VOIDCLAIM

VOIDCLAIM is an independent, free space strategy game that runs entirely in the browser. This page documents its gameplay, technical architecture, data handling, and public contact route.

What VOIDCLAIM offers

The game combines simple controls with an increasingly demanding real-time simulation. Controlled planets produce ships. Players select one of their worlds and then a target to send half of the stationed units. When an attacking fleet reaches an enemy planet, its strength is subtracted directly from the defending force. A successful capture creates another production base, while a poorly timed attack may leave the origin planet exposed.

Single-player is structured as an endless mode. Sector 1 begins with eight planets, including two starting worlds each for the human player and the AI. Planet count, production values, and attack pressure increase across later sectors. Pirate ships and temporary Nova Bombs add unpredictable situations. Highscores record the chosen call sign, score, highest sector, and match outcome. Playing the game itself does not require an account.

1–2 playersSingle-player or online duel
8 colorsMultiplayer lobby selection
50%Default fleet command share
10 HzAuthoritative state sync

Multiplayer architecture

Online matches are designed for exactly two people. The host generates a four-character room code using easily distinguishable letters and numbers; the guest can join directly with that code. Both players choose a visible call sign and one of eight colors. The host can start only after both players are ready and have selected different colors.

The host is authoritative during the match. It calculates ship production, fleet movement, battles, and victory conditions. The guest sends only the source planet, target planet, and fleet share. The relay server validates room membership and player roles before forwarding messages. Ten times per second, the host sends a state snapshot that corrects timing drift. This model reduces complexity and prevents the two browsers from displaying permanently diverging simulations.

The connection uses WebSockets as defined by RFC 6455. Rendering and animation use the standardized HTML Canvas; the starfield uses the documented Three.js WebGL library. These external documents are primary technical sources.

Data handling and operations

Multiplayer rooms

Room state exists only in the running server's memory. When the host leaves, the room is deleted. When the guest leaves, the host may wait for another player. The server stores no chat messages because VOIDCLAIM has no chat feature. There are currently no user accounts or persistent match histories.

Highscores

After completing a single-player run, players may see their chosen call sign in the public leaderboard. A call sign should not contain a phone number, email address, or other personal information. The highscore service is accessed through the application server; access credentials are never delivered to the browser.

Availability

VOIDCLAIM is an experimental web application without guaranteed availability. A current desktop browser with Canvas, Web Audio, and WebSocket support is recommended. Core interaction also works with touch, although full multi-selection is designed for keyboard and mouse.

Project and contact

VOIDCLAIM is developed as an independent web game under the project name VOIDCLAIM. Public source code, issue reports, and technical questions are handled through github.com/alexholzreiter/Voidclaim. This verifiable project URL is also used as the structured organization's `sameAs` reference. No postal business address or support phone number is published because no separate legal organization with those contact details is represented. Instead of inventing entity data, the technical ContactPoint links to this page and the public repository.

Machine-readable summaries are available at /llms.txt, /ai/summary.json, /ai/faq.json, and /ai/service.json. These resources help organize site information but do not guarantee indexing or ranking in search or AI systems.