little gary games
Astralis Conflict — A Galactic War Hiding in Plain Sight
A two-screen space MMO. Your phone is a galactic scanner; your web dashboard is the command centre for an empire. Walk the real world, capture territory, build fleets — then sit down and run the war properly.
Most "go outside" games hand you a map with markers on it. Astralis Conflict hands you a scanner and tells you there's a war layered over your street that everyone else has walked straight past. The pitch we keep coming back to internally: *I'm walking around the real world, but my phone is detecting a hidden galactic war on top of it.*
What makes it interesting to build is that it's really two games sharing one universe and one backend. The mobile side is the field layer — move, scan, capture territory and points of interest, recover crew, pull in resources. The web side is the command centre — starbase modules that force real trade-offs, ship design, fleet formations that actually matter in a fight, and a research tree that quietly decides what you're capable of three weeks from now. The two talk to each other constantly, which is most of the engineering challenge and most of the fun.
A few systems we're proud of and not fully showing yet: crew have personalities and risk profiles (eject the wrong one and they may resurface flying against you), and fleet combat is heading toward commit-and-resolve rather than instant dice — you plan, you lock in, you watch it play out. Built entirely on our own stack. No Niantic, no off-the-shelf shortcuts. Fair monetisation only — cosmetics and convenience, never power.
Federations, regional war, and the deeper strategic layer are on the roadmap. In active development.
