A low-poly space RTS for phones and browsers. Command a fleet, take the map, destroy the enemy's command station, and drop into the cockpit of any ship mid-battle.
Fleetfire takes the big-fleet, real-time space battles of games like Sins of a Solar Empire and fits them into 10–15 minute matches you can play on a phone, in a browser or on a desktop. You build an economy, research up, and grow from a few fighters to a navy of hundreds. When you want to fight it yourself, you can fly any ship.
Every match starts from a Command Station and a handful of ships, and ends when one side's station falls (or the clock runs out and the side holding the most control points wins).
Park ships in a site's ring to capture it. Resource nodes take an extractor for income; control points take a factory and raise your fleet cap. Asteroid fields pay a trickle while you hold them.
Queue ships at your station or any forward factory. Fighters and bombers launch from carriers and bays; escorts screen the line; support ships patch it up.
Tier 2 unlocks cruisers and carriers, Tier 3 the battleship, plus four faction upgrades. At Tier 3 you can raise a superweapon on a control point.
Group ships into fleets, set them to Hold or Advance site by site, or order them by hand. Turrets, asteroid cover and sieges make every push a decision.



Select any ship and press Take Helm. The camera drops in behind it and you fly it while the rest of your fleet keeps fighting around you.
Each faction has seven ships: fighter, bomber, escort, support ship, cruiser, carrier and battleship. Each also has its own Command Station, factories, turrets, research and superweapon. They play very differently, and at the top level they're within a few points of each other.
The full game against the AI: economy, research, territory and superweapons. 1v1, 2v2 with an AI ally, or a four-player free-for-all, on Easy, Normal or Hard. Matches run 15, 30 or 45 minutes, or with no limit.
A straight fight on a budget. Everyone starts with the same credits and every ship unlocked, and there are no sites to take.
Eight short guided missions, from your first command to a graduation match against an Easy AI. There are also four faction briefings. A coach panel walks you through each one on the real rules.
Pick any ships from any faction for either side, hit Battle, and watch, or jump into a cockpit. It's the fastest way to try a ship.
Set up any line-up and watch it play out at up to 4× speed. The AI rolls its own habits each match, so no two games go the same way.
Standard, Large or Huge. Huge multiplies supply, income and build speed by four. A Huge 2v2 peaks around 700–800 ships, and a free-for-all around 900.
Two homes facing each other across a contested middle. Ten resource nodes, five control points and eight claimable asteroid fields.
Four homes around a contested centre. In 2v2 the teams are neighbours; in 1v1 the two empty homes are free to grab.
Ships are handed (broadsides, gun mounts), so maps are one sector turned around the centre. That way every seat gets exactly the same map. Mirror matches now split 228–244 over 472 games.









The battle runs as a fixed 20 Hz simulation with no clock and no stray randomness. The same seed and the same commands give the same battle every time, which is what lockstep online multiplayer and replays need.
A spatial grid answers "who's near here?" for steering, targeting and shots, which made 800–1,300-ship battles about 3× faster with identical results. The renderer draws about 35 batches however many ships are on screen.
Every ship, station, asteroid and effect is built in code from low-poly parts, so the whole game is about 2 MB and loads instantly on a phone.
Every sound effect is synthesised live, and the music is generative: it never loops the same way, each faction has its own key and mood, and drums and brass swell in as the fighting near the camera heats up.
Built with TypeScript and Babylon.js. It runs in any modern browser, and Capacitor wraps it for iOS and Android. A test Android build already exists.
Balance comes from thousands of headless AI-vs-AI games run in Node. That's how unfair seats, overtuned factions and stalemates were found and fixed.
Conquest vs AI, Combat Arcade, Academy, Sandbox, four factions, two maps, up to four players, and Take the Helm.
Frame rate on mid-range Android and older iPhones, touch controls at phone sizes, and a quality preset for slower devices.
Lockstep multiplayer over a light relay server: 1v1 first, then 2v2 with a pilot-and-tactician split.
Free to play on Poki and CrazyGames, then iOS and Android. Cosmetics and a remove-ads option only: nothing sold affects power.
A Polytopia-style roster, with each new faction built around its own gimmick. Ideas on the board:
Scrap raiders running on heat: hotter ships hit harder, until they overheat.
Decoys and phase tricks, or ships that rewind time.
Blank nanomachine ships that copy their enemies' weapons mid-match.
It runs right here in the browser on desktop or phone. Start with the Academy, or jump straight into a Sandbox battle and take the helm.
▶ Play Fleetfire