
Real-time strategy stripped to the decision. Every shipyard you hold builds without pause - you choose where those ships go, and can turn them in mid-flight. Split fleets by exact percentage, dig in behind shields, and turn the enemy's production against them. Up to eight online. Minutes, not hours.
The factories never stop. Whoever holds them, they build.
Helion Conflict is a real-time strategy game that removes everything that is not a decision. No base building, no resource management, no tech trees. Across the system stand shipyards, and every one of them builds without pause for whoever currently holds it. You do not gather resources - you take the enemy's production and point it back at them.
The share is the decision
You do not send "a fleet", you send a percentage. Fifty per cent takes the neighbouring shipyard and leaves your own defended. Ninety takes two - and your own with them, if your opponent notices. Every attack is also an opening, and because every factory on the map is building the whole time, the question is never whether, only now or in ten seconds.
A factory lost is a factory that builds against you
That is the swing that decides matches. Take one and your production rises while theirs falls, in the same instant. A front does not creep - it tips.
Turn a fleet in mid-flight
Nothing launched is committed. Select a fleet that is already under way and point it at a new target - it swings onto the new course in a wide arc, and the arc costs time. Feint at one shipyard, take the other, and watch the enemy's relief fleet realize too late.
Dig in
Any factory you hold can switch to defence: it keeps building at a third of its rate while its walls climb to double strength. Every friendly neighbour makes the shield stronger - a compact empire is tough everywhere, an overextended one is brittle.
Distance has a price
Every fleet brakes the longer it has been under way. A strike straight across the system takes almost twice as long as covering the same distance in short hops - so the ground you take also shortens your supply lines.
Five minutes to a decision
A small system is over in minutes. A large one with a hundred factories fills an evening. You choose the size, the opponents and the rules before it starts, and after that there is nothing left to manage - only to play.
Together or against each other
Up to eight players on one map, in free-form teams or every player for themselves. Voice and text chat, split between your team and everyone, so a plan stays a plan. Short of players? Fill the seats with AI at three levels.
Every match can be watched again
Helion Conflict records every match - not as video, but as a recipe. A recording is a few kilobytes and replays the match exactly as it happened. Skip ahead, pause, and find the moment the front gave way.
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