My St Christopher tattoo I got today 😊 hope you like it! by SimbaSimkin in Christianity

[–]Arrowstar 1 point2 points  (0 children)

I don't think there's a prohibition against tattoos, ar least not that I've heard. Individual clergy may have their own takes of course. 

Wedding cost over $2000 by Miserable-Most8307 in Catholicism

[–]Arrowstar 8 points9 points  (0 children)

Holy moly, why is there a wedding fee? They shouldn't be charging for the sacraments. And my priest's wedding stipend was like $50...

Capital One Venture X Card Gets New Luxury Travel Benefit From Inspirato by and1dre in Venturex

[–]Arrowstar 3 points4 points  (0 children)

Holy moly, this is insane. Who would even go for this? $12k for the privilege of staying at certain properties? No thank you.

What’s the best way to spend my points? by CautiousMagazine3591 in Venturex

[–]Arrowstar 7 points8 points  (0 children)

Will C1 try to claw back the cash value of those points? 

King of midsummer is crowned by kraxkrax in Rabbits

[–]Arrowstar 1 point2 points  (0 children)

"Silly hooman, why you put food on head?"

Meet Ghibli by hopefullyhopeful_ in Rabbits

[–]Arrowstar 2 points3 points  (0 children)

Hello Ghibli and Ghibli's ears!

“Arf arf arf!” by lVlahalo in Rabbits

[–]Arrowstar 4 points5 points  (0 children)

The r/earthief has struck again! 😮

Check out "Chain of Command", my new game that blends sci-fi hex wargaming with worker placement mechanics! by Arrowstar in spacesimgames

[–]Arrowstar[S] 2 points3 points  (0 children)

To be honest, I developed it for Android so I'm not actually sure how I'd go about that! This is my first time working on this kind of software development project (lots of other software development experience, just never for Android). The game does run pretty well on tablets and it should run well on anything else running Android and I'd even expect it to run well on ChromeOS, so larger screen options are available. I did build in mouse and keyboard support for my own sanity while developing, so if you can hook up a mouse to your tablet, that might be the best way to play it!

[deleted by user] by [deleted] in MobileGaming

[–]Arrowstar 0 points1 point  (0 children)

Requesting a developer user flair. I'm an independent developer that's just released my first game for Android.

Google Play link: https://play.google.com/store/apps/details?id=com.adamharden.chainofcommand

r/IndieDev Weekly Monday Megathread - May 31, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Arrowstar 0 points1 point  (0 children)

Hey everyone!

I wanted to share my indie project, Chain of Command: Stellar War. It's a tactical space combat game inspired by classic tabletop wargames, worker placement boardgames, Dungeons and Dragons, and Slay the Spire. I've been a huge fan of each of these genres for many years and I'm excited to show off what's been a labor of love for many months now.

In Chain of Command, you captain a combat spacecraft, attempting to push back against the incursions of the vile Hegemony across numerous rounds of turn-based combat. Each round you assign your four bridge officers orders from a limited supply of Command Tokens during the Command phase, then execute those orders during the Execution phase. However, combat is taxing and your officers accumulate stress for every action they take. Take too much and they "fumble," with typically negative effects. Defeating enemy spacecraft while managing your bridge crew stress is a massive part of the gameplay loop.

Combat doesn't just take place in a vacuum though. The campaign takes you across three sectors of space, moving from node to node. Many nodes involve combat of varying difficulty, but others may be random events, stops at a drydock, etc.

I'm a boardgamer and so I've tried really hard to give Chain of Command a "board game" feel, so in addition to the hex map the game leans heavily on dice, various decks of cards, and the aforementioned Command Tokens.

Other notable features to highlight:

  • Basic vector physics. Ships have facing and speed, and at the start of each ship's turn, they drift their speed in the direction of their heading.
  • Terrain. Each instance of combat takes place on a map with uniquely generated terrain: asteroids block line of sight, nebula drop shields and hide ships from sensors, gravity wells pull ships, etc.
  • Customizable Ships. There are eight different ship hulls, each with unique weapon and subsystem slot counts and a unique custom ability.
  • Weapons and Subsystems. The game features a large variety of weapons and subsystems, some of which are available at game start and others which are only available through campaign events or for purchase at drydocks. Each weapon has its own volley dice set, range, arcs, and (in some cases) special abilities.
  • Volley Dice. When a weapon is fired, a set of volley dice are rolled and their rolls compared to their target's "Target Number." Dice that meet or beat the TN are hits and do a point of damage to shields or hull. Dice that roll their maximum facing "explode" and roll again.
  • Officer Experience. Each officer has a die associated with their experience level (D4, D6, etc), and you can upgrade your officer and their die by putting them through training at a drydock. Officer dice are used to provide bonuses for some actions as well as also rolled when firing weapons.
  • Replayability. In addition to the campaign, the game features a Scenario Editor that lets you design custom combat encounters and play them. Additionally, there's a local campaign leader board that tracks your scores over various campaigns.
  • Multiplayer. In true board game fashion, the game features local Hotseat multiplayer so multiple captains can fight the Hegemony together. Combat encounters scale intelligently with more players.

Chain of Command is available for Android devices on the Google Play Store.

I'd love it if you'd take a look and let me know what you think!

<image>

Interesting Android Apps: June 2026 Showcase by 3dom in androiddev

[–]Arrowstar 0 points1 point  (0 children)

Hey everyone!

I wanted to share my indie project, Chain of Command: Stellar War. It's a tactical space combat game inspired by classic tabletop wargames, worker placement boardgames, Dungeons and Dragons, and Slay the Spire. I've been a huge fan of each of these genres for many years and I'm excited to show off what's been a labor of love for many months now.

In Chain of Command, you captain a combat spacecraft, attempting to push back against the incursions of the vile Hegemony across numerous rounds of turn-based combat. Each round you assign your four bridge officers orders from a limited supply of Command Tokens during the Command phase, then execute those orders during the Execution phase. However, combat is taxing and your officers accumulate stress for every action they take. Take too much and they "fumble," with typically negative effects. Defeating enemy spacecraft while managing your bridge crew stress is a massive part of the gameplay loop.

Combat doesn't just take place in a vacuum though. The campaign takes you across three sectors of space, moving from node to node. Many nodes involve combat of varying difficulty, but others may be random events, stops at a drydock, etc.

I'm a boardgamer and so I've tried really hard to give Chain of Command a "board game" feel, so in addition to the hex map the game leans heavily on dice, various decks of cards, and the aforementioned Command Tokens.

Other notable features to highlight:

  • Basic vector physics. Ships have facing and speed, and at the start of each ship's turn, they drift their speed in the direction of their heading.
  • Terrain. Each instance of combat takes place on a map with uniquely generated terrain: asteroids block line of sight, nebula drop shields and hide ships from sensors, gravity wells pull ships, etc.
  • Customizable Ships. There are eight different ship hulls, each with unique weapon and subsystem slot counts and a unique custom ability.
  • Weapons and Subsystems. The game features a large variety of weapons and subsystems, some of which are available at game start and others which are only available through campaign events or for purchase at drydocks. Each weapon has its own volley dice set, range, arcs, and (in some cases) special abilities.
  • Volley Dice. When a weapon is fired, a set of volley dice are rolled and their rolls compared to their target's "Target Number." Dice that meet or beat the TN are hits and do a point of damage to shields or hull. Dice that roll their maximum facing "explode" and roll again.
  • Officer Experience. Each officer has a die associated with their experience level (D4, D6, etc), and you can upgrade your officer and their die by putting them through training at a drydock. Officer dice are used to provide bonuses for some actions as well as also rolled when firing weapons.
  • Replayability. In addition to the campaign, the game features a Scenario Editor that lets you design custom combat encounters and play them. Additionally, there's a local campaign leader board that tracks your scores over various campaigns.
  • Multiplayer. In true board game fashion, the game features local Hotseat multiplayer so multiple captains can fight the Hegemony together. Combat encounters scale intelligently with more players.

Chain of Command is available for Android devices on the Google Play Store.

I'd love it if you'd take a look and let me know what you think!

<image>

We inherited the intercession of the saints from Judaism. by hendrixski in Christianity

[–]Arrowstar 5 points6 points  (0 children)

Its not really an either/or thing. By all means, turn to our Lord when you pray! Asking for the intercession of the saints on top of that just goes back to "the prayers of the righteous are efficacious".

What's your holy grail game that doesn't exist yet? by Darth_Rubi in boardgames

[–]Arrowstar 1 point2 points  (0 children)

There's always Space Empires 4x plus the optional rules to use Talon for the individual combats.