KESTRAL ROYALE
Kestral Royale

Twenty Citadels enter a dying cluster of stars. Mine, build, raid and jump inward as the systems collapse. One fleet is left standing.

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A fleet attacking a system's Marauders beside a Citadel

Twenty commanders

Every match starts with twenty Citadels. Empty seats are filled by AI commanders, so a match always launches full.

Thirty-three systems

Three rings of stars around the Nexus. The outer ring collapses first, then the middle. Jump inward or burn.

One fleet, your call

Send it at a rival's Citadel, their fleet, their miner, or the system's own Marauders. Defenders scramble on their own when you are threatened.

How a match plays

  1. MineSend your miner for Iron-Nickel, Platinum and Red Matter. Richer ore lies closer to the Nexus.
  2. SalvageYour explorer searches wreckage for Scrap. Destroying enemy ships yields Tech; real commanders' ships are worth more than Marauders.
  3. Build and researchT1 squads need ore and Scrap, T2 adds Platinum, T3 takes Platinum, Red Matter and Tech. Pick one doctrine to shape your Citadel.
  4. Survive the collapseWatch the stellar map, time your jumps, and be the last Citadel standing.
The stellar map with provinces and systemsThe Kestral Royale start menu

Fair by design

Battle Effects such as Arc Weapons, Void Shields and Ion Trails change how your fleet looks, never how it fights. Nothing you can earn or equip gives a gameplay advantage.

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