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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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Match strength key:80+65+50+<50Armada Ascendant
SteamAbout 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
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