Setting
The galaxy after the cease-fire.
The big war is over. Nobody won. Treaties were signed in stations that smell like coolant and old smoke, and a hundred million junior officers got handed a ship and told to keep the silence.
STMUD is set in a parallel-canon Trek universe a few years after the last great power conflict. The Federation, the Klingon Empire, the Romulan Star Empire, and the Cardassian Union all walked away from that war scarred and short-handed. Patrol grids have holes. Border zones are technically "demilitarized." Pirates and salvage crews have learned where to look.
You play a fresh commissioned officer — Starfleet Ensign, KDF bekk, Tal Shiar operative, or Cardassian garresh. You graduate the academy with one starter ship, a small bridge crew you'll come to either trust or bury, and a galaxy full of people who don't yet know your name.
What you do with that is the story.
What the universe is
- Persistent. Player ships, crew rosters, and reputation persist across logins. The universe doesn't reset.
- Player-driven. Every commissioned ship you see in the docking bay was named, captained, and crewed by another player.
- Multi-faction. Federation, Klingon, Romulan, Cardassian. Same galaxy, different rules of engagement.
- Crew-centric. You don't fly a ship — you command one. Officers have names, aptitudes, and they will die if you push them too hard.
- Hard but not punitive. Death of a single officer is a setback, not a wipe. Losing a ship is a story; losing all of them is a chapter.
What it isn't
- Not canonical. We don't claim continuity with any aired show or licensed novel. Treat it as a parallel timeline.
- Not pay-to-win. Free, no microtransactions, no premium currency.
- Not a clicker. You'll type commands. You'll read text. You'll lose people.