TELLURION
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A turn-based 4X · one star · five hundred years

TELLURION

It's 1960. You have one city, one world, and a moon you can see but can't reach. Five hundred years from now, someone will have built a ring around the sun. Make sure it's you.

Windows · macOS · Linux & Steam Deck — coming to Steam

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500turns, 1960 – 2459
7tech eras
96technologies
117buildings
47units & craft
14resources
72events
8rival leaders

The space age

Orbit comes first.
Landfall is earned.

Rocketry puts a launch pad on your home world and your own orbit within reach. Every world beyond it has to be worked for.

The premise

The game earns the sky.

Most 4X games hand you the stars on turn one. Tellurion makes you climb: one turn is one year, and the space age arrives the way it did in history, slowly, then all at once.

01

Sixty years on one world

You reach orbit early, just as Gagarin did in 1961. Landing on another world is something you work toward. The first sixty turns happen on your home planet, with its moon in plain view and out of reach.

Launch pad
02

Seven rivals, one sun

Every power in the system looks up at the same sky. Empty worlds go to whoever lands first; three contested prizes go to whoever can hold them. Your neighbours trade, ally, threaten, and remember.

Colony Ship
03

Every planet keeps its own books

Food, water, ore and alloy belong to the planet that made them. Nothing teleports. If a colony runs short, a ship has to carry the shortfall. Only research and influence are shared from the start; credits join them once you invent Digital Communication.

Freighter
04

A bad year is not game over

When a planet can't pay its bills, nothing crashes. The lights go out building by building, newest first, and the turn report tells you exactly which ones and why. What the forecast promises is what the turn delivers.

Fusion plant

Five hundred years

Seven eras, from the atom to the star.

Years are the turns a steady player enters each era. Push research and you'll arrive decades early; neglect it and you'll be late.

1960turn 1

Atomic

One city, one world, 1960. Feed it, power it, grow it. Orbit comes early; standing on another world does not.

2004turn 45

Space Age

Rocketry and alloy. The first launch pad goes up and your own world's orbit opens.

2064turn 105

Interplanetary

Landfall. The inner worlds and the empty home slots become colonies, and Credits become one empire-wide treasury.

2134turn 175

Fusion

Fusion power runs on Helium-3, and the three contested prizes start to be fought over.

2209turn 250

Transfer

Sustained transfer reaches the gas giants and the outer band. Plasma is manufactured, not mined.

2289turn 330

Deep Space

Everything is in reach, including the star's own orbit. Dark Matter is collected in deep space.

2369turn 410

Stellar

The Sun Ring. Ninety turns to finish what began in 1960.

Your rivals

Up to seven other powers share your star.

Each leader runs an empire with its own temperament and two traits that bend the rules in their favour. They trade, form federations, issue ultimatums, and remember what you did.

IV

Ilse Varga

Meridian Compact

Ran the storm bureau for thirty years and never once evacuated early.

  • Storm reserves. Opening supplies are 10% larger.
  • Calm forecast. Research costs are 3% lower.
KA

Kwesi Adom

Anvil League

Foundry engineer. Holds that a nation is whatever it can cast in one pour.

  • One-pour foundries. Ore, Alloy and Credit build costs are 6% lower.
  • Foundry schools. Research costs are 3% lower.
MR

Marisol Rey

Solera Union

Wrote the water treaty that held nine years longer than anyone expected.

  • Civic stewardship. Structures produce 6% more pooled resources.
  • Treaty procurement. Ore, Alloy and Credit build costs are 3% lower.
PR

Priya Raghavan

Vidhaan Assembly

Statistician. Runs the census twice, because the first one is always a lie.

  • Exacting method. Research costs are 6% lower.
  • Counted stores. Opening supplies are 4% larger.
AB

Anton Brekke

Northmark Directorate

Ice-road surveyor. Measures a plan in how many winters it survives.

  • Winter stores. Opening supplies are 6% larger.
  • Durable works. Structures produce 3% more pooled resources.
CW

Chen Wei-Lin

Ninefold Bureau

Career administrator. Has outlasted four governments by filing correctly.

  • Civil service. Ore, Alloy and Credit build costs are 4% lower.
  • Institutional memory. Research costs are 4% lower.
IN

Idris Nasser

Kadar Concord

Caravan master turned finance minister. Prices everything, including peace.

  • Efficient ledgers. Research costs are 4% lower.
  • Priced supply. Ore, Alloy and Credit build costs are 4% lower.
ES

Elena Sarkis

Halcyon Republic

Wartime broadcaster. Learned that people will believe a schedule.

  • Public confidence. Structures produce 4% more pooled resources.
  • Reliable provision. Opening supplies are 4% larger.

How it ends

Three ways to win. One fixed end date.

Every game ends at turn 500, in 2459. No sudden death, no overtime.

◎

The Sun Ring

Reach the star's own orbit, supply Dark Matter and lay the foundation. Then raise the ring arc by arc from your yard worlds until every segment is complete.

◆

Expansion

Control 90% of the landable bodies for ten turns in a row, by conquest or through vassals and federations. You set the threshold, anywhere from 50% to 100%, when you create the game.

≡

Score

If nobody has won by 2459, the highest score does. Score counts population, technologies, cities, worlds held, wonders, fleets, ring progress and diplomacy.

Victory, score and the Sun Ring in detail →

The wiki

Every rule, read straight from the game.

Costs, upkeep, unit stats, the full tech tree and every event come from the same registries the game runs on, so the wiki is rebuilt whenever the rules change.