Galacsite
Galacsite is a turn-based strategy game about territory, supply and timing. Every sector you hold has to stay connected to a colony that pays for its fleet. Cut an enemy's supply line and their stranded ships turn pirate. Leave your own crossing unguarded and the same happens to you.
Play it free in your browser at galac.site, or download it for Windows, macOS, Linux and Android from downloads.galac.site. Also on itch.io.
Rules from the field guide
Terrain and sectors
Nebulae can't be entered, cleared or built on, and never connect sectors. A sector is a group of connected systems you own. Sectors that join keep all their colonies and pool their energy. If a sector is cut in two, each part with a colony carries on with that colony's energy. A part with no colony stops producing, and its units turn into pirates at the end of the turn. Taking the space back doesn't bring them back. A single system cut off on its own is also lost. In a standard game, you win by capturing every enemy colony.
Production and maintenance
At the start of your turn, each sector earns 1 energy per system and pays maintenance for its units. If a sector can't pay, it loses all its units.
Attack and defense
Your unit must be stronger than a system's defense to capture it. A tie is not enough. Units, colonies and shield relays defend their own system and adjacent systems with the same owner. Only the highest defense counts. Defenses do not add up.
Undo and Timewarp
You can undo any number of actions during your own turn, online too. In multiplayer, ending your turn makes it permanent. In single player, you also get three Timewarp charges per cluster. Open Timewarp to look back over your own moves, then spend a charge to resume from an earlier turn. Going back within your current turn is free. Bot turns can't be picked. Capturing the last enemy colony only wins once you end that turn.
Void raids
With void raids on, pirate bases act between rounds. They raid the weakest system they can reach every three rounds. Each target appears a round ahead. A shield relay or an adjacent unit can stop the raider under the normal defense rules. A raider that reaches an unguarded colony sacks it. The sector loses its energy, and the colony rebuilds on your next turn. Wreckage hatches void creatures. They grow stronger with age and capture undefended systems they enter. A colony overrun by creatures becomes a derelict colony. It breeds creatures and, after six rounds, a strength 3 void titan that hunts colonies. Only a dreadnought can destroy the titan. Capture a derelict colony with a frigate to rebuild it as yours. Ion storms drift one system per round and disable the shields under them. You can turn off void raids when you start a cluster.