
Screenshots

Watch trailer on Steam ↗Warp to Sector One
hextor.Games · Published by hextor.Games
Positive — 93% positive (41 reviews)
Last updated 28 Sept 2026
Trade, fight, and explore a procedurally generated galaxy in this deep space trading game inspired by 80's sci-fi computer screens and early text based space games. Command fleets, negotiate with alien factions, colonize planets, and forge your legacy across five unique career paths.
£8.60
£10.75Lowest price we've ever recorded
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Price history
Indie, Simulation, Free To Play, Strategy, Early Access, Casual · 2026 · More £5 - £15 games
About this game
*STEAM DECK and PROTON users please note that a build is available in an accessible beta branch for testing
This game is my homage to Trade Wars 2002, a text/ANSI graphic based multiplayer space-trading game from the '80s/90s that I've tried to recreate the core concept and look and feel faithfully without being an exact clone, and also inspired by the computer UI's from science-fiction films/TV shows of the '70s and '80s with wireframe graphics and all caps text. I hope for those of you that play, who know what I'm talking about, it will bring back some nice memories for you, and those of you who don't, I hope you enjoy what the vision of the future in the '80s looked like.
Made with love and care to bring a modern touch to the old style with respect.
EXPLORE. TRADE. FIGHT. CONQUER.
Every session begins the same way: you, a Merchant Scout, and a galaxy full of opportunity. What happens next is up to you.
WHAT CREATORS ARE SAYING
"I don't have any complaints, which is very rare. Everything is tasteful, everything is tacked the hell down, everything is squared away..." - SplatterCatGaming
A LIVING GALAXY
▸ 2,000 sectors, procedurally rewired every run. No two galaxies are the same.
▸ A five-zone economy that reacts to supply, demand, distance, and sudden shocks like mining collapses and tech embargoes.
▸ Epoch shifts every 2,000 turns: pirate uprisings, trade booms, and faction wars across six eras before the Final Epoch locks in.
▸ Ten alien powers with capitals, patrols, and long memories. Hail any ship for intel, buy off a hostile captain, or demand a surrender, and watch your reputation open doors or close them.
▸ Strange readings emerge as you travel: distress beacons, fuel caches, convoys, and gravity wells, each a branching arrival incident with real stakes.
▸ Establish Colonies to grow your empire and provide resources to help you climb from Recruit to Admiral.
COMBAT AND CONTRACTS
▸ Tactical Combat, a real-time duel of phases, stances, and a momentum meter either alone or with wingmen where one mid-battle call can bury you.
▸ Fleet Combat, for when brawls get really big and have all your hired captains firing beside you, calling for an entirely different set of strategies to use.
▸ Work the faction bounty board: pirate hunts, patrol sweeps, cargo runs, and named targets or work the other side of the fence and accept missions for the Black Market.
BUILD YOUR FLAGSHIP & FLEET
▸ Eleven ship classes, from a Courier that outruns trouble to a Dreadnought that ends it.
▸ Customize your ship with weapon, defense, and utility upgrades.
▸ Hire AI captains and post them to guard, patrol, trade, or follow, up to a fleet of twenty-five.
FIVE PATHS. FIVE ENDGAMES.
▸ Trader, navigate and dominate the galactic market.
▸ Warrior, wiping the scourge of pirates from the map.
▸ Explorer, the map filled corner to corner.
▸ Diplomat, every great power calling you ally.
▸ Settler, a frontier stitched with your colonies.
THE PRECURSOR MYSTERY
▸ Discover the remnants of long vanished alien civilizations and their legacy.
▸ Chase their clues through the anomalies they left behind: scan-down gauntlets where the right choices pay out in rare loot and permanent edges.
TUNE THE TERMINAL
Make your own perfect vision of the '80s.
▸ Eight customizable CRT presets, with fine tunable settings that can make the game a crisp flat panel to a full retro burn pixellated vintage throwback.
▸ Customizable UI to make it as spartan as a '70s terminal to a glorious '90s effects display.
LOCALIZATION
▸ Japanese planned for the Early Access release.
▸ French, and German shortly after.
Join me on Discord for the latest news, sneak peeks, and to send your feedback.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7
- Memory: 2 GB RAM
- Graphics: Intel Iris Xe
- Storage: 120 MB available space
Supported Languages
Latest news
Patch NotesOfficial
Summer Content Patch 2: New Career, Federation Capital & Mobile Citadels
Hello SectorLords!I am very pleased to release Summer Content Patch 2! Because there is just so much content and new/reworked mechanics in this release, there is a very good chance of some bugs in this release, though hopefully not game-breaking and can be quickly hotfixed! I would recommend that you start a new game if your game was started before Content Patch 1, so you don't miss out on the content! And to celebrate, the game will be on sale for the week!First off, I'm releasing the Settler Career Path and Endgame for players to try! The Settler gets bonuses to founding colonies and has a special ability to automatically sell off stockpiled production at colonies so you can assign your Captains to other missions instead of FERRY. But using that ability might trigger colonial unrest. Next major feature released in this patch, is the Citadel! Citadels are player-owned mobile stations with the ability to repair/refuel and park your ship! They aren't cheap to build and move around though! And before you can even think about building one, you'll need a Federation Commission in order to be authorized to romp around with a moonlet sized mobile base.To gain a Federation Commission, you'll have to meet certain standards the Federation maintains for commissions and perform acts of service in the form of Duty Tours with the Federation Navy. It's not all gloom though, service in the Navy brings you a number of benefits the more tours you complete.Gameplay & Graphical Changes:The menu system for the Federation Capital has been revamped to be more compact and individual items no longer open individual screens but are now displayed as a subpanel in the Federation Capital panel.Career Path Selection screen has been reworked to be more descriptive and explicitly describe each career path's abilities, strength and weaknesses.NPC Corp Power & Aggression rates have been tweaked.Pirate Raid on Colony rate adjusted.Faction Standing calculation has been reworked, main issue was it was ...Read full article on Community Announcements (Rykker)Patch NotesOfficial
Summer Content Patch 1!
Hello SectorLords,Because there's just so much that needs to be done this month, I am splitting the content patch into two parts, with the second part being released at the end of the month. A new game will not be required for the patch at the end of the month, but is highly recommended for this patch otherwise you won't get to experience any of the new content!What's in this release:NPC Corporations and Captains are now in the game. And you can form your own corporation. Why do you need to form a corporation? Well you don't need to, but if you want to strike back at a rival without it being considered an act of piracy, or want to earn Federal Recognition of your Colonies or build a Citadel, you'll need to! A number of NPC Corps/Captains are generated each game, each Corp will have it's own agenda and will trade/fight the same way you do. They will stake claims on worlds and sectors that they wish to colonize/monopolize. Ignore their claim and they will start to get annoyed. Trade at stations where they've established their trade routes and they will get more annoyed. Annoy them enough and they might take a potshot at you.Federation HQ is unlocked and will give you a preview of what to expect with the 2nd half of the Summer Content Patch. Players will be able to apply for a Federal Commission that will unlock Purchase of a Citadel and yet-to-be-determined Federation ship.Steam Deck/Linux test-branch should be working again!More Combat Rebalancing. AGGR and BOMB now have cooldowns so you can't use them every round. Additional enemy telegraph types introduced for more variety.Increased Pirate Station spawn frequency and trigger thresholds.Multiple Bugfixes, although I'm sure that with this content release some new ones may be present.Anomaly Archive in the Codex is unlocked. Any anomalies you complete will appear here along with some actual science that the anomaly encounter draws inspiration from.The Second Patch at the end of the month will complete the functionalit...Read full article on Community Announcements (Rykker)AnnouncementsOfficial
Indepth Walkthrough Video
Hey SectorLords!If the tutorial scenarios weren't enough for you to get a handle on the mechanics, or, if you're like me and just like skipping tutorial missions and going straight into the main game, well a nice YouTuber/Twitch streamer, Tacaro, has made a really indepth video explaining the various commands, systems and gameplay in the Early Access Release. If you find the content helpful, drop him a like and a sub so he'll make another video and save me the trouble of making more Tutorial Scenarios :D :D :DRead full article on Community Announcements (Rykker)AnnouncementsOfficial
Trade... Explore... WHERE'S CONQUER???
Hello SectorLords,As you may have noticed, I have purposely avoided comments and questions about conquering faction colonies or sectors for yourself or the Federation, for a good reason. So in Warp to Sector One, you are not a member of the Federation military or political arm, you don't represent the Federation, and your relations with factions are their relationship with you personally, not with the Federation. Think of it, as like Eve Online. You are just a citizen of the faction and cannot speak/act on their behalf, you are just out trying to make your mark with your own trading empire. And if you wanna make an apples to apples comparison, the Federation in Sector One, is the equivalent of CONCORD in Eve. It's a neutral peacekeeping 3rd party.Right, so, WHERE'S CONQUER?With the next upcoming content patch, I am introducing both AI Trader Captains and AI/Player Guild Corps, some alien, some human, all are competing against you and against each other to dominate unclaimed space. AI Traders will perform the exact same actions you do, they will run trade routes, establish colonies, hire their own captains, upgrade their ship, fight rogues, and try to establish their own trade empires. They will trade and drain the same ports you trade it, negotiate favorable terms with other factions and try to influence them in their own favor. If they feel like your interests align they will reach out for an agreement or a mutually beneficial alliance. If not, they will try to undermine you, raid or invade your colonies and declare war and seek to wipe out your fleet and holdings. They will protect their lucrative trade routes by stationing fighters that charge a toll to pass. Blockade their favorite stations to prevent you from trading there, or convince other corps you are a threat.If you can't cooperate with them, raid or invade their colonies and take them over in a hostile takeover, but it won't be easy, their ships are as good as yours and their flagship is easily the equiva...Read full article on Community Announcements (Rykker)Patch NotesOfficial
Content Patch Update
Hello SectorLords!As promised earlier in the week, the content patch is here. This is not THE major content patch this summer, that's coming in a couple of weeks and will be followed up with an announcement post. With this patch, I do recommend that you start a new game in order to properly enjoy the new content, and definitely do start a new game if you are turn 9000+ as some of you have undoubtedly run into the wall-o-pirates respawn issue by then.What's new:Federation Capital is now accessible in Sector 1 via the LAND command. The Citadel Construction Yard and Federation HQ are currently offlimits to pilots. The Federation University is accessible and researchers there are awaiting for reports on anomalies in the quadrant, however the endgame gameplay from research completion will be LOCKED until closer to 1.0 launch just to keep some things secret.The Guild Bank is available with functions are described in the previous announcement.Black Market spawn rate increased, there should be inbetween 5-10 Blackmarket hubs per game.Promotion Charges now refund upon Captain death.There are several new triggerable combat events.Combat has been rebalanced with Fleet combats less punishing and 1v1 and wingman combat diffculty bumped up.Numerous major/minor bugfixesSteam Deck/Linux Beta Branch is updated with the latest build. This will not be promoted into production until I receive more reports, but it looks like at least Steam Deck users will be able to play without issues.Read full article on Community Announcements (Rykker)






