Beyond the gate, nothing remains

NULL

A cinematic sci-fi adventure across fractured worlds, forbidden archives, unstable Lumen, and the impossible shadow behind every vanished signal.

A 2D top-down persistent space RPG about fuel, factions, trade, politics, and war.

Enter the Null
The Story

The Gate Has Opened

The outer worlds have stopped answering. Crews vanish without wreckage. The old factions argue while runners, soldiers, readers and survivors follow the only signal left: the one pointing into the Null.

Explore the mystery
Dossiers

Main Characters

Mel Haviland

Mel Haviland

Outland Runner

Juno Vass

Juno Vass

UOS Admiralty

Sefra Three-Reads

Sefra Three-Reads

Cogentum Revisionist

Beckan Roe

Beckan Roe

Chief Engineer

Ker-zhul

Ker-Zhul

Sundered Captain

Archive Index

Core Factions

UOS Admiralty

Commanders, patrol fleets, fragile treaties and hard borders.

Cogentum

Archive-readers, revisionists and the truth buried between records.

Khar'zu

Warborn clans carrying honour, scars and old enemies into peace.

Aetheri

Lumen-touched walkers who experience moments others never see.

Game Overview

A Living, Faction-Driven Universe

This is a persistent, top-down universe where nothing is handed to you.

In-2 Space is a game in development. Final structure, features, graphics and gameplay may vary.

You start small — a single ship, limited fuel, and a scanner that barely reaches beyond your hull. From there, every move is a decision. Navigation is not instant. Combat is not safe. Information is not guaranteed.

Explore through fog of war, chart routes using navigation points, and push beyond the areas your faction already understands. Each jump carries weight, each action consumes fuel, and every encounter can change your course.

Choose Your Path

There is no fixed role. Trade between systems. Mine asteroid fields. Hunt players. Run missions. Build infrastructure. Or disappear into deep space and map what no one else has seen.

Everything feeds the same economy. Planets produce resources. Resources fuel ships, weapons, colonies and fleets. Control the supply, and you control the war.

Tactical Combat & Real Risk

Combat is deliberate. Weapons draw from the same fuel that powers your ship. Scanners are limited. Communications are not always reliable. What you see — and when you see it — matters.

Large ships extend radar to nearby allies, acting as mobile command centres. Smaller ships rely on positioning, speed and timing. Friendly fire is always a choice — and always a risk.

Factions, Power & Politics

Each faction is shaped by its players. Elect presidents. Appoint generals. Vote in elders. Leadership is not cosmetic — it defines strategy, direction and control.

Build, Expand, Dominate

Construct stations. Capture planets. Dock with carriers. Control key locations. Every structure, route and system feeds a larger strategic layer where preparation matters as much as firepower.

Nothing Is Instant

No instant communication. No infinite vision. No guaranteed safety. Just you, your ship, your faction — and the decisions you make.

Playable Equipment

Choose Your Vessel

Multiple ship classes. Different risks. Different roles in the war.

D-Class
Scouting & Industry Support

Small Vessels

Small, efficient vessels designed for logistics, reconnaissance, and rapid deployment. Mining variants excel at long-range resource extraction with minimal fuel usage when unladen, while runner ships provide fast transport and early warning capability.

Tactical role Establish early map control, secure resources, and relay limited frontline intel.
Fleet impact Often first to expand influence, but vulnerable without escort in contested space.
C-Class
Logistics & Expansion Core

Medium Vessels

Medium-tonnage vessels responsible for sustaining fleet operations and expansion. Freighters enable large-scale cargo movement, while colonisation ships establish settlements, infrastructure, and forward bases.

Tactical role Enable sustained campaigns, resource flow, and territorial expansion.
Fleet impact The economic backbone of the fleet, but highly dependent on escort protection.
B-Class
Tactical Frigates

Large Vessels

Combat-focused ships designed to counter fighters and medium threats while shielding capital assets. Improved sensor range and communications allow them to extend battlefield awareness to smaller allied ships.

Tactical role Fleet screen, interception, anti-fighter defence, and mid-range control.
Fleet impact Force multipliers. Frigate positioning can stabilise or collapse whole engagements.
A-Class
Battleship Platforms

Huge Vessels

Heavy artillery vessels built for direct capital engagement. Broadside weapon systems dominate their offensive profile, requiring disciplined positioning to compensate for weak frontal and rear arcs.

Tactical role Line-breakers, heavy fire support anchors, and capital ship hunters.
Fleet impact Control battlefield zones through sustained pressure and positional dominance.
Constellation
Carrier Command Vessel

Galactic Vessels

Strategic command and force projection hubs capable of transporting and deploying fighter wings through wormholes. Provides in-field refuelling, coordination, and extended operational reach.

Tactical role Force multiplication, battlefield orchestration, and fighter-wing deployment.
Fleet impact Defines large-scale engagements. Fleets with carrier support dictate tempo and range.
Gameplay Pillars

Every Flight Costs Something

No quest arrows. No safe choices. You choose the work, commit the fuel, and live with what comes back.

01

Run the Lanes

Haul cargo through unstable routes, dodge pirates, supply colonies, and keep frontier stations alive when the big factions look away.

02

Fight with Consequences

Combat is deliberate, costly, and tactical. Scanner range, fuel, ship class, friendly fire, and escape routes matter before the first shot is fired.

03

Build Your Place

Mine, trade, explore, escort, command, or govern. Your role is not locked — your reputation is built by what you repeatedly choose to do.

04

Shape the War

Elect leaders, fund stations, defend wormholes, betray rivals, enforce laws, or turn pirate. The map changes because players make it change.

The Null

A Place. A Force. A Truth.

It does not attack. It does not bargain. It simply opens the distance between what the galaxy knows and what reality has been hiding.

Beyond Reality

The laws you know do not apply here.

Power Without Cost

Every choice leaves a scar.

Nothing Is Final

Even endings can be rewritten.

Visual Archive

Media

Novel

Play the War. Read the Moment It Began.

A grounded sci-fi novel about one Runner, one battered ship, five impossible friendships, and the first silence before the galaxy falls apart.

In-2 Space begins with Mel Haviland, a forty-six-year-old Outland Runner scraping contracts on the edge of human space. She is not a queen, admiral, warlord or chosen hero. She is a working captain with a patched hauler, an old friend keeping the engines alive, and a talent for being exactly where powerful people wish she was not.

Then frontier stations begin to go quiet. No battles. No wreckage. No bodies. Just docking lights still active, ledgers left open, mugs cooling on counters, and entire crews missing as if the universe simply forgot to keep them.

As the factions argue, Mel does what Runners do: she flies the routes, talks to the people no one important is listening to, and builds impossible friendships across species that were never meant to trust each other.

Explore the Novel
Transmission Relay

Send a Signal

Outland transmissions are unstable. Keep your message concise. The Conclave will receive it.

  • Use the correct intent so the relay can route the message.
  • Leave a working return channel if you need a reply.
  • Do not transmit secrets into unstable space.
Decrypting relay...
Join the transmission

Receive drops, lore files and development updates.