
Join the Sparagmos Discord: discord.gg/nmPuKBST2

Indie developer, working alone. Russian, born in Vladivostok; now studying programming in France.
A real-time space strategy. Every body in the galaxy is generated from a seed — terrain, resources, ruins and life are built on the spot, so every world is random and looks like no other.

Ordinary planet. The main body of the game. It almost always carries the widest range of resources and the most room to live — food, water, silicates, metal, forests and seas, and space for a city that keeps growing. Most games are won or lost on one of these.
And there are many more: deserts with sand worms and ancient ruins, crystal planets, comets, space stations, pulsars — and black holes.

Underneath it all runs a real economy: production chains and warehouses, transport cycles between worlds, fuel and logistics, population growth and employment, unrest and loyalty, six religions with their own perks and sacred texts, several races with their own beliefs.

Population: growth, employment, loyalty, religion, unrest — and the price of each.

A settled world inside its own belt of rock, and the civilization sheet beside it.

Resources of a colony and what its buildings add every minute.
War is fought on the ground and in orbit at once: infantry and tanks, turrets and drone stations, AA against bombers, fighters, drop ships — and nuclear missiles when patience runs out.

Play solo, or together over the network. There are no dedicated servers: the player who creates the lobby is the server — the host simulates the whole world, the others join by code and play inside it. Up to six.
Every world, engraving and model is generated or built in engine. Nothing here is stock art.