DEADLANESBETA

Press kit

Deadlanes

A turn-based space-trading MMO you play in ten minutes a day. One galaxy, real stakes, a war we fight together.

Everything on this page may be used freely in coverage of the game. For a beta slot, an interview, or anything not here, email [email protected].

DeveloperS3 Innovations — a solo project by Josh Silverman
StatusClosed beta, recruiting in waves. Free during beta.
PlatformsiOS (TestFlight) and Android (Google Play). Phone-first, landscape.
GenreTurn-based, asynchronous space-trading MMO — strategy / simulation
Business modelFree-to-play at launch. Premium currency (Aurum) buys cosmetics, paint jobs and crafting time only — never turns, power or blueprints. No ads. No loot boxes.
SessionAbout ten minutes of turns a day; daily turn cap cannot be purchased
WorldOne shared persistent galaxy of ~2,500 star systems; twelve-week seasons with a full reset of power, not knowledge
Linksdeadlanes.com · Discord · Field manual
Contact[email protected]

Boilerplate

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One line

A space-trading MMO you play in ten minutes a day. One galaxy, real stakes, a war we fight together.

50 words

Deadlanes is a turn-based space-trading MMO you play in ten minutes a day. One persistent galaxy where your territory keeps working — and stays vulnerable — while you're offline, and every player's trades, kills and missions feed a galaxy-wide war against alien factions. Trade Wars 2002, reborn. Closed beta now recruiting.

150 words

Deadlanes is a mobile-first, turn-based, asynchronous space-trading MMO: about ten minutes of turns a day in one persistent, shared galaxy of roughly 2,500 star systems.

Trade, raid, craft, and claim ground. When you log off, your empire doesn't pause — standing defenses and the combat doctrine you wrote fight your battles, and your territory earns (and risks) while you sleep. No action ever waits on another player being online.

Above the player economy runs a galaxy-wide war: two alien powers hold ground on the map, a third thing wells up through the dying warp-lanes, and every player's actions move the front lines every night. Sectors are held, clusters are won and lost, and each twelve-week season the galaxy resets while your knowledge, blueprints and reputation carry forward. Power is re-earned; skill compounds.

Think Trade Wars 2002 × EVE's stakes × Helldivers' shared war — on your phone. Closed beta recruiting now on iOS and Android.

Design

The five pillars

The rules the whole design hangs on. If a feature seems odd, one of these usually explains it.

  • Async by design, never blocked. You never wait on another player. Every fight against a player is fought against the standing orders they wrote.
  • Offline vulnerability is the drama. Extractors, pickets, citadels and loaned ships keep working — and stay attackable — while you sleep. Defense is a planning problem, not a reflex problem.
  • One galaxy, one war. A single shared universe per season. Trader and pirate alike push the same conflict, with a public Game Master voice directing the pressure.
  • Ten minutes to stay alive, an hour to get ahead. The daily cap is a full session; extra time buys depth, never a lead nobody else can catch.
  • Money buys time and vanity, never power. Written into the design docs as an invariant, with tests that fail the build if a premium item carries a stat.

Assets

Art, logo and icon

Full-resolution originals. Please don't recolor the logo or place it on a busy background.

Key art2560 × 1429 PNG
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Deadlanes emblem: a gold-and-cyan blade inside a ring
Emblem712 × 762 PNG, transparent
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Deadlanes app icon
App icon1024 × 1024 PNG
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Screenshots

Beta client, 2868 × 1320, landscape. Art is partial in places; that's the honest state of the build.

Also available: the 1024 × 500 feature graphic used on Google Play.