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.
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.
1900 → 2100
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.
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.
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.
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.
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.
Battleships, airships, the first torpedo boats.
Available in the prototypeAircraft carriers, U-boats, naval aviation.
Nuclear ships, missiles, radar.
Drones, cyberwarfare, stealth technology.
Lasers, robots, directed-energy weapons.
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.
Ships and the tech tree are shared by everyone. A faction is a set of bonuses that strengthens your style: economy, exploration, or combat.
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.
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.
Torpedo salvo — the first salvo of the battle hits harder and bypasses the target's shield. Fast, light, strikes first.
Squadron fire control — every hit permanently strips the target's armor for the rest of the battle. The longest range of the era.
Citadel — every hit on the hull is reduced by a flat amount after armor. Slow, but it soaks up entire salvos.
Mining — loads resources from deposits three times faster and has the largest cargo hold. Nearly defenseless: it needs an escort.
The higher the tier, the more it depends on your alliance. You can build a base solo. Territory and era technologies are won together.
Passive production in your base plus mining from deposits in regular rooms — including for players who do not have a base yet.
Mined only in territorial rooms, and only by members of the alliance that controls that territory. Requires refining.
Only from PvE bosses, “Conquest” events, and the alliance shop. They cannot be mined — they must be fought for or negotiated.
Alliances are global and cross the borders of individual maps. Territorial rooms are their highest stakes.
A recurring event, every 30 days. Many alliances can compete for the same territory at once — not just the owner and one challenger.
For participation and for destroyed units. Every ship belongs to a specific player, so everyone's contribution is visible.
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.
The room itself is untouchable, but the bases, fleets, and miners inside are not. Garrisons must take turns.
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.
We are building the game from the core outward: first a working authoritative server and a living map, then further eras and systems.
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.