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#367

Command At Your Own Risk!

8 friends. 1 starship. Questionable leadership. Man your station, power the weapons, and turn panic into victory in Command at Your Own Risk

Casual AI-Assisted In Development Couch Co-opPartyOnlineMultiplayerSpace
1 votes this month
1 all-time votes
Command At Your Own Risk! | screenshot 1

About Command At Your Own Risk!

**The bridge is yours. The consequences are everyone’s.** Enemy weapons are charging. Your engineer needs more power. Your pilot has a questionable escape plan. And someone just volunteered you to be Captain. Welcome to **Command at Your Own Risk**, a cooperative starship bridge simulator where a crew of up to 8 players turns friendship, quick thinking, and occasionally terrible decisions into a spacefaring adventure. **One ship. Eight stations. Everyone matters.** Gather your friends and take your stations: Captain, Engineering, Tactical, Navigation, Science, Communications, Operations, and Fighter/Shuttle Pilot. Each role brings a different piece of the picture—and keeping your ship in one piece means working together. Call the shots from the Captain’s chair. Reroute power as Engineering. Line up torpedoes at Tactical. Steer through danger at Helm. Scan for enemy weaknesses, handle communications, manage precious supplies, or launch into space at the controls of a small craft. When the shields buckle and the alarms start, your greatest asset is the person at the next station. **Your friends join free.** Only the host needs to own the game. Your crew joins through a phone or desktop browser, with no separate game purchase or required mobile app. Put the action on a big screen for a living-room bridge crew, or bring your friends together online. Short a few officers? Basic station automation helps smaller crews keep flying. **Find your fortune—or find trouble.** Take on contracts, hunt hostile ships, investigate strange anomalies, answer distress calls, and haul valuable cargo. Build a reputation through honest work, or try your luck with piracy. Coordinate your next move, weigh the risks, and decide together how far you’re willing to push your ship. Sometimes the smartest order is “fire.” Sometimes it’s “run.” **Build a ship worth coming back to.** Command At Your Own Risk!

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