C
OSMIC ONFLICT

Every decision matters.

A turn-based, multiplayer tactical space combat simulator for your browser. Hard sci-fi. No shortcuts. No aliens. Just physics, sensors, and the cold vacuum between you and your enemy.

Enter the Bridge
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What is Cosmic Conflict?

A tactical space combat simulator that runs entirely in your browser. No install, no client — just your crew, your ship, and the decisions that keep them alive. Command warships in a universe where physics is law and information is power.

Campaign Mode

Game Master Campaigns

A human Game Master sets the scenario, controls NPC factions, and narrates the escalation. Your crew gains experience across missions. Strategic depth meets emergent storytelling.

PvP Mode

Fleet Actions

Bring your own ships to symmetric engagements. No campaign progression — just pure tactical skill against another human commander.

What does Cosmic Conflict offer?

// 01 Physics

Newtonian Flight Model

No drag. No speed limit. No brakes. Momentum is conserved — every thrust burn commits your ship to a trajectory. Flip-and-burn maneuvers, high-speed jousts, and the terrifying math of closing velocities on an integer grid.

True Inertia

Your ship carries its momentum between rounds. Changing direction costs fuel and time. Overshooting a target at full burn is not a bug — it's a tactical mistake.

8-Heading Orientation

Ships face in 45° increments. Weapon arcs, sensor coverage, and shield facing all depend on which way your bow points — and rotating costs you a round.

// 02 Sensors

Information Warfare

You don't fight what you can't see. The sensor model distinguishes between passive detection, active radar, and electronic warfare — each with tradeoffs that shape every engagement.

Thermal Emission

Every ship radiates heat. Passive sensors detect this emission at range — the hotter you run, the further away the enemy knows where you are.

True RCS Calculation

Radar cross section is computed from your ship's actual geometry — hull cells, aspect angle, and exposed profile all factor in. Hide behind your smallest face.

Electronic Warfare

Active radar reveals the target's orientation, dimensions, and type — but the emission betrays your position. Passive-active detection lets you locate radar sources without transmitting.

Complex Radar Settings

Configure antenna count, signal strength, and activation timing. More power means longer range but higher emission. Fine-tune the balance between awareness and stealth.

// 03 Heat

Thermal Management

Heat is the currency of action. Every system generates it — reactors, engines, weapons, shields. Managing your thermal budget is as important as managing your ammunition.

Heat Retention & Venting

Store heat to stay invisible, or vent it into space to keep systems safe. The choice between stealth and safety drives every tactical decision.

Overheat Damage

Exceed your thermal capacity and components start failing randomly. The hotter you run, the higher the failure probability — catastrophic cascades are a real risk.

Heat Sinks

Expendable radiator modules that absorb heat. Eject them overboard to dump thermal energy in an instant — but once they're gone, they're gone.

Emission Footprint

Your thermal emission directly feeds enemy passive sensors. Every joule you radiate extends your detection range. Going dark means going cold.

// 04 Combat

Advanced Combat Model

Weapons hit specific sides of the hull. Damage propagates through internal structure. Every fight leaves scars — and every ship breaks differently depending on how it was built.

Weapon & Ammo Types

Cannons fire AP or HE rounds. Railguns deliver kinetic penetration. Lasers burn through at the speed of light. Each weapon interacts differently with armor and shields.

Detailed Damage Model

Hits land on the 2D cross-section. Armor has a chance to deflect kinetics. Explosives propagate via flood-fill with directional armor shadowing. Components fail as their cells are destroyed.

Long-Range Missile Duels

Launch salvos from dedicated bays. Missiles carry their own momentum, fly independently across multiple rounds. Interception is possible — but never guaranteed.

Multi-Layered Point Defense

PD weapons engage incoming missiles, fighters, and bombers. Hit probability degrades with distance — close-range intercepts are far more reliable than long shots.

Fighters & Bombers

Small craft launched from carrier bays. Fighters intercept missiles and enemy strike craft. Bombers carry heavy ordnance for close-range strikes against capital ships.

Shields & Damage Control

Shield emitters protect each hull side independently. Generators convert energy to shield points via a buffer system. DC teams repair destroyed cells between rounds — if spare parts last.

Build & Design

Ship Workshop

Design your ships cell by cell on a 2D cross-section grid. Place reactors, engines, weapons, sensors, armor, fuel tanks, and utility modules. The layout defines the ship — there are no stat sheets, only structure.

Scenario Editor

Paint asteroids, gas clouds, and terrain on the tactical map. Place ships, set factions, define starting conditions. Build the battlespace for your next engagement or campaign mission.

A Cold War in Deep Space

No aliens. No magic. Just humanity, fractured by distance and politics, connected by fixed wormhole jump points — and on the brink of war.

Established Power

Terran Accord

The industrial hegemon of human space. Vast fleets, deep reserves, and the political weight of Earth behind every directive. Their doctrine favors overwhelming force — but bureaucracy and complacency leave cracks in the armor.

Strategic Challenger

Conflux Republic

A technologically advanced colony controlling a vital wormhole junction. Outnumbered but never outthought. Their ships are faster, their sensors sharper, and their captains know that the next war will be won in the electromagnetic spectrum.

In Active Development

Cosmic Conflict is in alpha. New systems ship regularly.
Jump in at play.cosmic-conflict.de