Orexis Games Stockholm

In development

Just each other.

Nobody is out here. That is the whole problem.

So the map never grows. It only empties.

Default is 10 The rule is always three One is the exception

You leave Earth to find aliens but find none. Resources dwindle, and you must fight to survive. 4X tabletop for two or four players.

The premise

The only thing that can still surprise you is another player.

Every 4X game gives you someone to meet — an empire to out-build, a species to out-think, a neighbour who wants what you have. This one takes that away. You cross the dark expecting to find something, and the dark is empty.

Every world you use is a world closer to gone, and when the map has nothing left to reveal the other players are the only thing in the system that can. That is where the title comes from. Out here you have just each other.

Two players, or four. Five minutes to set up, about an hour a head. With four you start two against two, so three can never gang up on one — the game makes you allies before it makes you enemies.

Alpha

The alpha existed to find out which half was wrong.

A game in progress on a wooden table. A printed paper star map with named
                systems, black printed ship hulls carrying upright red and white pillars,
                polyhedral dice resting on several worlds, and printed player boards to the
                right.

It was the first version that could actually be played, and that is the only thing an alpha is for. What came out of it was not a better game. It was a much shorter list of what the game still had to become — and what it had to stop trying to be.

It started on 27 July 2026 and it was built from the bottom up. It was not decided to be science fiction until the parts were already on the table, and that choice was only ever going to be one of two.

01

Ninety-five per cent of it was scrapped. Only the missiles survived.

02 eXploit

A map arrived, and ships to put on it. The game turned out to be too simple to be any fun. Exploitation came in here in its first form, and it was a single action: empty a world.

03 eXterminate

Transport and combat. A whole phase did nothing but move resources between worlds and stack them into a shape meant to hold off the raiding the game had then. Extermination arrived here.

04

Played with one of my closest hardcore gamers, and it killed eighty per cent of what was left. A single battle took half an hour, sometimes an hour, inside a four-hour game for two. He also brought the rush, in its simplest form.

Last man standing was decided here, and with it the idea that the 4X should run out — a finite game on the far side of the ordinary one.

The battle itself survived. What it needed was speed — enough that a game could hold several fleets and a real clash instead of one duel that ate the evening.

So it was distilled rather than replaced. Thirty spaces of ten steps per phase became three phases, and each one still takes something off the table. That shape was worth keeping. The railgun and the autocannon came in with it, the autocannon to shoot missiles down.

01 Strategy Missiles
02 Tactical Missiles and railgun
03 Havoc Autocannon

Everything below this photograph is what the rest of that list cost.

Ten slots was the same as no slots.

A ship used to carry ten, and ten felt generous. It was the opposite. With ten slots nothing you pick costs you anything, because there is always room for one more — and ten small decisions a turn add up to no decision at all. Cutting it hurt every time, and it was right every time.

103

Killing your darlings, three times over.

A choice you can postpone is not a choice.

The first version let you think for as long as you liked, and that is not tension — it is arithmetic. Given enough time there is a correct answer and everyone finds it. Now the die decides if you do not. The clock is not there to hurry anyone; it is there so the decision stays yours instead of becoming the board's.

The rule of three is a ceiling, not a slogan.

Default is ten, the rule is always three, one is the exception. It is a limit on what a person can hold at once: three things you can actually weigh against each other, ten as the number nobody should have to count, and exactly one place where the game may break its own pattern in order to stay balanced.

Fewer choices is the shape of the whole game.

Everything is a choice at the start, and there are fewer of them every turn. The map only empties, the weapons only narrow, the phases only run down. What is left at the end is not really a decision any more — it is living with the ones already made.

Being wrong has to be cheap.

Components laid out on a table: a stack of printed player boards for the
                Crimson, Gold and Obsidian fleets, two red sprues of tokens still attached,
                a yellow and a white printed sorting tray with lids holding red, yellow,
                white and black tokens, and a finished black ship model.

Every cut above was affordable because a version costs a run of one. No minimum order, no tooling, nothing written off when a rule turns out to be wrong — the parts for the next rule are on the plate the same night.

That is the real argument for making them here, and it is not the price per game. A design gets better in proportion to how cheaply it can be wrong, and a factory's smallest order is five hundred chances to be wrong at once.

How it is made

Printed after it is sold, not before.

Everything except the paper, the dice and the packaging is made here, one game at a time, on machines that are already running.

Printed here
Hulls, cargo pillars, tokens, trays, lids
Printed on stock
Player boards, star map, rule and combat cards
Bought in
Dice, packaging

Beta

This is beta.

Beta is where the game changes fastest — what gets cut, what replaces it, and the photographs from the table it happened on. This list sees all of it first, and the date lands here before it lands anywhere else.

Four more versions. Three of them are behind it; the fourth is the one on the table now.

01 eXpand

Ten ships became the cap. Production was so far out of balance that attacking en masse was the only sane thing to do. Expansion was pinned down here.

02

Balance, and a bigger map so the fleets needed time to reach each other. Every planet carried its own die, which does not scale past a few worlds, so a hero card took over as the place the state lives.

Twenty thousand games were simulated here too, one play style set against another. A good deal came out of that, and the weapons came back better balanced than an evening at the table could have made them.

A Kickstarter veteran turned up in the gaming group around the same time — three campaigns behind him, one of them failed. We talked about the printing farm and about why that one went wrong and the other two did not. Thanks for the direction.

03 eXplore

Tokens replaced the dice on the planets once the cargo hold came down to three. Missiles stopped being a finite resource. Cards arrived to move in stealth during a fight, and so did what sits on the worlds. Exploration landed with them.

All four X’s are here now, and not one of them was planned. Exploitation came in the second alpha, extermination in the third, expansion in the first beta, exploration in the third. Each turned up because a particular evening needed it.

The genre lists them explore, expand, exploit, exterminate. This game found them from the other end — the one that is supposed to come first was the last to arrive, and it arrived because the worlds had finally got something worth hiding.

The fighting has settled. It is no longer what changes between one session and the next, and that was the hard half. This is the shape it landed in.

Ships are open. Planets are not.

The asymmetry is deliberate. What you are carrying is public, because a threat nobody can see is not a threat, it is bad luck. What you intend to do with it stays yours. Worlds keep their secrets the other way round: what is built on a planet stays face down until someone comes close enough to look, which is what makes spending a turn to scout worth it.

The dice are the clock, and the clock belongs to the world rather than to the players. A planet counts its own use, and at ten it is gone along with every ship still standing there, including your own. Nobody takes a planet from you. You spend it.

Which way you are pointing is the whole decision.

Both players choose three cards face down and turn them over together. Nose-on, you can fire the railgun. Broadside, you can fire missiles and the autocannon. Never both — so committing to a shot is committing to an angle, and the other player is choosing theirs blind at the same moment.

You can still walk away. Break off at a phase change and your ship lives — but your cargo goes to the other player, and you can only do it in a phase where you have not fired. Run out of road in Havoc and you are close enough to collide, and both of you lose everything you were carrying.

One rule holds the whole thing up: nothing may ever take a player's movement away. Damage costs you what you can do, never where you are.

What is being balanced now is the other half — resources. How fast a world empties. What a factory is worth. What a cargo run costs you in the turns you did not spend fighting.

The next photographs come from the beta table. They go to the list before they go anywhere else.

Upcoming

A minimal viable product, then a date.

The MVP is the first version that is a whole game rather than a test of one. It and the date both begin when the beta stops changing, and this list is told the moment they do.

Thanks

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