Build a ship. Beat everyone to Lumina.

Thrust is a party game for 3 to 6 players. The TV is the board, your phone is your hand, and a signal from a better world is fading.

One person buys Thrust. Up to five friends join free from their own phone.

One TV, a few phones, one launch pad

One person hosts and puts the board on a screen. Everyone else joins from their phone with a room code. Empty seats can be filled by computer pilots, so a small group can still play.

  1. Pick a pilot

    Everyone rolls a die. The highest roller chooses first, and the roll sets the turn order.

  2. Build your ship

    Draw part cards and attach them. A hull, powerplant, thrusters and cockpit are essential, and you need a jump drive to launch.

  3. Fight, repair, sabotage

    Fire weapons, roll for combat, repair what gets hit and play sabotage cards on your rivals. Every pilot bends the rules a little.

  4. Launch

    Launching takes a whole turn. First ship away wins. If nobody makes it by round 20, the ship with the most working parts takes it.

3 to 6 playersComputer pilots fill empty seats.
Phones are your handiPhone and Android. Your cards stay private.
The TV is the boardAny big screen with a web browser.

The Open Frequency

Ferrum was a world that built itself out of everything. Otters welded its first foundries, bats mapped its night routes, and every species added something. Then the conflict started. First came disputes over water and power, then grudges, then a war with no clear beginning. Over the generations the skies filled with ash and the reactors began to fail.

Two sides emerged, and both say the other broke the world. Neither is entirely wrong, and neither is entirely united. Alliances across the line happen often, because a pilot with a jump drive to trade cares more about who can pay than which flag they fly.

Then a signal started on every dead channel, in no language and no voice, repeating one set of coordinates and one word: Lumina. A world of clean air, open sky and room for everyone. No one knows who sends it or whether it is real. It is fading, and everyone who can hear it knows the window is closing.

Ferrum's scrapyards became launchpads. Misfits from every walk of life are building ships out of salvage and stolen parts. Some will launch, some will be sabotaged, and some will make a deal in the dark. One of them might reach Lumina.

The Halcyon Accord

A loose alliance of engineers, brokers and peacekeepers who remember Ferrum's better days and refuse to give up on them. Otters, quokkas, meerkats and sloths.

The Black Meridian

A syndicate that runs the night: smugglers, salvagers and mercenaries who sold off what the Accord tried to protect. Wolverines, scorpions, bats and Tassie devils.

Eight pilots, two factions

Each pilot breaks one rule in their own favour. Tap a portrait to see them move.

The Halcyon Accord

Onyx Otter

Field Engineer

Onyx grew up in Ferrum's flooded foundries, keeping machines alive when no one else would. Years of fixing things in the dark made him fast.

Repairing a part disabled by weapons fire costs 1 AP instead of 2.

Spectre Sloth

Strategist

Everyone mistakes Spectre's patience for laziness. He watches, waits and plans the whole board, then moves once, all at once, when the moment is right.

Once per game, attach 2 parts for 3 AP total. The turn then ends.

Maverick Meerkat

Observant

Maverick was a lookout and a courier, and he notices what people try to hide. The Accord has never quite trusted him for it.

In odd rounds 1 to 15, after Phase 1, look at another player's hand and take 2 cards.

Quasar Quokka

Calculating

Everyone read his smile as carefree. It wasn't. He has run the numbers on every part in the scrapyard and knows which one a ship can do without.

Can launch with exactly 1 part missing: the jump drive or energy weapons only.

The Black Meridian

Bolt Bat

Nocturnal

Bolt ran the Meridian's courier routes after dark, when the city's lights failed and only he could see the way. Night gave him hours other pilots never had.

+1 AP per turn (4 total), but only 1 energy weapons attack per turn.

Saber Scorpion

Deadly

Saber settled disputes in the Meridian's fighting pits and learned that a fight is won in the second move. He strikes, then punishes the answer.

Reroll your attack die once per combat and take the higher. The defender must reroll their defence die and take the lower.

Dynamo Tassie devil

Rage

Dynamo has no patience, and anger is his engine. The angrier he gets, the faster he fires. Reckless, but it works.

Fire energy weapons for 1 AP instead of 2, up to twice per round. The powerplant must be active.

Warp Wolverine

Defensive

Warp has been hit more times than anyone can count and is still standing. Surviving Ferrum's alleys taught him to take a blow and turn it aside.

Reroll your defence die once per combat and take the higher.

Help us test it

Thrust is in closed beta on iPhone (through TestFlight) and Android. Testers get early builds, play with friends and tell us what feels wrong before everyone else sees it.

Join the beta

Beta builds are private. Testers agree to keep builds, screenshots and unreleased content to themselves.