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Mandate of Galactic Empires

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Mandate of Galactic Empires screenshot 1
main gameplay trailer trailerWatch trailer on Steam ↗

Mandate of Galactic Empires

Oddbit · Published by Oddbit

Last updated 28 Sept 2026

A logistics-focused turn-based space 4X. Govern through Administrative Nodes, connect systems with wormhole infrastructure, assign population to production and research, and expand only as far as your empire can support.

Early AccessDJCTQ l1 DLC available ↗

£13.75

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £13.75 · Highest: £13.754 Oct 2026

Simulation, Strategy, Early Access · 2026 · More £5 - £15 games

About this game

Mandate of Galactic Empires is a turn-based space 4X about building an empire through administration, infrastructure, and population management.

Your empire grows through Administrative Nodes: regional centers that collect resources, assign workers, build infrastructure, and project control over nearby systems.

There is no FTL outside the wormhole network that you must build as you expand across the galaxy. Systems are connected through wormhole infrastructure (called Inertial Reference Gates), turning the map into a network of claims, routes, frontier positions, and strategic chokepoints. Stars, nebulae, neutron stars, and black holes shape where your empire can reach and what it can support.

Population is the foundation of the economy. Workers can be assigned to administration, research, metals, exotics, shipyards, and other regional needs.

Empires have four great houses with specialized bonuses, and each house has an imperial charter to expand and control star systems, while the Imperial house, governing only the homeworld administrative region, has it's own specialization options and holds the right to issue colony charters to the great houses.

Build an empire through regions

Administrative Nodes are star systems that form the core of your empire. They hold stockpiles, support buildings, direct production, and define the parts of space you can meaningfully control. They control an Administrative Region composed of many other systems, growing as the IRG network expands, and new research unlocks more expansion capabilities.

Expand through infrastructure

Claiming space depends on reach. Build and deploy IRGs to connect systems, extend your frontier, and decide which routes matter when creating the IRG network.

Turn population into production

The economy is based on the population, which becomes workers, administrative capacity, research, resources, and military output.

Read the state of your empire

The interface is built to expose the essentials: stockpiles, workforce, build queues, claims, connections, fleets, and regional capacity.

Explore a procedural galaxy

Generate spiral or irregular galaxies filled with star systems, resource deposits, nebulae, neutron stars, pulsars, black holes, and named places that give the map texture.

Mandate of Galactic Empires is currently in development for Early Access.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Dual-core 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3 compatible GPU, 1 GB VRAM
  • Storage: 1 GB available space
  • Additional Notes: 1920×1080 display recommended

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 64-bit
  • Processor: Quad-core 2.5 GHz
  • Memory: 8 GB RAM
  • Graphics: Dedicated or modern integrated GPU with OpenGL 3.3 support, 2 GB VRAM
  • Storage: 1 GB available space
  • Additional Notes: 1920×1080 or 1920x1200 display recommended

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    MOGE Diplomacy v1

    The first version of Diplomacy is now available. I put this off for quite a while and wanted to have it in before expanding the game further. Basic war declarations, friendly and non aggression pacts can be signed. AI empires no longer attack when relations are neutral, though combat can still occur between neutral empires, war must be declared beforehand or is declared automatically when sending a fleet with System Control role in another empire's territory. Players can also see a fleet GV estimate for other empires, and two new techs have been added to the research panel which improve the frequency and estimation resolution.Changes:diplomacy options available in a new panelspy/trader network territory reveal of another empire's territory is slower and limited to 1 or 2 tiles, improved by unlocking specific techsoption to disable quest(s)changes to how the AI expands the IRG network, it should no longer lock itself from expanding by spamming IRG connectionsvarious performance improvements, among them: game map runs in a separate thread, and while not completely smooth due to the GIL, panning the map is much improved while turns progress automaticallyfixed a fleet scanning bug: scanning the for the QPS origin tile with fleets didn't work the same way as scanning with a telescope arrayfixed combat panel not opening when engaging both ODS and fleets Will try to get another update soon to expand on quests and other systems that are still hidden and incomplete.
    Read full article on Community Announcements (oddbit)
  • Patch NotesOfficial

    Moge Mid-cycle Update: Admin Node Conquest Unlock

    MOGE v0.7.786I'm happy to announce that the issue due to which I had to lock AI empires from conquering Admin Nodes was easier to fix than I feared. Now aggressive AI empires will see ANs as valid targets, build and send fleets to conquer them.Version changes:- AN conquest unlock- victory conditions- difficulty settings- trader/spy network automatic incremental reveal of AI empire territory- new fleet feature: Instant Gate Ping, once per turn a fleet can ping a neighboring gate and get a yes/no response on the presence of other fleets/fauna on the other side (detection threshold for fleets: GV >= 8)- added ARMI panel buttons to cycle between ANs (shortcut Tab/Shift-Tab)- Tab/Shift-Tab cycles EMPIRE panel tabs- Lowered QPS stats, -1 attack pip and -1 shield regen- Orbital Defense Systems show up as chevrons on game tiles (up to 3, based on ODS level)- fixed zero-distance gate deploys no longer waste a turn in network transit- fixed queuing ships at an unstaffed shipyard no longer silently strands the batch- fixed wrong military shipyard stalled message- fixed various labelsNext up:Diplomacy will have to wait a bit more. While the AI expands and builds sizable fleets, in some playtests I noticed that somehow it manages to box itself in by being too eager with its IRG deployment, leaving only a couple of access points that require quite a bit of galactic circumnavigation to get to. The next release will improve on AI expansion, try to unlock Gate Defense Systems, and also add a number of new quests.Extra note:I recommend playing on the small and medium sized maps, the large one was meant for the initial 8 empire setup I had in mind (which may land post-EA), or for really long game sessions.Crash logs live at ~/.local/share/moge/crash (Linux) or %APPDATA%/moge/crash (Windows).
    Read full article on Community Announcements (oddbit)
  • AnnouncementsOfficial

    MOGE Tutorial and Fixes

    This weekend update introduces a Tutorial mission. The previous release had an enemy empire AI issue, where at some point it switched into IRG spam mode. The issue has been fixed and the game AI expands normally, clears fauna, and attempts to conquer player systems. There is one AI limitation, it will not try to conquer player Administrative Nodes, only player systems that are in its Administrative Region. Next update will unlock full conquest. I haven't managed to make the in-game hints work for this launch, the test surface is too large and every change requires testing every hint, will land in a future cycle, when the game is close to completion.List of changes:Open ARMI on another system now switches the open panel instead of closing it.Prestige Points now slowly decay (-1 every 96 turns, floor 0) instead of passively accruing, earn prestige through objectives.Quantum Plague colony infestations start later (turn 100) and tick slower (every 8turns).New Game now offers Tutorial/Sandbox: a guided 27-step mission on a hand-built starter galaxy covering economy, workforce, expansion, colonization, scanning, anomalies, combat, shipyards, and terraforming.Late-game performance: UI hover lag at 2000+ turns eliminated and the event log is now pruned each turn, save files shrink ~90% (18 MB → 1.5 MB on a 2,300-turn game) and load/autosave faster.Two crash fixes: completing a ship batch whose target fleet had been destroyed no longer crashes (the ships form a new fleet at the shipyard instead), and fleets can no longer be repaired, reinforced, or scrapped mid-battle (repairs and scrap countdowns pause until the fight ends, scrapping a fighting fleet is rejected up front).Conquering an enemy Administrative Nexus now asks who rules it: a blocking popup at conquest presents your four great houses (dominant house pre-selected) and end-turn waits until you decide. AI empires keep the automatic assignment. Also: attempting builds or terraforms at a system in conquest cooldown no...
    Read full article on Community Announcements (oddbit)
  • Patch NotesOfficial

    Hotfix: Windows HiDPI

    I completely forgot about Windows HiDPI scaling, and as a result the game had issues rendering on Windows machines with scaling enabled, I apologize for the inconvenience. The game now has an option to enable this setting, and will also try to detect scaling automatically and enable the HiDPI option.
    Read full article on Community Announcements (oddbit)
  • AnnouncementsOfficial

    Mandate of Galactic Empires EA Release

    Mandate of Galactic Empires Early Access is now live!This version ships with many improvements over the demo, like a quest system (with only one quest for now) and an expanded, and experimental opponent AI, the AI will play close to optimal, but not strategically yet, and there may be unforeseen issues.What's coming in the next week or so: a tutorial mission and an in-game hint system.If you find a bug post in the Discussions. If the game crashes, there's a crash log at ~/.local/share/moge/crash/ (Linux) or %APPDATA%\\moge\\crash\\ (Windows).Thank you,Oddbit
    Read full article on Community Announcements (oddbit)

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