Furnish the HQ
Catalogue
Wall colour
🎬 Kampf-Simulator

⚔ Angreifer

🛡 Verteidiger

Zwei Flotten einstellen und „Simulieren + Animation" drücken.
Kampfsimulation
Geschwindigkeit:
Flotte entsenden
Schiffe
Treibstoff
Ankunft in
Start Mission
Kampfbericht
Handel
·
Server-Boost
Menge wählen
Gesamt €0.00
Zahlungsmethode
SSL-verschlüsselt · Sichere Zahlung · Kein Abonnement
Aloraya
Private Alpha

A universe that keeps running while you sleep

Build mines and reactors, send fleets across distances that cost fuel and hours, and settle battles between millions of ships in a single second. Aloraya runs on a server clock, whether you are watching or not.

Economy in real time
Fleets in transit
Battles at scale
Alliances and betrayal

The alpha is closed while the game is still moving under our feet. Ask for access, and once your address is cleared you create your account right here.

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550+
Galaxies
30 000+
Solar systems
230 000+
Worlds
8
Planet types
10
Ship classes
4
Civilizations
Core systems

The things you will lose your evenings to

All of it is in the game right now. The pictures below are screenshots, not concept art.

Universe

A map with real distance, on worlds that keep moving

Galaxy, solar system, orbit. Every planet circles its star on its own period, so your target has moved on by the time you arrive. A flight solves the interception instead of drawing a straight line across a dead grid.

  • Twelve orbits per system, and temperature decides what can live there
  • Distance is paid in fuel and hours, never in clicks
  • Deep space observatories show you what the naked eye cannot
Combat

Battles that scale to millions of ships

Ships are resolved per type instead of per hull, so an engagement of ten million ships is decided in well under a second. Shots scatter, shields hold or break, and the wrong hull class dies to its predator no matter how many you brought.

  • A counter matrix in which every class has a hunter
  • Replay the whole engagement round by round
  • Wrecks stay behind as debris fields for anyone to harvest
Battle simulation
Build-up

A world you can use up

Every planet holds a finite amount of ore. Deep drilling multiplies what a single unit of ore yields, so better technology buys your world more life instead of a bigger number. Once it is empty you move on and leave a husk behind.

  • Energy, atmosphere and water are hard limits, not decoration
  • Climate decides what a world is good at
  • Depletion outlives the owner. A tapped world stays tapped
Fleets

Ten hulls, and not one of them is the best one

A freighter carries nothing into a fight. A world ark moves an entire economy to another star and is consumed doing it. A Nemesis carries no guns at all and ends a planet forever. What you built decides what you are even able to attempt.

  • Range saturates instead of stopping at a wall
  • A recall turns the fleet around. It never teleports home
  • Expeditions into empty space, and whatever they drag back
Civilizations

Four peoples, four talent trees, and points you cannot spend twice

You pick one of four civilizations, and it decides what your empire is good at. Talent points come out of research, and every tree holds thirty two nodes across several tiers, each tier with its own cap and its own efficiency. So where you put a point matters more than how many you have.

  • Yield, speed, salvage, colonisation. Every people leans somewhere else
  • Talents reach into extraction, travel time and what your ships are able to do
  • You may rethink the whole tree later, and it will cost you
Underneath

The parts that only surface after a few weeks

Move your entire world
The world ark carries no guns, only your economy. It abandons your planet the moment it launches, flies for hours, and rebuilds everything at another star. There is no recall, and if it was your only world you are homeless until it lands.
Market and auctions
Prices follow supply and demand instead of a fixed table. Goods and payment both travel as real freight, so a deal takes time.
Worlds end
An exhausted planet can be broken apart for its debris. Once a system has been stripped bare its star goes out, and much later it lights up again as something new.
Expeditions and artifacts
Send fleets into the empty space between stars. What they bring back is rare, carries its own story, and is traded in the auction house.
Seasons that end
A season runs for four months. Then the map closes, a completely new universe is rolled for the next one, and you carry your empire over to the permanent server. Your final standing is kept.
Five ways to be first
Total, economy, research, fleet and conquest are ranked separately, and alliances have boards of their own. Everything freezes once a day, so a rank means something and you can see who moved overnight.
Something already lives there
Hostile lifeforms hold worlds across twenty four levels of strength, and the further out you go the worse they get. Their fleet is scaled to the hoard they are sitting on, so the richest world is always the best defended.
A server that talks
One global channel for everyone, one for your alliance, and direct messages. React with ten emoji, share a find straight out of your inbox, and watch what the rest of the server is up to while you play.
Nobody can buy an advantage over you

There is a shop, and every boost in it runs for a whole hour for the entire server instead of for the person who paid. Money buys the server a good hour, never you a better position.

Xenofauna

And then you leave the ship Work in progress

Aloraya has a second game inside it. Not a menu, a place: you set down on a world and walk it from above, on foot. This is the part we are still building, and it is the part we are most excited about.

On foot

Every world is generated, and no two are alike

A world grows out of a seed: coastlines, rivers, biomes, towns, camps, drifting ice. The server needs a few seconds to build one, and after that it is yours to walk. The people in it have something to say.

  • Top down movement on real ground. Sand holds your footprints, ice does not hold you
  • Puzzle chambers with mirrors and switches
  • Eight seals per world, and a conclave that opens only with all of them
Creatures

You do not throw a capsule. You put down a sweet

A creature is not captured, it is won over. You leave something it likes and it decides for itself. Four sweets, each with its own odds. Whatever comes along with you grows, all the way to level 999, on curves that stay honest that far up.

  • Species with archetypes, guises and their own move pools
  • Turn based duels with abilities and status effects
  • Rivals walking the same world, after the same finds
Next up

Bonds. The reason both halves are one game

Three slots: attack, defence, speed. Into each one goes a creature you raised yourself, and what it awakens feeds your own strength out among the stars. A bonded creature can no longer fight for you, so every bond costs you the one you liked best.

  • Three bond slots, one creature each
  • Gear raises what a bond awakens, not raw numbers
  • Not playable yet. This is where we are heading
Access

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