A board that reads
Tactile terrain — living bloom, drifting nebula dust, asteroid wreckage, orbital trade lanes — over deep colour. The world reads first; you plan from a glance, not a legend.
Epochs is a mobile-first, turn-based space-opera strategy game. Lead one of five houses across the Reach — a derelict precursor jump-gate network — to explore the void, settle colonies, master salvaged technology, and outlast every rival for dominion.
Not a sprawling space sim, not a neon toybox — a tight, readable 4X of fleets, colonies and hard choices, tuned to finish in a single sitting.
Tactile terrain — living bloom, drifting nebula dust, asteroid wreckage, orbital trade lanes — over deep colour. The world reads first; you plan from a glance, not a legend.
Attack, defense, range and sight all matter. 9 ship roles, from throwaway interceptors to apex dreadnoughts — and veterans that earn a flagship's command aura for the fleet around them.
Colonies level up, specialize, and feed a flywheel of credits. Improvements, harvesters and hyperlanes snowball an early lead — but overextension is punished.
War, Hearth, Craft and Frontier branch into cross-lane capstones. Your research order is a strategy, not a checklist.
Terraformers, fortress-builders, stateless merchant fleets, orbital traders, ice settlers. Each house changes how you move, hold ground, and fight.
On Rift maps, precursor wormholes link scattered continents. Attune the jump drive, seize the gate-mouths, and hold them for a steady toll.
Houses aren't reskins. Each is a different power with a different doctrine — terraformers, fortress-builders, merchant fleets, orbital traders, ice settlers — and each changes how you heal, move, and fight.
“Make the dead worlds live.”
Verda is a terraforming bloc: bioreactors, agri-domes, closed-loop life support. They settle nebulae for volatiles and regrow what war takes. Patient, and very hard to uproot once rooted.
“Build it to outlast the siege.”
Ferron is a military-industrial state: fortress-foundries, mass fabrication, a doctrine of deterrence. Their colonies are armored hard and their cruisers hit a shade harder. They expand slowly, but permanently.
“Own nothing; reach everything.”
Caravel is a stateless merchant fleet, the fastest hulls and best sensors in the cluster. They hold no ground and lay no hyperlanes, resupplying in open void and trading where others garrison.
“Commerce is the only law.”
Tethys is an interstellar trade-and-comms combine. They tax the orbital lanes, fund their fleets from the markets, and strike hardest descending from orbit. Few rivals out-wait them.
“Settle where no one else will.”
Vostok works the frozen worlds: cryo-fabrication, volatile mining, habitats half-sunk in ice. They move cheaply over asteroid and ice, dig in hard, and prosper through the Long Night.
Ships, terrain, technology, colonies, wormholes and victory — the full rulebook, generated straight from the live game data so it never drifts from what you actually play.
Open the rulebook →