Neptune's Pride alternative
Games like Neptune's Pride: slow fleets, no final turn
Fleets that take real time to arrive and alliances you have to talk your way into, in a world that keeps going after the war is over.
Inselnova vs Neptune's Pride
Neptune's Pride facts come from Iron Helmet Games' website and the game's own help text, read on 11 November 2026. Player quotes are Hacker News comments, linked under each one. Inselnova rules come from our wiki.
At a glance
| Inselnova | Neptune's Pride | |
|---|---|---|
| Setting | A medieval archipelago, with fleets sailing between islands | A galaxy, with carriers flying between stars |
| How long it lasts | One world, open since February 2026, with no end date and no winner declared | A match, won by the first player to capture a set share of the stars (half in a standard game); finished games are deleted after 7 days |
| Pace | Real time; fleets take real time to arrive, longer the further they sail, and you can recall a fleet before it lands | Real time, moving forward in steps (ticks) every 15 minutes to 2 hours, set by the game's creator; or turn-based, with a deadline of 1 to 48 hours per turn (24 in a standard game) |
| Premium | None; nothing is for sale | Premium: $12 for 3 months, $24 a year or $48 for life |
| What money buys | Nothing | More games at once, premium-only galaxy types, no ads, creating your own games, cosmetics; nothing that makes your fleets stronger than anyone else's |
| Going quiet | Your islands keep producing; other players can still attack your colonies, but while you are active your capital and last island can't be taken | A player inactive for long enough is handed to the computer ("AI Administration"); in turn-based games, after 3 missed turns |
| Planned breaks | Shuttering, which you switch on before you leave, for up to 21 days in a rolling year | No personal vacation mode found in the help text; the creator of a private game can pause the whole game |
| New players | 7 days safe from attack; your own raids and settling are easier for up to 14 days, less as your islands grow | No new-player protection found in the help text |
| Alliances | 5 members at first, up to 30 with alliance XP | Formal alliances if the game's creator turns them on (allies can't take each other's stars, and the creator sets how much warning, if any, comes before an ally attacks); otherwise agreed by message |
| Where you play | Any browser on phone or computer | Browser |
Neptune’s Pride is built around talking to other players. A group of players join a galaxy, carriers crawl between stars, and for weeks, sometimes months, everyone is messaging everyone else, making promises they may not keep. Iron Helmet Games sums it up on its own site:
Neptune’s Pride is all about player diplomacy. You can’t win without allies, but who can you trust and how long will your friendship last?
Iron Helmet Gamesironhelmet.com
When someone captures enough stars, the game is over, and seven days later it is deleted.
Inselnova is the game I’m building, so weigh what I say about it with that in mind. Everything about Every Neptune’s Pride rule and price below comes from Iron Helmet’s site and the game’s own help text; the player quotes come from Hacker News. Inselnova has the same slow part, fleets that take real time to cross the sea and alliances you have to talk your way into, and leaves out the final turn.

How a game of Neptune’s Pride runs
The help text describes the goal like this: “The object of the game is to be the first to capture half of all stars in the galaxy.” That is a standard game; whoever creates a game can set it to a quarter, a third, half or two thirds. A game is real time and “played over several weeks”, and you can log in whenever you like to check your fleets and give new orders.
The game moves forward in steps called ticks, when carriers advance and stars produce. Whoever creates a game sets how often a tick comes: every two hours, every hour, every 30 minutes or every 15 minutes. There is also a turn-based mode, where time stops between turns. In a standard game each player has 24 hours to queue orders, and when everyone clicks ready the game jumps forward five ticks; whoever creates a game can change both. Players who stop showing up for long enough are placed under “AI Administration”, and the computer runs their empire; in a turn-based game that happens after three missed turns.
That shape is a big part of the appeal. Everyone starts together, nobody arrives three months late to a map that is already carved up, and there is a winner at the end. Neptune’s Pride was a hit in 2010 and was PC Gamer’s Web Game of the Year, and the current version is called NP4.
The cost of real time
Slow fleets have a side effect. A carrier that lands at three in the morning lands whether you are awake or not. One player remembers it this way:
I haven’t played in a few years (it was great at the beginning of the pandemic), but it was a lot of “fun” in the same way that diplomacy is “fun”. Except with a space theme and a lot of anxiety waking up at 2am hoping your fleet arrives at an empty star system and doesn’t get immediately obliterated.
ndonnellanHacker News, November 2022 (comment)
A match also has a natural length, and not every group makes it to the end:
My friends and I played for a while. The first week was a blast, the second week was fun, but week three felt like a chore and we all lost interest.
u3125Hacker News, March 2026 (comment)
Another player remembers the same late nights fondly, from a summer at a shared house with a group of new friends:
While in college, I stayed at a hacker house airbnb over the summer with a bunch of newly befriended tech friends, and I got us all playing. I have fond memories of changing the trajectories of my ships as soon as people went to bed, double-crossing alliances. Good times.
buzzy_hackerHacker News, January 2024 (comment)
Losing ground while you sleep
Inselnova is real time too, and there is no turn-based mode to fall back on. Other players can attack your colonies while you sleep, and a plunder run, which steals stored resources, gives no warning. The rules decide how much a bad night can cost:
- Your capital and last island stay yours while you play. A capital can never be colonised, and a player’s only remaining island can be battered but not taken. In the wiki’s words, “No amount of conquest removes an active player from a world.” Ordinary colonies can still be taken, and ships in a harbour that loses a battle are lost with it, so a bad night can cost you islands and ships, but not the game.
- You can see assaults coming. Each island has a Defense page. Once your Watch Tower spots a fleet, it shows when the fleet lands, and from tower level 16 it shows the ships and forecasts how your defences are likely to hold.
- Patrols meet plunderers. A patrol with a fresh crew turns every plunder run back; as the crew tires, it turns back fewer.
- Fleets can be recalled. An outbound fleet can be turned back any time before it lands. Only merchant runs to the bazaar can’t.
Where a turn-based game waits for you, Inselnova asks you to plan ahead. Shuttering protects your islands for up to 21 days in a rolling year. You switch it on before you leave, for at least 24 hours, and you can’t start it with a hostile fleet already on its way. Nothing is produced while your islands are shuttered.
New players get seven days of Sanctuary, when no other player can attack, raid, colonise or spy on them. It ends early if they attack, raid, blockade or send settlers at another player’s island. From the first day, Patronage also makes their raids on empty islands pay better and their settling succeed more often. It never helps in a fight with another player, and it fades as their islands grow, gone by day 14 at the latest.
When players leave
The world has kept going since it opened in February 2026, without a reset or a merge, so it needs a rule for players who stop coming back. After 14 days away a player is Forsaken, and their capital and last island lose their protection: an attack can then liberate them and strike that player from the world. From 30 days of silence without Shuttering, the Black Tide, a computer-run force, may begin claiming what is left, one island a day, the capital last.

Diplomacy without a deadline
In Neptune’s Pride, whoever creates a game decides whether formal alliances are allowed. Formal allies can’t capture each other’s stars, they share scanning data, and the creator decides how much warning, if any, an ally must give before attacking. Without them, alliances are agreements made by message, and they last as long as both sides keep them.

Inselnova has formal alliances, with ranks, a shared chat and forum, and a shared depot that members stock with resources. They start with five members and grow to thirty as the alliance earns XP. Because the world doesn’t end, a pact isn’t counting down to a final week. An alliance that falls out with its neighbours in spring still has to live next to them in autumn.
What each game charges for
Neptune’s Pride is free to play, two games at a time. Premium costs $12 for three months, $24 a year or $48 for life. It buys as many games at once as you like, premium-only galaxy types, no ads, the ability to create your own games, and cosmetics like naming stars and carriers. Nothing it sells makes one player’s fleets stronger than another’s.
Inselnova has no shop. There is no premium account, no premium currency and nothing to unlock with money.
When is Neptune’s Pride the better choice?
If you want an ending, play Neptune’s Pride. A game has a start, a winner and a clear finish, and nobody joins halfway through a map that has been running for months. Its rules are close to a board game’s, so it is easy to play with friends, and with Premium you can create a private game only your group can join, then pause it over a weekend. A turn-based game, if you find or create one, takes the 2am alarm out of it entirely, which Inselnova can’t offer. Premium starts at $12, and nothing it sells makes your fleets stronger than anyone else’s.
Inselnova is for players who want the slow fleets and the alliances in a place they keep. It is islands and sailing ships rather than stars, a young game with a smaller community, and its first day takes some learning. If a world with no final turn sounds right, start your first island.
Neptune's Pride in action
Questions
Is Inselnova like Neptune's Pride?
In pace, partly. Both are real-time games where fleets take real time to arrive, and both reward talking to other players. The big difference is that a Neptune's Pride game ends when someone captures enough stars to win, while Inselnova is one world with no final turn. Inselnova is also islands at sea, not space.
Does Neptune's Pride cost money?
No. You can play free, two games at a time. Premium costs $12 for three months, $24 a year or $48 for life, and buys more games at once, extra galaxy types, no ads, your own games and cosmetics. Nothing it sells makes one player's fleets stronger than another's. Inselnova sells nothing at all.
What happens if I stop playing for a few days?
In Neptune's Pride, a player who stays inactive long enough is placed under AI Administration and the computer runs their empire. In Inselnova your islands keep producing and other players can still attack your colonies, but your capital can never be colonised and your last island can't be taken. Only after 14 days away can an attack liberate either one and remove you from the world. For a planned break, Shuttering protects your islands for up to 21 days a rolling year.
Is there a turn-based version of Inselnova?
No. Inselnova only runs in real time. If you want each move to wait for everyone, Neptune's Pride's turn-based games are the better fit.
Sources
Facts about other games come from their publishers' own pages.
- Neptune's Pride: the game and its help text
- Iron Helmet Games: home page
- Hacker News: u3125, March 2026
- Hacker News: buzzy_hacker, January 2024
- Hacker News: ndonnellan, November 2022
- Inselnova: new player protection
- Inselnova: what can and can't be taken
- Inselnova: Shuttering rules
- Inselnova: plunder and patrols
- Inselnova: abandoned islands and the Black Tide
- Inselnova: alliances
See it for yourself
Your first island takes about ten minutes. It costs nothing to find out how far you can take it.
Play Inselnova free