
Real-time strategy stripped to the decision. Every factory you hold builds without pause - you choose where those ships go, and can turn them in mid-flight. Commander mode adds the war economy: iron and gold networks, turrets, satellites, orbital strikes. Up to eight online.
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About
The factories never stop. They build for whoever holds them.
Helion Conflict is a real-time strategy game that removes everything that is not a decision. No base building, no resource management, no tech trees. Across the system stand factories, and every one of them builds without pause for whoever currently holds it. You do not gather resources - you take the enemy's production and point it back at them.
The share is the decision
You do not send "a fleet", you send a percentage. Fifty per cent takes the neighbouring factory and leaves your own defended. Ninety takes two - and your own with them, if your opponent notices. Every attack is also an opening, and because every factory on the map is building the whole time, the question is never whether, only now or in ten seconds.
A factory lost is a factory that builds against you
That is the swing that decides matches. Take one and your production rises while theirs falls, in the same instant. A front does not creep - it tips.
Turn a fleet in mid-flight
Nothing launched is committed. Select a fleet that is already under way and point it at a new target - it swings onto the new course in a wide arc, and the arc costs time. Feint at one factory, take the other, and watch the enemy's relief fleet realize too late.
Dig in
Any factory you hold can switch to defence: it keeps building at a third of its rate while its walls climb to double strength. Every friendly neighbour makes the shield stronger - a compact empire is tough everywhere, an overextended one is brittle.
Distance has a price
Every fleet brakes the longer it has been under way. A strike straight across the system takes almost twice as long as covering the same distance in short hops - so the ground you take also shortens your supply lines.
COMMANDER: the war gets an economy
Commander mode lays a second layer over the map: the war economy. Ironworks mine iron while they are linked to your factories - and every linked ironworks pushes production in its range higher still. Gold factories mine gold anywhere, and linked ones mine more of it. Upgrade your mines through three stages before their deposits run dry - and when the enemy cuts a link, you feel it at once.
Your main base is your life
While it holds a single link to your supply network, it is untouchable - lose the last link and it turns vulnerable, lose your last main base and you are out. So you build turrets on your factories that fire on every enemy fleet in range, and you convert a fortress into a second main base before you need one.
The general's toolbox
A satellite reveals the whole map for ten seconds - garrisons, rates, enemy stockpiles. An orbital strike removes a quarter of everything in its radius after six seconds of warning, friend and foe alike: the axe for every wall. Your war plan sets your empire's stance to attack, defence or economy - each a trade, none of them free.
Gold buys seconds
When the wave is already inbound, every second counts: reinforcement drops ten ships into your main base's garrison at once, instant ships five into every ready factory - expensive, but now. And on a team, you ship iron and gold to wherever the front is tipping.
Three ways to play
CLASSIC is the game distilled: the map, the factories, the decisions - nothing else. The E-SPORT setting bolts the tournament frame on top: point-mirrored fixed maps, pinned rules, fixed start positions, spectator seats - equal chances down to the last ship. COMMANDER adds resources, a main base and the long game - and turns the skirmish into a war.
Minutes, not hours
A small system is over in minutes; a commander match is a full war the same evening. You pick the mode, the size, the opposition and the rules before it starts - and after that there is nothing left to manage, only to play.
Together or against each other
Up to eight players on one map, in free-form teams or every player for themselves. Voice and text chat, split between your team and everyone, so a plan stays a plan. Short of players? Fill the seats with AI at three levels.
Every match can be watched again
Helion Conflict records every match - not as video, but as a recipe. A recording is a few kilobytes and replays the match exactly as it happened. Skip ahead, pause, and find the moment the front gave way.
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Languages: English, German, French, Italian, Spanish - Spain, Finnish, Dutch, Norwegian, Portuguese - Portugal, Swedish, Traditional Chinese, Simplified Chinese +4 more
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $7.7K | 19 | 58% | $14.99 | |
| $361 | 1 | 100% | $14.99 | |
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