ZERO TRUST GAMES

An Empire Is a Network

Toryn: Starborn

Genre: Turn-Based Systems-First 4X

Status: Planned

Design a civilization, explore a procedural galaxy and build logistics networks across enormous distances. A powerful empire can fall without losing every planet: routes severed, hubs isolated, shipyards starved.

Screenshots

Screenshots are on the way. Follow development on Discord to see them first.

Features

Design a civilization, not a faction

Build your civilization on a point budget: a primary doctrine, lesser traits and tolerances for gravity, temperature, radiation and atmosphere. Every strength is paid for, and no build is best at everything.

Start Independent or from a lineage such as Helix, Aurelion or Vantrex, each with a signature rule and the weakness that comes with it. Narrow tolerances return points, but they shrink the worlds you can settle.

Supply draws the map

Every route has distance, travel time, capacity and risk, and the worlds that matter are the hubs, depots, shipyards and junctions that hold the network together.

You set the policy: priorities, stockpile stance from lean to fortress, reserved military capacity, routes to avoid. Routine freight runs itself within those rules, and the game warns you when the network can no longer meet demand.

Colonies grow up, or fall back

A new outpost is small and dependent. With people, infrastructure and steady supply it becomes a settlement, then a full colony, and the ones you choose become Core Worlds that anchor whole regions.

Cut a colony's supply and it slowly loses ground, with a window to rescue it before it regresses or is abandoned. Core Worlds concentrate your strength, and so concentrate your risk.

Battles you can read

Design ships around range, fuel, cargo and signature as well as firepower: a warship that cannot reach the fight economically is a poor warship. Set fleet doctrine for range, aggression and when to retreat.

Combat has no dice. The same fleets and orders always give the same result, and every battle plays back phase by phase with a report that explains why it went the way it did.

Break the network, not the planets

A great empire can fall without losing every world. Blockade a system, raid depots and freighters, cut the corridors, then bombard and invade what has been isolated.

Everyone orders at once and turns resolve together. Before you commit, the turn preview flags the colonies about to go short, the routes over capacity and the fleets running out of supply.

The race for Helios

At the heart of the galaxy lies Helios, a world far better than anything near it, unclaimed and reachable only late in the game. Holding it, supplied and linked to one of your Core Worlds, is a path to victory every rival can see you take.

Or win by Supremacy, measured in population, industry and territory rather than star count. Either way, the empire that wins is the one whose network keeps working under pressure.

Concept Art

Early concept art, not in-game footage. The final look may change.

Freighters and escorts stream past ringed orbital stations above a cloud-covered world whose night side glows with city lights.
Supply lanes and orbital hubs above a settled world · AI-assisted

Core Systems

  • Deep civilization customization
  • Logistics-defined strategic geography
  • Simultaneous turns and deterministic combat
  • Colonization as a long process

A Toryn Saga game by Zero Trust Games. Explore the saga →