What is StarWraith? And what is it not?
I am occasionally asked questions like this, so I' thought I'd provide some answers here for those interested. This post will also provide some basic information and links to helpful resources about the game. The game's website also provides some additional information.
Topic Quick Links:
1 - What StarWraith Is
2 - How StarWraith Relates to Arvoch and Evochron
3 - What StarWraith Is Not
4 - Future Support and Updates
5 - Distances and Velocities
What StarWraith Is
StarWraith Command is a mission based 3D space combat flight simulation. Like its predecessor companion game, Arvoch Alliance, it features a single player campaign designed around event driven objectives, free flight mode, an advanced shipyard for custom configurations, and multiplayer modes that provide cooperative, team-vs-team, and dogfight scenarios. SWC is also a more recent release based on the original StarWraith series that started development in 1999 and continued on through StarWraith IV in 2004. Features and options that distinguish the game from its predecessors include manual aiming of cannon weapons alongside flight controls, line-of-sight signal masking and tracking, expanded ship weapon and equipment configuration, dynamic warfare mode, a fully integrated mission editor, diverse squadron and ship specific order system, and manual shield control.
The design of the game incorporates combat focused gameplay with an increased emphasis on tactical decision making involving issuing orders through a wider array of available commands while balancing attack with defend options utilizing direct manual control of flight, weapon aiming (particle and beam cannons can be manually aimed off-boresight, independent of the ship's nose angle), and shield arrays (energy, direction, timing, and duration). The goal is to bring a new level of tactical decision making into the combat formula where the player has a broader array of options to consider in more of a 'block and attack' fencing style with interactive aim-strike-fly-defend capabilities rather than just turning and shooting.
Multiplayer provides several gameplay modes and many options for setting up battle scenarios. Players can join together to cooperatively fly campaign missions or even custom missions. Custom missions can even be broadcasted from the host to client players in a session. Players can also compete in team-vs-team battles or fight every other ship in open dogfights. The host functioning as the server is also a player in the game and selects the mode, environment, ship count, and other conditions for the session. Over 20 players can join together, depending on gameplay mode and network performance.
More details on other options and capabilities will also be covered in the next section.
How StarWraith Relates to Arvoch and Evochron
StarWraith Command began development in 2022 as a side project I started as a way to explore some game ideas I have been wanted to try out since the 90's. Inspired by titles such as the Space Lords arcade game from 1992 along with a variety of later releases, I wanted to incorporate optional control mechanisms involving weapon aiming, shield activation, and flight all simultaneously. And all three elements could be managed with one unified control system or separated between multiple control input devices. This way, two players could even optionally join together on the same machine, one flying the ship with a joystick while the other aims weapons with the mouse. But I also wanted the game to be fully playable by one player managing those same systems. I also wanted a damage model that went beyond just the three subsystems and hull level found in the companion games by including directional damage sections, damaged versus destroyed states, thrusters/engine damage that effect flight characteristics, weapon/ammo/equipment destruction potential, collision damage, on-site repair support from carriers, and a wider array of armor capabilities between ship types. Line-of-site detection and tracking dependencies also add to the challenge with new avenues of defensive tactics via shelter. Additionally, I wanted more diverse weapon loadout options across a simplified short/medium/long range type format along with requiring far more in terms of hits on target before a successful destruction could be achieved. Combing all of these elements could potentially provide a deeper and more nuanced realm of space combat beyond just a 'turn and shoot' concept. By 2025, the basic framework of the game was in place and testing began.
In terms of lore, SWC loosely relates to the universe of Arvoch and Evochron in that it presents the player with the very first encounter humans had with Vonari during the course of the first civil conflict between the Alliance and Federation. However, the ships and weapons are quite unique to the time period presented in the game and only loosely relate to some of the principles found in the other titles. To many players, SWC will likely require a higher level of control input to maximize efficiency and success. While aiming can be locked to boresight center to require tighter nose alignment with a target while retaining a moderate level of effectiveness, manual shield controls and weapon group assignments are very important elements that should be considered and applied carefully when mapping control inputs.
What StarWraith Is Not
StarWraith Command is not a sandbox/freeform game, unlike Evochron Legacy. It's focus is advanced space combat with emphasis on mission driven and objective driven gameplay. As such, the player's primary objectives will generally be combat related, although there are a few missions that involve things like item recovery and ejected pilot rescue. Most of the time though, objectives will involve attack, defend, strike, and escort. SWC is also an on-demand player driven multiplayer game, so no need for server programs or dependencies on outside services. Gameplay is managed by the host that other players connect to.
Future Support and Updates
SWC is kind of an unknown experimental project for me. I don't really have big plans for the game and it's more of an effort to explore gameplay I've wanted to try out for decades. I've spent very little on its development in terms of media/assets and have instead, focused on gameplay and control options. If there is interest in the project, I may devote more attention and resources to it. Or if not, it may remain pretty much as it is. The funding model for the game hasn't been decided yet as of this writing, so if anyone wants to support my work, donation options are available.
Distances and Velocities:
Here is an overview of the velocity and distance factors used in the game, which are all metric based. Most values are in meters, however velocities use decimeter values for higher precision while in-sector coordinates use decameter values so they are more manageable in the navigation console. Here is the overview:
Velocity = Meters per second
In-Sector Coordinates = Decameters (meters / 10) so 100 coordinate units (CU) equals 1000 meters
Navigation Marker Range = Meters (so 1000 meters indicated range = 100 decameters coordinate distance)
Target MFD and Indicator Ranges = Meters
Radar/Sensor Ranges = Meters
StarWraith Command More Information and Resources
- Here are some important links to other useful resources:
Features of StarWraith Command: https://www.starwraith.com/starwraithcommand/about.htm
Frequently Asked Questions and Basic Support Issues: https://www.starwraith.com/starwraithcommand/faq.htm
Instructions for StarWraith Command: https://www.starwraith.com/starwraithco ... ctions.htm
Save Data Files and Information: viewtopic.php?f=26&t=3433
Crash Causes and Solutions: viewtopic.php?f=26&t=6595


