
Rebuild civilization from a single planet in Nexus Legacy, a persistent sci-fi 4X MMO. Colonize worlds, manage resources, research technologies, command fleets, forge alliances, and fight for control of a living galaxy.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Nexus Legacy is a persistent online space strategy game about rebuilding civilization after the fall of the Nexus.
Start with a single planet, develop your economy, expand across the galaxy, research advanced technologies, build fleets, spy on rivals, raid vulnerable worlds, and fight for control of strategic regions. Every planet matters. Every fleet movement has a cost. Every mistake can become someone else’s opportunity.
The game is inspired by classic browser space strategies, but built with a modern approach: deeper logistics, commanders, planetary defense, espionage, piracy, alliances, markets, expeditions, wormholes, and long-term seasonal progression.
Build Your Empire
Develop mines, laboratories, shipyards, orbital infrastructure, colonies, moons, outposts, and sector stations. Your economy grows with every new colony, but expansion also increases the number of borders you must defend.
Command Your Fleets
Design fleets for different purposes: scouting, raiding, transport, defense, expedition, mining, siege, and alliance operations. A powerful fleet is not always the right fleet. Cargo capacity, travel time, fuel cost, range, escort composition, and target intelligence all matter.
Research Your Future
Unlock new buildings, ships, military systems, economic upgrades, logistics tools, and late-game technologies. Early progress is fast, but higher levels demand real investment and planning.
Spy, Raid, Defend
Information is a weapon. Use espionage to discover resources, fleets, defenses, and weaknesses before committing your ships. Launch attacks to break fleets and infrastructure, or raids to extract resources with ground forces and specialized support ships.
Join the Political Game
Form alliances, coordinate attacks, defend allies, trade resources, compete for territory, and participate in the shifting balance of power across multiple universes.
Explore the Unknown
Send fleets into expeditions, pirate zones, deep space anomalies, wormholes, and dangerous regions where risk and reward are never fully predictable.
Fair Monetization
Nexus Legacy does not sell resources, fleet power, combat boosts, or instant progress. Paid options focus on convenience, account services, cosmetics, and supporting development without turning strategy into a wallet contest.
A Living Universe
The galaxy keeps moving even when you log off. Fleets travel, colonies grow, rivals scout, alliances plan, and wars unfold over hours, days, and seasons. Nexus Legacy is built for players who enjoy long-term strategy, calculated risks, and the quiet satisfaction of seeing a plan come together.
Genres
Stats
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Hungarian, Greek, Danish, Simplified Chinese, Dutch, Norwegian +10 more
Engagement
Reviews
Themes across 178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wasn't expecting someone to sit down, look at OGame and say it needs a spiritual successor in 2026, but here we are. Overview: This game will polarise most people though, you're going to have players that have fond memories of OGame (Before it went heavy p2w, as did it's competitors.) And will genuinely be pleased to see something like this being made, and then there's going to be people who hate it, find it boring and a waste of time. TO be clear, these types of games have never been the type to constantly check. You set up your moves, leave the game running in the background while you do work. TribalWars, Backyard Monsters, Travian and OGame all kind of fall under this umbrella of MMORTS, where your very presence on a server can be wiped out by someone further ahead than you. As a result, "games" are basically released over time as new servers and that's typically when you should start playing. If that sound pretty brutal, it's by design. Pay to Win concerns: I see comments saying the command centre is pay to win, and in a game where power scales against others players. There is some credence to that idea. However, I feel it's also greatly exaggerated, a lot of the players saying it's pay to win and quitting after 10 hours would most likely not get very far even if the command centre was a standard feature. (Your biggest offensive and defensive tool in these games has always been diplomacy with other players. And that is free.) The command Centre: What the Command Centre does from what I can tell, is it allows you to add a an extra fleet mission, and an extra build que. However the exploration can be brutal and the likelihood you'll even need that 3rd fleet order is very unlikely early. Same goes for the build que, as you'll be scrounging your resources and might not even be able start a build order. That being said the, game gives a few free days I imagine so it makes those early "few minutes" builds a little easier to plan out. But if a build is going to take 5 hours, with or without the command centre, your second build will only start after the first is finished and in tandem the 3rd after the 2nd. In other words, if you're attentive, and play this game in the background while doing spreadsheets, that 3rd build que just becomes a little redundant. There's also the research panner, but while you might think this automatically starts research, it does not. It's a planner pure and simple, you still have to start the research manually and if you have "Notepad" you can get the same usage. This feature also gives you statistical data which, again, can be useful but when you're attentive becomes less needed. So far as I can tell, it's "Pay to Plan". You have access to all the same features that a subbed player has, same progressions, same dangers. I feel we've become so hypersensitive about pay to win (And, rightly so...) That we perceive any kind of statistical increase "the reason" you would never succeed in a game like this. But I am a free player and I've been doing okay thus far I feel, simply by listening out for notifications of stuff completing and then planning the next move. When you compare this to games from the mid 2000's like OGame you realise how bad it can get. And how dev's realised pretty early on that purchasing power is a great money maker for your very simplistic browser based game. Is the game for you? I hate asking this question typically when I do reviews (Even if no one reads them.), I'll never say "Do you like concept A, and Concept B? Then this is the game for you!" I feel it's a moot point because you're already looking at the reviews out of interest but here I feel I need to at least put the question to you, as someone who may read this in that position. Because the game is slow, it's methodical, it's brutal and it can get very busy, especially when you start to understand that your diplomacy and planning around *AND* with other players becomes more and more crucial to your own survival. It's almost entirely text based outside of some basic images and concept arts and that really harkens back to it's roots in OGame. For some, this games going to be a neat little time waster while you do computer work or play something else and just keep checking back to this over the day. For others, it's going to be boring pay-to-win and not worth the effort because the guy with 1 extra fleet command and build makes it "impossible" for free players. In Conclusion: Neptune's Pride, for me at least. Has been the gold standard for an online browser based PvP 4X game (Mouthful of word salad) for a good few years now , for a lot of reasons. Equal footing starts, a very big emphasis on diplomacy and cloak and dagger tactics, a genuine sense of expansion over the game, and alliances going to war in a bid to out last their enemies (As well as each other.) And as well, more recently, Backyard Monsters Refitted finally showed me how a games like these would have actually worked if they had zero pay-to-win options because for the most part, every single game of this type has gone down heavy pay-to-win routes and these are the only 2 that are similar that I've found that don't have pay-to-win. Nexus Legacy skirts that line pretty close and your perception toward it will be the factor that determines if you're okay with it. It's a 4X game with player interaction over a long period of time, which conceptually always drew me to these games when we all had grey bricks for PC's as kids. Your options these days for games like these are pretty limited if you want to avoid power being outright sold and in turn, your time being wasted. And at the very least, good attention to detail will take you far as a free player in Nexus Legacy. I'm 100 hours in and still haven't needed to look at that Command Centre sub as something I need. However if I were a good few hundred hours in, I'd feel bad about not getting it at that point just to support something I actively am playing. It would be nice to see the command centre become a standard feature, as I feel that would prevent people from quitting after a few hours and then just leaving a negative review which will just turn potential players further away. And for cosmetics to be the way to support the game which they already do. (Mine and a lot of people's preferred way.) Despite not really being into them myself, they are a good way to support a dev while feeling like you actually got something that just applies to a players vanity instead of a piece of the game or their power, even if that part is small depending on your perception of it.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 178 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Browser based, timers for everything, slop that has p2w. This is nothing like EVE Online, give me a break lmao. It's more like Stellaris if Stellaris was a predatory microtransaction hell that was a mobile game without any graphics.
wait a few years
Nostalgie Pur, wie früher Ogame und Space Pioneers. Ich habe es geliebt. Ich hoffe es wird später kein pay2win wie bei den ganzen anderen Browsergames von damals(geht bestimmt auch anders). Mir gefällt es, Übersetzung ist noch nicht komplett, sonst alles gut.
Got hooked into this game - playable over steam, browser or app you dive into a browser-galaxy-game with multiple options. What I like most is the planet system where every planet is unique and you got to make a wise choice which planet to choose and where to settle with your alliance. Higher risk gives more ressources. Recently the combat system has also been reworked to make defenses very viable. Would recommend it - just dont take it too serious as a lot of hardcore gamer play it nearly 24/7
I always found it fascinating when a dev is trying their hardest to make a game LESS fun then it was. This started out good when I first began. Saw a lot of things I liked like no Pay2Win nonsense, a cool theme and interesting mechanics. And as time went on a lot of GOOD QoL changes were made and ive really started to invest myself into the game. I joined a fun loving group of potatoe based lifeforms, lost some ♥♥♥♥ due to trail and error, learned and got better. Which felt good. It felt good playing the game, messing around and finding out. But as time went on ive started to see some glaring issues with what I can only call "The Fear of Loss" Lets take the AI officer, which used to just evacuate your fleet if attacked by either sending it to another safe planet or scattering it aslong as long you had the fuel. This made taking some one by surprise 100% impossible unless they either had no fuel or forgot to set it. In my eyes I started this as a PvP/Industrialist kind of game but actually committing to PvP turned out to be.. an illusion. Both sides have TOO many safegaurds against loss. An attacker can literally just say "Oh noes if my fleet starts losing ill set it to retreat at 30% cus I picked a bad fight." Which usually meant losing near nothing for picking a bad fight and just repairing whatever you lost.. nearly 0 consequence. You can also just recall the fleet, if they are being reinforced and all youde have lost was fuel. The defender can use the afformentioned AI officer to just auto evac their fleet, losing their resourcess but gaining a 24hour shield so they cannot be attacked any further. Some buildings might get damaged but the repair costs are literally peanuts.. The advanced AI officer will even evac your resources making it an even less taxing experience.. In other words, where other games would just say, "You got hit now decide, continue or quit" this game says "Nothing can go wrong don't worry just farm up". While I get the idea of implementing safegaurds. I believe in this case the training wheels didn't just stay on, they bolted on 5 more sets and made you wear a pillow. Just to make sure you don't feel like you lost anything. I have been attacked and I have attacked, I lost ♥♥♥♥ and continued on. I never intend to just quit cus I either got hit by some one stronger or I took a bad fight. But these systems seem to be particularly made for those kinds of "quitters". In my eyes it just makes the game unfun and boring. TLDR tho cus its getting long int he tooth.. Game has/had potential but a recent patch bascially ffed up ALL travel times, introduced a "Rested" mechanic that punishes active play, cus why would you want an active player base, and inconsistencies across the board. Tons of ease of use buttons missing, like a SEND ALL button for jumpgates or moons, now you have to send every ship individually. Basic things like templates for Expeditions.. and a market layout that I could only describe as a concrete octopus. And the worst.. RANDOM FFING CHANCE to lose your ENTIRE fleet, or lose 30% or lose 10% based on RNG when doing the PvE content. It just rolls on a table and if unlucky you either lose contact entirely, lose 30% and all your cargo or lose 10% and keep your ♥♥♥♥.. with 0 counterplay whatsoever.. I will continue to play cus.. sunk cost fallacy and what not but please, PLEASE do NOT start a new season while this game is FAR from functional or balanced. Especially when the dev doesn't understand how to adress some balance issues and just takes a sledgehammer to it..
Its crazy all the different options you have and more becomes available as you research new techs. You can colonize safe zones where PvP is not allowed, or expand out to PvP zones where you get better bonuses. Sit back build up your planets or build up your fleets. Explore anomalies, wormholes, mine resources, colonize moons, build outposts, send fleets on patrols and expeditions, hunt pirates, attack other players, conquer stations for bonuses, lay mine fields, the list keeps on going.
Overall the game is fun, and the developer has really earned a lot of trust with the community by posting actively in Discord and addressing concerns right away. I am happy with the way the game is evolving and am curious to see how it keeps improving over time. THE GOOD: Very much not pay 2 win. There is a fine-print caveat as exchanging Hydrogen for Alloys using the summon-trader purchasable item is powerful, but this is not game-breaking and is completely something you can work-around by using the player-controlled markets. This game shares common DNA with several browser-style games that have preceded it, but it brings a fresh take with a few interesting mechanics. Specifically, there is safe space where planets are immune, open and dead-space where planets can be attacked but offer several bonuses. However, anyone can be attacked anywhere when mining asteroids/gas/plasma/cryo. This last bit a key difference. Your planet colonies can never be taken from you. :) THE BAD: The current server 0 is over a month old, and one thing that is noticeable is that there is a cataclysmic gap between new players starting today and those from day 1. One example of this problem is that fleet-sizes are unlimited, while resources that can be stored in planets/stations are limited -> this means players that convert resources to ships gain power at a far accelerated rate based on their longevity and activity both. New players can gain technology required to be theoretically competitive within 2-3 weeks depending on activity level, but overcoming the accumulated-fleet strength problem is a different story.
Aucun équilibrage du pvp en 2 mois une communauté toxique au possible, exploit, bot, dans tout les sens passer votre chemin
I'm sure the game is highly satisfying to a particular type of gamer, but for me, the learning curve is too steep for a casual beginner player, frustrations begin too soon, resources are difficult to acquire in pace with damage that your ships endure and progress that you hope to make.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| — | 0 | — | — |