STARSHIP: EMBER REACH Unreal Engine 5.8 · Windows · Single player
Local build ember-reach-0.1.0 Native C++ runtime
Starship with an expanded energy shield above the orbital ring
A modular starship salvage demo · Fractured industrial asteroid field

STARSHIPEMBER REACH

Build your ship · Break their armor · Bring something home

A 200-metre capital ship you assemble part by part, fly with six degrees of freedom, and lose piece by piece. Hits open real apertures in the hull and expose the ribs, beams, conduits and machinery underneath. Sever the wrong section and the whole structural group detaches — mass, engines, power and weapon availability change on the spot.

“A new captain. A ship worth bringing home.”

200 m hull span 32 buildable parts 6 regions × 3 modes 115,200 HP Iron Citadel 100% offline · no accounts
The core loop
01DockVesper Dock — repair, inventory, design
02DesignGrid construction, outer armor, decoration
03AssemblyFit weapons per mount, check power and cooling
04DeployStar map: pick a region and a mode
05CombatSix-axis external view, localized damage
06ExtractAssemble the return gate before you lose the cargo
07ForgeCraft and strengthen the rare Ember Lance
08SaveAtomic checksummed profile; Continue restores it
01 / Flight & Space

Six degrees of freedom, in real geometry

Thrust runs in the ship's own coordinate system — forward and reverse, strafe, vertical — with independent pitch, yaw and roll, quaternion-relative and capped by angular rate. Nearby space is navigable world geometry, not a backdrop: 420 independent asteroid instances across three meshes, 240 smaller fragments, a broken orbital refinery of 160 main ring beams, three gas volumes and a planet with its own atmosphere. The open ring passage is about 1.1 km across.

Handling — 200 m intact hull

Assisted cruise120 m/s
Boost cruise296.4 m/s
Boost velocity cap338 m/s
Yaw / Pitch / Roll28.00 / 22.00 / 32.00 °/s
Angular acceleration20.00 °/s²

Build Ship displays the actual span, rates and a lower bound for a 180° turn. Flight uses the same numbers, and losing engines reduces control authority.

WS thrust AD strafe QE roll ⇧ boost F flight assist V live inspection
02 / Combat

Four abilities, four mounts, one hull that remembers

Abilities

AbilityEnergyCooldown
1Torpedo salvo2510 s
2Escort drones3524 s
3Gravity well6042 s
4Aegis surge3528 s

Ability energy regenerates at 6 per second. Four starting mounts use pulse, laser, missile and torpedo cores; rail and the forged Ember Lance remain available.

Shields, aim and ramming

Friendly aim solutions85%
Hostile aim solutions70%
Shield recharge delay5.5 s
Ram bypasses shields70%
Contact damage cooldown1.8 s

Remaining solutions scatter around the aim direction. Physical projectile segments and laser traces decide whether a shot lands and which module takes it.

Eclipse Dreadnought

A full expedition holds 21 hostiles across three tiers. In phases 1 and 2 the boss rebuilds its entire original hull in place, restores every module, clears damage apertures, refills 35% shield and protects the hull for 2.5 seconds. Only phase 3 stays dead.

Piercing lance

Charge / cooldown3 s / 30 s
Range / collision radius10 km / 12 m
Max boss core HP removed30%

It passes through hostile ships, cuts the modules in its path and their immediate neighbours, and stops at solid structures. Release early to cancel with no cooldown.

03 / Damage model

The struck place opens

This is the part the whole demo was built around. Damage is not a health bar with a decal on top — four non-healing local-space apertures per hull section cut through to separately modelled ribs, beams, machinery, conduits and cables.

1
Shield first
Incoming normal damage consumes the energy shield. Each absorbed hit raises a local ripple; four waves can coexist, each fading over about 1.2 seconds.
2
Armor takes 72%
A covered module's plate absorbs up to 72% of what is left; the other 28% reaches the hull. Plate capacity is max(80 HP, 60% of its host module maximum).
3
The aperture opens
At zero plate HP the patch detaches and exposes the module and its damaged interior. Further hits on that patch reach the hull directly. Loose plating lasts up to nine seconds.
4
The group leaves
Disconnected components detach together, still carrying their internal geometry. Mass, engines, power and weapon availability change immediately.

Repair drones

R sends ten robots. At 3.5 seconds they rebuild missing modules at 25% of maximum HP, add 25% to active ones, reset armor holes and damage lights, and restore 25% of plate capacity. They return after six seconds; the ten-second cooldown starts at deployment. Repair does not refill shields or revive a destroyed command core.

Hull intact Hull breached with internals exposed
Intact
After impact
◂▸

Drag the handle. Same hull, same camera — left is intact, right is four local apertures cut into the same sections.

HUD reads the real ship

OUTER ARMORplate durability
CORE HULLsurvival value
SYSTEMSnon-core modules

Detached and destroyed systems contribute zero. A module grid keeps showing each part on its own.

Honest scope: this is a render-mask aperture over real internal geometry — not a boolean mesh fracture, not arbitrary triangle slicing, and not a traversable interior.

04 / Shipyard

Three layers, one hull

Parts occupy a discrete 3D grid: pick an anchor, click a blue connection point, rotate before placing. Up to 32 parts. Occupied or disconnected placements are rejected outright, and the original detailed hull is retained in every generated ship.

Custom Build

Main FrameCutaway to the core structure for editing
Middle LayerThe armor you author yourself
Complete ExteriorInstall Outer Armor wraps it at 0.5 m clearance

The exterior consumes no parts, materials or weapon slots and adds independent armor durability without changing module HP or shield maximum. Switching views only changes visibility — your parts stay where you put them.

The Forge

Craft Ember Lance100 MAT + 2 RARE
Strengthen, per tier (max 3)80 MAT + 1 RARE
Basic buildingFree

Recipe costs are displayed before every action. Come home first — provisional mission cargo is lost on destruction or abort, while confirmed dock inventory and your design survive.

20 m presentation lattice 12 × 8 × 4 logical grid Ctrl+Z undo restores layout and weapons Auto Build power, cooling, engines, guns 64 decoration slots 200 × 80 × 60 m default ship size box
05 / Missions

Six regions. Three ways to lose the cargo.

Regions

Earth OrbitEarth, blue atmosphere, a broken orbital refinery
Red FrontierRust world, mining wrecks, red terrain
Ring SeaBanded gas giant and physical ice rings
Ice VeilPale blue ice world, frost, a small moon
Ember NebulaA hot star, dark cloud, scattered debris
Shattered MoonGray moon, exposed faults, drifting fragments

All six regions support all three modes, using real 3D space geometry and the same flight, damage and weapon systems.

Graphics policy

Auto is the default. Dock, ship construction and Free Flight stay at native 100%. During combat, engine GPU timing adapts dynamic resolution between 60% and 100% with TSR as load requires — output resolution and UI scale never change, and mesh, texture, Lumen and light quality are untouched. Native pins 100%; Quality pins 85%.

Salvage Run

Clear three squadrons and the three-phase Dreadnought. Drops travel to you automatically; press H after completion, or leave early with what you already hold.

Survival

Hold three minutes for 180 materials and 4 rare parts, then +60 and +1 for every extra minute. Maximum 12 active hostiles, and reinforcements keep arriving after the goal — leaving is always a decision.

Fortress Assault

Empty all 64 Iron Citadel sections for 400 materials and 10 rare parts. Guards stop reinforcing at zero — the survivors can still take you on the way out.

CITADEL

64 × 1,800 HP = 115,200 HP

There is no privileged objective core and no four-relay unlock. The bar is simply the sum of every surviving assembly, so attack any surface that is still standing — and the operation completes only when the total reaches zero.

06 / Iron Citadel

A twelve-kilometre gothic space castle

A broad foundation, a stepped central keep, four split towers, bridges and six open hangars — built from real mesh geometry with query collision, where empty hangar mouths stay empty. Every one of the 64 assemblies owns its hull, buttresses, lights and trim, and every one is damageable on its own.

~12 km span 64 independent assemblies 332 components in the current build 55 FPS mean/p95 gate passed

Assault record

Independent assemblies64
HP per assembly1,800
Total citadel HP115,200
Open hangars6
Completion reward400 MAT + 10 RARE

Destruction is at assembly level, consistent with the demo's damage graph — not arbitrary voxel carving. Close-up detail remains simpler than the source reference photograph.

07 / Return & Docking

Four seconds between you and the cargo

Press H and loose parts visibly eject and assemble a full 3D mechanical portal of 108 physical pieces. Cancel any time below 3.3 seconds; past that the return is committed, and destruction before departure loses everything unsecured.

T + 0.0 – 3.3 s
Charge
The gate builds while the fight continues around you. H again cancels.
T + 4.0 s
Commit
108 parts locked. The ship accelerates through the completed ring into the fast warp.
~10 s
Approach
Arrival places the ship at the station for a slow docking approach.
Coupling ≥ 0.99
Settlement
Four articulated arms fit to the actual hull bounds before the controls open.

Surfaces, up close

The gate, station and arms use modelled 3D geometry with original 4096 × 4096 base colour, normal and roughness maps. Six photo-derived materials override 75 runtime component slots; the shader selects quadrilateral regions from the source pictures and corrects their perspective, rather than pasting an image card into the scene.

The station

Main wheel sectors144
Service bays12
Docking arms4 × 4 links
Berth capacity reference10 km hull

Arm placement is a runtime result: the clamps sample the current hull at 28% and 72% of its X extent, trace a visible armor or core section, and derive their own scale from the live bounds.

08 / Gallery

44 captures from the packaged build

Every image on this site is a runtime capture from the packaged Windows application — no concept art, no bullshots. Click any frame to open it.

09 / Technical record

What was actually measured

Build

Build identityember-reach-0.1.0
EngineUnreal Engine 5.8
PlatformWindows x64
RuntimeNative C++
InterfaceNative Slate
Python usageasset import / tests

Verification

Native test modes13
Assertions1,015
Clean depot smoke177
Damage golden vectors20, field by field
Protected baseline files800 unchanged

Performance

Sample3,535 frames
Mean59.505 FPS
p95 / p9916.667 / 19.717 ms
GPU average / peak224.0 / 257.4 W
GPU temperature71 °C

1080p, capped at 60, full combat, on an RTX 2080 Ti with no OS or GPU power setting changed. These are combat measurements — not a guarantee of 60 FPS in every scene, and not a 4K claim.

Scope

Networknone — fully local
Accounts / backendnone
Monetizationnone
Ship interiorsnot included
Savesingle slot, atomic

The save is versioned and checksummed; a corrupt or incompatible profile produces readable recovery feedback instead of silent loss. Normal play runs at 1× stats — the 3× setting exists only inside isolated QA profiles.

Stated plainly

This is an original space-combat demo developed toward a Railjack-class visual reference. Functional 3D verification does not establish equivalence to that production's art, animation, encounter density or polish, and no Warframe image or model is used as a runtime asset. The battle effects are original project content. Automated execution checks do not stand in for independent visual acceptance.

By the numbers

6 / 3
regions / modes
21
hostiles per expedition
64
citadel assemblies
32
parts per ship
64
decoration slots
108
return gate parts
144
station wheel sectors
420
asteroid instances