Build a ship.
Command a fleet.
Fit in 3D. Check the firing arcs. Command your fleet.
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Based on www.massivefrontier.com wiki data. Subject to change at any time during alpha and beta.
With the friendly approval of FatChickens, creator of Massive Frontier, by Quantum Gaming Studios. Official Discord ↗
Design an anti-Tide fleet
Enter your progression and Coin budget once. The advisor compares eligible hulls, fits and Marks, then proposes a fleet and its next upgrades. Costs start from scratch; mark owned items afterwards to calculate what is missing.
Enter the enemy’s final reach after its bonuses. Kiting compares weapon reach, combat speed, turning and forward arcs. Without enemy data, an actual range/speed advantage remains unverified. Sector speed is not combat mobility.
Optional: faction access, existing research & hangar
Start from scratch, provide only the details you know, or explore what to unlock next. No inventory or foreign access is assumed.
The faction lock is live from Build 95. Own-faction and generic designs are open. Previously served factions and purchased unlocks stay open permanently, even if standing drops. Existing research is retained. A held foreign human module opens that exact module for research/build, not its siblings; fitting owned stock remains free of faction locks. Blueprint fragments are separate from Coins and Tide fragments.
| Faction | Contract standing | Served before | Module access unlocked | Hull access unlocked |
|---|
Honoured: 22,000 standing, 50 blueprint fragments for modules. Exalted: 40,000 standing, 100 for hulls. Record paid access only after OPEN MODULES / OPEN HULLS reads OPENED; current standing does not revoke an earlier unlock. Generic designs are always open. Tide designs have no new faction or held-module unlock route; owned stock can still be fitted.
Official contracts / live unlock rules ↗
Optional existing research & owned ships/modules
Choose one blueprint to record existing research, or add the exact quantity and Mark in your hangar. Stock does not mean research is already complete. A held foreign human module does open its own research/build route; held Tide items remain stock-only unless existing research is explicitly recorded. All fields are optional and remain in this browser.
Mk targets, combat focus & mixed hulls
Automatic search compares Mk1 up to the selected ceilings, uses only eligible unlocks and excludes Relics. Fixed examples use the exact selected Marks and may show future unlocks; Relics require Mk5 modules.
Select a faction, player level, Lab, Shipyard and Coin budget to begin.
Coins cover Mark unlocks. New hulls, module copies and research resources are listed separately. Build times, resources on hand and instant-completion Coins are not budget constraints. The search ranks damage, Alien protection, range and firing arcs; it is a planning comparison, not a combat simulation or guaranteed boss win.
Browse fixed Hivemind & Overmind examples / all factions
Use the same faction, Mk and mixed-hull choices above. These are independent targets, not a mandatory build chain.
Ship workbench
SHIP-SCOPE MODULESFleet roster
UP TO 6 SHIPSShips in the roster use their saved design. Editing a design updates every copy in this fleet. Duplicate a design for a different loadout.
Deployment formation
5 × 3 STATIONSDrag a ship to another station, or select two stations to move or swap. Formation previews use planning templates; exact battle spacing is not simulated.
Overdrive timing & damage
Official rule: overlapping damage modules use only the strongest bonus. AUTO waits for the running damage effect to end before starting another of the same kind. Manual simultaneous activation consumes several module timers for one damage bonus. Hull Overdrive multiplies on top; speed, evasion and resistance effects can run alongside it. The timeline always uses this rule. Legacy peak comparisons remain available for saved scenarios.
Repair & reserve
100% represents a completely destroyed fleet. Repair costs include hulls and every fitted module. Player level affects repair speed. Base Repair Bay building discounts do not apply to ships.
Research & Mark unlocks
PLAN NOW / BUILD WHEN ELIGIBLECalculation rules & official sources
Commander faction multipliers apply to every hull and module, irrespective of their origin. Ship Marks add slots, mass capacity, health, shields and weapon damage. Module Marks scale their own stats. When enabled, crew roster ratings, abilities, unlocked traits, jobs and captain synergy apply fleet-wide. Damage maneuvers enter their timed DPS window. Conditional bonuses use explicit health/loss inputs; temporary defensive/movement effects are separate readouts. Recruitment and actual combat damage are not simulated. Range = weapon base range × weapon Mark range × hull passive range × entered crew range; faction design values are already part of the published module. Resistances stack multiplicatively and cap at 75%. Hangar and Screen slots are shown as hull capabilities; the wiki says they are not yet fittable.
Build resources cover the selected fleet's hulls and fitted module copies. Module Mark coins are counted once per blueprint at the highest fitted Mark; hull Mark coins are per ship. Known module research chains are listed separately. Relic main stats and selected Tide traits are modelled separately. Optional recorded inventory and faction access feed the Fleet advisor; no game account or hangar is read automatically. Target resistance, actual combat hit chance and pilot commands are not simulated. Firing arcs are a property of hull mounts, not weapon modules. Forward DPS and Rear DPS are disjoint baseline totals from occupied hull mounts; weapon slots added by hull Mark upgrades are forward-facing. Fitting order begins with the fixed rear mounts, then forward mounts. Siege rear sectors are 45°. All-arcs and Overdrive totals are ceilings. Research and player requirements are planning milestones. No changes are made in the game.
3D hulls and weapon meshes are exported from Massive Frontier game assets. Display positions are illustrative and can be moved; they do not redefine the ship’s firing arcs or create extra slots. Dropping a weapon onto another numbered mount changes its actual fitted slot and therefore its forward/rear DPS assignment. Original shaders, dynamic skins and combat effects are not simulated.