Huge fleets of neural-network piloted, fully destructible crafts battle it out.
A 3D voxel battle simulator where every block is functional and destructible. Build whatever you can imagine, hand it to a neural network, and watch your fleet take the field.
Start with nothing and shape a craft block by block in the voxel editor — anything from a compact fighter to a sprawling capital ship.
There's no decorative geometry: every voxel you place is real structure that carries mass, occupies space, and can later be shot away.
Add cannons, shields, thrusters, generators and more. Each module is a real block that provides its own stats — and each one can be destroyed in combat, taking its contribution with it.
The same design scales freely: stretch a fighter into a flagship thousands of meters long, and the simulation handles it without breaking stride.
Every craft carries its own neural network for flight, evasion and weapon timing. Train it through generations until it learns to handle your hull and its loadout.
A heavier, scaled-up ship flies nothing like a nimble fighter — so each one learns the controls that fit its own body.
Above the individual pilots sits a commander network. Train it to pick targets, assign formations and re-task the fleet as the battle shifts around it.
Two layers of trained intelligence — pilot and commander — turn a pile of hulls into a coordinated force.
There is no health bar. A craft isn't whittled down by abstract "HP" — it's defeated only when its crew spaces are breached. Fire punches through specific voxels, ripping out the modules behind them.
Lose a turret and the pilot fights on with what's left; lose a generator and the lights go out. Because every module provides real stats, destroying one genuinely changes how a craft performs.
String victories together to push out across a whole galaxy, taking system after system with the fleet you designed and trained.
One galaxy is only the beginning. Carry your fleet onward and take the fight to galaxies beyond.
A few reference designs, shown at true relative size. There's no maximum hull length — keep building and the simulation keeps up, from a single fighter to a flagship and well beyond.