What this is
01A free persistent-space MMO played in your browser. Thousands of pilots fly for two nations through a galaxy going dark. Dock, fit your ship, launch, fight, extract — then go back out. Nothing you fly is safe, and that is the point.
Desktop-only flight deck
Orbital Blackout is built for laptop and desktop screens. Flight controls, combat, and the HUD are designed for a keyboard and mouse — gameplay will not work as intended on mobile devices.
SOL-3 · Contested space · Devourment contact confirmed
OrbitalBLACKOUTRelays are dropping one system at a time. No distress, no wreckage, no answer.
Solaris and Umbral still hold their guns on each other across the same dark.
The Devourment do not care which flag burns first.
Choose a nation. Fit your ship. Cross contested space. Recover what you can and make it home.
Every hull is yours to lose.
Hull feed · Live
ScoutSignal nominal
Standing orders · Why you fly
New to the fleet? This is the whole war in six lines.
A free persistent-space MMO played in your browser. Thousands of pilots fly for two nations through a galaxy going dark. Dock, fit your ship, launch, fight, extract — then go back out. Nothing you fly is safe, and that is the point.
Every hull, every module, every cargo hold can be lost in one bad jump. What a veteran built in months can change hands in minutes. Fly it home or it belongs to the void.
Nations push and lose ground across the rings. Fortresses fall, sectors change hands, and the map is never finished.
Findable titles ride in your hold and drop with your ship — a kill in the right system can take another pilot's name. Earned medals and premium titles are yours for good.
Turrets with true firing arcs. Every hull has a blind side — including yours.
A massive level curve, skill paths to specialize, and nineteen medal threads of five ranks each. There is always a next number to chase.
Choose your allegiance
Two nations. One enemy. No ceasefire on record.
Allegiance available
Order through visibility
Registered hulls, open channels, every jump on the log. Solaris believes discipline outlives the dark — and that a fleet you can account for is a fleet that comes home.
Keep the relays lit. Fly loud, fly escorted, bring everyone home.
Every SOL hull flies national core lighting and a painted SOL tag — bought hull paints layer on top.
Allegiance available
Survival through silence
Unlogged jumps, dark-running fleets, no obligation to explain a loss. Umbral believes anything the Devourment can hear, the Devourment will find.
Run dark by choice. Strike from the blackout before anything sees you.
Every UMB hull flies national core lighting and a painted UMB tag — bought hull paints layer on top.
Threat classification · Unknown origin
BLACKOUT — a system that stops transmitting after Devourment contact. Logged, sealed, and left on the chart as a warning.
Nothing sent to confirm a blackout has come back.
Eight tiers of hostile hulls push inward from the outer rings, ending at The Devouring Maw where both nations bleed for the same ground.
Operational doctrine
Naval helm — throttle and rudder. Position matters more than reflexes.
Turrets with real firing arcs. Every hull has a blind side, including yours.
Dock at Aegis Beacon to deposit cargo. Die out there and the hull is gone.
Salvage doctrine
Cargo and modules follow separate rules. All undeposited resources leave the destroyed pilot's hold: 60% enters the wreck and 40% is destroyed. Every module rolls independently: 20% is critically damaged, 50% enters the wreck, and 30% returns directly to the hangar through automatic Emergency Auto-Recovery Ejection (E.A.R.E.). The hulk stays for ten minutes and anyone can claim it — the pilot who killed them, a stranger who watched the fight, or the dead pilot themselves if they respawn and get back first.
Hold R near their wreck for five seconds and its salvageable contents are yours.
Fly straight back to where you died and reclaim the wreck contents before anyone else does.
The first pilot to finish the hold takes everything. There is no second chance at a hulk.
Hull registry · Authorized patterns
Cheap, quick, fragile. Every pilot starts here.
HULL 374 · SHIELD 270 · SLOTS 7
Yard tender pressed into service. Deep hold, thick plating, slow and lightly armed — built for cargo runs, not dogfights.
HULL 575 · SHIELD 285 · SLOTS 8
Knife-fighter. Highest speed in the fleet, thin plating.
HULL 680 · SHIELD 585 · SLOTS 13
Balanced PVP frame with generous launcher hardpoints.
HULL 891 · SHIELD 810 · SLOTS 20
Huge hold and thick plating. Slow, but it comes home full.
HULL 1294 · SHIELD 990 · SLOTS 22
Glass cannon of the line. Out-guns a cruiser and dies like a raider — all barrel, no armour.
HULL 2024 · SHIELD 1050 · SLOTS 23
Line ship. Heavy shields and thick plating, but fewer guns than a destroyer — its signature is unusually wide-traverse turrets that cover nearly the whole horizon.
HULL 6800 · SHIELD 2600 · SLOTS 32
Fleet anchor. Slower than a cruiser, but carries the guns of two.
HULL 6429 · SHIELD 2700 · SLOTS 36
Endgame hull. A fortress with engines bolted on.
HULL 8372 · SHIELD 3600 · SLOTS 45
Sector status
Solaris Accord home space, still lit by the old relays. Fleet patrols keep pilot-on-pilot fire off the table; only light Devourment probes get through. Learn the controls, work the mining fields, bank at the station.
LVL 1+ · Safe · Signal nominal
Edge of Solaris patrol range, where the beacon light thins out. Devourment raiding parties come in packs and Glaives run with them, but pilots still can't shoot each other out here. The richest mining fields you can work in safety.
LVL 8+ · Safe · Signal nominal
The last lit beacon, and the first weapons-free line. Open to both nations like every sector from Ring 2 out. Wardens and Sunderers hold the field, and the outpost and its three relays change hands — hold them and your whole nation feels it.
LVL 14+ · PVP · Signal degraded
Umbral Pact home space, run dark by choice. Pact patrols keep pilot-on-pilot fire off the table; only light Devourment probes get through. Learn the controls, work the mining fields, bank at the station.
LVL 1+ · Safe · Signal nominal
Edge of Umbral patrol range, where the beacon light thins out. Devourment raiding parties come in packs and Glaives run with them, but pilots still can't shoot each other out here. The richest mining fields you can work in safety.
LVL 8+ · Safe · Signal nominal
The last lit beacon, and the first weapons-free line. Open to both nations like every sector from Ring 2 out. Wardens and Sunderers hold the field, and the outpost and its three relays change hands — hold them and your whole nation feels it.
LVL 14+ · PVP · Signal degraded
A stationless Blackout Shipyard seized by the Severance. Staggered war-docks frame open kill lanes, and every special drop is open loot until a pilot extracts it.
LVL 30+ · PVP · Signal degraded
A stationless Blackout Shipyard seized by the Severance. Staggered war-docks frame open kill lanes, and every special drop is open loot until a pilot extracts it.
LVL 30+ · PVP · Signal degraded
Dead relay corridor strung between the two picket lines. Weapons free, thick with old wreckage worth salvaging, and the one place Solaris and Umbral crews are guaranteed to run into each other. Wardens and Sunderers pick over the rest.
LVL 14+ · PVP · Signal degraded
The Solaris-side approach to the shared warfront. Choirmasters lead the swarm and siege Monoliths anchor it, relay assaults open on the clock, and Umbral wings can push the same ground. The road north ends at the Alpha border.
LVL 20+ · PVP · Signal degraded
The Umbral-side approach to the shared warfront. The same swarm and timed relay assaults hold this ground, while Solaris wings can strike mid-fight. The road north ends at the Bravo border.
LVL 20+ · PVP · Signal degraded
Deep space, where the blackout started and the armada still pours out. Monolith batteries and Devourer capitals hunt in the dark, the payouts are the best in the galaxy, and this is the last sector with a station to dock at.
LVL 24+ · PVP · Signal degraded
A narrow blood-lit corridor grown between two walls. No station, no relays, no minerals — only the way up to the gate. Devourer capitals are the ordinary patrol here, and a three-headed fortress turret and its shield batteries hold the arena. Break the batteries, hold the circle, and the Devourment throw everything back at you. Bring a fireteam.
LVL 28+ · PVP · Signal degraded
A narrow blood-lit corridor grown between two walls. No station, no relays, no minerals — only the way up to the gate. Devourer capitals are the ordinary patrol here, and a three-headed fortress turret and its shield batteries hold the arena. Break the batteries, hold the circle, and the Devourment throw everything back at you. Bring a fireteam.
LVL 28+ · PVP · Signal degraded
A dead moon cracked open and hollowed from the inside. There is no station, no ore, no cover — only a ring of shattered shell around an open floor, and the thing the Devourment grew at the centre of it. It sleeps for an hour after it dies. Everything it drops falls where it falls.
LVL 28+ · PVP · Signal degraded
sector blackout. system consumed.
No signal · Do not jump
sector blackout. system consumed.
No signal · Do not jump