Turn-based Cosmic 4X Strategy

Command an epoch across the Reach

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.

Read the rules →Meet the houses
9Ship roles
21Technologies
5Houses
75Points to win
What it feels like

A cosmic boardgame with real depth

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.

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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.

Deep, fair combat

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.

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A compounding economy

Colonies level up, specialize, and feed a flywheel of credits. Improvements, harvesters and hyperlanes snowball an early lead — but overextension is punished.

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Four tech lanes

War, Hearth, Craft and Frontier branch into cross-lane capstones. Your research order is a strategy, not a checklist.

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Five houses, five doctrines

Terraformers, fortress-builders, stateless merchant fleets, orbital traders, ice settlers. Each house changes how you move, hold ground, and fight.

The gates still open

On Rift maps, precursor wormholes link scattered continents. Attune the jump drive, seize the gate-mouths, and hold them for a steady toll.

The five houses

Five houses, five doctrines

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.

Verda

the Verda Directorate

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.

Ferron

the Ferron Command

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.

Caravel

the Free Captains

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.

Tethys

the Tethys Exchange

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.

Vostok

the Vostok Pact

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.

Learn the Reach

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 →