A space sim on the edge of the Deep

Cast off from the First Shore.

Sedna is a space sim of honest physics and old superstitions — Newtonian flight, a frontier strung across the near stars, and a founding shore sailing slowly back into the dark.

Downloads

Take the helm.

Signed and notarized builds for macOS, Windows and Linux. macOS casts off first — the others follow shortly.

macOSWindowssoonLinuxsoon
“We did not run from a dying world. We put out to sea from a living one.”

— inscription at the Berth of the First Shore

The bones of the game

Three inventions. One distant rock.

Everything in Sedna rests on three technologies — and each mechanic you’ll fly is derived from them, not decreed.

The Mantle

How you survive the dark

A pocket magnetosphere sheathed in plasma, standing between you and the bare sky. Ships, stations and whole worlds live under it. Combat can strip it — and being driven bare is a consequence, not a health bar.

The Torch

How you actually fly

Fusion-plasma drives that do not cheat the rocket equation. Momentum, reaction mass and heat are all real, every hard burn is a decision, and flying well is a skill because the physics is honest.

The Clip

How you cross a system

The Shear run reefed: fast and glassy in the open Shallows, slower as the water steepens near a world. Push too hard and you run aground — and a judged landfall at the edge of steep water is an art.

The Shear

How you cross the Deep

It slips a bubble of spacetime sideways through the metric — but it can only bite in flat space. To leave a system you climb out of the well on the Torch, make a quiet shore, and cast off.

The setting

An age of sail, far from shore.

Spacers don’t say “the interstellar medium.” They say the Deep — and they work it the way a maritime people once worked an ocean that did not care whether they lived.

  1. Near future

    The Consolidation

    Under the Mantle, the Moon, Mars and the moons of the giants grow from outposts into worlds, bound into a loose combine: the Concordance. Earth remains the homeworld — rich, old, a garden and a capital.

  2. c. 2076

    The Window

    The dwarf planet Sedna reaches its closest approach in 11,400 years — a natural shore of flat, quiet space drifting almost within reach. Humanity pools everything it has and takes the Window.

  3. The breakthrough

    The First Shore

    A cathedral in the dark is raised at Sedna. The first Shear is struck there, a vessel crosses to another star and comes home, and the outpost earns the name it still carries.

  4. The game’s present

    The Reach

    Four centuries on: a settled-but-raw frontier strung across the near stars — stations, mining berths, privateers and pirates, and the long tension between the Concordance core and the independents.

  5. Now, and for 11,000 years

    The Receding Shore

    Sedna has passed perihelion and is sailing back into the Deep. The cradle of starfaring humanity grows colder and harder to reach each decade — less a hub now than a pilgrimage.

The tide is going out.

Sedna is in early development — flight model, multiplayer and the Mauler are already flying in the lab. Follow along as we chart the rest.

Get updates by email

No list yet, no tracking — just write to us and we’ll keep you posted.