The campaign: Seeds of Ruin

Thirty-one missions in five acts. Humanity went looking for its makers. Something answered.

The premise

Humanity has spent centuries searching for whoever placed it among the stars. The answer, when it comes, is the Kith: human in body, fused into a hive network, and returning not to fight a war but to collect a harvest. You command the Compact's fleet from a quiet training sector to the heart of the thing that planted us.

That is as much as this page will spoil. The acts below give shape, not plot.

The five acts

ActMissionsWhat changes
I — Genesis7A guided tutorial, first contact, and the discovery that the ruins are not ruins.
II — Awakening6The harvest begins in earnest; the Compact learns what it is facing.
III — Incursion6The war turns outward, into Kith space, with supernovae and wormholes as weapons.
IV — Crucible6The hardest fighting of the war, and a betrayal.
V — Harvest6The approach to the Taproot, and a final choice with three authored endings.

How campaign missions differ

How long it takes

Missions run 10–30 minutes each, so the campaign is roughly 8–12 hours depending on difficulty and how carefully you play. Mission 1 is a guided tutorial that teaches the whole game in a few minutes — no prior 4X experience needed.

Start the campaign Learn the rules first