One ship. One sector. A thousand ways to make your name.

Farstar Frontier

Start as an independent captain in the Farstar Reach. Plot courses, hire crew, refuel, trade cargo, survey strange systems, take contracts, hunt pirates, and grow from a single ship into whatever kind of power the frontier lets you become.

Asynchronous Space PBM

Send orders. Read reports. Watch the sector change.

01

Start Small

Each player begins with one ship, a crew, limited credits, fuel, and a few known routes.

02

Choose Work

Move, trade, survey, repair, accept contracts, hunt pirates, or send special orders for the GM to interpret.

03

Grow Carefully

Buy new hulls, exchange old ships, hire crew, build resources, uncover leads, and make contact with other captains.

The Farstar Reach

A shared sector built from private choices.

Routine turn work is automated: movement, fuel, cargo, repairs, production, pirate checks, contracts, private captain logs, and public frontier news. The GM focuses on the interesting parts: special orders, story events, discoveries, diplomacy, and consequences players create between turns.

Known RoutesNode-based sector map with protected starter systems and contested outer systems.
Local ServicesCrew offices, fuel depots, markets, shipyards, and haulage boards.
Captain LogsPrivate turn reports and public news grouped by campaign turn.
GM ToolsReadiness checks, event injection, story flags, and flagged-event review.

Closed Test Campaign

Looking for early captains.

Farstar Frontier is entering the stage where live player choices matter more than feature checklists. The goal of testing is to see whether the loop is fun: choosing orders, waiting for reports, reading public news, and watching the sector slowly become a shared story.

This is an early test, so balance will move. Good testers are curious, patient, and happy to tell us what felt exciting, confusing, too easy, or too quiet.

Ask About Testing