BREYES

ORBITAL game manual

Everything you need from your first five minutes to the day you take the enemy capital, on one page. Settings (☰) → How to Play in the game is the short version of this manual.

Contents

1. Getting started

  1. Pick a group (server). Groups are named by number and faction, such as "Empire 1" and "League 1", and front n is always Empire n against League n. Join the group your friends are in or the recommended one. An invite link takes you straight to its group, and to its general if a commander sent it.
  2. Pick a general to support. Each general takes up to 100 supporters and fields 100 ships. Every general number has its own specialty. You can move to another general of your faction at any time.
  3. Follow the "First operation" checklist. The front screen lists five things you can finish on your own in your first session (commander: attack → watch → build → deliver → resupply; supporter: send energy → watch → build → deliver → auto-build). "Go" takes you to the right screen.
One browser, one side. If a browser (or account) already has a character in the opposing group, it cannot create one in this group. The first screen shows it locked.

2. Screens

Move between tabs in the sidebar on the left (the menu button on a phone). The top bar shows your personal alloy, energy and research, and the time to the next turn.

TabWhat you do there
Space FrontHex map, generals, supply network, orders (move, attack, defend, resupply), long-range goals, recent battles and replays.
My PlanetUpgrade your four facilities and see their output per turn.
ShipyardBuild ships by class, design and quantity; deliver finished ships; auto-delivery and auto-build while online.
Generals & SquadronsChange general, fleet formation of 100 ships, battle orders, growth stats, AI policy, command and member management.
Logistics RankingDeliver alloy, energy and research, the faction's shared depot, era and all-time rankings.
Reign RecordsTurns left in a reign and its taxes, past unifications and top contributors.
StoryThe 24 chapters of the main story and its characters.

Settings (☰) at the top right holds music, language (한국어/English), Pioneer settings, How to Play, Game Manual, Notices, Letters to the Operator and Change group.

Space Front tab: a hex star map split between the Empire and the League
The hex map on the Space Front tab. The two sides mirror each other across the middle.

3. Planet and resources

There are three resources: alloy, energy and research data. Your facilities produce them every turn, and up to 8 hours of output builds up while you are away.

FacilityEffect (per level, per turn)
Orbital mineAlloy 180
Stellar power plantEnergy 120
Advanced labResearch 36, and the tech level of new ships (+2.5% hull, shield and firepower per level, up to +12.5%)
Orbital shipyardMore build orders at once and faster building (+20% per level)

4. Shipyard and ships

Choose one of four classes and a design. Your hangar and ships under construction hold up to 60 ships together.

ClassCost (alloy/energy/research)Build timeRoleStrong vs / weak vs
Battleship240 / 130 / 03 minAir defense escort; shoots down nearby fightersCarrier / Cruiser
Cruiser320 / 190 / 153.6 minPiercing bombardmentBattleship / Assault ship
Assault ship480 / 290 / 304.5 minClose-range tank; takes 20% less from battleships and cruisers while closing inCruiser / Carrier
Carrier650 / 400 / 505.1 min18 fightersAssault ship / Battleship

Counter ring: Battleship → Carrier → Assault ship → Cruiser → Battleship. A ship deals ×1.6 damage to the class it counters and ×0.7 to the class it is weak to. A fleet of one class falls to its weakness, so a mixed fleet is the default.

Designs

DesignEffectBudget
Standard designBalanced baseline±0
Up-gunnedMain guns and melee +30% · resources +5% · time +30%+2
Layered shieldsShield +45% · hull +15% · resources +8% · time +20%+2
Mass productionResources −8% · time −30% · hull −10% · all firepower −12%−2

A general's 100 ships fit inside a logistics budget of 1,400 (battleship 10, cruiser 12, assault ship 15, carrier 17, plus the design). In a 100-ship battle, numbers matter far more than design.

Automation

5. Deliveries and logistics points

Deliver ships and supplies to a general (that general's store) or to the faction (shared by every general). Fleets use a general's own ships first, then take turns drawing from the shared ships.

DeliveryPoints
1 shipDesign budget × 10 (standard battleship = 100)
10 alloy / 10 energy2 each
1 research1
Logistics screen: delivering alloy, energy and research to the shared depot
The Logistics Ranking tab.

6. Turns and orders

7. Map, supply and fog

Terrain

HexWhat it does
CapitalOrigin of the supply network. Defense +15%. Taking the enemy capital unifies the universe
Supply base · Shipyard baseSupplies 3 hexes around it while connected to the capital through friendly space
FortressDefending fleet +10%
Resource planetAdds to reign taxes
Observatory · Nebula · LaneOrdinary hexes to move through and claim

Independent defenders

Unclaimed hexes are held by independent defenders loyal to neither side (23 ships on a lane up to 44 at an independent capital). Win to claim the hex; lose and you stay where you were. Damage to survivors carries over to the next attack, and claimed hexes never respawn defenders.

Supply and readiness

Fog of war

A side sees its own space plus 1 hex around it, and 2 hexes around each of its fleets. Enemy fleets outside that show only where they were last seen (a dotted ring and "N turns ago"). Adjacent hexes are always in sight, so you always see the enemy's numbers before you attack.

8. Battle

Formation and battle orders (commander)

Replay: two fleets exchanging fire in a 100-vs-100 battle
A battle replay.

9. Generals and command

Specialties

A general's specialty comes from their number, and the Empire's and the League's generals of the same number share it (9–16 repeat 1–8).

No.SpecialtyEffect
1Combined commandAll classes +3% hull, shield and firepower
2Carrier specialistCarrier fighters 18→21 · carrier shield +10%
3Assault specialistAssault approach armor 20→30% · melee +10%
4Bombardment specialistCruiser firepower +12%
5Air-defense specialistBattleship intercept interval 1.1→0.9 s · battleship hull +10%
6Logistics specialistOut-of-supply drain 1 per 2 turns · readiness recovery 8→12%
7Defense specialistAll classes +8% when defending
8Frontier specialistAll classes +10% against independent defenders · half the readiness cost of winning those fights

General growth

Fleets gain experience from battle and training (one turn in supply, +40 experience) and level up to 20. Each level gives one point the commander puts into Firepower, Protection, Leadership or Logistics (up to 10 each). Supporters can spend supplies on training support (1 experience per 10 logistics points, up to 60 per fleet per turn). Growth carries over between eras.

Command

10. Unification and new eras

11. Account, diamonds and chat

12. Tips for new pioneers