Harrow Reach
Fly, trade, mine and fight across three star systems where the police stop answering the further out you go. Take sides in a campaign that branches, and plant a flag in null space that somebody will come to take down.
In development. Everything on this site describes the game as it is today, and the screenshots are from the current build: real 3D models for every hull, station and gate, and real systems underneath.
Download
Version 0.3.1. Unpack the archive and run
harrow-client. Single-player runs the real server inside the
game; harrow-server is in the same archive for playing
together. Keep the folder together: your pilot is saved in it.
The builds are not signed. On macOS, right-click
harrow-client and choose Open the first time (or run
xattr -dr com.apple.quarantine . in the folder). On
Windows, SmartScreen may ask: choose More info, then Run
anyway. Linux needs a Vulkan driver. All releases are on
the releases page.
What is in it
Flight
Arcade-Newtonian. Kill the engines and drift on your vector while the nose points anywhere. Cruise engines, afterburners, trade lanes at 900 m/s.
A real economy
Prices come from stock. Stations make and consume goods, NPC haulers move them, and a raider who catches one takes the delivery out of the market.
Combat
Projectiles only: you lead your target. Shields, hull, disruptors that stop a ship from fleeing, and active modules that burn out if you lean on them.
Cloaking
A cloak that the server enforces: a hidden ship is never sent to anyone else. It drops when you fire, are hit, or are approached, and the Clans wait under it.
Capital ships
The Carrack-class Cruiser: six turrets that aim themselves, a hull that takes a wing of fighters to bring down, and berths only at stations.
Three systems
High-security Harrow Reach, lawless Kessler Gap, and Vell Drift in null space, where losing your ship means losing it.
A campaign that branches
Two acts, three named characters, one choice that splits the story between the law and the Clans, and a second act that changes with the shared world.
A world that moves
Contested systems have a balance every pilot pulls on. Patrols arrive and withdraw with it. One player's ending is everyone's news.
Sovereignty
Deploy Warden Relays or Clan Beacons in null space. They push the balance, shelter your friends, and need feeding. Their enemies will come for them.
Industry and corporations
Mining, refining, manufacturing, a limit order book, skills that train while you are offline, corporations with a shared wallet, fleets.
Multiplayer from the start
Single-player runs the same server in-process. Prediction, reconciliation and delta snapshots mean the ship answers instantly over a real network.
Screenshots
Learn to fly it
The manual covers everything from your first launch to holding a system: controls, flight, trade, combat, fitting, jobs and the campaign, and structures.