Cosmic Sentinels
A turn-based space RPG in a procedurally generated galaxy. One turn is one day.
You start with a small ship, a little money, and a galaxy that does not care. Trade between worlds that genuinely want different things, take government contracts, hunt pirates, run contraband past customs, or go and look at something nobody has surveyed. Nothing picks a career for you.
What is in it
- An economy that moves on its own. Every planet has its own supply, demand and price gradient, and NPC merchants buy and sell through exactly the same market you do. Every shop price is itemised into base, stock level and event, so you can see why it is what it is.
- Weight matters. Cargo, fuel and fitted equipment all have mass, and mass costs speed. Fuel is priced per parsec, which makes where you jump as much of a decision as whether you can.
- Fifteen gun families, not one gun. Each has its own damage band, firing radius and mass. Three do something other than damage: dragging a target's speed down, or taking its equipment apart while leaving the hull worth towing home. Three are never sold anywhere at all.
- A war with a front line that moves. Who holds a system is a running tally of what is actually flying there. Clear one out and the merchants come back; ignore the rim and it keeps pushing while you are somewhere else.
- NPCs with their own reasons. Merchants run, warships defend their own space, pirates pick their moment, and a wounded ship breaks off rather than dying on schedule.
- Two rank ladders and a public rating, with a board of honour for the best warrior, the best dealer and the worst pirate in the galaxy. No ranger ranked above you will fly for you.
- A galaxy that changes while you are away. Droughts, epidemics and blockades shove the economy around, and planets research: tech levels climb over a long game, so a shipyard you wrote off early is worth another look.
- And the rest: text quests, six pilot skills that all do something, probe surveys that resolve while you are elsewhere, meteor mining, salvage and wrecks, hired wingmen who refuse fights they judge they would lose, and difficulty as seven independent axes rather than one slider.
Playing it
Runs in the browser, no download. Saves live in your browser's storage — autosave plus manual slots — and a game can be shared as a block of text. Ru/En, switchable live from the Escape menu.
Early access. It is in active development, and there is plenty on the list that is not built yet.
Credits and disclosure
Original work. This is a reimplementation of a set of mechanics — none of the art, text, music or setting material comes from any existing title.
The art is AI-generated, and the code is largely AI-assisted; both are disclosed on this page. The music is CC0 from OpenGameArt, by yd, Centurion_of_war, isaiah658, TinyWorlds, MintoDog and pmiller — no attribution is required by the licence, but they wrote it and it is worth saying so.
| Published | 15 days ago |
| Status | In development |
| Platforms | HTML5 |
| Author | t4gr1m |
| Genre | Adventure |
| Tags | 2D, Atmospheric, Space, Space Sim |
| AI Disclosure | AI Assisted, Code, Graphics |




