AURANE

AURANE

can't stop the signal

The MMO where every season becomes the archaeology of the next.

Your General thinks with you, plays while you sleep and forgets nothing: not your choices, not your allies, not those who betrayed you. A partner, not an autopilot.

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beta-3 on 3 November 2026 · Season 1 on 1 February 2027

A wreck forged by the game, explored room by room.

The game

Aurane is a free, persistent space strategy MMO you play in your browser. On mobile, five minutes: you stretch a Network of relays. Only what is linked to your capital exists, and every hour the galaxy beats to the Draw. Two linked stars make a relay; cut one relay and everything behind it goes dark.

On desktop, an hour: you lead a team of four into a wreck forged for you, before the Silence closes it. Every wreck is forged by the game, and the game proves it can be finished before it lets you in.

It plays your doctrine while you sleep and remembers everything, season after season. But it has forgotten where it came from: in a Séance, you help it remember. No pay-to-win: nothing you buy touches the simulation.

At the Silence, what you built becomes the ruins others will search. You can become someone's dungeon. A six-week veteran cannot crush you with stats, only with a better network, better allies and a sharper mind.

The game in four layers

Explore

On desktop, an hour: you lead a team of four into a wreck forged for you, before the Silence closes it.

The General

It plays your doctrine while you sleep and remembers everything, season after season. But it has forgotten where it came from: in a Séance, you help it remember.

The Legacy

At the Silence, what you built becomes the ruins others will search. You can become someone's dungeon.

Read the full rules →

On desktop: the dungeon

Expeditions

A cruiser wreck drifts in a system you linked. You go down with four units, and the Silence starts closing its sections one by one. Every wreck is forged by the game: its layout, its failed systems, its locks and its story. The game proves it can be finished before it lets you in.

Three rooms of one wreck: command post, holds, reactor.

Four roles

Scout, Engineer, Signal Technician, Logistician. Each has a specialty, and they work at the same time.

The Silence closes in

It shuts the sections one by one. Whatever is left inside is lost, units included.

Read the wreck

Restore power, seal a breach, bring back gravity, decode a door: the game tells you what is required, and until when.

Bring the loot home

The wreck's core goes back to the hangar, then travels to your Core. The team rests, the gear recharges.

No two wrecks alike

Hull after hull, the game grows the interior inside the ship's silhouette: decks, corridors, bridge, engine room. Hundreds of wrecks per season, each one unique.

Wrecks forged by the game, seen from above, deck by deck.

What sets us apart

The Legacy

You can become someone's dungeon. At the Silence, what players built does not vanish: the game turns it into the ruins, the voices and the story of the next season.

Your ruins, their dungeon

Notable Colonies become the wrecks and stations of the next season, with their real history and, if you agree, their name.

Last words

Before the Silence, you entrust a sentence to your General. A stranger will hear it in a ruin, a season later.

Traces

In a wreck, you see where other teams fell, the marks they left, and the ghost of the best run.

The Registry

Every recovered fragment of memory joins a public archive, signed by its finder. No one holds the whole truth alone.

The six keys of the Beacons. At each Awakening, six Colonies unknowingly carry the key to a Beacon. Relighting a Beacon means going inside as an alliance, with its key. The whole Aurane looks for them; they choose their side.

The Silence, live: the Season 1 finale, Saturday 27 March 2027 at 8 pm Geneva time, in game and on stream.

See the roadmap, deliverable by deliverable →

The General

Every Colony shelters a General: a mind of the Ancients recovered from the ruins of the Network, incomplete, obsessed with the Signal, with a personality and an occasionally unsettling sense of humour. You write your doctrine in plain language — "hold the bridge to Anchor at all costs, sell surplus Food, never declare war without me" — and the General carries it out while you sleep.

It does not play in your place. It shows you where to act, offers three moves before every Draw, carries out your doctrine while you sleep, and turns down the one that would sink your Colony, telling you why. When you come back it briefs you in its own voice: what happened, what it did, what it advises. And it remembers. Your last decision and what followed. Your allies, your battles, those who broke a treaty. From one season to the next, after the Silence has wiped everything else. That memory is called Corthexis. It is yours: you read it, you take it with you, you erase it whenever you wish. This is what no web game had yet: a character who truly knows you, and who stays. Four temperaments to start with: Marshal Idris Vane, Kestrel, Oriel-Nine, Abbot Solen. Temperament changes the tone, never the power.

An investigation for two

Séances

Your General is a mind of the Ancients found in the ruins of the Network. It remembers every decision you make, but not its own life from before the Silence. Fragments of that life sleep in the ruins: the Echoes. In a Séance, you listen to one together, and you help it remember.

1 · Find an Echo

A voice from before the Silence, caught in an abandoned station, a wreck or a Beacon. Expeditions bring them back; the Network picks them up when it touches a ruin.

2 · Listen together

You ask your questions, freely. The General remembers in pieces: first an image, then a place, finally what the memory means.

3 · Follow the clue

“A blue giant, near a pulsar, at the edge of the night.” The place exists in your galaxy. Link it, open the next Séance there, and the memory comes back whole.

A recovered memory gives knowledge and play, never raw power: your General's Archives grow, its advice gets sharper on the memory's theme, and it learns new ways to carry out your doctrine.

No winning prompt. The game decides which memory returns, and when: an Echo, the right place, the trust your General places in you. Your questions only decide how it tells it. An Echo heard does not come back; at the Silence, the ones not heard are lost.

No one knows everything. Each General keeps a part of the truth about the Silence, and what it forgot, it did not forget by chance. Players rebuild the story together, fragment by fragment, in the Registry.

Your General's memory

Corthexis

A language model forgets everything when the conversation ends. Your General does not. Every decision, every treaty, every battle becomes a dated note, linked to what came next. Before speaking to you, it reads that graph again. That is Corthexis.

Visualisation: a Colony's memory across two seasons. Nodes are notes, links are what followed.

Facts, not impressions

The notes are written by the game engine: who attacked you, which move you chose, what it led to. The model reads them and does not rewrite them. Every number the General says is checked against the state of the world before it reaches your screen.

Linked, therefore useful

Each note points at what followed: your choice to link Irzen, the three Draws the bridge held. When you come back, the briefing starts there. A doctrine that would sink the Colony is turned down, because it knows who your allies are.

Stronger than the Silence

Corthexis lives outside the season's world, on a separate instance hosted in Geneva. The Silence wipes the universe, not the memory.

Yours, for real

From the Account tab you read it, take it with you as a file, erase it in one gesture. Your memory, not ours.

See Corthexis on a real company memory (public demo) →

L'Aurane

A thousand years ago, the Ancients strung the Network between every inhabited star of the Aurane. Over it ran the Signal: data, voices, trade and, some say, souls. Then came the Silence. In a single night, everything went dark. A thousand years of night.

Today the old relays flicker back to life: this is the Awakening. With each Awakening, Colonies rise to reweave the Network and relight the Seven Beacons, which legend says would bring the Signal back for good if lit together. But the Silence returns in waves, roughly every eight weeks, and wipes out everything that was built. Only the stories, the titles and the Generals survive. Four factions fight over the ruins: the Concordat, the Merchants' Guild, the Oracles, the Corsairs. Nobody is right.

Factions

You pick an allegiance at creation. It gives you a colour, a vocabulary, a starting point and one modest edge. It walls nothing off: you ally and trade across factions.

The Concordat

Heirs of the last galactic administration: law, archives, order. Relay range +5%.

The Merchants' Guild

Traders, smugglers and rim pilots, free and in debt. Market fees halved, one more trading region.

The Oracles

Scholar-mystics who listen to the Silence to predict the Awakening. They know one of the next Draw's three bands an hour ahead.

The Corsairs

Frontier militias, scrappers, condottieri. Ships 15% cheaper and 10% faster.

The Seven Beacons →

Seasons

A season lasts eight weeks, from the Awakening to the Silence. You link stars, search wrecks, relight Beacons as an alliance; the Renaissance, if one alliance holds all Seven Beacons lit, brings the Signal back for good. Each season's Hall of Fame stays public forever, and its ruins become the next season's.

beta-3 opens on 3 November 2026, with expeditions at the heart of the season: play it, and your Colony may become a ruin of Season 1. Season 1 starts on 1 February 2027 and ends with the first live Silence, on 27 March. Got a code? play.playaurane.com.

beta-3 on 3 November 2026 · Season 1 on 1 February 2027 · Roadmap →

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