Nightsown

A first season, explained. Everything below is how this copy of the game actually behaves: the figures are read out of the same files the game reads.

1. The charter comes first

Before a hull is laid down or a world is sown, you decide what your people are. A charter is bought from a budget of 135 points across:

The six written charters shipped with the game spend their budgets like this:

CharterTraitsPointsFlaws
Verdant Compactcradleborn125
Cinderfolkdeepminers130dim_eyes
Glasswrightsshipwrights127brittle_hulls
Stonebornstonehearts130no_terraform
Marrowreaversshipwrights129brittle_hulls, no_terraform
The Tidelesslong_sight124dim_eyes, slow_hands

A charter's cost prices the width of a band, never its centre. Worlds are generated flat across each axis, so sitting your people in the middle of the scale buys nothing. Where you sit is flavour; how wide you sit is the bill.

2. The first season

You open with a home world, some seedships, some scouts, and an escort. In The First Sowing that is 22,000 souls, 8 mines, 8 foundries and 2 seedships. Do these four things before you press End season:

  1. Send the scouts out. Click a squadron, click a hex. You cannot sow a world you have never seen, and the commanders opposite you are already looking.
  2. Fill a seedship. Select it over your home world, press Take colonists, then send it to a world that suits your charter. When it arrives, press Sow. The sowing rig is spent doing it — a seedship founds one colony, not many.
  3. Lay down mines and foundries in the World panel. Mines dig ore; foundries turn hands and ore into works; works build everything else.
  4. Set your study. In the Study panel, decide what share of your works goes to scholars rather than to hulls, and how the effort is split across the six fields.

3. What the plate is telling you

You see what your scanners reach — a world reads at 4 hexes, and a dust veil costs 2 of that. Three states are drawn differently: sky you are watching now, sky you have seen and now only remember (drawn dimmer — a squadron shown there is where it was), and sky never scanned at all.

TerrainMove costScan penaltyDamage
Open void100Empty sky. A hull crosses it at its rated speed.
Dust veil220Cold dust. Slows a hull, blinds a scanner, and hides what sits inside it.
Ember drift216Burning debris. Scours plate off anything that ends a season inside.
Gravity shoalimpassable00A knot of dead mass. Nothing under sail crosses it.
Ion reef100Charged shallows. Screens will not hold here, so a fight in a reef is fought on plate.
Star100A star and its world. Ships may hold orbit, land, mine and build.

4. The yard

Nothing is bought off a list. A hull is a frame with slots; a design is what you fit into them. Fitting is legal only within the marks your scholars have taken.

HullRoleStructureSlots
Needlesurvey601 drive, 1 screen, 1 plate, 2 scanner, 1 special
Droverfreight1301 drive, 1 screen, 2 plate, 1 scanner, 4 hold, 1 special
Seedshipcolony1101 drive, 1 screen, 1 plate, 1 scanner, 2 hold, 2 special
Cutterescort1501 drive, 2 gun, 1 screen, 2 plate, 1 scanner, 1 special
Lancerline3001 drive, 4 gun, 2 screen, 3 plate, 1 scanner, 1 hold, 1 special
Bastionheavy6201 drive, 6 gun, 3 screen, 5 plate, 1 scanner, 1 hold, 2 special
Ossuarysiege4201 drive, 3 gun, 2 screen, 3 plate, 1 scanner, 4 hold, 3 special
Redoubtfixed5005 gun, 4 screen, 4 plate, 2 scanner, 1 special

The special slot is where a design stops being a warship and becomes a tool:

SpecialNeeds
Sowing rignoneTurns a hold of colonists into a colony. Consumed in the sowing.
Legion bayvitalism 2Two legions and the racks to land them.
Burnervitalism 4Burns works and people off a world from orbit.
Veil cloakoptics 5Shortens a rival's reading of you by three hexes.
Engine worksfabric 5Mends eight parts in a hundred each season in orbit.
Seeker screenoptics 4Shoots racks out of the sky before they arrive.
Tempering rigvitalism 4, fabric 3Tempers a world one step toward the charter's tolerance.

The commonest mistake in a first game: building a war fleet with no legion bay in it. Such a fleet can beat every squadron a neighbour owns, burn their yards, and never take a single world. Guns win the sky; legions take the ground.

5. The ore runs out

A world's crust holds iron, cinder and glass, and it does not refill. As reserves fall, concentration falls with them, so the same mines yield less every season. A world worked hard for forty seasons is not the world you settled.

This is the clock the whole game runs on. Expansion is not greed; it is the only way to keep a foundry fed.

6. The season resolves at once

Every charter gives its orders, and then the season runs for all of them together over 6 impulses: movement and battles, then hazards, standing orders, the economy, repair, what each charter now believes, and finally the victory test. Nobody moves second, and nobody sees your orders before giving theirs.

7. How it ends

Population dominates that ledger, which is why a charter that only fights is usually a charter that only comes second.

8. The scenarios

ScenarioChartersSeasonsSky
The Contested Verge370The Contested Verge
The First Sowing240The Cradle
The Long Dark5100The Long Dark

Thirty worlds and three charters, none of them far enough from the others. The Verge is the standard game of Nightsown: sow wide, mine deep, design the hull that answers what your neighbour built, and settle it before the ore runs out.

9. Controls

Do thisGet that
Click a squadronselect it
Click a hexset a course
Click a shared orbit againcycle through the squadrons there
Shift-dragmove the plate
+ / -close in, draw back
Hcentre on your first world
Enterend the season

Nightsown is an original game. It is not a recreation of any published title. Generated from the shipped data on 2026-08-04.