A space game in Rust

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.

A Kestrel fighter a few hundred metres off Halden Station, trade lane rings to either side, the prompt to dock on the HUD.
Coming in to Halden Station in a Kestrel. Inside 600 m the dock prompt comes up; fly into the hull instead and you bounce off it.

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.

macOS, Apple silicon macOS, Intel Windows Linux

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.