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Remnant is a 4X space strategy game with a heavy emphasis on espionage, tactics and logistics. A few twists to the genre include: orbital mechanics, full 3D tactical combat with six degrees of freedom and a roster of randomly generated agents that act as governors, admirals and spies.

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Live on Kickstarter!

News 2 comments

Check out the new cinematic teaser trailer to celebrate Remnant's return to Kickstarter:

If you're feeling generous and want to show your support, head on over to Kickstarter to nab yourself some sweet pledge bonuses.

Thank you for all of your support through the years!

How Remnant Avoids the Snowball

How Remnant Avoids the Snowball

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In this article I'll cover the ways that Remnant attempts to mitigate the snowball effect and keep the game engaging until the very end.

Flight Mechanics

Flight Mechanics


In this brief visual primer, I'll cover the basics of the flight mechanics used in Remnant.

The Missing Years

The Missing Years

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I'll give a quick rundown of the two seemingly missing years of development time and the hardships of indie game development in general.

Live on Kickstarter and Greenlight

Live on Kickstarter and Greenlight

News 4 comments

We're proud to announce that Remnant is now live on Kickstarter and Greenlight. If you enjoy 4X or strategy games, check us out!


On colonies, if a colony becomes large enough will we see night side lights from space?

Will there be orbital bombardment to damage or destroy colonies? If so is there planet scarring or ecosystem damage from bombarding a planet too much? Liberally nuking a bunch of colonies on a planet might kick up soot into the atmosphere and send the planet into a nuclear winter.

Also through the programs system can we create various government types for our faction? Like doing certain programs might make your faction into a liberal democracy that's prone to popular protests or you can pass programs that might turn your faction into a dictatorship of slaves with mind control implants and skin embedded tracking devices.

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Hey Grozzler ! ^^ very happy to see this is still going after the days of FGL, and it's looking fantastic, the rotational thrust looks great, love the attention to detail.
Will the ships be more difficult to target or avoid projectiles during the rotation ? Also, have you considered doing a mixture of acceleration/deceleration variations together with fluctuation power for the rotational thrust for more avoidance ? how about a rotation that includes a 3rd plane ?

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GroZZleR Creator

I am extremely sorry for the incredibly delayed response. There was no notification for your comment for some reason. I'm so sorry.

"Will the ships be more difficult to target or avoid projectiles during the rotation?"

Absolutely. Much like a seabound vessel can avoid a torpedo in our world, ships can absolutely change their heading to avoid unguided projectiles.

"Have you considered doing a mixture of acceleration/deceleration variations together with fluctuation power for the rotational thrust for more avoidance?"

This is already modeled in-game. Acceleration forces must not kill the theoretical occupants of the ship, so the rate at which you accelerate or decelerate is variable. The general principle is to rapidly accelerate "up to speed" and then throttle down to keep sustained g's low. I've been using a NASA paper on survivable g-forces for humans as a guide. Is that what you meant?

"How about a rotation that includes a 3rd plane?"

Ships move and rotate with full 6 degrees of freedom and can pitch, yaw and roll independently. Is that what you mean by a third plane?

Hopefully that has answered your question. Let me know if you need any clarification.

Again, I am genuinely sorry for such a delayed response. Thank you for your kind words!

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That's exactly what I meant, and your answer goes beyond what I asked. Thank you ! :)

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Latest tweets from @playremnant

Not dead, just working hard. Thanks for your continued support. News regarding the timeline to launch is coming s… T.co

Apr 9 2019

New combat video is up for Kickstarter backers. Sorry for the delay! T.co

Oct 24 2018

New HUD is taking longer than expected. We're working on the third iteration of it now. Apologies for the delay i… T.co

Oct 9 2018

Here's some of the latest screenshots. Working hard on the UI and lighting this weekend. New gameplay overview… T.co

Sep 29 2018

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