Interceptor · Light Cockpit and a prayer.
A blur in a dogfight — low on armor, drowning you in options. The lone ace: ~10–15 metres, one or two souls aboard. End it fast, or not at all.
You’ve got your contracts to fulfill, and you aim to — while the money is good. Unfortunately others feel the same way. That’s why you’ve built your starship the way you have. You won’t be beat.
Hollowstar is a card game set in Tau Averni, a lucrative but unforgiving galaxy. At its heart is a fast, two-player duel — a trade of fire and counter-fire that starts at full strength from turn one.
Every action on every turn is a puzzle: how do you push your custom starship’s reactor to its absolute limit this turn, and out-manoeuvre the pilot across from you?
Choose a starship class, modify the reactor cores that power it, then select the systems and tactics that make it your own. Fly light and lethal or heavy and unkillable — the ship you build is the way you fight.
Interceptor · Light A blur in a dogfight — low on armor, drowning you in options. The lone ace: ~10–15 metres, one or two souls aboard. End it fast, or not at all.
Lancer · Medium No glaring weakness and a tool for every fight — the freighter-turned-warship, ~25–50 metres and three to six crew. Steady through the duel, lethal in good hands.
Bastion · Heavy Slow to wake and impossible to finish — the gunship, ~80–150 metres and fifteen to forty crew. Survive the opening storm and the late game is yours.
A debris field the size of a moon drifts into a forgotten system, and every freelancer in the sector comes running. The salvage is good, fast, and lucrative.
Then the pieces start coming back wrong — mass that won’t settle, a clock that runs slow, fragments that match no human foundry. And out past the marked zone sits the thing none of the instruments can read.
Every probe pointed at it comes back null. Not noise. Not error. Just nothing — as if the instrument never looked.
The ships that ignore the marking don’t come back.
Two ships go out. One comes back with the cargo.