Game Manual & Wiki

How to Play

Tethered is a persistent, tick-based space strategy game. Every minutes (a tick), resources are generated, constructions progress and fleets move through the galaxy. You own one planet. Build ships, research technology, mine asteroids and climb the leaderboard.

Goal

Discover and tow asteroids to your planet, build a powerful fleet and defenses, and outscore everyone else on the leaderboard.

Score

1,000 points per Asteroid owned, plus points for every Ship, Defense, Facility, and Research level you have accumulated.

Ticks

All game events — resource income, queue progress, fleet movement, bot actions — advance exactly one step per tick. Every action is measured in ticks, not real time.

Universe

The galaxy is organised as Sectors → Solar Systems → Planets. Distance between planets determines travel time and scan cost.

Resources & Mining

ResourceDescriptionIncome per tick
OrePrimary material for ships, defenses and facilities.Base +200, then +60 per Asteroid owned.
IsotopesUsed for high-tech construction and planet scanning.Base +150, then +50 per Asteroid owned.
AsteroidsThe main scoring resource. Also boosts Ore and Isotopes income.Mined by Tether Ships. See below.

Gathering Asteroids with Tether Ships

Dispatch a Tether Ship from the Fleets page to search nearby space. The more asteroids your planet has already discovered, the longer each new search takes. Once found, the ship tows the asteroid home — the return journey takes the same number of ticks as the outbound search.

Once an asteroid is placed in orbit around your planet, it is automatically mined each tick — no further action required.

Tether Ships can also capture disabled enemy ships in combat when no asteroids are present on the target planet.

Recalling a search: An outbound search mission can be recalled from the Mining page before the Tether Ship finds an asteroid. Once recalled, the ship returns home immediately. Missions that are already towing an asteroid cannot be recalled.

Travel Times

Fleet travel time is the Euclidean distance between two planets' positions, multiplied by the per-unit travel cost. Crossing a Sector boundary adds a fixed inter-sector penalty per grid step. Within a Solar System, the inner planets sit closer to the star (orbit index 1) and outer ones further (orbit index up to 5), so attacks targeting outer planets cost more ticks than inner ones.

Each Sector is a square of units to a side. Inter-sector distance between two grid coordinates uses Manhattan distance (|Δx| + |Δy| + |Δz|).

Fleet speed divides the base travel time (rounded up, minimum 1 tick). Ship speeds range from 5 (Carrier) to 10 (Interceptor), giving at most a 2:1 travel time ratio between the fastest and slowest ships. When a fleet contains mixed ship classes, the slowest ship's speed determines the fleet speed.

Combat Mechanics

Combat is resolved automatically when an offensive fleet arrives at a target planet.

New-colony grace period

Every newly created planet — player or bot — is protected for a grace period (default: 100 ticks). During this time, offensive fleet deployments to that planet are blocked and the Attack button on the planet page is disabled, showing the ticks of protection remaining. The grace period is unconditional: it does not end early if the protected planet attacks someone else. Players who migrate to a new planet via the restart flow do not receive a grace period.

0. Carrier Deploy Phase

Before combat begins, each Carrier on either side deploys 10 Interceptors directly into battle. Attacker Carriers deploy into the attacking force; defender Carriers deploy into the defending force. These Interceptors are included in the Carrier's purchase cost — no separate build needed. They fight as normal units and can be lost. A log entry confirms deployment before Round 1.

1. Planetary Defense Phase

All planetary defenses fire first, before any ships exchange fire. A well-defended planet can eliminate part of the incoming fleet before the main battle begins.

2. Ship Combat Phase

Remaining ships and defenses fire in Shooting Order (lower number = fires first). Within each tier, shots interleave: one attacker fires, then one defender, alternating until all ships in that tier have fired. Combat runs for up to two-thirds of the combined ship count rounds (minimum 10), or until one side is eliminated or has all its ships disabled.

2b. Weapon Size Targeting

Each weapon has preferred target sizes (Small, Medium or Large). If any targets of the preferred size are alive, the weapon fires exclusively at those; only when none remain does it fire on other sizes. Within that size pool, armed ships are targeted before unarmed ones — so a Laser will shoot down an Interceptor before a Tether Ship, even though both are Small. Only if no armed targets remain in the pool will unarmed ships be hit. Check the Weapons table for each weapon's preferred targets.

2c. Multi-Attacker Fairness

When multiple attacking fleets arrive simultaneously, defenders distribute their fire across all incoming fleets in round-robin order — no single fleet absorbs all damage. Allied defenders stationed at the target planet apply the same round-robin logic when returning fire at attackers.

2d. Defense-Only Weapons

Some weapons (e.g. Phase-Detonation Bomb) only target planetary defenses, not ships. The Bomber carries this weapon, making it a specialist at destroying fortified planets.

3. Shield Modifiers

Each weapon has a damage multiplier against each shield type. Check the Weapons & Shields table to see which weapons are effective against which shields.

4. Damage Flow, EMP & Energy

Hull damage is absorbed by shields first — only the overflow reaches the hull. Each ship also has an Energy reserve that powers its systems. EMP weapons drain shields first; once shields are depleted, EMP overflow drains Energy. A ship whose Energy reaches zero is Disabled: it cannot fire for the rest of the battle and is no longer a valid target for subsequent shots. Disabled ships can only be captured by Tether Ships or destroyed when the battle ends if their side loses. If all ships on one side are disabled, the battle ends immediately and those ships are counted as destroyed. The Tachyon Beam deals both EMP and hull damage in a single shot — if it disables a ship, the hull damage component of that same shot still applies before the ship is removed from the target pool.

5. Tether Phase

After combat, surviving Tether Ships on both sides act. Attacker Tether Ships capture assets from the target planet: first priority is towing an Asteroid; if none are available they capture a Disabled defender ship instead. Defender Tether Ships (including allied ones stationed at the planet) can capture Disabled attacker ships in the same phase. Loot is distributed in round-robin order across multiple Tether Ships.

6. Allied Defender Notifications

Players who have stationed ships at an allied planet receive a battle report notification whenever those ships participate in combat — even if the battle happens at a planet they don't own.

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