Six Houses. One System.
She came through the ancient Veil like something the universe had finished with.
The chamber caught her. Ceremonial robes, steady hands, voices trained to silence rushing to fill the space around her. Someone closed a record book that had been open for eleven hours. Someone else noticed her hands were shaking and chose not to say so. She had fallen. She did not know it yet. She was still inside it in every way that mattered.
They lifted her, and she was already speaking, words falling out of her in fragments, half-formed things she had been shown in a place where time does not move the way it moves here.
The chamber held a silence you could feel against the skin.
Every word was recorded.
She was carried to a recovery room still speaking, still somewhere else behind her eyes, and the observers stayed close, and the recorders kept running, and nobody in that room fully understood what they were hearing.
But they didn’t need to understand it.
They only needed to send it.
Six houses. Six loyalties hidden beneath ceremonial cloth. The words moved before she stopped speaking. And what the words described, knowledge encoded across every planet in the system, ancient and waiting, the key to understanding the Veil itself, turned research fleets into war fleets before she woke.
The Edicts are real. The planets that hold them are everything. And the houses that have circled each other for two centuries in uneasy peace have run out of reasons to wait.
Defence fleets have become war fleets. Ship factories burn through the night without pause. Leaders summoned. Heroes answered.
Knowledge becomes power. Power demands control. Control at this scale means war.
Commander. Your house is waiting. The second move belongs to you.
What are you going to do?

SIX HOUSES
Six philosophies. Six strategies. One game.


One hand. One turn. One commander.
Every match of Astral Command is a crisis. Six players, or two, or however many the table holds. Each one running a house. Each house running a different philosophy. No two games end the same way.
You play a commander. You build a deck that matches how your house thinks. You chain cards together for compound effects, or you break the chain for strategic advantage, or you hold back for a single decisive move. The board is the Solace system. Sixty planets, six terrains, six artifacts, and the Veil at the centre.
Every card you play is a card you cannot recall. Every planet you take is a planet someone else wanted. Every turn is a trade — what you spend now against what you need later. The houses that win are the houses that read the board faster than their opponents.
There are six paths to victory. Dominate the planets. Master the Edicts. Eliminate rival fleets. Force a submission. Accumulate power. Complete your legacy. No two paths feel the same. No two houses walk them the same way.
The universe is still being written.
The universe is still being written.
60 Unique Planets — Each planet offers different terrain, lore, and tactical advantages. Edict Buffs — Capture worlds to gain powerful galaxy-shaping abilities. Strategic Targeting — Choose your conquests wisely. Every planet can shift the balance of power.
Astral Command is in active development, heading to Kickstarter as soon as the design lock is complete. Beyond the box, a novel is being written in the same universe — The Seven Days, the story of the seven days in March 2591 when a single revelation changed everything six houses thought they were fighting for.
New commanders. New planets. New Edicts. Expansions already in design. A companion fiction line that will run for years.
Six houses. One system. And a universe large enough that every time you come back to the table, there will be something new to command.

