A single-player space-strategy roguelite about reconquering a shattered empire across a procedurally generated galaxy. Plan fleet battles that unfold on your orders, and drive ground invasions front by front across the planet below. Every ship, crew, and army you lose is gone for good.
Our Fleet Is In Orbit 在线人数与 Steam 图表
实时
在线人数—24 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测0 篇评测
—No user reviews
0 篇好评0 篇差评
推荐数—
媒体
7 张图片
游戏详情
关于这款游戏
游戏
发行日期20273 个月后发行
开发者Redglyph发行商Redglyph类型策略独立
—成就—DLC5125050
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 01:50 UTC · 来源:SteamWebAPI
最低配置推荐配置系统Windows 10 64-bitWindows 11 64-bit处理器Intel Core i3-4130 or AMD FX-6300Intel Core i5-8400 or AMD Ryzen 5 2600显卡OpenGL 3.3 compatible, 1 GB VRAM (Intel HD 4400, GeForce GT 730, Radeon R7 240)GeForce GTX 1050 or Radeon RX 560, 2 GB VRAM内存4 GB RAM8 GB RAM存储空间1 GB available space相同
关于 Our Fleet Is In Orbit
THE CALL
Civil war shattered the Empire. The Throne’s power diminished, and an empire that once spanned the galaxy became a shadow of its former self. Yesterday’s rebels are becoming rulers in their own right, while whole sectors bow to usurpers who have had years to turn rebellion into rule.
In its darkest hour, the Throne recalls you: a commander forged in an older, harsher age, who still remembers how to win its wars.
What remains cannot be squandered. The Throne has committed its dwindling strength to a single reconquest: break the usurpers, reclaim their worlds, and bring the lost sectors back into the imperial fold.
There is no room for failure. No second chance.
Make the Empire whole again.
Sector by sector. Star by star. World by world.
THE CAMPAIGN
The reconquest is one continuous campaign through procedurally generated sectors and star systems.
Each sector forms a new route through mostly hostile stars toward its sector capital.
Battles, ambushes, and dialogue encounters stand along the way, bringing risks, choices, and rewards.
Conquer the habitable worlds of a hostile system to return it to imperial control and open the way deeper into enemy territory.
System by system, the campaign pushes toward the heart of the rebellion.
THE ORBITS
Fleet engagements are fought at orbital points of interest throughout the campaign.
Combat is an auto-battler. Compose the fleet, decide what to commit, and prepare each ship with its own weapons and modules before battle.
Fighting strength is shaped by crew experience, ship captains, equipment, and an upgrade tree that develops across the campaign, improving fleet, ship, and army capabilities.
Once the engagement begins, ships fight autonomously according to the battle plan. Individual vessels are not directly controlled, but active command skills can still be deployed at critical moments to influence the fight.
What survives carries on, battle after battle, deeper into the campaign.
LANDFALL
Winning orbit is only the beginning. Habited worlds must be taken on the ground, province by province.
Planetary invasions play as an operational RTS. Direct the fronts, choose where to attack or reinforce, and let armies carry out those orders without individual unit control.
The same upgrade tree that develops the fleet also strengthens the armies. Select the best troops for each landfall and carry proven forces forward from one invasion to the next.
Borders shift as provinces fall and counterattacks develop. Break through to the enemy seat of power and capture its capital to secure the world.
THE TOLL
Every battle leaves a mark on the campaign.
Ships destroyed in orbit are gone. Crews lost with them do not return. Armies spent taking a world are no longer there for the next one.
What survives carries forward. What is lost must be fought without.
If the fleet is destroyed, the reconquest ends with it.
One campaign. One chance to make it through.