NeoNetrek

The Internet's First Multiplayer Team Game — Reborn for the Modern Web

Command starships, conquer planets, and battle across the galaxy in real-time with players worldwide.

About NeoNetrek

Real-Time Strategy

Command your starship in a persistent galaxy where every decision matters. Coordinate with teammates to conquer enemy planets, defend your homeworlds, and achieve galactic domination.

Team-Based Combat

Four empires vie for control: the Federation, Romulan Empire, Klingon Empire, and Orion Syndicate. Choose your side and fight as part of a 16-player team in 4-way galactic warfare.

7 Unique Ship Classes

From the swift Scout to the mighty Starbase, each ship class brings unique capabilities. Master torpedoes, phasers, tractors, cloaking, and plasma weapons to dominate the battlefield.

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Browser-Based

NeoNetrek runs entirely in your browser via WebSocket. No downloads, no plugins, no installs. Connect and play instantly from any modern device.

Player Guide

Quick Start

  1. Connect to a server and choose your team
  2. Select a ship class (Cruiser is recommended for beginners)
  3. Navigate with the mouse — your ship follows the cursor
  4. Fire torpedoes with t, phasers with p
  5. Raise shields with s, cloak with c
  6. Orbit a planet with o, bomb with b
  7. Beam up armies with z, beam down with x
  8. Toggle galactic map with Tab

Combat Mechanics

Netrek features two primary weapons: torpedoes and phasers. Torpedoes are unguided projectiles that travel in a straight line — you fire volleys of up to 8 at a time. They deal splash damage within 350 units. Phasers are instant-hit beams with 6,000 unit range that always hit their target but deal less damage at distance.

Advanced ships also carry plasma torpedoes: slow, powerful homing projectiles that can devastate an enemy. Destroyers, Cruisers, Battleships, Galaxys, and Starbases all carry plasma.

Tractor and pressor beams let you pull enemies into your torpedo spreads or push them away. These are key tactical tools in dogfighting.

The Planet Game

Winning in Netrek is about taking planets, not just getting kills. The core gameplay loop is:

  1. Bomb enemy planets to eliminate their armies
  2. Pick up armies from your own planets (you need kills first!)
  3. Carry armies to enemy planets and beam them down
  4. Take all 10 enemy planets to achieve genocide

You need at least 2 kills to pick up armies. Each kill lets you carry more. Armies are the currency of conquest — protect your carriers!

Tournament Mode (T-Mode)

When enough players are online (typically 5 per team, 2 teams), the server enters Tournament Mode. Only stats earned in T-Mode count toward your rank and ratings. T-Mode is where the real Netrek happens — coordinated team play, strategic bombing runs, organized defense, and tense planet takes.

Key Bindings

t Fire torpedo
p Fire phaser
f Fire plasma
s Toggle shields
c Toggle cloak
R Repair
o Orbit planet
b Bomb planet
z Beam up armies
x Beam down armies
d Detonate enemy torps
D Detonate own torps
T Tractor beam
y Pressor beam
Tab Toggle galactic map
0-9 Set speed

Tips for New Players

  • Stay with your team. Lone wolves die fast. Coordinate attacks and defense.
  • Don't fly in straight lines. Vary your speed and direction to dodge torpedoes.
  • Watch your fuel and temperature. Overheating weapons or running dry leaves you helpless.
  • Protect army carriers. An escort carrying 10 armies is worth more than 10 kills.
  • Use the galactic map. Situational awareness wins games. Know where enemies and armies are.
  • Learn to "ogg". Suicide attacks on key targets (starbases, carriers) is a legitimate and vital tactic.
  • Dock at your starbase for fast repair and refueling.

Ship Classes

Each ship class has unique strengths. Choose the right tool for the job.

Scout SC

The fastest ship in the fleet. Scouts excel at reconnaissance, planet bombing runs, and quick escapes. Fragile but nimble.

Speed
12
Shields
75
Hull
75
Fuel
5000
Armies
2
Torpedoes (25 dmg) • Phasers (75 dmg)

Destroyer DD

A fast, versatile warship. Good balance of speed and firepower. Carries plasma torpedoes and is excellent for dogfighting and ogging.

Speed
10
Shields
85
Hull
85
Fuel
7000
Armies
5
Torpedoes (30 dmg) • Phasers (85 dmg) • Plasma (75 dmg)

Cruiser CA Recommended

The iconic Netrek workhorse. Well-rounded in every category. The default ship for a reason — learn the game in a CA before specializing.

Speed
9
Shields
100
Hull
100
Fuel
10000
Armies
10
Torpedoes (40 dmg) • Phasers (100 dmg) • Plasma (100 dmg)

Battleship BB

Heavy capital ship with devastating plasma and thick armor. Slow to turn but lethal in a brawl. The king of sustained combat.

Speed
8
Shields
130
Hull
130
Fuel
14000
Armies
6
Torpedoes (40 dmg) • Phasers (105 dmg) • Plasma (130 dmg)

Assault AS

The troop transport. Carries a massive 20 armies with the thickest hull in the fleet. Slow and lightly armed, but essential for conquering planets.

Speed
8
Shields
80
Hull
200
Fuel
6000
Armies
20
Torpedoes (30 dmg) • Phasers (80 dmg)

Starbase SB

The team's fortress. Massive shields, fuel reserves, and firepower. Allies dock here to repair and refuel. Requires Commander rank. 30-minute rebuild if destroyed.

Speed
2
Shields
500
Hull
600
Fuel
60000
Armies
25
Torpedoes (30 dmg) • Phasers (120 dmg) • Plasma (150 dmg) • 4 Docking Bays

Galaxy GA

An enhanced cruiser variant. Slightly better shields and fuel than the standard CA, with comparable speed and armament. A solid all-rounder.

Speed
9
Shields
100
Hull
100
Fuel
12000
Armies
10
Torpedoes (40 dmg) • Phasers (100 dmg) • Plasma (100 dmg)

The Four Empires

Choose your allegiance. Each empire controls 10 planets in their home quadrant of the galaxy.

Federation

F

The stalwart defenders of order and diplomacy. Federation pilots are known for their disciplined tactics and strong team coordination. Home quadrant: upper-left.

Romulan Empire

R

Masters of stealth and deception. Romulan captains favor cloaked attacks and ambush tactics. Their cunning makes them formidable opponents. Home quadrant: upper-right.

Klingon Empire

K

Warriors who live for the glory of battle. Klingon players tend to be aggressive and relentless. Expect all-out assaults and fearless ogging. Home quadrant: lower-left.

Orion Syndicate

O

Pirates and merchants united under a single banner. Orion pilots are unpredictable and resourceful, using unconventional strategies to gain the upper hand. Home quadrant: lower-right.

Galaxy Layout

FED ROM KLI ORI

40 planets across 4 quadrants — 100,000 x 100,000 galactic units

Rank Progression

Advance through 9 military ranks by accumulating T-Mode hours and ratings. Higher ranks unlock advanced ship classes.

Rank Title Code Hours Required Rating Required Offense Required Unlocks
0EnsignEsgn00.00.0SC, CA
1LieutenantLt21.00.0DD
2Lt. CommanderLtCm42.00.0BB, AS
3CommanderCder83.00.0SB
4CaptainCapt154.00.0
5Fleet CaptainFltC205.00.0
6CommodoreCdor256.01.0
7Rear AdmiralRAdm307.01.2
8AdmiralAdmr408.01.4

How Ratings Work

Your total rating is the sum of three components, each measuring a different aspect of your play:

Offense Rating

Based on your tournament kills relative to the server average. High offense means you're an effective combatant.

Bombing Rating

Based on enemy armies you've bombed on planets. Essential for weakening enemy territory before invasion.

Planet Rating

Based on planets you've conquered by dropping armies. The most strategically important rating — planets win games.

Defense rating is tracked separately and measures your survival skill (ticks alive vs. deaths).

Netrek History

From university labs to the modern web — the story of the internet's first multiplayer team game.

1988

Xtrek is Born

Kevin Smith at UC Berkeley creates Xtrek, a two-player space combat game for X Window System terminals on Unix workstations. The game lets two players dogfight over a campus network.

1989

Netrek Emerges

Terence Chang and Scott Silvey extend Xtrek into Netrek, adding team play, planet conquest, multiple ship types, and support for 16 simultaneous players. It becomes arguably the first internet team sport.

1990s

The Golden Age

Netrek becomes a phenomenon on university networks worldwide. At its peak, around 5,000 players compete daily on dozens of servers. Competitive leagues form — the International Netrek League (1992), the European Netrek League, and others. In December 1993, Kevin Kelly writes in Wired magazine that Netrek is "team chess on speed, or playing mind hockey," calling it the first online sports game. The saying among students: "GPA + Netrek rating is a constant."

1993

IETF Milestone

The Netrek protocol is documented in RFC 1101 discussions and becomes one of the first networked game protocols studied by the internet standards community. The game pioneers concepts still used in multiplayer gaming today.

1994

The Sun Lab — University of Ulster at Jordanstown

In the Informatics building at the University of Ulster's Jordanstown campus, students on the Software Engineering BEng programme discover Netrek in the Sun Lab — rows of Sun SPARCstation 5 workstations running Solaris, with their distinctive "pizza box" form factor, networked via NFS and NIS.

These were Sun Microsystems machines at the height of the company's influence. The SPARCstation 5, released in March 1994 with a MicroSPARC-II processor, was the workhorse of university computing — massively outperforming the 486 PCs of the era. Students logged in to Solaris 2.4 or 2.5, navigated OpenWindows (later CDE), and compiled C code with make on a system that was the professional standard for software development.

It was also the perfect Netrek platform. The X Window System ran natively, the network was fast and always-on, and there was nothing stopping a group of BEng students from compiling the COW client and spending long hours between lectures fighting over galactic territory. From 1994 to 1998, the class of '94 waged campaigns across the galaxy from those Sun workstations — memories that would, decades later, inspire NeoNetrek.

1995

Sun's Golden Era

Sun Microsystems releases the UltraSPARC processor and unveils Java — transforming both hardware and software. The transition from 32-bit SPARC to 64-bit UltraSPARC marks a generational leap. Meanwhile, Solaris 2.5 becomes the first truly stable Solaris 2.x release, deployed across university labs worldwide. Sun's motto: "The Network Is The Computer" — a philosophy that Netrek, with its client-server architecture and networked play, embodied perfectly.

2000s

Evolution Continues

The server codebase matures with features like short packets (bandwidth optimization), LTD stats (detailed tracking), and INL tournament support. Client ports appear for Windows, Mac, and Java.

2026

NeoNetrek: Reborn for the Web

Born from the memories of playing Netrek in the Sun Lab at Jordanstown, NeoNetrek brings the classic game to modern browsers via WebSocket and HTML5 Canvas. No downloads needed — just open a URL and play. The original server protocol is preserved, connected through a WebSocket proxy layer, keeping compatibility with the battle-tested C server.

The first NeoNetrek server launches in London — a tribute to the BEng Software Engineering class of '94–'98, who spent many an hour between lectures commanding starships from those SPARCstation 5s. The spirit of the Sun Lab lives on.

Notable Facts

  • Netrek is widely considered the third internet game ever (after MUD1 and Maze War) and the first internet team game.
  • The game predates the World Wide Web — Tim Berners-Lee proposed the web in 1989, the same year Netrek launched.
  • The original Xtrek players at UC Berkeley used Sun 3/50 workstations in the WEB (Workstations in Evans Basement) cluster, running X10 with just 4 MB of memory. Sun workstations remained Netrek's natural habitat throughout its golden age.
  • Netrek was probably the first game to combine TCP and UDP — TCP for reliable data like chat and game state changes, UDP for real-time position updates where occasional packet loss was acceptable. This pattern influenced Quake, Unreal, and virtually every online game since.
  • At peak popularity, some universities had to throttle Netrek traffic because it was consuming too much bandwidth.
  • The game introduced concepts like server-side authority, client-side prediction, and bandwidth-optimized binary protocols that became standard in the game industry.
  • Netrek's code has been continuously maintained as open source for over 35 years, making it one of the longest-lived open source projects.

Active Servers

Choose a server to join. Each server has its own community, leaderboard, and settings.