Select a faction to view its ship research chain. Click any ship node for detailed stats. Ships marked green require no Research Points to unlock.
Railguns and precision missiles. Built to pick off exposed targets before they close range. High accuracy at distance.
Minefields and heavy torpedoes. Some EU ships sacrifice shields entirely for significantly reinforced armor plating.
EW suites, EMPs, and cruise missiles. Strips enemy sensors and systems before committing to direct engagement.
Laser beams and blasters. Sustained energy output that grinds down shields efficiently over time.
Heavy rockets and high-caliber projectiles. High armor, high volume of fire. Doesn't rely on finesse to win.
Ascension After Thunder is a session-based multiplayer space combat game. You pick a ship, enter a battle, fight over objectives, and earn Research Points to unlock new ships. There is no persistent world — each session is self-contained.
You belong to one of five factions, each with its own ships, weapons, and combat doctrine. Your faction determines which ships you can research and fly.
| Step | Phase | What Happens |
|---|---|---|
| 01 | Deploy | Pick a ship from your fleet and enter a battle. |
| 02 | Fight & Capture | Engage enemies and contest map objectives. Damage, captures, and assists all contribute to your score. |
| 03 | Earn RP | Research Points are awarded based on performance. Winning earns more, but contributing in a loss still gives something. |
| 04 | Research & Buy | Spend RP to research new ships. Once researched, buy them with Credits. No real-money shortcuts. |
| 05 | Into Battle | Take the new ship out and refine your fleet composition. |
Every ship has three defensive layers. To destroy a ship, all three must be depleted — in order. Each layer responds differently to damage types, so weapon selection matters.
| Layer | Name | How It Works |
|---|---|---|
| 01 | Shield | Energy barrier. Depletes under fire, then slowly regenerates over time. Some European Coalition ships sacrifice their shields entirely in exchange for heavier armor. |
| 02 | Armor | Physical plating. Does not regenerate passively. Absorbs and reduces incoming kinetic force. EU ships that trade shields receive substantially more armor HP. |
| 03 | Hull | Structural integrity. Zero means the ship is destroyed. No passive recovery. Most vulnerable to explosive and thermal damage. Low hull risks system damage. |
There are four damage types. Understanding how each interacts with the three defensive layers is the core of combat effectiveness.
| Type | Effect |
|---|---|
| Kinetic | High damage to Hull, normal to Armor, low to Shield. Best for finishing off stripped ships. Weak against shields. |
| Energy | High damage to Shield. Each hit has a 30% chance to bypass the shield and deal 75% damage directly to Armor. Makes energy weapons unpredictable but versatile. |
| System | Targets internal systems — propulsion, bridge, weapons. Each system has its own HP pool. Damaged systems lose efficiency but cannot be fully destroyed. Systems repair over time unless continuously hit. |
| Thermal / Nuclear | Large burst damage on impact, then damage-over-time that stacks with multiple hits. Effective against all layers. Most punishing when the target cannot disengage. |
| Category | Weapons | Notes |
|---|---|---|
| Kinetics | Bullets, Shells, Railguns | Primarily Kinetic damage. Railguns punch through armor better than standard shells. |
| Explosives | Missiles, Rockets, Mines, Torpedoes | Mix of Kinetic and Thermal damage. Thermal warheads add damage-over-time. |
| Energy | Laser Blasters, Laser Beams | Energy damage. High shield damage with 30% armor-bypass chance per hit. |
| Specialty | Magnetic Bombs, EMP | Magnetic Bombs attach to hulls and deal Kinetic damage bypassing deflection. EMP deals System Damage. |
Each ship has its own Tech Tree. The tree has more nodes than you can fully unlock, so you must make choices. Lean into speed, survivability, firepower, or signature reduction. Respec at any time using in-game currency.
Upgradeable stats: Speed, Armor, Shield, Evasion, Reload, Repair, Signature, Range, Power.
A per-ship experience level that tracks time spent in a hull. Cosmetic only — no combat stat changes. Other players can see your Mastery level.
| Skill | Effect |
|---|---|
| Stationary Defense | Lock in place. +50% tracking accuracy, -12.5% incoming damage. Ideal for holding position. |
| EM Blockade | Deploy a zone that slows enemy ships and disables incoming missiles inside it. |
| Target Sharing | Broadcast all spotted enemy positions to the entire allied fleet simultaneously. |
| Strategy | Effect |
|---|---|
| Anti-Spacecraft | Load specialist ammo for extra damage against lighter ship classes. |
| Improved Cruising | +25% speed across all thrust axes. Short afterburner burst. |
| General Quarters! | +30% tracking speed and faster reload. For close engagements. |
| Evasion Sequence | Auto-countermeasures and +40% turn speed. For disengaging from bad positions. |
| Air Cover | Anti-strike protection for nearby allied ships. |
| Fire as you Bear | Engage targets as they enter firing arcs rather than waiting for optimal position. |
| Mark Target for Strike | Coordinate a bomber or missile strike on a specific enemy ship. |
| Class | Category | Role |
|---|---|---|
| Drone | Strike Craft | Small and expendable. Swarming and screening. Deployable from Carriers. |
| USV | Strike Craft | Unmanned. Operated remotely or deployed from a Carrier. |
| Fighter | Strike Craft | Intercepts other strike craft. Fast and maneuverable, limited against larger ships. |
| Attacker | Strike Craft | Hybrid fighter/bomber. Works against a wider range of target sizes. |
| Bomber | Strike Craft | Heavy damage to capitals but needs escort. Struggles in direct fights. |
| Corvette | Light Warship | First real warship tier. Armed with turrets. More durable than strike craft. |
| Destroyer | Light Warship | Fleet protection against missiles, torpedoes, and incoming strike craft. |
| Frigate | Warship | General-purpose. Decent firepower and survivability. Good fleet starting point. |
| Cruiser | Capital | Mid-weight capital. Balances firepower and speed. Backbone of most fleets. |
| Battlecruiser | Capital | Heavy guns, cruiser speed. Hits hard, moves faster than a Battleship. |
| Battleship | Capital | Maximum armor and firepower. Slow, extremely hard to kill. Fleet anchor. |
| Carrier | Support Capital | Deploys and recovers strike craft. Force multiplier, not a direct combatant. |
| Combat Engineer | Support | Constructs field structures, repairs allied ships, handles battlefield logistics. |
| Auxiliary / Command | Support | Jamming, fleet-wide buffs, mobile spawn point for allies. |