Coldreach icon

COLDREACHOffline Space 4X

A real 4X match on your phone. Offline, in under an hour.

Explore a procedurally generated star cluster, settle it, out-research and out-manoeuvre your rivals, and reach a verdict before the turn cap does. Then read back what happened: who found whom, every war and how it settled, and the seed that produced all of it.

Coming soon to Google Play The factions Press kit Android · Free, with a one-time full unlock

The premise

A collapsed interstellar gate network left this cluster dark for centuries. The factions that survived the collapse are each a different answer to it, and all of them are now reaching back into the cold for the same handful of worlds.

That is the whole of the setting, and it is deliberate. It exists to explain why every match hands you a different fractured region and why the five factions want incompatible things. There is no campaign behind it. The match is the story.

One sitting

A 4X that actually ends

Every match carries a turn cap, and the turn block prints it from the first turn: turn 31 of 80, not just turn 31. You always know how much game is left.

A small cluster runs about 35 to 45 minutes, a medium one 50 to 70. Ten turns before the cap the game tells you the verdict is coming and what your score currently is, while there is still time to do something about it.

The mid-match board: resource bar, turn 31 of 80, a capital system selected, and the diplomatic feed reporting a trade embassy

The record

Every match writes its own history

When it ends you get the match read back to you: how it was won and on which turn, the first contact that started it, every war with the turns it ran and how it settled, and a two-sentence epilogue that cites only things that actually happened.

The header line carries the game, the seed, the map, the difficulty and the faction you played, so a screenshot of it is a complete record. Anyone can type that seed in and get the same cluster.

The match recap: the Pattern Choir wins by ascension on turn 58, with the seed line, epilogue, first contact and wars listed beneath it

No hidden hand

Your rivals play by the rules you play

The AI runs on the same sim you do. It has no free resources, no vision through the fog, and no second set of rules for when it is losing.

You can audit it. Every opinion a rival holds of you is itemized down to the term and the number, including the persona weight it applied. If a difficulty gives the AI a bonus, that bonus is written on the difficulty card before you start.

The diplomacy screen: the Comitant Host at Wary, opinion minus 12, itemized as fleets weaker than ours with the Warlord persona weight shown

Who else is out here

Five factions, five doctrines

Each one is a single strategic bias carried all the way through: one mechanic that changes how you play, and an agenda that scores what that faction thinks was worth doing. The AI plays them as five different opponents because they are five different games.

The verdict

Three ways to win, and none of them is a consolation prize

Conquest is the rarest ending in the game. Most matches are decided on the record you built, which is why the record scores the fighting as well as the peace.

First contact

Everyone you meet wants something specific

A rival arrives with a line of their own and the mechanic that will define them, stated at the moment you meet them rather than buried in a manual.

From there it is envoys, trade embassies, non-aggression pacts, tribute and war. Every offer prints its Influence price and whether they would accept it, so diplomacy is a decision rather than a dice roll.

The first contact card for the Kontor Concord, quoting a border is only a price awaiting agreement, with their trade embassy mechanic underneath

Exploit

Thirty technologies across three branches

Industry, Warfare and Sovereignty, ten nodes each, tiered but not locked into eras: reach a tier by researching in that branch, in whatever order you like.

Every node states what it unlocks and what it costs against what you have banked. The deep end of the tree is where the Ascension chain starts.

The research screen: the Industry branch with Fusion Grid researched and Orbital Extractors, Expansion Logistics and Mass Fabricators offered with their costs

Expand

Colonies with five slots and real opportunity cost

Four resources run the whole economy: Energy, Alloy, Research and Influence. Each colony has five building slots, so what you put in one is a thing you cannot put there later.

A Foundry, a Lab, a Fusion Plant, defences, a fleet. Every one shows its build time and its price before you commit, and every number on the resource bar can be opened to see exactly which colony produced it.

The capital screen on the buildings tab: a Power Relay under construction, with Foundry, Lab and Fusion Plant offered with build times and costs

What it costs

The free game is a whole game

The starter gives you unlimited matches with every victory path, every difficulty and the same AI, on two of the five factions and two of the three world types. Nothing is timed and nothing expires. What the unlock adds is variety, which is what this genre gets replayed for.

Free

No cost, no account

  • Unlimited matches, offline, forever
  • Charter Combine and the Comitant Host
  • Small and Medium clusters
  • Dense Cluster and Fractured Nebula worlds
  • All three victory paths
  • Every difficulty, and the same AI
No ads. No timers. No pay-to-win. Ever.

There is no account and no sign-in. The game does not need a connection to start, to save, or to keep what you paid for, and it never checks one. No consumables, no premium currency.

Press kit

Developer
Lukic Engineering DOO Beograd (LE Games)
Platform
Android, phones and tablets
Price
Free to download, with one optional full unlock
Release
Coming soon to Google Play
Modes
Singleplayer skirmish against three to five AI rivals, on a procedurally generated cluster. No multiplayer, no campaign, no live service.
Session
35 to 70 minutes for a full match. Autosaves every turn and resumes where you left it.
Features
Procedural star clusters in three sizes and three world types, five asymmetric factions with one mechanic and one scoring agenda each, thirty technologies across three branches, a three-stage Ascension race, diplomacy with envoys, embassies, pacts, tribute and war, three victory paths under a visible turn cap, an end-of-match recap with a shareable seed, and fog of war the AI is bound by. Playable entirely offline.
Engine
Godot 4.7
Contact
[email protected]

Assets for creators

Six screenshots at 1920x1080, the app icon, a feature graphic and a one page fact sheet, in one archive. Use them freely in videos, articles and posts about the game.

Download press kit (820 KB)

Covering it? Write to [email protected] and we will send you whatever the kit does not have.