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Solbound

Humanity never made it past its own star. Fly a scavenged wreck through what it left behind: fight, salvage, trade, read the void. Knowledge opens doors that credits cannot, and every run brings you closer to the hull that decides your path. A hand-built system, act by act.

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Search Google: Who developed Solbound?Developer scaleThe operating scale of the game's developer.
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About the Game

All footage and screenshots are from an early ALPHA BUILD and are subject to change.

About This Game

Humanity never made it past its own star. What is left of us lives on the moons of the outer worlds, surviving on what a technological golden age left behind.

You start with nothing: a barely-flying wreck and the void around it. Ahead of you, a whole solar system: Jupiter, Saturn, the Belt, and everything humanity abandoned. It opens one act at a time. Act 1 is the moons of Jupiter: four dense, hand-built regions. And it is only the beginning.

Fight, salvage, trade, survive

Where you aim, you go: low inertia, instant response, no momentum to fight. Duels are a dance of positioning through asteroid cover, laser, plasma and missiles against enemies that do not all fight the same way. Between fights: strip wrecks, haul cargo, mine, take contracts and bounties, or smuggle what the patrols have banned, and when they catch you, pay the fine or outrun them. Every run buys you a little more room, until the purchase that matters: a new hull whose class is your path. And out here, people remember you: your reputation opens doors that credits cannot.

Read the void

A sealed hatch wants a code. The code is in a log, on a wreck, two fields away. The wreck is on no map, but someone at the bar knows where it went down. That is how this game works: wrecks answer when you read them, and most locks have more than one key. Upgrade your terminal, and places you already stripped will show you pages you could not read the first time.

A world to uncover

No cutscenes, no exposition. Four regions, each with its own sky and its own music, linked by gates where you can be ambushed. Quests that never hold your hand, trails of clues to places no contract will send you, and old maps that go stale: a place seen with your own eyes is worth more than one you were told about. What happened here is written in the wrecks. Piece it together, or just fly. And when you have had enough, retire: one of many possible endings.

Features

  • Snappy arcade flight tuned for feel: mouse or gamepad, rebindable controls

  • Positioning duels against enemies with distinct behaviors, and death that costs you

  • Codes and glyph locks cracked by careful reading, never by reflex or dice

  • Most locks have more than one key: credits, knowledge, or reputation

  • An upgradeable ship terminal that reopens places you already explored

  • A closed, finite economy: salvage, trade, contracts, bounties, smuggling, and mining that differs on every moon

  • Rare, transformative loot, never flat percentage buffs

  • Five hulls with distinct roles: salvage, trade, combat, exploration

  • Act 1: four dense regions around Jupiter, the first step of a journey across the whole system