In development PC · Steam

Physics-heavy
space fleet combat.

Carriers, railguns, missiles, bad decisions & ships that were probably fine a minute ago.

The wishlist link will land here. The debris already has.

IN-GAME FOOTAGE
Persistent ships. Permanent consequences.Command what’s left.

Help build the fleet

Missiles. Your questionable ideas.

Suggest a change, back an idea, or argue the trajectory. No account required.

Talk missiles

Ships are expensive. Space is dangerous.

Your decisions
are questionable.

Engines stop. Guns go silent. Hulls come apart. A ship can lose the fight long before it’s gone.

Command a persistent fleet through a war where the damage matters. Crews evacuate. Rescue ships latch on under fire. Getting home in one piece is a nice idea. Getting home at all will do.

LOCALIZED DAMAGE

01 / DAMAGE

Fight the ship.
Not the health bar.

Engines, thrusters, shields and weapons can fail independently. Damage changes how a ship fights—and whether it can leave.

That part was important.

FIGHTER LAUNCH

02 / CARRIERS

A fleet
inside your fleet.

Launch fighter wings, support the strike and plan their recovery. Fuel is finite. So is the number of places they can land.

Keep the carrier.

JUMP EXTRACTION

03 / MOVEMENT & EXTRACTION

Space doesn’t
have brakes.

Momentum, fuel and positioning shape every approach. A retreat takes planning. A jump drive gives you another way out—if you can get it ready.

Rescue the rescue ship later.

PLANET BREAKUP · 2×

04 / SIEGE WEAPONS

Sometimes the gun is a solar system project.

Railguns settle arguments between ships. Siege weapons can make the planet part of the argument.

Try to be somewhere else.

Real in-development gameplay. Systems and visuals are still evolving.

What makes it different?

The fleet carries
the consequences.

Persistent fleet
Preserve a finite force across a campaign. Every surviving ship matters.
Localized damage
Crippled engines, lost weapons and wounds that change the fight.
Inertial combat
Thrust, drift, fuel and timing. Positioning is part of the weapon.
Fighters & carriers
Strike wings with finite fuel and a home worth defending.
Sensors & imperfect information
Scouts and received reports shape what you know—and what you commit.
Strategic jump travel
Prepare the drive, choose the destination and keep your options open.

A very large war. A very finite fleet.

Keep enough
of it intact
to win.

Steam page coming soon

Development, in public

Watch it
come together.

New ships, systems, disasters and questionable tactical decisions show up in the dev diary first.

For everyone asking where to wishlist

The Steam page is coming.

Fleet in Pieces is in development for PC. The Steam page is being processed; the wishlist link will appear here when it’s live.