FOR·NAX
Persistent · cooperative · browser only

Build an industry
in a galaxy that
keeps running.

Claim a world. Sink a mine into it, refine what comes out, and turn it into ships. Everything you start keeps going while you are logged out — Fornax has no tick you have to be present for, and nothing in it is for sale.

Join the alpha Discord Fornax I is live. Open a tab and start.
A banded gas giant seen from orbit
Live universes Nothing is for sale, in any of them.
Fornax I Alpha · open
2,357
systems
2,808
lanes
24
regions
What it is

An industrial game with a real economy underneath it.

Not a clicker with a space skin. Ore is gated by how dangerous the space it sits in is, refining and fabrication are separate stages, and storage is measured in volume — so what you choose to hold is a decision rather than an inventory slot.

Time is the currency

Extractors run, refineries consume, research advances, officers train — in real time, whether you are watching or not. You cannot buy your way past any of it, because there is nothing to buy. A structure at level 12 got there by running.

An ore extractor structure
Ore extractor · yield per hour, not per click
A cast ingot of refined titanite
Refined titanite · one of eight materials

Two-stage industry

Eight raw materials become refined stock, refined stock becomes components, components become hulls. Every step has a structure that does it, twenty-five levels to grow it through, and a bill you have to actually be holding.

Solo-viable by design

Nothing requires a group. But a region built by four people develops faster than the same infrastructure raised by one, and some of what development unlocks nobody reaches alone — the arithmetic rewards company without ever demanding it.

A cluster of habitation domes
Habitation domes · population is a budget
A battleship hull with battle damage
A battleship that came back worse

Threat you can lose to

Pirate incursions build in a region and decay on their own. Fights resolve from a stored seed, so an after-action report is a replay you can step through rather than a summary to take on trust — and the ships you lost are gone.

What it looks like

The whole thing runs in a browser tab.

No launcher, no download, no separate client. These are the actual screens, not renders of them — click any one to see it full size.

The galaxy

Distance is measured in jumps, never in space.

Fornax I is a hex field of 2,357 systems joined by 2,808 lanes and divided into 24 named regions. Where a region sits decides what can be dug out of it and how much protection you can expect.

Hi-sec 630 · 27%

Patrolled, forgiving, and poor. The common ores, and the place to learn the chain without losing anything to it.

Med-sec 833 · 35%

The working middle. Better material, real incursions, and help that takes a while to arrive.

Low-sec 894 · 38%

The exotic end, and the largest. Strongholds sit in it, response is slow, and the payoff matches.

A region is a shared place

  • Development is collective. Everything built in a sector raises it for everyone based there — including services nobody could unlock alone.
  • Threat is regional. It rises where people are careless and falls on its own. It is not a difficulty slider; it is weather with a cause.
  • Fleets travel the lane network. A crossing costs fuel and takes real hours, and where a fleet is at any moment is derived, never guessed.
  • Syndicates, contracts and a light market. Enough economy for players to matter to each other, without a trading terminal for a hobby.
A dreadnought-class hull
Dreadnought · the far end of a long chain
A refinery structure
Refinery · stage one of two

What a base actually is

  • A body you claimed, with a fixed number of structure slots and a terrain that decides what it is good for.
  • Power and population both have to balance before anything new runs.
  • Volume, not slots. A hold full of ore is a hold with no room for the components it was going to become.
  • Automation you configure, not scripts you write. Supply routes, standing orders and mining loops are part of the game, and the rules ban the alternative.
What is actually in it

Systems, not a roadmap.

Everything listed here is built and running today. Nothing on this page is a plan.

Industry

  • 15 structures, each to level 25, on a body with a fixed number of slots
  • 8 raw materials in three tiers, gated by the security band the region sits in
  • Refining and fabrication as two distinct stages, each with its own structure
  • Volume-limited storage and cargo, so what you hold is a decision
  • Production orders that starve honestly when an input runs out
  • Staged construction against a bill stored at the price you agreed
  • 20 technologies and the blueprints they unlock
An orbital shipworks structure
Orbital shipworks · where hulls come from
An ore prospector vessel
Ore prospector · finds what a survey missed

Space

  • 2,357 systems on a hex field, joined by 2,808 lanes
  • Prospecting and survey — a body keeps its contents secret until you look
  • 25 hull types, from a scout to a titan, built in stages
  • Fleets with fuel, cargo and transit measured in real hours
  • 17 terrains, each deciding what a body is good for
  • Colonise from the map: pick a system, pick a body, settle it
  • Mining loops that keep working a field while you are elsewhere

People

  • Syndicates with a shared board, and development you raise together
  • Officers who train in real time and cannot be rushed
  • Four kinds of contract — courier, trade, mining and security — on a board that refreshes
  • Frontier Authority standing, five tiers of it, carried with you rather than per region
  • Regional markets with an Authority floor and ceiling, so there is always a price
  • Direct mail, contacts and blocking that works retroactively
  • Rankings, for the people who want to know
An officer portrait
An officer · specialised, and slow to replace
The Cinder Reavers' emblem
Cinder Reavers · one of three, and the least subtle

Pressure

  • Regional threat that rises where people are careless and decays on its own
  • Incursions, patrols and strongholds, each worth a different fight
  • Three pirate factions — Drekons, Cinder Reavers, Void-Ascendant — each countered by a different weapon
  • After-action reports you can replay, derived from a stored seed
  • Repair, salvage and debris — a bad fight leaves something behind
  • Supply routes and standing orders, so a siege does not idle your industry
Where it is right now

Alpha. Small, unfinished — and open.

Fornax is one developer's project. The galaxy generates, the industry chain runs end to end, fleets fly, fights resolve and the world keeps its own time. What it has not had is players — which is the only thing that can tell us whether the numbers are any fun. Fornax I is running now, and that is the part you can help with.

  • It runs in a browser. Nothing to download, nothing to install, no launcher.
  • It is online-only and server-authoritative, because a persistent shared galaxy cannot be anything else.
  • Expect rough edges. It is an alpha: balance is unproven, and that is exactly what having players is for.
  • Player-versus-player is not in it. The threat is the frontier and the pirates in it; conflict between players is a later question, deliberately.
  • Nothing is for sale, now or at launch. No store, no premium currency, no paying to skip a queue.
  • More universes open as they are needed. Each is its own galaxy, economy and population.
Join the alpha Join the Discord Play now, or come and ask questions first — both are the right order.