# Galactic Conflict

> Persistent space strategy where one scavenger vessel becomes a galactic power

Genre: Persistent Strategy | Platforms: web

Rise from a lone scavenger vessel to galactic dominance through resource control, planetary development, and strategic expansion. A persistent mobile-first strategy game with 300+ procedurally placed planets, a live agent-driven commodities market, and a universe whose every star and world was generated through Layer.

## Features

- **Persistent Galactic Economy** — A live commodities market spanning every claimed sector. Prices shift in real time as players, factions, and agentic NPC traders buy, sell, and manipulate supply across the galaxy. No resets, no instances — one shared universe.
- **Personality-Driven Market Agents** — Four trader archetypes — cartel brokers, independent traders, faction suppliers, and scavenger networks — run the commodity exchange. Each reads price history and volume signals, holds positions, and reacts to market shifts. Decisions are deterministic today; the agent interface is architected for an LLM-driven evolution.
- **300+ Generated Worlds** — Every planet is a unique render — barren outposts, agri-domes, anomalous voids, ringed gas giants — generated through Layer and projected onto a live 3D galaxy map. Each world has its own biome, yield curve, and development path.
- **Scan, Risk, Reward** — A risk-modulated scan system turns every probe into a decision. Light scans for safety, deep scans for prize hauls, anomalous targets for unknown payoffs. The math rewards thoughtful expansion over reckless grabbing.
- **Fleet Construction & Ship Variants** — Build pickets, destroyers, and light cruisers from a shared variant system. Sparse JSON overlays inherit from parent classes, so every faction's fleet feels distinct without ballooning the content pipeline.
- **No Safe Zones, No Hard Resets** — Progression is persistent. Failure is friction, not termination. Scale creates fragility — the bigger you grow, the more exposed you become. Every empire is reachable from every other empire.

## Made with Layer

- **300+ Planet Renders Projected to 3D** — Every planet in the galaxy is a Layer-generated 2D image mapped onto a sphere and lit in-engine. The pipeline turns a flat asset library into a living 3D solar system - barren rocks, gas giants, lava cores, agri worlds - without any hand-modeled geometry.
- **7 Spectral-Class Star Renders** — Star imagery for every Hertzsprung–Russell spectral class (O, B, A, F, G, K, M) generated through Layer and rendered as 3D bodies that anchor every star system on the galactic map.
- **Modular Ship Class Pipeline** — Picket, destroyer, and light cruiser silhouettes generated through Layer workflows, iterated across multiple visual passes, and snapped into a ship-variant system that scales to dozens of faction-specific fleet paint schemes without re-generating from scratch.
- **Character Portraits for Faction Leaders & Market Agents** — Faction leaders, traders, and named market agents each get a Layer portrait paired with a distinct personality and trading style. The art pipeline is in place and the character system is wired to a swappable agent interface ready for an LLM-driven evolution.
- **Procedural Galaxy, Generated Universe** — Sector layouts, biome assignments, and event chains are systemically defined; the visuals are generated. The result is a galaxy where the math is procedural and the art is consistent across thousands of possible worlds.

## Asset showcases

### Planets: 300+ Worlds as 3D Bodies

Every planet in Galactic Conflict began as a 2D Layer render and ends as a 3D sphere in the player's galaxy view. The pipeline takes generated images, maps them as textures, and lights them in real time — turning a flat asset library into a living solar system. A custom style locked the consistent "satellite-photographed alien world" aesthetic across hundreds of variants.

### Stars: All Seven Spectral Classes

The galaxy is anchored by real stellar science — every star system uses a Layer-generated body matching its Hertzsprung–Russell class. Blue supergiants for the dangerous O-types, dim red dwarfs for the cool M-types, and everything in between. Each is rendered as a 3D body in the galaxy view, so the colour of a system at a glance tells you something true about it.

### Ships: Modular Fleet Classes

Picket, destroyer, and light cruiser hulls were generated through Layer workflows with a shared "Mid-century futurism meets anime megastructure" reference language. Each base class drives a ship-variant system: Sparse JSON overlays let factions reskin and retune every hull without re-running the art pipeline.

### Characters: Portraits Powering Market Agents

Faction leaders, traders, and named market agents each carry a Layer portrait paired with a distinct trading style and faction allegiance. The face you see on the trade screen is the agent moving the market — algorithmic today, with an LLM-driven layer ready to plug into the same agent interface.

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[View original](https://layer.ai/games/galactic-conflict) | [Play Galactic Conflict](https://galactic-conflict-app-production.up.railway.app/) | [All games](https://layer.ai/games)
