Torn Space
Work in progress. This project is in development and needs a tutorial to explain what is going on but I present it here for testing and demonstration.
Note: the Game starts with all ships being controlled by the AI for Demo purposes. Uncheck the toggles for the ships you want to control.
Use WASD to rotate and zoom the camera.
Click the cards to play them. Movement , attack, repair and resupply cards require you to select a target. Right click or hit escape to cancel the card.
Ships
Every ship in your fleet operates using a Command Deck and a Hand of cards. The size of both is determined by the ship’s Class. The Command Deck represents the ship’s systems and capabilities, while the Hand represents what the crew currently has ready to use.
Damage and Card Loss
When a ship takes damage, cards are removed from its Command Deck and placed into a Broken pile. If the Command Deck is empty, damage instead removes cards from the ship’s Hand. A ship is destroyed when both its Command Deck and Hand are empty.
Playing, Cycling, Breaking, and Ejecting Cards
Most cards are played and then cycled, meaning they go to the bottom of the Command Deck in the order they were used. Some cards specify that they are broken when played and go directly to the Broken pile. Others are ejected, going to a separate Ejected pile. You may also choose to cycle cards instead of playing them.
Cards in the Broken or Ejected piles are normally unavailable for the rest of the encounter. Because of this, it’s possible to damage or even destroy your own ship by playing cards that break or eject themselves. Some cards include a cycle chance, giving them a chance to return to the deck instead of being lost.
Delay and Turn Order
Every card you play, or cycle, adds Delay to your ship. Delay determines when your ship will act again. Powerful turns tend to slow you down, while lighter turns let you act sooner.
Start of Turn: Drawing Cards
When a ship’s Delay expires, it takes its turn. At the start of the turn, it draws cards from its Command Deck until its Hand is full. If the Hand is already at or above its limit, no cards are drawn.
Actions and Playing Cards
Each ship begins its turn with two generic actions, which can be used to play any card. Some cards grant additional actions, which may be either generic or specific. Specific action types include:
- Movement
- Laser Attack
- Missile Attack
- Attack (usable for either Laser or Missile)
Some cards also allow the ship to draw additional cards from its Command Deck.
Defense Cards
Defense cards can be cycled during your turn, but they are most valuable when held in your Hand. When your ship is successfully attacked, defense cards in your Hand break to reduce the incoming damage.
Movement
Each ship has a base movement value. Movement cards modify this value. Ships can move in any direction but cannot pass through or end their movement in collision with another ship.
Laser Attacks
Laser attack cards specify an ideal range and base damage. A laser attack requires a clear line of sight to the target.
The chance to hit is:
- Proportional to the attack’s ideal range
- Reduced by the actual distance to the target
- Further reduced by the target ship’s movement capability and how far it moved since its last turn
If the attack hits, its damage is modified by the same hit chance. Even a low‑probability hit deals at least 1 damage (breaking one card), but there is always a chance to deal full damage.
Missile Attacks
Missile attack cards specify a maximum range, number of missiles, and damage per missile
Missiles do not require line of sight. You may launch multiple missile cards at the same target before ending your turn or movement.
The chance to hit is:
- Proportional to total number of missiles launched at the same target
- Reduced by the target’s defense value
- Further reduced by the defense value of nearby allied ships
Each missile rolls separately and deals full damage on a hit. Missile cards are often ejected when used.
Repair and Resupply
Repair and Resupply cards allow a ship within defensive range to return a specified number of cards back into its Command Deck. The cards returned are chosen randomly from the broken pile for repair actions and from the ejected pile for Resupply actions.
Multi‑Effect Cards (Not yet available)
Some cards perform multiple actions, such as making a laser attack and then granting an additional laser attack action. These create combo opportunities and allow for more complex turns.

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