SoundtrackMusic and sound effects for weapons and explosions.
Trophies and leaderboardBronze, silver, gold: for online players.
Secret agendasA goal only you know.
Precursor ruinsTo reclaim for points and rewards.
Advanced projectsWormhole, EMP pulse, sabotage, nuclear warhead.
CloakingInvisible fleets and detectors to find them.
SuperweaponsPublic charges: everyone knows where they will strike.
Faction rivalriesSworn enemies and favourite prey, born of centuries of war.
Save and quitOnline games can be suspended and resumed.
InstallableAdd it to your home screen like an app.

Questions

The Crown is vacant.
For how much longer?

Free, in your browser. A game against the AI starts in a minute.