Top-Down Tactical Space Combat

Lorenium Orbit

Lorenium Orbit is a competitive top-down 2D space combat arena game built around strong class identity, tight movement combat, objective control, and an in-match economy that rewards smart adaptation instead of pre-match loadout optimization.

7v7 Team Battles Base Siege Objectives Black Hole Hazards In-Match Lorenium Economy
Lorenium Orbit logo

Battlefield Snapshot

Blue and Red teams fight across a four-corner arena with fortified bases, three gate entrances, neutral capture points, asteroid fields, and a central binary black hole system that fuels contested resource play.

Match ObjectiveDestroy the enemy base
Core EconomyLorenium Points
Map PressureAsteroids every minute
Respawn LoopBase spawn cycle
Gameplay

Strategic combat with constant adaptation

Every match transitions from early skirmishes to asteroid contests to late-game base sieges. Players earn Lorenium through kills, assists, resets, asteroid destruction, and objective control, then spend it mid-match on weapons, shields, and engines.

Core Loop

Fight for control, earn Lorenium, upgrade your build at base, and shift your team composition around map pressure and timing windows.

Kills Assists Objective Control

Map Pressure

Binary black holes spawn Lorenium-rich asteroids while gravity zones, orbiting structures, and neutral bases force teams into rotating decision points.

Gravity Threats Dynamic Cover Neutral Bases

Combat Feel

Thrust matters more than raw top speed, so even slower hulls stay relevant. Speed differences are subtle, which keeps fights readable and tactical instead of chaotic.

Tight Handling Meaningful Roles Skill-Based Play
Early Match

Skirmishes & Setup

Teams probe lanes, contest neutral bases, and establish pressure before major resource fights begin.

Mid Match

Asteroid Contests

Black hole asteroid spawns become focal points for economy swings, picks, and team-wide momentum.

Late Match

Base Siege

Destroyed turrets open breach paths and coordinated pushes decide whether a team can collapse the enemy corner base.

Tactical Layout

Map Overview

Visualizing the four-corner arena, central binary black holes, neutral bases, and asteroid routes.

Environment & Objectives

Master the map to control the economy

Lorenium Orbit features a dynamic battlefield where neutral hazards and capture points dictate the flow of combat. Navigate around binary black holes, secure ghost bases, and harvest nebula miners.

Binary Black Hole

Binary Black Hole System

These massive gravitational hazards dominate the center of the arena. They periodically spawn Lorenium-rich asteroids and pull in careless pilots, forcing teams to balance risk and reward during economy contests.

Nebula Miner

Nebula Miners

Automated resource gatherers operating in hazardous zones. Defending or destroying these heavily shielded entities can swing the economy in your favor. Equipped with hazard-resistant miner shields.

Ghost Base

Ghost Bases

Abandoned outposts scattered through the sector. Capturing a Ghost Base provides a tactical foothold, extending your team's radar network and opening up flank routes for stealth and sniper classes.

Ship Classes

Distinct hull identities, no straight upgrades

Each class is built around a specific battlefield role. Use the buttons below to switch between class summaries and hull examples.

Fighters — Tempo & Pressure

Fast, aggressive hulls focused on engagements, momentum, and forcing reactions. Fighters are built to start fights, keep pressure high, and punish hesitation.

Aggressive Initiation Flexible Mobility Damage Windows
F1 – Viper 120 HP · 168.4 Base Speed
Evade (3 usable evades for 30 seconds)
F2 – Raptor 150 HP · 183.5 Base Speed
Rapid Dash (3 short dashes within 7 seconds)
F3 – Talon 130 HP · 175.1 Base Speed
First Strike (short dash then increased damage for 5 seconds)
F4 – Tempest 160 HP · 182.3 Base Speed
Sweeper (ability to see stealth weapons)
F5 – Nova 140 HP · 184.3 Base Speed
Reactor Burst (Shockwave damage, reactor offline for 5 seconds)

Bruisers — Space Control

Durable frontline hulls that punish overcommitment, hold choke points, and create room for the rest of the team to operate.

Frontline Anchor Disruption Base Pressure
B1 – Bulwark 200 HP · 149.5 Base Speed
Grapple (Tethers a ship and pulls them closer over 3 seconds)
B2 – Juggernaut 220 HP · 150.1 Base Speed
Charge (Increased shield while charging (damage enemies) for 5 seconds)
B3 – Colossus 240 HP · 143.2 Base Speed
Last Stand (No damage for 7 seconds)
B4 – Aegis 180 HP · 154.8 Base Speed
Savior (Teleport to teammate with larger shield for 3 seconds)
B5 – Behemoth 210 HP · 141.8 Base Speed
Harden (Take less damage for 10 seconds)

Support — Force Multipliers

Shield-focused hulls that strengthen allies, stabilize team fights, and create tactical advantages through buffs, sustain, and information.

Team Buffs Healing & Shielding Utility Control
S1 – Acolyte 140 HP · 151.9 Base Speed
Firepower (Increase team damage for 10 seconds)
S2 – Cherub 160 HP · 167.6 Base Speed
Overdrive (Increase team speed for 10 seconds)
S3 – Seraph 180 HP · 173.5 Base Speed
Second Wind (Heals all allies)
S4 – Bastion 200 HP · 152.7 Base Speed
Blockade (Increase team shield for 10 seconds)
S5 – Oracle 170 HP · 171.0 Base Speed
Lens (Increase team radar radius for 10 seconds)

Snipers — Threat Projection

Long-range precision hulls that influence the map through pressure, vision, and pick potential.

Long Range Space Denial Vision Utility
N1 – Longbow 120 HP · 154.3 Base Speed
Quantum tunneling
N2 – Marksman 100 HP · 166.3 Base Speed
Can’t miss (Increase size of projectiles)
N3 – Ballista 110 HP · 160.7 Base Speed
Signal Boost (Increased vision for 5 seconds)
N4 – Parallax 140 HP · 154.0 Base Speed
Blink (Teleport)
N5 – Horizon 130 HP · 154.5 Base Speed
Sweeper (View any location for 5 seconds)

Stealth — Disruption & Positioning

Cloak-capable hulls built around information warfare, radar manipulation, and choosing when and where fights happen.

Radar Warfare Ambush Windows Position Control
L1 – Wraith 100 HP · 155.1 Base Speed
Signal Jam (jams radar for 7 seconds)
L2 – Shade 120 HP · 166.1 Base Speed
Sneak (Hides radar signature for 15 seconds)
L3 – Phantom 130 HP · 154.8 Base Speed
Spoof (Random enemy radar pings for 10 seconds)
L4 – Specter 110 HP · 159.5 Base Speed
Ghost (Become invisible for 10 seconds)
L5 – Mirage 140 HP · 157.9 Base Speed
Clone (Clone yourself for 7 seconds)
Game Modes

Progression through custom, sim, trials, and future ranked play

Browse the core modes below in the same interactive style as Ship Classes. Fleet Trials is built directly into this section as one of the selectable modes.

Custom Match

Custom Match is the sandbox mode for Lorenium Orbit. It is built for learning systems, testing weapons and hull combinations, running private sessions, and practicing with friends or bots without progression pressure.

Practice & Testing Friends or Bots No FP / LC Rewards
Primary PurposeExperiment with team compositions, movement, and loadouts in a low-pressure environment.
Best ForScrims, onboarding new players, bot testing, and feature validation during development.
ProgressionNo Flight Points or Lorenium Credits are earned here.
Player ValueHelps players understand the battlefield before stepping into progression modes.

Sim Match

Sim Match is the standard 7v7 PVP queue and the core repeatable match experience. It gives players a competitive environment without the long-term pressure of a formal ranked ladder.

7v7 PVP Core Queue Mode Earns FP & LC
Primary PurposeProvide the everyday competitive loop where players sharpen skill and earn progression rewards.
Best ForRegular matchmaking, class mastery, economy decision-making, and coordinated team reps.
ProgressionRewards both Flight Points and Lorenium Credits after matches.
Player ValueActs as the central public-facing mode that builds long-term engagement.

Fleet Trials

Fleet Trials is a squad-based progression gate where players must queue with a full seven-player team to defeat escalating AI teams. It blends mastery, teamwork, and leaderboard competition through timed clears.

Full Squad Required AI Challenge Ranked by Time
1. Cadet Squad (Rookie)Fresh from the academy and strictly by-the-book.
2. Flight Squad (Regular)Standard fleet operatives with balanced combat capabilities.
3. Lead Squad (Veteran)Battle-hardened leaders employing specialized tactics.
4. Ace Squad (Elite)Top-tier pilots utilizing high-end hulls and aggressive maneuvers.
5. Command Squad (Commander)The highest ranking officers. Defeating them unlocks Orbit Match access in the future plan.
6. Prestige Squad (Mythic)A legendary black-ops unit. Only the absolute best stand a chance. Grants Prestige Emblem and 1,000 Lorenium Credits.

Orbit Match

Orbit Match is the future ranked layer for Lorenium Orbit. It is intended to sit above Fleet Trials and become the long-term competitive destination once the game has the player base to support it.

Future Ranked Mode Competitive Ladder Post-Trials Progression
Primary PurposeCreate a structured competitive ladder for organized long-term play.
Access PathPlanned to unlock after Fleet Trials progression.
Rank IdentitySupports the future Orbit Match tier system from Orbital Cadet up to Lorenium Fleet Commander.
Player ValueGives elite players a destination mode once the community and matchmaking population are ready.
Combat Systems

5-level upgrade paths for weapons, shields, and engines

Every weapon, shield, and engine upgrades through 5 levels mid-match using Lorenium earned from kills, assists, and objectives. Each column shows the price and key stat for that level.

Weapons System

Equip up to 4 weapon slots and upgrade them mid-match. Each weapon has 5 levels — hover any level tile to see the full stat jump.

W01 — Machine Gun Rapid-fire ballistic · 0.7 dmg/shot · Scales via barrel count
Universal
L1600 LP1 barrel
0.10s CD
L21200 LP2 barrels
0.066s CD
L31800 LP3 barrels
0.05s CD
L42400 LP4 barrels
0.04s CD
L53200 LP5 barrels
0.033s CD
W21 — Torpedo Smart AoE homing · scales 25→50 dmg
Universal
L1600 LP25 dmg
6.0s CD
L21000 LP31.3 dmg
5.5s CD
L31400 LP37.5 dmg
5.0s CD
L41800 LP43.8 dmg
4.5s CD
L52200 LP50 dmg
4.0s CD
W02 — Plasma Gun Sustained energy · 8→16 dmg · 600→840 range
Fighter
L1600 LP8 dmg
0.65s CD
L21000 LP10 dmg
0.65s CD
L31400 LP12 dmg
0.65s CD
L41800 LP14 dmg
0.65s CD
L52200 LP16 dmg
0.65s CD
W14 — Plasma Wave Wide AoE arc · 7→14 dmg · 700→980 range
Fighter
L1800 LP7 dmg
1.0s CD
L21200 LP8.75 dmg
0.9s CD
L31600 LP10.5 dmg
0.8s CD
L42000 LP12.25 dmg
0.7s CD
L52400 LP14 dmg
0.6s CD
W07 — Hellfire Missiles 10-missile swarm · 140→210 total dmg
Fighter
L11000 LP14×10
35.0s CD
L21500 LP15.75×10
32.5s CD
L32000 LP17.5×10
30.0s CD
L42500 LP19.25×10
27.5s CD
L53000 LP21×10
25.0s CD
W13 — Plasma Beam Continuous laser · 14→25.2 DPS · 5s channel
Fighter
L1800 LP14 DPS
30.0s CD
L21200 LP16.8 DPS
28.7s CD
L31600 LP19.6 DPS
27.5s CD
L42000 LP22.4 DPS
26.3s CD
L52400 LP25.2 DPS
25.0s CD
W03 — Rail Gun Extreme burst · 20→42 dmg · instant overheat
Sniper
L1700 LP20 dmg
0.65s CD
L21200 LP25.5 dmg
0.65s CD
L31700 LP31 dmg
0.65s CD
L42200 LP36.5 dmg
0.65s CD
L52800 LP42 dmg
0.65s CD
W12 — Piercing Lance Beam piercer · 30→60 DPS · 3s channel = 90→180 dmg
Sniper
L11000 LP30 DPS
20.0s CD
L21500 LP37.5 DPS
18.2s CD
L32000 LP45 DPS
16.0s CD
L42500 LP52.5 DPS
14.3s CD
L53000 LP60 DPS
12.5s CD
W05 — Guided Missile Player-steered nuke · 30–110 base → up to 220 dmg at L5
Sniper
L11000 LP1.0× dmg
15.0s CD
L21500 LP1.25× dmg
15.0s CD
L32000 LP1.5× dmg
15.0s CD
L42500 LP1.75× dmg
15.0s CD
L53000 LP2.0× dmg
15.0s CD
W04 — Disruption Cannon Utility · Stasis field · Slows 40%→5% speed
Sniper
L1600 LP40% slow
20.0s CD
L2900 LP30% slow
17.5s CD
L31200 LP20% slow
15.0s CD
L41500 LP10% slow
12.5s CD
L51800 LP5% slow
10.0s CD
W09 — Mega Barrage 15-projectile cone · 120→240 total dmg
Bruiser
L11000 LP8×15
45.0s CD
L21500 LP10×15
42.5s CD
L32000 LP12×15
40.0s CD
L42500 LP14×15
37.5s CD
L53000 LP16×15
35.0s CD
W23 — Volley Missile 10 seeking missiles · 140→210 total dmg
Bruiser
L11000 LP14×10
50.0s CD
L21500 LP15.75×10
45.0s CD
L32000 LP17.5×10
40.0s CD
L42500 LP19.25×10
35.0s CD
L53000 LP21×10
30.0s CD
W18 — Siege Plasma 10-round line drill · 80→160 total dmg
Bruiser
L11000 LP8×10
50.0s CD
L21500 LP10×10
45.0s CD
L32000 LP12×10
40.0s CD
L42500 LP14×10
35.0s CD
L53000 LP16×10
30.0s CD
W10 — Deflector Shell Defensive stance · 50→90% dmg reduction · 30→70% reflect
Bruiser
L1600 LP50% block
35.0s CD
L2900 LP60% block
32.5s CD
L31200 LP70% block
30.0s CD
L41500 LP80% block
27.5s CD
L51800 LP90% block
25.0s CD
W22 — Void Needle Shield-piercing · 8.4→16.8 dmg · 3 shots/sec
Assassin
L11000 LP8.4 dmg
0.33s CD
L21500 LP10.5 dmg
0.33s CD
L32000 LP12.6 dmg
0.33s CD
L42500 LP14.7 dmg
0.33s CD
L53000 LP16.8 dmg
0.33s CD
W20 — Stealth Mine Cloaked AoE trap · 60→120 dmg · 10→30s lifetime
Assassin
L11000 LP60 dmg
12.0s CD
L21500 LP75 dmg
10.8s CD
L32000 LP90 dmg
9.6s CD
L42500 LP105 dmg
8.4s CD
L53000 LP120 dmg
7.2s CD
W11 — Nano Missile Shield-bypass DoT · 10 hit + 50 hull dmg → 18 + 90 at L5
Assassin
L11000 LP10+50 dmg
4.0s CD
L21500 LP12+60 dmg
3.8s CD
L32000 LP14+70 dmg
3.6s CD
L42500 LP16+80 dmg
3.4s CD
L53000 LP18+90 dmg
3.2s CD
W15 — Reactor Virus Hull-bypass + slow · 8.4→16.8 dmg · 70%→50% speed
Assassin
L1800 LP8.4 dmg
25.0s CD
L21200 LP10.5 dmg
23.7s CD
L31600 LP12.6 dmg
22.5s CD
L42000 LP14.7 dmg
21.3s CD
L52400 LP16.8 dmg
20.0s CD
W06 — Heal Pulse AoE team heal · 10→20 HP/sec over 5s · 600 radius
Support
L1800 LP10 HP/s
20.0s CD
L21200 LP12.5 HP/s
17.5s CD
L31600 LP15 HP/s
15.0s CD
L42000 LP17.5 HP/s
12.5s CD
L52400 LP20 HP/s
10.0s CD
W16 — Repair Beacon Deployable heal zone · 5→10 HP/sec · 35→70 total HP
Support
L11000 LP5 HP/s
25.0s CD
L21500 LP6.25 HP/s
23.7s CD
L32000 LP7.5 HP/s
22.5s CD
L42500 LP8.75 HP/s
21.3s CD
L53000 LP10 HP/s
20.0s CD
W17 — Shield Barrier Deployable wall · 100→200 HP · 25→15s CD
Support
L1800 LP100 HP
25.0s CD
L21200 LP125 HP
22.5s CD
L31600 LP150 HP
20.0s CD
L42000 LP175 HP
17.5s CD
L52400 LP200 HP
15.0s CD
W08 — Lorenium Overdrive Fleet damage amp · +20%→+60% dmg · 600 radius
Support
L11000 LP+20% dmg
30.0s CD
L21500 LP+30% dmg
28.5s CD
L32000 LP+40% dmg
27.0s CD
L42500 LP+50% dmg
25.5s CD
L53000 LP+60% dmg
24.0s CD
W19 — Stasis Field AoE slow zone · 20%→10% enemy speed · 300 radius
Support
L11000 LP20% spd
30.0s CD
L21500 LP17.5% spd
27.5s CD
L32000 LP15% spd
25.0s CD
L42500 LP12.5% spd
22.5s CD
L53000 LP10% spd
20.0s CD

Shield Systems

One shield per hull, upgradeable through 5 levels. Shields have unique damage type multipliers — choosing the right one for the enemy composition matters.

S01
S01 — Balanced Shield Neutral vs all types · 100→180 capacity
All
L11000 LP100 HP
12 regen/s
L21500 LP120 HP
15 regen/s
L32000 LP140 HP
18 regen/s
L42600 LP160 HP
21 regen/s
L53300 LP180 HP
24 regen/s
S05
S05 — Regen Field Aura heals allies 10→30 HP/s · 300→500 radius
All
L11500 LP100 HP
Aura: 10/s
L22250 LP115 HP
Aura: 15/s
L33000 LP130 HP
Aura: 20/s
L43800 LP145 HP
Aura: 25/s
L54700 LP160 HP
Aura: 30/s
S06
S06 — Reflective Shield Reflects 15→35% dmg back · 130→210 capacity
All
L11700 LP130 HP
Reflect 15%
L22550 LP150 HP
Reflect 20%
L33400 LP170 HP
Reflect 25%
L44300 LP190 HP
Reflect 30%
L55300 LP210 HP
Reflect 35%
S07
S07 — Phased Shield Nullify chance 10→30% · 80→160 capacity
All
L12000 LP80 HP
Nullify 10%
L23000 LP100 HP
Nullify 15%
L34000 LP120 HP
Nullify 20%
L45100 LP140 HP
Nullify 25%
L56300 LP160 HP
Nullify 30%
S10 — Miner Shield Kinetic 0.7× resist · 120→200 capacity
All
L1900 LP120 HP
8 regen/s
L21350 LP140 HP
10 regen/s
L31800 LP160 HP
12 regen/s
L42300 LP180 HP
14 regen/s
L52900 LP200 HP
16 regen/s
S08
S08 — Armor Grid Explosive 0.6× resist · 200→320 capacity
All
L11500 LP200 HP
4 regen/s
L22250 LP230 HP
5 regen/s
L33000 LP260 HP
6 regen/s
L43800 LP290 HP
7 regen/s
L54700 LP320 HP
8 regen/s
S02
S02 — Heavy Plating Kinetic 0.5× resist · Energy 1.5× weak · 150→270 capacity
Bruiser · Support
L11200 LP150 HP
2 regen/s
L21800 LP180 HP
3 regen/s
L32400 LP210 HP
4 regen/s
L43100 LP240 HP
5 regen/s
L53900 LP270 HP
6 regen/s
S03 — High Capacity Shield Massive pool · Explosive 1.2× weak · 230→350 capacity
Bruiser · Support
L11400 LP230 HP
5 regen/s
L22100 LP260 HP
7 regen/s
L32800 LP290 HP
9 regen/s
L43600 LP320 HP
11 regen/s
L54500 LP350 HP
13 regen/s
S09 — Bastion Field Aura + Explosive 0.4× resist · Ally aura 10→26 HP/s
Bruiser · Support
L11600 LP160 HP
Aura: 10/s
L22400 LP185 HP
Aura: 14/s
L33200 LP210 HP
Aura: 18/s
L44100 LP235 HP
Aura: 22/s
L55100 LP260 HP
Aura: 26/s
S04
S04 — Fast Recharge -1.0s delay · 24→40 regen/s · All dmg types 1.2× weak
Fighter · Sniper · Stealth
L11100 LP60 HP
24 regen/s
L21650 LP75 HP
28 regen/s
L32300 LP90 HP
32 regen/s
L43050 LP105 HP
36 regen/s
L53900 LP120 HP
40 regen/s
S11 — Hunter Shield -0.5s delay · 16→28 regen/s · Energy 1.2× weak
Fighter · Sniper · Stealth
L11150 LP110 HP
16 regen/s
L21725 LP135 HP
19 regen/s
L32300 LP160 HP
22 regen/s
L42950 LP185 HP
25 regen/s
L53700 LP210 HP
28 regen/s

Engine Systems

Engines define acceleration, top speed, boost pulse behavior, and afterburner capability. Choose based on your hull's role and combat range.

E01 — Balanced Drive Equal accel & speed · Boost pulse 300→400
All
L1800 LP+20 accel
+6 speed
L21200 LP+23 accel
+8 speed
L31680 LP+26 accel
+10 speed
L42300 LP+29 accel
+12 speed
L53200 LP+32 accel
+15 speed
E06 — Overcharged Drive Best raw output · Boost 400→600 · Runs very hot
All
L11500 LP+25 accel
+16 speed
L22250 LP+32 accel
+19 speed
L33150 LP+40 accel
+22 speed
L44200 LP+48 accel
+25 speed
L55400 LP+55 accel
+28 speed
E07 — Efficiency Core Low heat · 10s afterburner burn time
All
L1900 LP+15 accel
+4 speed
L21350 LP+18 accel
+6 speed
L31890 LP+21 accel
+8 speed
L42500 LP+24 accel
+10 speed
L53200 LP+27 accel
+12 speed
E11 — Miner Drive Budget option · Low heat cost pulses
All
L1750 LP+25 accel
+3 speed
L21125 LP+30 accel
+4.5 speed
L31575 LP+35 accel
+6 speed
L42100 LP+40 accel
+7.5 speed
L52700 LP+45 accel
+9 speed
E02 — Light Thrusters High top speed focus · Boost pulse 300→450
Fighter · Stealth
L1900 LP+15 accel
+11 speed
L21350 LP+18 accel
+14 speed
L31890 LP+21 accel
+17 speed
L42500 LP+24 accel
+21 speed
L53200 LP+27 accel
+26 speed
E10 — Afterburner Core Best afterburner 1.4→1.6× · Huge boost pulse 600→800
Fighter · Stealth
L11600 LP+30 accel
+14 speed
L22400 LP+36 accel
+17 speed
L33360 LP+42 accel
+20 speed
L44500 LP+48 accel
+23 speed
L55800 LP+54 accel
+26 speed
E14 — Agile Matrix Fastest dash CD 0.20→0.12s · Boost pulse 450→590
Fighter · Stealth
L11500 LP+30 accel
+9 speed
L22250 LP+36 accel
+11 speed
L33150 LP+42 accel
+13 speed
L44200 LP+48 accel
+15 speed
L55400 LP+54 accel
+17 speed
E09 — Stealth Vectors Silent afterburner · Boost pulse 400→500
Stealth
L11150 LP+20 accel
+8.5 speed
L21725 LP+24 accel
+10 speed
L32415 LP+28 accel
+11.5 speed
L43200 LP+32 accel
+13 speed
L54100 LP+36 accel
+14.5 speed
E03 — Heavy Reactor Burst accel focus · Afterburner 1.15→1.35×
Bruiser
L11100 LP+15 accel
+5 speed
L21650 LP+17 accel
+7.5 speed
L32310 LP+19 accel
+10 speed
L43000 LP+21 accel
+12.5 speed
L53800 LP+23 accel
+17 speed
E08 — Heavy Plow Drive Massive burst accel · Slow shove pulse 225→285
Bruiser
L11250 LP+25 accel
+5 speed
L21875 LP+33 accel
+7.5 speed
L32625 LP+45 accel
+10 speed
L43500 LP+50 accel
+12.5 speed
L54500 LP+60 accel
+15 speed
E05 — Precision Jets Ultra-low heat pulses · Repositioning micro-dashes
Sniper
L11050 LP+20 accel
+10 speed
L21575 LP+24 accel
+12 speed
L32205 LP+28 accel
+14 speed
L42950 LP+32 accel
+16 speed
L53800 LP+36 accel
+18 speed
E12 — Long-Range Cruise 10s afterburner · Long bounding dashes · Boost 450→550
Sniper
L11200 LP+12.5 accel
+12 speed
L21800 LP+15 accel
+14.5 speed
L32520 LP+17.5 accel
+17 speed
L43350 LP+20 accel
+19.5 speed
L54300 LP+22.5 accel
+22 speed
E04 — Support Ion Drive High accel · Half heat afterburner
Support
L11000 LP+25 accel
+5 speed
L21500 LP+30 accel
+7 speed
L32100 LP+35 accel
+9 speed
L42800 LP+40 accel
+11 speed
L53600 LP+45 accel
+13 speed
E13 — Defender Core Slow & steady · Low heat · Slow pulse 275→375
Bruiser · Support
L1900 LP+27.5 accel
+7 speed
L21350 LP+33 accel
+8.5 speed
L31890 LP+38.5 accel
+10 speed
L42500 LP+44 accel
+11.5 speed
L53200 LP+49.5 accel
+13 speed
Join the Fleet

Community Hub

Matchmaking, feedback, and balance discussions happen on our Discord. Join the server to find pilots for your 14-player Sim Matches, test Fleet Trials, and directly influence the development of Lorenium Orbit during Early Access.

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