Browser MMORPG · Free to play · Always open
One shared living galaxy. Hunt, smuggle, trade, dig, brawl — build a legend. Classic space pirate freedom.
Battleship tactics.
MechWarrior systems.
Dopewars trading.
FTL pressure.
Cube ship duels that kill modules for real. Buy low, sell high, smuggle hotter. Land on living ports. Pick fights with people who remember. One map. Every pilot on the same server clock.
Live season boards. Bounties and fame. SpaceBook drama. Dark humor. Adult themes. Handcrafted jokes and pixel soul. Procedural worlds — human writing.
Classic space pirate freedom — hunt, smuggle, trade, dig, brawl, and make a name
Free browser MMORPG. No downloads. No pay-to-win. Hit Play and you're in — walk ports, board your hull, launch when the fight is real.
Every pilot flies the same living map on the same server clock — same worlds, same champions, live season boards. Crossing paths with other pilots is expanding on the frontier.
Land. Walk the street. Neon markets, dive bars, casinos, pharmacies, fight clubs. Flying cars, weather, and shops that open and close on planet-local time.
Fully auto duels on a 3D cube grid. Scan for contact, cut modules, cook their power core — or watch your own die. Fit wins. Same truth for watched fights and away resolution.
Salvage pods, wreck boarding, boss drops. Modules are real gear — rarity, Mk tiers, hand-built uniques. Fit what you find, pawn the rest, fly out meaner than you came in.
Real landing sites on every world. Pick a pad, step off the ramp, and cross the ground on foot — wrecks, dig sites, strangers, and weather that doesn't care about you.
Nova Spice. Clone Blanks. Xeno Relics. Legal freight when you're soft. Black-market margins when you're not. Know what to move and where the fence is hungry.
Bar brawls. Ring ladders. Rivals who remember. Challenge people in places — not a lobby menu. Spar for pride or go real and lethal.
Authored ship classes from shuttle to cruiser. Refit bays, dual weapon mounts, walkable decks. Park it at berth and it still looks like yours — lights, glow, and the scars you earned.
Contracts boards. Celebrity outlaws. Champions who hold court. SpaceBook for the galaxy's rumor mill. Season boards that name names.
Procedural portraits that blink and turn. Gear that dresses you. Ports full of keepers, rivals, and sleepers who will throw hands.
Authored classes. Real decks. Fit it, refit it, make it yours
Combat · Tier 1
Twin mounts on a hot-rod frame. Runs down anything that flees. Cooling and CPU bays for pilots who push heat hard.
Combat · Tier 2
All teeth, no manners. A raider's favorite ambush hull — dual weapons, a trophy rack, and zero patience for freighters.
Freight · Tier 2
Boxy, dependable freight with a self-defense mount. Six cargo bays for legal crates — or the kind you don't declare.
Combat · Tier 2
The workhorse patrol hull. Two mounts, a real crew deck, and the sensors to spot trouble before it spots you.
Support · Tier 3
Long-range survey hull — full sensor suite, room to live, three decks for the deep rings and the digs between.
Freight · Tier 4
Bulk hauling with a defensive mount and a proper mess. Twelve cargo bays. Slow to turn. Hard to starve.
Full catalog spans shuttle through cruiser — fourteen classes, five tiers. Buy a bare frame and build up, or steal something better.
Show Me the GalaxyA shared living galaxy — same worlds, same clock, live boards
Civilized space. Ports, repairs, honest freight. Safe — and the pay reflects it.
Law thins out. Belt claims, wild digs, and people who answer challenges. Better risk, better cut.
Champions hold court further out. Outlaws hide. Contracts get meaner. The boards track who made it.
Their rules. Smuggler dens, hostile berths, fame if you survive. Come fitted or don't come.
Suns, belts, and living planets on one shared map. Jump on a real schedule. Land into orbit, then walk the port. Other pilots share this galaxy today through the same map and season boards — ON THE FRONTIER full pilot-to-pilot contact expands with the frontier.
Eight powers carve the map between six creeds — standing changes prices, fuel, jobs, and who opens fire
Charters · Commons · Homesteads
Core worlds and green ports. Honest freight, cheap fuel, militia that actually answers. Start here — earn standing before you burn it.
Combines · Holdings · Syndicates
Contracts with teeth. Premium markets, repo agents, and security that never clocks out. Pay the markup or work for them.
Clans · Raiders · Corsairs
Hostile berths, black-market dens, and fleets that don't hail. High danger, high cut — standing here is blood and fame.
Choruses · Covenants · Orders
Zealots with territory. Strange jobs, stranger rules. Cross their rivals and the ripple hits your rep across the map.
Caravans · Drifts · Flotillas
Outer-ring wanderers. Tollkeepers, scavengers, free convoys that move with the season. Hard to pin, easy to underestimate.
Reaches · Fringe · Wilds
Unclaimed space past every capital. Claim-jumpers, freelancers, and silence. Nobody owns it — until someone does.
Territory is capital-based, not random speckles — empires with real borders. Help a faction and their rival remembers. Hostile standing can lock fuel, markets, and jobs at their worlds.
Scan, fire, kill modules — fully auto duels with real ship damage
Both ships fight blind until scanners light the cube. Better Mk scanners search a wider pulse — hide in the grid or get painted and die.
Shots land on a 3D module grid — engines, weapons, cooling, power core. Cripple their mounts or watch your own boxes burn and fail.
Dual weapon mounts, cooling, scanners, CPU, and class bays. Modules are full gear — rarity, Mk, uniques. The duel is pure f(seed, loadouts). No button-mash.
Fights start with a person in a place — rivals, champions, contracts, ambushes. Queue the ticket, launch from the helm. Watch the duel or resolve away. Salvage pods scoop home.
Aggression costs modules. Carelessness costs the ship. Fit the hull, pick the weapon archetype, and don't fly into hostile space undergunned. Every hit is a system at risk — and the server re-runs the same fight.
Modules are real gear — find them, fit them, and the hull fights differently
Eight ship slots — cockpit, engine, power core, cooling, scanner, CPU, and two full weapon mounts. Every module is an item with its own flavor, rolled the same way loot is.
Common, uncommon, rare, epic — the rarity is the affix count. Mk I to Mk III comes from how dangerous the place you pulled it from was. Uniques are hand-built one-offs.
Kills eject salvage pods that drift home and scoop themselves. Board wrecks, dig belts, and take contracts. Bosses and big tickets drop the signature pieces.
Shipyard, pawnshop, and market vendors. Fit what you found, sell what you didn't, and refit between runs. Suits, tools and trinkets ride the pilot, not the hull.
Gear is spice on top of your build, not a replacement for it — a good fit widens the gap, it doesn't invent one. Cargo and contraband share the same grid as your modules, so every run is a question of what you can afford to carry.
Helm ▶ MINE from orbit — belt digs, surface nodes, salvage, ore jobs
From orbit, target a belt and hit MINE. Fly the dig session in your hull — melt rock, scoop ore, respect the daily field cap on a shared belt.
On-foot MINE nodes on wild worlds. Walk up, dig, fill the hold. Quiet money that doesn't need a body count.
DEBRIS nodes. Battle salvage pods that drift home. Parts you can spend in kind. Wrecks still pay if you dig through the ash.
Job boards want ore hand-ins. Season miner boards track lifetime digs. Fit a mining laser when rocks (or hulls) need cutting.
Dig from the helm, stake the field, run the ore. Surface nodes and belt sorties both pay — deeper rings hit harder and richer. The quieter fortune is live.
Every world has real landing sites. Pick your pad, walk the ground around it, then lift and set down somewhere else.
The nav computer's pad level is the lander. Capitals, outposts, and back-country strips — the ones you've charted. The rest stay dark until you find them.
Step off the ramp and the surface around your berth is yours to cross on foot. Markets, dive bars, wrecks, dig sites, and locals who keep their own schedules.
Neon, weather, flying cars. Shops open and close on planet-local time — not yours. Come back at the wrong hour and the shutters are down.
Eight professions. Unique behaviors. Real consequences.
Aggressive hunters. Attack on sight. Flee when outgunned.
Professional killer. If there's a price on your head, they'll find you.
Law enforcement. Patrols the lanes, warns before attacking.
Hired protection. Fights to the death defending their charge.
Moving goods between ports. Passive, but valuable target.
Extracting ore from asteroid fields. Flees at the first sign of trouble.
Picking through wreckage for valuables. Follow them to find good salvage.
Evasive runners moving illegal cargo. Fast, cautious, always watching.
The galaxy's social feed. Drama included.
SpaceBook is the galaxy's rumor mill — cast drama, fame brags, and local noise. Texture, not a fake multiplayer chat wall.
Mirror the fame circuit and season noise. Real work still lives on contracts kiosks, job boards, and people who talk.
Pilots complaining about fees. Rumors about patrol routes. Reviews of port food. The galaxy has opinions.
Feeds are seed-generated per place — consistent where you stand, different across the map. Social color for a living world.
Season 1 live boards — runners, duelnet, smugglers, dockers
Syncing season boards…
Live pilot rows from season boards when available. Flavor rows below the fold are in-world legends (champions / outlaws) — never faked as live pilots. Boards sparse early? Good. Be first.
Free browser MMORPG. No downloads. No pay to win. Click and be a pirate.
Combat · Tier 1
Twin mounts on a hot-rod frame. Enough guns to handle pirates, enough speed to run when things go sideways.
Combat · Tier 2
All teeth, no manners. Dual weapons and a trophy rack for pilots who answer challenges.
Freight · Tier 2
Six cargo bays and a self-defense mount. Legal freight when you're soft — hotter cargo when you're not.
Phil RadvanI've been chasing this game for over 20 years.
It started on a Commodore with Super Star Trek - ASCII art, sector grids, photon torpedoes. I was hooked. Then came the Atari years. Then Elite, Dope Wars, Wing Commander, Another World, Civilization, Star Control 2, X-Wing, Privateer, Masters of Orion, TIE Fighter, Escape Velocity, GTA, GTA 2, Freespace, Homeworld, Space Pirates, Space Rangers, Freelancer, Eve Online. Games that let you be anyone in a universe that didn't care. I've been trying to build my own version ever since.
Super Star Trek (1971)Dozens of prototypes. Different engines. Different languages. Life kept getting in the way - jobs, moves, all of it. But the idea never left. A living galaxy. Real consequences. Your ship, your rules.
MultiPirates is that game. Solo dev. No team. No publisher. Just two decades of wanting this to exist, and finally making it happen. It's a love letter to every space game that made me stay up too late as a kid.
Thanks for playing.
Created by Philip Radvan
Published by Blue Coast Water, LLC
Needs a live connection to the game server (one shared clock). Offline visitors hit a wall — open a tab with signal before you Play.