WIKI/01
REGISTRATION // FIRST STEPS

Factions & Starting Out

Void Reach is a persistent, shared-galaxy space-strategy game played entirely in your browser. There is one galaxy, every commander in it is a real person, and the world keeps running whether you're logged in or not. Everything below is what happens in your first sessions: choosing a faction, understanding your home colony, and following the Directives that teach the rest of the game.

01.1 // WHAT THIS IS

A Persistent Shared Galaxy

No install, nothing to download. A session is meant to be short — 5 to 30 minutes: read your reports, queue your next moves, log off. Empires are built across weeks of those short sessions, not marathon sittings. At the smallest scale the loop is: read your resource bars, decide what to build or train next, click it, watch a timer count down. At the session scale: clear anything that finished while you were away, then re-fill every idle system. At the season scale: you and your alliance push toward the endgame race while everyone else pushes too.

The whole game is built to fix three well-known flaws of classic browser space-strategy: brutal onboarding, “alarm-clock” timing tyranny, and a winner-takes-all ending. Three promises answer them — the server is always the referee, you always see an attack coming, and every season ends with a result for everyone.

01.2 // MINUTE BY MINUTE

Your First Session

A normal first session is paced to be fast, not to teach you patience. Playing straight through with no detours:

TimeWhat you're doing
0–2 minRegister, pick a faction, land on your named home colony. The protection countdown is visible immediately.
2–5 minYour starting resources already afford an extractor upgrade — your first build queues before minute five.
5–10 minThe Shipyard is affordable in the same session — your first strike wing is training.
10–15 minSend that wing at a nearby derelict station. The travel-time countdown is your first taste of the game's pacing; the battle report that comes back teaches you the whole reporting system in one read.

After that first session, the Directiveschecklist below keeps pointing at what's next — most players get an alliance invite somewhere in their first few days of play, not their first hour, and that's by design: there's a real, complete solo loop to enjoy before belonging to anyone matters.

01.3 // CHOOSE A COMMANDER

The Four Factions

All four factions play by the exact same rules, on the exact same buildings and ships — the only differences are numeric bonuses and penalties (never more than about ±25% on any one stat) plus, for the Combine, a single unique structural ability. This “same skeleton, different numbers” design means learning one faction teaches you 95% of every other. There is no wrong pick — every faction can win. The Vayu are generally considered the gentlest opening for a first-timer, because their weak offense means fewer costly early mistakes.

The Combine

“Industry is destiny.” Builds two things in parallel while everyone else builds one — a genuine structural edge, not just a stat tweak.

Numbers: +10% attack and +10% defense, but ships cost +15% and take +15% longer to train. Its unique ability: one extractor construction job and one facility job can run at the same time.

Free Traders

“Everything moves. Everything is for sale.” Fast ships, huge cargo holds, cheap defenders. The Market is their home turf.

Numbers: +20% fleet speed, +25% cargo capacity, defenders cost −15%. Slightly weaker attack (−5%) but stronger defense (+5%) to keep them honest as aggressors.

The Hegemony

“The swarm does not negotiate.” Cheap, fast-trained, hard-hitting raiders — the best early-game aggressor by a wide margin.

Numbers: attacker units cost −15% and train −15% faster, +10% attack, +25% more plunder from wins. The tax: −15% defense (soft worlds) and +10% upkeep (a horde eats).

The Vayu

“Grow. Endure. Outlast.” The economy faction — compounds production forever, a defensive turtle by design.

Numbers: +15% production empire-wide (the strongest single modifier, because it compounds hourly forever), defenders cost −20% and train −10% faster, +10% defense. The tax: −20% attack and −15% plunder — they out-build, they don't out-fight.

01.4 // YOUR FIRST GROUND

Home Colony & New-Player Protection

You spawn on a home colony, seeded near other new players. Your home colony is special: it can never be captured, by anyone, under any circumstances, for the entire life of your account. Lose every other colony you own and you still have a seat to rebuild from — this is Void Reach's hard guarantee that nobody can ever be erased from the game.

For your first stretch of play you're under new-player protection: no other player can attack or spy on you, and you can't attack or spy on them either (NPC sites are always fair game — that's your practice range). A visible countdown on your Overview page reads as a graduation clock, not a cage.

How protection is fenced

Protection is set once, at registration, and can never begin mid-flight — no fleet already travelling toward you can land on a colony that becomes protected after it launched, and equally, your protection can't retroactively save you from a fleet already inbound before it expired. When it expires, it's a hard cutoff.

01.5 // THE BUILT-IN TUTORIAL

Directives — 27 Objectives, Five Tiers

The Directivespage is simultaneously your tutorial, your checklist, and a steady stream of free resources — a chain of about 27 directives across five tiers, each one detecting itself automatically as you naturally play. You never “turn in” anything; you just claimthe reward once the checklist item is already true. Each tier's reward package is worth noticeably more than the last, so the chain is a real economic on-ramp.

Claimed rewards deposit into a colony you choose — mind your storage caps, because a reward that overflows a full warehouse is lost, the same as anything else.

TierThemeWhat it walks you through
Tier 1First LightYour four extractor buildings and your first Command Center level.
Tier 2IndustryEarly industrial levels and your first storage buildings.
Tier 3First FistShipyard, Fleet Academy, first ships, first NPC raid, first spy mission, first Planetary Shield level.
Tier 4SocietyJoin or found an alliance, your first market trade, your first Emergency Shield use.
Tier 5EmpireCommand Nexus, your second colony, deep industrial levels.
01.6 // THE DAILY LAYER

Today's Orders

On top of the one-time Directives chain, Today's Orders draws three small daily tasks fresh for you every day (win some raids, spy something, trade something, raise your shield, spend some resources). The one rule that trips people up: progress only counts from the moment you first open the Orders panel that day— a raid flown before you've looked doesn't retroactively count. The veteran's morning ritual: open Orders first, then go fly your missions.

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