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The stars are hollow — but they aren't silent.
Great powers carve up the void. Convoys crawl across warp lanes. Pirate dens wait for a careless cargo. Hollow Stars is a strategy about the people who keep the economy alive: fleet captains, station managers, and the magnates who own whole empires.
This is a game of decisions, not reflexes. Hit tactical pause, dispatch fleets along trade routes, side with one faction against another — then watch the world keep living its own life.
A living economy that doesn't cheat. Every price emerges from supply and demand. Every deposit is finite — mine it out and it's gone. Every NPC credit is real and going somewhere.
Up to four-player co-op, three modes. "Family" — one faction, shared wallet. "Allies" — separate empires in the same sector, trade and help one another. "Rivals" — open competition, whoever builds the network first wins.
Conservation of entities. Ships are built from ore and alloys. A destroyed ship becomes wreckage — loot it or recycle it. NPCs don't respawn.
NPC hierarchy. Without an Admiral, no full-scale war. Without a Diplomat, no alliances. Without a Magnate, no trade network. Heroes are found, hired, and kept.
Dozens of systems, factions with doctrine. The Military builds shipyards and capitals. Scientists unlock recipes. Traders crush rivals on price. Pirates live by raids and breed in neutral sectors.
Fog of war and private data. Every player sees a different galaxy. Your scout found an ore field — it's yours until a rival scout finds it too.
Clean top-down, readable iconography. Minimum visual noise, maximum information. No shooter gameplay — strategic decisions only.

If a friend drops out, the world patiently waits for them to come back. Nobody gets kicked, nothing gets lost.