Armada Ascendant screenshot 1
Early Access Gameplay Trailer
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March 2027·aeronothis·
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Command modular fleets in a top-down tactics game where every shot is aimed by hand. Build warships socket by socket, flick projectiles across drifting battlefields, and carry damage, veterans, and hard choices through a 60-mission campaign.

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About Armada Ascendant

Build the fleet. Take the shot.

Armada Ascendant is a top-down fleet-tactics game built around direct, physical gunnery. Pull back from a ship, judge the power and angle, then release. Rounds leave the weapon dead-straight and only begin to drift after their accurate range, making close fire a test of aim and long fire a calculated risk.

Every ship is your design

Choose a hull, fit its real sockets, mount engines, install a Citadel, set weapon facings, and decide which defensive and support systems deserve the limited space. The same fitted design appears in battle: broadside guns fire from their actual mounts, engines can be disabled, and every section of the hull supports a specific internal system, or nothing but raw structure.

How you deal damage changes the battle

Shields absorb the opening exchange but only return when a ship gives up its entire activation to recharge them. Armor is ablative. Hull and Citadel damage can destroy a ship outright. Weapons, engines, and auxiliary systems have their own health, and wrecking one damages the hull that supports it. Repair ships can bring systems back online, but they cannot erase every loss.

Command a persistent campaign fleet

Take on the title and responsibility of a Wayfarer and lead the Castalia Concord through a 60-mission campaign across eight operations. Earn Credits, commission new hulls, promote veteran crews, unlock new ship classes and systems, and carry unrepaired damage into the next engagement. Early losses are recoverable. Once the counteroffensive begins, they are not: destroyed ships stay destroyed, and your fleet grows from a handful of light ships into a full armada while the cost of keeping it operational grows with it making your battle decisions matter all the more.

Fight across changing battlefields

Asteroids, wreckage, nebulae, gravity wells, mines, fortified bases, and armed control stations reshape the firing lanes. Battles alternate activations instead of resolving whole fleets at once, so positioning a screen, protecting a damaged capital, or spending a turn on repairs can matter as much as taking the shot itself.

Current Early Access features

60-mission single-player campaign across eight operations, each ending in a capstone battle
Persistent fleet progression, with permanent losses once the real pressure begins
Configurable Skirmish battles against the computer or a second local hotseat player
Seven line-ship classes from Corvette through Titan, plus two carrier classes
Four visual hull lines across the Concord and its adversaries, two of them unlockable
Socket-based construction with individually aimed weapon mounts and fitted drive slots
Kinetic, scatter, rail, missile, flak, energy, mine, EMP, drone, interceptor, repair, shield, cloak, ECM, and point-defense systems
Layered Shield, projected Over-shields, Armor, Hull, Citadel, and System damage
Deathmatch, Control Points, Base Assault, Holdout, and Breakthrough objectives
64 optional objectives and 28 mastery conditions across the campaign
A Refit Program of alternate system faces, and a Wayfarer Codex that fills in as you fight
Five fleet scales supporting battles of up to 50 ships per side
Multiple campaign save slots with Steam Cloud sync
Three difficulty settings, enemy doctrines, configurable audio, display, accessibility, and keybinding options

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