Fully real-time MMO strategy

One galaxy. Two centuries. No fleet wins alone.

Keel to Orbit is a strategy game where every player shares one map, watches rival fleets move live, and advances together through six eras — from the battleships of the Age of Steam to the orbital stations of 2100.

iOSAndroidWindowsPhase 0 — prototype
Keel to Orbit emblem: an Age of Steam airship and a spaceship around a crystal in a brass frame 1900 → 2100
200years on one shared timeline
6eras of history and future
3factions to choose from
32bases on a single map
players in one room
Three pillars

A living map, a shared world clock, and a team you cannot do without

Not another building-tapping game. The world of Keel to Orbit keeps moving even while you are away — and that is exactly why allies matter.

A living map in real time

The server runs the world authoritatively, 10–20 times per second. You see rival fleets in motion, and you travel between maps by flying across one continuous galaxy — not by picking from a server list.

A shared world clock, 1900–2100

The whole server moves through the same eras at the same time. A new era arrives with new content, like a season, and the map never resets — your base and your alliance last through two full centuries.

Teamwork required, not just rewarded

Bosses with health pools no one can burn down solo, base defense that depends on allied fleets, territories that cannot be captured alone. PvP means clashes of multi-player armadas, not duels.

Timeline

Six eras. From battleships to orbital stations.

Units in eras I–IV are historical; eras V–VI extrapolate real technology trends — no fantasy. Every era brings new ships, buildings, and technology levels.

  1. 1900–1920

    I. Age of Steam

    Battleships, airships, the first torpedo boats.

    Available in the prototype
  2. 1920–1945

    II. World Wars

    Aircraft carriers, U-boats, naval aviation.

  3. 1945–1990

    III. Cold War

    Nuclear ships, missiles, radar.

  4. 1990–2030

    IV. Digital Age

    Drones, cyberwarfare, stealth technology.

  5. 2030–2070

    V. Near Future

    Lasers, robots, directed-energy weapons.

  6. 2070–2100

    VI. Orbital Age

    Orbital stations, spacecraft.

2100 is not the end. More eras are planned after the Orbital Age — the game never resets the map, never merges servers, and never ends.

Factions

Choose how you play — not what you fly

Ships and the tech tree are shared by everyone. A faction is a set of bonuses that strengthens your style: economy, exploration, or combat.

Miner

Economy and fortress
  • +20% resource mining
  • −20% ship build time
  • +20% warehouse capacity
  • +20% protection from plunder
  • +20% base shield duration

Explorer

Range and first arrival
  • +1 jump range between rooms
  • −25% travel time
  • Bonus for discovering a room first
  • The fastest route to distant deposits and bosses

Commander

Firepower and tempo
  • +15% damage against players
  • +15% damage against bosses
  • +15% fleet speed
  • The core of every armada in a territory battle

You pick a faction after a short tutorial. One change is allowed after 15 days of play — with no way back. Each faction will get its own pool of exclusive commanders over time, and bonuses will grow with each new era.

Combat system

A class triangle and ships with real character

Battles resolve on the server the moment fleets meet, and you receive a report of how it went. What counts is what you built beforehand and who you flew with.

Strike
Support
Armored
Torpedo destroyerStrike

Torpedo salvo — the first salvo of the battle hits harder and bypasses the target's shield. Fast, light, strikes first.

Artillery cruiserSupport

Squadron fire control — every hit permanently strips the target's armor for the rest of the battle. The longest range of the era.

DreadnoughtArmored

Citadel — every hit on the hull is reduced by a flat amount after armor. Slow, but it soaks up entire salvos.

Mining steamerOutside the triangle

Mining — loads resources from deposits three times faster and has the largest cargo hold. Nearly defenseless: it needs an escort.

Shield and armorEvery ship has two bars: a shield that regenerates between engagements, and a hull protected by armor.
ArmadasFleets of several players on one side merge into a single simulation. Losses and damage are tracked separately for each player.
ConsequencesDestroyed ships must be rebuilt at the Shipyard. A defeated base is plundered but does not vanish — nobody starts from zero.
Economy

Three tiers of resources, three ways to play

The higher the tier, the more it depends on your alliance. You can build a base solo. Territory and era technologies are won together.

Basic tier

Foundation of the base

Wood
Stone

Passive production in your base plus mining from deposits in regular rooms — including for players who do not have a base yet.

Territorial tier

Alliance wealth

Coal
Oil
Gas

Mined only in territorial rooms, and only by members of the alliance that controls that territory. Requires refining.

Era tier

The key to the next era

Metal
Uranium
Energy

Only from PvE bosses, “Conquest” events, and the alliance shop. They cannot be mined — they must be fought for or negotiated.

VaultPart of your stored resources is always safe. Anything above the vault limit can be taken by an attacker.
Base shieldSeparate protection bought in the alliance shop — for time away or ahead of an expected attack.
An offline base is defenselessNo artificial protection periods. Your vault, your shield, and nearby allies keep you safe.
Alliances and territories

Territory is won once every 30 days. It is held — every day.

Alliances are global and cross the borders of individual maps. Territorial rooms are their highest stakes.

  1. Alliance leadership signs up for “Conquest”

    A recurring event, every 30 days. Many alliances can compete for the same territory at once — not just the owner and one challenger.

  2. Armadas earn points

    For participation and for destroyed units. Every ship belongs to a specific player, so everyone's contribution is visible.

  3. The winner controls the territorial room

    Members see it remotely, move their bases there, and mine coal, oil, and gas. Outsiders see it only on site and can do nothing but attack.

  4. Holding it takes rotation

    The room itself is untouchable, but the bases, fleets, and miners inside are not. Garrisons must take turns.

A structure built for a large alliance

Roles can be held by several players (except Leader), and the member limit grows with the alliance level. A shared pool funds part of every member's research and feeds the alliance shop: shields, boosts, units, cosmetics.

LeaderDiplomatWar commanderTreasurerRecruitment officerMember
Roadmap

Where we are

We are building the game from the core outward: first a working authoritative server and a living map, then further eras and systems.

Phase 0 In progress

Core prototype

  • Era I and three ship classes with abilities
  • Base: Admiralty, Sawmill, Quarry, Shipyard, Warehouse, Laboratory
  • A galaxy of rooms and flights between them
  • PvE bosses, base raids, factions
  • Authoritative server, browser test client
Phase 1 Next

MVP

  • Full base and 2–3 eras
  • Basic PvE and PvP
  • Living map with sectors
  • Basic alliances
  • Unity client for iOS, Android, and Windows
Phase 2 Planned

Full scope

  • All six eras and the full tech tree
  • Territorial rooms and “Conquest”
  • Commanders, events, player market
  • Expanded PvP and live-ops
The Phase 0 prototype is live

Enter the map before history begins

Build your first base in the Age of Steam, send a steamer out for resources, and see what a galaxy looks like when everyone plays at once.