The simulation runs at the sector level, and every world can be divided, contested, and governed piece by piece.
Sectors, not just planets. Divide and contest worlds down to the ground.
Every world produces, consumes, and competes for what's scarce.
Govern people, not just planets. Loyalty is earned, and it can be lost.
Rival powers and the Independents, each with its own strengths, weaknesses and agenda.
Stations, fleets, research, and rivals that play by the same rules you do, all inside a single, contested solar system.
Houses, Unity, and the Directorate each begin on a station of their own, a home base to build from, defend, and grow out of.
Build ships, form fleets, scout unknown space, land troops, and watch battles resolve in the battle viewer.
A 75-project research tree across Economic, Military, and Strategic branches, in five tiers, reaching into nearly every system.
Opponents with the same rules, the same costs, and the same fog of war. No cheating, just competition.
Give your orders, end your turn, and the whole solar system answers: economies shift, populations react, rivals make their moves.
Every command is a gambit. Commit now, and find out what it cost you further down the line.
Commander's Gambit is being built from the ground up by Amethyst Eyeworks, a data-driven simulation of population, economy, production, and territorial control, with the command interface, fleets, and playable builds now in the hands of Friends & Family testers.