The galaxy died in a single breath. Centuries later, the lights are coming back on — and everyone wants what the dark left behind.

A persistent space MMO of salvage, trade, and quiet war, built among the bones of a fallen civilization.

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Free to play · runs in the browser, on desktop, and mobile

The Sundering

Long ago, the galaxy was awake.

Ships crossed the dark between stars. Stations burned like cities above a thousand worlds. Fleets died in wars no one remembers. Machines harvested moons, moved oceans, counted lives, and opened roads through the void.

Then, in a single moment, everything stopped. Reactors went silent. Nav systems froze. Gates closed. Those in space died in the dark; those on worlds survived without answers.

Centuries passed. Then the machines woke again — not all at once, not cleanly. The children of broken worlds returned to space not as heirs, but as scavengers: repairing what they can, worshipping what they cannot, fighting over maps, wrecks, ports, and lies.

The old galaxy is dead.
Its bones are still useful.

You are one of the scavengers.
What you do out here

Carve a life out of the wreckage.

Sundered Void is a slow-burn sandbox: no levels grinding past you, just an operator, a ship, and a galaxy of broken roads. Every system below is live — these are real screens from the game.

Sail the broken roads

Burn between stations, asteroid belts, debris fields, and the ancient jump ports that stitch the galaxy together. Scan derelicts for salvage, chart dead gates, and pick your route — out here, every Cycle is fuel, time, and escape at once.

"Whoever controls a working port controls trade, war, migration, and knowledge."

System map — orbital view of a star system

Trade the salvage age

A real two-sided market on every station — a live order book of bids and asks, partial fills, resting limit orders, and anonymous traders you'll never meet. Buy low in one system, haul it through the dark, sell high in the next.

"The old worlds trusted memory to machines. That is why we own their bones."

Station market — an EVE-style two-sided order book

Train an operator who outlasts the dark

Skills train in real time across a branching tree — mining, gunnery, navigation, drones, trade. Plan a path on the skill map, queue it, and come back to a sharper operator. Progress that doesn't punish you for logging off.

"Modern people live among miracles they cannot understand."

Skill tree — a branching prerequisite map

Fit a ship from wake-tech and ash

Outfit your hull from the module bay — weapons, mining lasers, scanners, shield boosters, drones. Swap ships in the hangar, layer shield over armor over hull, and tune a loadout for the run ahead, whether that's a quiet ore haul or a knife-fight at a gate.

"Some machines woke as if nothing had happened. Some remained dead forever."

Ship outfitting — fitted modules and the hangar

Hold your ground in a living void

The void is shared. Other pilots cross your system, convoys cycle through on schedule, and the sector news ticks over. Run a beacon or go dark. Post a bounty, take a contract, found a guild — and watch the danger meter when you leave the safe zones.

"After the Dark, the roads were bones. After the Dark, the bones were doors."

Local system — other pilots, sector news, PvP zone status
Who holds the bones

Five powers to answer to. Something stirring in the dark.

Every faction claims a piece of the old order — and every one of them is hiding what it knows. Five hold the roads you can reach today; run their work, climb their standing. Something older is still moving out past the broken ports.

The near powers — align, earn standing, run their missions
Playable now

The Wakeborn Houses

Dynasties claiming descent from pre-Sundering admirals, executives, and governors — bent on restoring the old order.

BelievesThe old order must be restored.
FearsThe old order was monstrous.
Playable now

The Groundborn Leagues

Planetary powers descended from survivors who trust dirt and distrust the sky — now securing it before it kills them again.

BelievesWorlds survive. Ships die.
FearsTheir economies now depend on the tech they condemn.
Playable now

The Gravefield Clans

Salvagers who live in the debris fields and dead orbital habitats, and know wreckage better than scholars.

BelievesNothing is sacred if it keeps you breathing.
FearsSome wrecks are not dead.
Playable now

The Choir of the Last Signal

Signal-collectors obsessed with the galaxy's final transmissions — they hire pilots to recover the last words from dead wrecks. Their militant sect taught an engine to sing them back.

BelievesThe truth is hidden in the final moment.
FearsThe final signal was not human.
Playable now

The Portwright Compact

Half guild, half priesthood — the engineers and ritual technicians who keep the jump ports lit. They hire pilots to recover dead ports' calibration relics — and to help bury the quarantine ledger those relics carry.

BelievesThe jump network is civilization.
FearsThe network caused the Sundering.
A force already stirring — you'll meet it in the dark
A force in the dark

The Nullborne

Feared raiders from systems cut off longer than the rest, flying dark cuboid hulls that match no known salvage.

BelievesUnknown.
FearsThey may already know what happened.

The bones are still useful.

Stake your claim in the dark.