Orbit and surface, one camera
Break the planet from orbit, then win the war on it
Most space strategy games resolve a planet with a progress bar. Here, taking a world is two separate fights on two layers, and you can watch both: your fleet breaks the orbital defences from space, drops troops, and the ground battle plays out on the surface under the ships that delivered it.
Play free in your browser No download, no installer, no account needed to start a match.Layer one: the orbit
A defended world is genuinely defended. Orbital defence cannons fire back, rail gun platforms sit in its orbit, and the owner may have seeded space mines in three different classes around it.
Your fleet has to get through that before anything can land, which is why the warhead size you drafted before the match matters — it decides which enemy hull classes your missiles actually hurt.
Layer two: the surface
Once the guns are down, ships carrying troops commit them to the surface and a real-time ground battle begins, fought over a bunker. Zoom in far enough and you are watching it from ground level.
Every planet assault has a second battle on the surface. You break the orbital guns, land troops, and the ground war plays out in real time under your fleet. You shape it by what you send and what you drafted, not by clicking units.
Why the zoom is one motion
There is no separate battle screen and no loading step between the galaxy, a system and a planet surface. It is one camera on one continuous scale, so you can pull out mid-invasion to see whether a relief fleet is coming, and push back in to see whether the bunker held.
Galaxy to ground, one continuous zoom
Scroll out and you are reading a galaxy map. Scroll in and it unfolds into a single star system. Keep going and you are standing on the planet, watching a real-time ground battle for the bunker. No loading screens between the three.
A 4X match that fits in a coffee break
You take your first world in under a minute. The research ladder, doctrine drafting and planet specialisation are all there — they just resolve in the time a grand-strategy game spends on its tutorial.
Up to 30 commanders on one map
Solo matches run at 4, 8, 16 or 30 commanders against bots. Multiplayer is a live 30-player free-for-all with private lobbies if you would rather bring your own.
Runs in the tab you already have open
No installer, no launcher, no account required to play. It is a WebGL build that starts on a laptop, a Chromebook or a phone held sideways.
Questions people actually ask
- Are there space games where you invade the planet too?
- Yes — in Nexas Code 2D every planet capture is an orbital fight followed by a real-time ground battle on the surface, viewed through the same continuous zoom with no loading screen between them.
- Can I control the ground units?
- No. Every planet assault has a second battle on the surface. You break the orbital guns, land troops, and the ground war plays out in real time under your fleet. You shape it by what you send and what you drafted, not by clicking units.
- What happens if my fleet leaves mid-invasion?
- The ground battle carries on without them, but so does the enemy relief fleet. Holding orbit while the surface resolves is usually the difference between taking a world and losing an army on it.