
Sköllorn is a fast-paced, minimalist RTS where the map itself is your weapon. Sever supply lanes, forge new fronts, and wield one of five asymmetric commander doctrines across procedurally generated galaxies. Solo or up to 8-player skirmishes — no two wars are ever the same.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sköllorn is a minimalist, fast-paced real-time strategy game played on a galaxy of stars connected by lanes. Stars generate fleets automatically. Fleets only travel along the connections you control. There are no harvesters, no tech trees, no build orders — just your commander's doctrine, your chosen abilities, and the split-second decisions that decide who owns the void.
Choose a commander. Build a loadout of universal abilities. Then carve, link, sever, fortify, and overwhelm your opponents across procedurally generated galaxies until every other faction collapses against your might.
Up to 8 players. PvP, PvPvE, or co-op PvE. Asymmetric commanders mean every matchup is a different puzzle — a different game, really — and every match is a chance to see what new combinations of doctrines can do to a galaxy. Play with friends, drop into matches with randoms, or take on the AI solo.

Each Commander brings unique progression, passives, and a game-changing ultimate ability that fundamentally reshapes how you approach the galaxy.
Captain Miller — The Warden
A defensive powerhouse. Fortify your empire with Bastions and project localized SHIELDs over critical chokepoints to outlast the swarm. Your orders are to hold the line — and damn it, you will see it done.
Captain Emerald — The Conqueror
Relentless and aggressive. Trade defense for blistering fleet speed and crack entire clusters open with devastating NOVA detonations. Don't stop expanding. Take it all.
Quartermaster Alice — The Architect
A master of logistics. Chain linked Forges into self-reinforcing supply networks and stockpile a reserve no enemy can match. Hunker down, build up, then bury your foe in numbers.
Colonel Nyirs — The Voidwalker
Unbound by standard space lanes. Exploit Warp nodes and use the WARP ability to teleport massive armies across the map, striking where the enemy is thinnest and severing their lifelines from impossible angles.
Architect Revna — The Weaver
A patient strategist who weaves the galaxy itself into a single fabric. Stitch CONDUITs between your allied stars to permanently bind them into a shared unit pool — strength flowing freely from one end of your empire to the other. Her homeworld awakens as a Nexus, and her conduit pools run deeper than anyone else's. The web takes time. The web is unbreakable.
Win or lose, every battle earns you XP. Each Commander has a 10-level skill tree of permanent, account-wide upgrades — passive buffs, reduced cooldowns, and evolved abilities that twist their signature ultimate into something new. Customizing your loadout before the match begins is as important as the battle itself.
Toggle a deep set of modifiers to reshape every round.
Upgradable Stars unlock runaway production and fleet throughput.
Fog of War blacks out everything beyond your borders.
Home World turns starting planets into win-or-lose objectives.
Shifting Hyperlanes redraws the map mid-battle.
…and more. Every modifier dramatically changes how the game is played — and what kind of commander you'll need to be to win it.
The battlefield is a web of celestial nodes, each generating fleets to feed your war machine. You cannot attack anywhere — you can only fight along the lanes that bind one star to another. Every map is procedurally generated, with topologies ranging from tight Grids and chaotic Scatter fields to sprawling Spirals, so the shape of every war is different.
But the web is not fixed.
Alongside your commander's signature ultimate, you bring two universal abilities drawn from a shared pool — your loadout for the match. They reshape the galaxy, supercharge your empire, and tear holes in the enemy's plan.
Reshape the Map
LINK — Forge a new lane between two distant stars to open a fresh front.
CUT — Sever an enemy lane to isolate clusters and starve their supply.
Empower Your Empire
BOOST — Instantly drop reinforcements onto an allied star.
BASTION — Convert an allied star into an entrenched fortress.
OVERDRIVE — Surge a star's production for a short, brutal window.
RECALL — Pull surplus units from across your empire to a single star.
Disrupt Your Enemy
FLARE — Strike an enemy or neutral star, vaporizing units on impact.
STASIS — Freeze an enemy star, locking down its output for ten seconds.
SIPHON — Divert half of an enemy star's production straight into your own.
MAGNETIZE — Force hostile fleets to direct to a specific star.
Build a fortress empire of Bastions. Snake a fragile tendril of supply at the enemy homeworld. Cut their backline and watch their armies starve. The map is yours to break.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Fun little game
Fun game that reminds me a lot of an old shareware game called Battle for Atlantis. It definitely brings back nostalgic memories of 1990s games.
Got my ass beat by that bum ass teleporting snake lady. 10/10 good game
Media

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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 39 reviews with recorded playtime.
very simple paint the map rts that is highly replayable and has a god tier ost. what more can someone ask for? btw alice is peak, simply break stalemates with sheer volume of units
Game
Very gud.
I find this game to be pretty fun, my only major complaint is that the game is, at times, very unfair when it comes to spawning. Be prepared to be spawned next to an enemy and get killed immediately.
Interesting game. The settings can be adjusted in alot of ways to adjust your experience. Some can drastically change your experience. I went from winning decently to getting stomped when I turn on upgrading stars. You take time to press buttons, I don't think the computer does. Plan accordingly. Overall, fun. Get good at using your skills. You'll need them.
极简主义风格RTS,玩法非常简单,选择有不同主动能力和被动能力的指挥官进入由点和线组成的随机宇宙地图。点就是星球,有造船快的星球,增兵快的星球,有效防御的星球和普通星球。线就是星球之间的航道,基本是固定的,但是有些指挥官技能可以创建新的航道。拖动一个星球沿着航道到另一个星球就可以发起进攻,以每5个舰队为一组持续向目标星球进攻,1比1消灭目标星球的驻军,将驻军消灭到0就可以占领这个星球。胜利条件就是消灭所有敌人,就这么简单。本质其实是后勤和补给线管理游戏,积攒兵力发起猛攻,不断根据现有情况调整增兵网络和路径,使用和防备指挥官技能。缺点就是除了地图创建外没有随机性,一旦落后就很难弥补回来,基本只能靠技能或者很好的运营。但考虑到我开最大的地图和最多的敌人的情况下,一局也就打20分钟,打最小的图甚至两分钟内可以结束战斗,这个缺点问题并不大。还有不少可选规则增加可玩性。不过建议还是打折购入。
I took a chance on this game. It is wildly out of my wheel house of game I usually play. That said, the running and operations of the game, while might seem daunting at causal glance, they are easily grasped and implemented if given a fair chance. The game has a way of drawing you in and investing you with its progression and it has a surprising level of depth and strategy (again, this type of game isn't what I usually play. I usually stick to boomer shooters, horde shooters and platformers. So I don't know if what this game does is standard for these types of games.) and as you progress through the game and become familiar with it's mechanics and widen the scope of the map and add more combatants the difficulty certainly spikes but in an engaging way. Not so much punishing (Looking at you Silksong) as it's a teachable lesson on strategy All in all. Yeah. If you're thinking about picking up the game, just do it. it's worth the time and money.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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