Six Houses. One System.

She came through the ancient Veil like something the universe had finished with.
The chamber caught her. Ceremonial robes, steady hands, voices trained to silence rushing to fill the space around her. Someone closed a record book that had been open for eleven hours. Someone else noticed her hands were shaking and chose not to say so. She had fallen. She did not know it yet. She was still inside it in every way that mattered.
They lifted her, and she was already speaking, words falling out of her in fragments, half-formed things she had been shown in a place where time does not move the way it moves here.
The chamber held a silence you could feel against the skin.
Every word was recorded.
She was carried to a recovery room still speaking, still somewhere else behind her eyes, and the observers stayed close, and the recorders kept running, and nobody in that room fully understood what they were hearing.
But they didn’t need to understand it.
They only needed to send it.
Six houses. Six loyalties hidden beneath ceremonial cloth. The words moved before she stopped speaking. And what the words described, knowledge encoded across every planet in the system, ancient and waiting, the key to understanding the Veil itself, turned research fleets into war fleets before she woke.
The Edicts are real. The planets that hold them are everything. And the houses that have circled each other for two centuries in uneasy peace have run out of reasons to wait.
Ship factories burn through the night without pause. Across all six houses, the leaders are calling up their best commanders, and their best are answering.
Knowledge on this scale does not stay knowledge for long. It becomes power, and power like this is something the houses will go to war to hold.
Commander. Your house is waiting. The second move belongs to you.
What are you going to do?

Astral Command

SIX HOUSES

Six philosophies. Six strategies. One game.

Imperia changed course for the gas giant Tharosian when its colony ships detected a vast artificial structure in orbit, far too large and regular to be natural. It proved to be an abandoned station built for industry, design, and war, and deep in its command core they recovered the Monolith, holding the last schematics of the people who built it. Imperia repaired the station, made it home, and built a civilization on a single discipline drawn from those designs: hold what you have, strengthen it, and meet every threat from ground you have already made your own.
Plays by Fortify and Assault.

Solari settled Iolaran, a desert that gave a colony nothing it needed. What the world did hold was the Reactor, an engine that turned matter directly into energy and never ran dry, and on a planet that offered nothing it gave them everything. Solari stopped looking outward for strength and learned to generate its own, spending power in a surge when the moment was worth it and holding it back when it was not.
Plays by Surge and Drain.

Myndari settled Olyrissan, an ocean world with no land, and built its life on platforms and reefs. Their artifact gave them communication and navigation no one could intercept or forge, and detection that found ships the other houses believed were hidden. A Myndari delegate tended to arrive already knowing what had been decided before the meeting began, and rarely let on.
Plays by Intel and Focus.

Kael settled Drakkareth, a world still violently volcanic, where the ground you trusted yesterday could be molten today. Its people learned to commit before conditions were certain, and their artifact rewarded exactly that: the Dark Drive carried a fleet in a single jump across the system, dependable but slow to recharge, favouring the commander who read the moment over the one who waited for a safer one. Kael acted first and found its balance afterward.
Plays by Chaos and Balance.

Astraea settled Aelundara, a forest world generous enough that its people never had to fight it. Their artifact, the Archive, held a genetic record of every species across all sixty worlds, and when it was first brought online it sorted the colonists into the eighteen family lines every house still carries, arranged to keep so small a population’s diversity wide. Living among slow-growing things, Astraea learned to think in generations, planting what its grandchildren would harvest.
Plays by Growth and Discovery.

Nox settled the frozen world of Velhuneth, making its homes in ancient bunkers heated by the planet’s core. Its artifact was a blade that light and sensors simply failed to register, alone among the six impossible to reproduce or even understand, and from it the house drew its whole way of operating: be the thing in the room no one notices until it is far too late. Nox did not announce its strength. It learned what its rivals were hiding, then took the board apart before anyone could confirm it was there.

Plays by Recon and Sabotage.

Astral Command

One hand. One turn. One commander.

Astral Command is a collectible card game, played one against one at its heart. You build a Commander deck around one of the six houses and you face a single rival across the table. A duel runs about ten turns, short and decisive, and no two of them end the same way.

Every card you play is a card you cannot recall. Every turn is a trade, what you spend now against what you need later. You chain cards together for compound effects, or you break the chain for a single decisive move. You hold back, or you commit everything, and you live with the choice.

And when you want the whole table, the same houses go to war across the galaxy. Up to six commanders take the board: a map of the Solace system, sixty worlds across six terrains, each one carved with its own Edict. You explore, you expand, you fight, and you out-manoeuvre five rivals at once for control of the system. This is where the Edicts come into their own, where holding the right worlds bends the rules in your favour and a patient power-grab can win a war you were losing on the field.

Both modes share one universe, six artifacts and the Veil at its centre, and every planet you take is a planet someone else wanted. Each house opens its own routes to victory, and you choose the one you walk. Hold the planets and grind a rival out of room. Master the Edicts. Break the rival fleets, force a submission, accumulate power, or complete your house’s legacy. No two paths feel the same, and no two houses walk them the same way.

Six houses, and one of them already plays the way you think. The founding set is available to pre-order now — the Core Edition for the full game, or the Advanced Edition with miniatures and the expanded black-core decks. Find the house that fits you, claim your set, and help bring Astral Command to the table.

The universe is still being written.

Sixty worlds, each with its own terrain, its own carved history, its own reason to be taken. Capture the worlds that hold the Edicts and the balance of the whole system shifts. Choose your conquests well. There is no planet that costs nothing.