TERRAN
DIVIDE
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TERRAN DIVIDE / A PERSISTENT SPACE SANDBOX

A UNIVERSE.
A LIVELIHOOD.
YOUR PLACE IN IT.

Start with a ship and a reason to leave the station. Find the next resource field, supply another pilot, build something useful, or bring enough firepower to protect the operation.

WINDOWS / IN ACTIVE DEVELOPMENT

TRANQUILITY STATION Game model render

DEVELOPMENT BUILD

The systems below are part of the current game. Content, balance and presentation continue to evolve; some art remains a placeholder.

01 / MAKE YOUR OWN WAY

THE WORK IS REAL.
THE CHOICE IS YOURS.

Terran Divide connects exploration, industry and fleet command in one persistent world. Your ships have their own cargo, equipment and damage. Stations have local inventories. A delivery matters because someone needs what you are carrying.

01

EXPLORATION & TRAVEL

The next gate is a decision.

Travel between star systems through a connected jumpgate network. Chart a route, find stations and resource fields, and manage the journey between destinations. The universe map lets you explore the current catalog before you undock.

Open the universe map
CHART YOUR COURSE

System connections, security, stars and destinations.

02

SHIPS & EQUIPMENT

Choose the right ship for the job.

Begin aboard the versatile Wayfarer, then invest in specialist mining, hauling, combat and industrial hulls. Compare compatible equipment in a station fitting workshop. Power, CPU, cargo, sensors, defenses and energy all affect how a ship can work.

Give individual ships orders, operate their equipment and coordinate the vessels in your fleet. A hull's role and the equipment you bring should make each purchase a useful choice.

PREPARE. DEPART. ADAPT.

A ship keeps its identity, installed equipment and cargo.

03

MINING & LOGISTICS

Build an operation, one hold at a time.

Extract ore and ice, collect cargo and move it to a station or processing ship. A dedicated miner and a hauler do different work; moving the output is part of the operation. Refine materials at stations, or work toward deployed compression and mobile refining.

Industrial equipment needs fuel and time. A deployed processing ship has to finish its work and retract before it can move, giving preparation and protection a purpose.

EXTRACT → PROCESS → DELIVER

Physical cargo connects the resource field to the economy.

04

TRADE & INDUSTRY

Make something the universe can use.

Buy and sell through station exchanges and player orders. Goods stay at their station, so a promising price can become a reason to load a hauler and travel. Player buy orders reserve real credits; sell orders reserve real goods.

Physical blueprints support station manufacturing, research and copying. Use minerals and components to make equipment, or earn your place by supplying another pilot's production chain.

LOCAL MARKETS. SHARED PURPOSE.

Mining, manufacturing and transport give one another customers.

05

COMBAT & CONTRACTS

There is work beyond the mining laser.

Take on contracts, confront pirate threats and recover the rewards of a successful operation. Target locks, range, energy and defenses shape the fight. Salvage and equipment in a wreck still need to be collected and brought home.

The current combat experience centers on PvE. Broader territorial conflict and public PvP rules need further design and testing.

PROTECT WHAT YOU BUILD

Ship roles and coordinated equipment matter in an encounter.

06

PERSISTENCE & COOPERATION

Leave a mark that lasts.

Your pilot, ships, inventories and completed transactions persist between sessions. Companies can coordinate through shared storage, a wallet, funded supply requests and controlled permissions. Accords let companies work together while keeping their assets distinct.

Build a business with friends or find a useful niche as an independent pilot. A shared economy should give both a place in the world.

ONE PILOT. MANY POSSIBILITIES.

A continuing world, with ownership and progress worth keeping.

FROM THE HELM

A WORKING UNIVERSE.

ACTUAL DEVELOPMENT GAMEPLAY
The Wayfarer in Alpha Centauri, with navigation, tactical contacts and ship status visible in the game interface
ALPHA CENTAURI / DEVELOPMENT CAPTUREOpen image for a closer look

02 / BUILT WITH THE PEOPLE WHO PLAY

YOUR VOICE
SETS A COURSE.

We want Terran Divide to be a community people enjoy belonging to, and a game they can help shape.

We will listen to feedback, talk through ideas and explain the decisions we make. When a clear majority of the community wants a feature, we will work toward adding it and make it a development priority.

That means discussing what it would change, how it fits the game and what it will take to build well. If time, technical limits or game balance affect an idea, we will say so and work through the options with you.

Join the conversation
  1. 01

    Bring an idea.

    Tell us what you want to do, where the game gets in your way, or what would make the universe more interesting.

  2. 02

    Hear each other out.

    Discuss the tradeoffs. Support the ideas you want to see and help refine the ones that need more thought. Respectful disagreement is part of building a better game.

  3. 03

    Turn support into priorities.

    Strong community support should influence what we build next. We will explain the direction, the practical constraints and the progress we can share.

  4. 04

    Play, test, improve.

    Try the result and tell us how it works in practice. Feedback remains useful after a feature arrives.

03 / ON THE HORIZON

A FRONTIER
WE SHAPE TOGETHER.

FUTURE DESIGN / TERRITORY OWNERSHIP

Who will call a system home?

We want to explore ways for players, corporations and alliances to own territory and make their presence visible on the universe map. What ownership means, how it is earned and how it can change hands are questions to work through with the community.

Territory ownership is a future feature. The map currently shows the game's system catalog and connections; an area's security or region does not identify a player owner.

Explore the frontier

YOUR FIRST PORT / TRANQUILITY STATION

EVERY OPERATION
STARTS WITH ONE SHIP.

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