YOUR FIRST FLIGHT
The five-minute loop
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Open the Command deck and choose a career focus.
It recommends useful actions without locking other activities.
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Open the Star chart, set Copper Belt as your
destination and jump there. Salvage twice.
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Return through Haven, travel to Echo Relay and scan the array.
Every jump normally costs one fuel.
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Dock at a station, claim First Light, sell cargo,
repair and upgrade your fire control.
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Clear hostile sectors and complete three contracts to break the
first blockade. Then push towards the next frontier.
Good to know: successful actions save immediately.
You can close the game and resume from the same browser later.
FLIGHT & FUEL
Navigate the frontier
Select a solar system on the galaxy overview, then choose a location
on its local chart. Use Set destination to keep a
route visible across screens, or travel the route automatically.
Your ship is marked with a mint ring.
A star's colour is its PvE warning. Its displayed Level
is whichever is higher: the strongest visible opponent there or the
Mining level of its hardest known ore. Select the star to see that
combined level, separate Combat and Mining ratings, and every known
ore's required Mining level. Hidden signatures can raise the rating
after a better survey. PvP activity never changes the colour or level.
- Connected jumps use one fuel each. Long-range system scans also cost fuel.
- Stations refuel you; compatible fuel supplies can be used from cargo away from a station.
- Operating with an empty tank damages the hull. At zero hull, the ship is rescued.
- Location names in the interface are interactive: open one to plot it or view it on the chart.
Automated expeditions and route risk
Beside Auto refuel, open Expedition auto. Auto combat
fights every visible non-player monster at each stop; Auto mine surveys
eligible worlds and extracts every usable vein until it is exhausted or
cargo is full. Set a destination and choose Travel to
destination to run those actions after every jump. PvP and
fleet-raid bosses always remain manual.
Set the lowest and highest allowed PvE levels in the same Expedition
auto panel. Autopilot will not plot through stars outside that range;
if the destination itself is excluded, no route is offered. Use this
to avoid content above your ship's capability or to skip trivial areas.
Repeated travel is never permanently quiet. After at most ten
successful jumps without combat, accumulated jump wakes attract a
mandatory path predator and the route pauses until it is defeated or
you retreat. Its level follows the star's combined PvE level and its
loot comes from that level's resource table. Autocombat will fight it,
but it does not make the fight safe: an under-tier ship crossing a
high-level system has a serious chance of destruction. The highest
systems are balanced around the strongest hulls, tier-matched weapons,
repaired high-quality lineage and defensive fittings—or a fleet.
In Industry, choose Balanced, Safest or Dangerous route risk. This
calculation uses only monster and regional difficulty—never PvP status.
Dangerous routes seek stronger PvE regions, where the chance of better
ore and valuable arrival finds is higher; the flight toolbar warns about
open PvP separately.
COMMAND DECK
Choose a focus, not a class
Prospector, Bounty hunter, Cartographer, Broker, Fleet support and
Cargo thief focuses provide goals and activity-chain
rewards. Each focus has a sequential tutorial with credit rewards and
a final training point; the Cargo thief path teaches fabrication of an
intrusion hardpoint, player scanning, cloaked theft and escape. Change
focus when you like; your ship, skills and access to the rest of the
game do not change. The deck also tracks regional demand, the featured
frontier and fleet operations.
PLANET OPERATIONS
Scan, clear, extract
Scan a deposit to reveal its ore, skill requirement, guardians and
caches. Defeat any guard and fit the required tool before mining.
Richer strips need better Mining skill and may require a Survey rig,
Deep-core extractor or Quantum drill.
Choose precision, balanced or overcharge extraction. Faster methods
build more heat. If you need your first tool, craft a Survey mining
rig at a station from four Copper ore and three Ferrite ore, then fit
it to gain +2 Mining.
Scanner tools
Utility-mounted Survey, Deep-spectrum and Quantum signal scanners add
effective Scanning, Exploration and Prospecting and extend system and
player-ship scan range. A planetary survey reveals hidden ore veins,
concealed creatures, relic caches and other signatures when your
effective Scanning meets the site's requirement. The Deep scanner
consumes a Survey scanner; the Quantum scanner consumes the Deep
version, so each better tool preserves the earlier physical build.
Find a specific ore
Open Resource intelligence on the Star chart and
select the exact ore you want. One fuel buys a scan that ranks known
systems by percentage. Ore tier, regional difficulty, effective
Scanning, Prospecting and fitted arrays shape the estimate; running it
while docked also includes NPC miner reports. A successful scan gives a
likely planet to survey. Failure still leaves the ranked probabilities,
and no result is ever 100% guaranteed.
Private monsters and ore or salvage deposits return after
30 successful turns; recovered caches return after 50.
Shared deposits replenish on the hourly frontier reset. This makes
cleared routes worth revisiting without making resources immediately
infinite.
ENDLESS SKILL PROGRESSION
Your skills generate harder resources and designs
Skills do not stop at a final maximum. Once your
base Mining skill reaches 10, the game generates a
new persistent exotic mineral tier. It generates another at every
five levels after that—15, 20, 25 and onward. Each tier is harder to discover and
extract because it requires that exact base Mining level. Equipment
bonuses cannot bypass this unlock requirement.
Discover the new resource
- Reach the next base Mining milestone shown on the Skills screen.
- Travel to a mineral-bearing world, survey it and clear any guardians.
- Open Mineral discoveries in Planet operations and discover the new deposit.
- Fit a Quantum drill, or an equally capable mining tool, before extraction.
Discovering a tier creates a mineable deposit rather than free cargo.
Deposits can run dry, but the same mineral can be located again on
another eligible world. The generated mineral name, requirements and
discoveries remain part of your saved universe.
Turn it into harder equipment
Matching base Fabrication milestones generate seven
stronger component designs for hull, armour, shield, reactor, fuel,
cargo and thrusters. Each higher-tier design consumes a stored copy
of the same component from the preceding tier. That predecessor may
be one you crafted or bought from another player, but it must be
unfitted and in your inventory.
The first mineral component at Fabrication 10 builds on its Standard
version. After that, each mineral tier builds on the previous
mineral version: a level-15 component needs its level-10 version,
level 20 needs level 15, and so on. Each step also requires two units
of the new milestone mineral, four iron and two alloy. Fitted skill
bonuses cannot bypass the base Fabrication requirement.
Every 20 base Fabrication levels also reveals another mastery array;
each mastery version consumes the previous mastery version.
Newly generated components still begin at item level 1 and use the
normal permanent quality-and-upgrade system. Higher Fabrication skill
improves quality odds, while later tiers provide stronger base stats.
There is no final mineral, recipe or mastery tier.
The consumed item's material costs and ownership history become part
of the new component's lineage. If several eligible copies are stored,
the workshop consumes the weakest one first. Fabrication queues reserve
one predecessor per batch; cancelling returns both materials and those
components to that station's pickup. Ordinary item-level upgrades
already build directly on the same physical item rather than creating
a disconnected replacement.
Brew temporary skill buffs
The Workshop also offers three potion-like consumable families:
Prospector draughts improve Mining and Prospecting,
Artisan catalysts improve Fabrication and Engineering,
and Vanguard serums improve weapon skills and Shielding.
Use them from the cargo hold; the command-vessel panel shows the active
bonus and remaining time. Equal or weaker doses cannot overwrite an
active stronger buff.
Brew the basic version from Copper ore and Helium crystal. At
Fabrication 10 and every five levels thereafter, the system generates
a stronger recipe. Each new dose consumes the previous dose, one unit
of that milestone's generated mineral and one Helium crystal. A potion
bought from another player qualifies as the predecessor. Buff bonuses
improve effective skills and outcomes, but never bypass base Mining or
Fabrication levels required to unlock resources and recipes.
The loop: keep the preceding component → raise base
Mining → discover the new ore → raise base Fabrication → combine the
old component and new ore into the stronger tier → continue.
SHIP COMBAT
Read the enemy, then commit
Combat is turn-based. Fire a fitted hardpoint, spend energy on its
burst action, use a supply or brace to reduce incoming damage and
recharge. Inspect Enemy ship stats before engaging
to compare shield, armour, hull and damage resistances.
Campaign enemies alternate normal fire, a charging turn and a heavy
volley—brace when a heavy attack is telegraphed. Weapon skills raise
matching damage and improve special effects. Repair nanites work in
combat but consume a turn.
Boss stars and fleet raids
Some stars contain named bosses with larger hull pools, stronger phases
and special rewards. The deepest shared Leviathan Grounds are persistent
fleet raids: the boss has one shared hull total for every attacker.
Their highest difficulty assumes top-tier ships, upgraded weapons,
repaired high-quality lineages and suitable resistances.
You may enter alone, but retaliation is multiplied whenever fewer than
the recommended number of co-located fleet ships are present, so solo
survival falls dramatically. Fleetmates attack the same health pool and
every contributor can claim a difficulty-scaled reward. A defeated raid
guardian returns after 30 personal turns.
FLEET, INVENTORY & WORKSHOP
Build the ship around the job
- Fleet & trade: buy, switch and name hulls; manage hardpoints, repairs, fuel and the player market.
- Inventory: use supplies, open caches, inspect cargo and jettison items when space is tight.
- Workshop: turn mined resources into supplies, weapons and skill modules.
- Pilot registry: train attributes and professions, choose a faction and configure account recovery.
- Field guide: compare ships, weapons, enemies, resources and vendors.
Ships have different mount sizes, utility slots and resistances.
Your cargo and armoury follow your pilot; owned hulls retain their
fittings and condition when switched.
Damage, repair and inherited quality
Incoming hits can damage an installed crafted component, weapon or
module. Damage lowers all of that item's stats until you unfit it and
repair it at a station workshop. A repair has a Fabrication-skill-based
chance to raise one quality layer—either the current tier or any consumed
predecessor embedded in its lineage. Repeated damage and expert repairs
can eventually make every layer Peerless, giving the final item maximum
contribution from every cheaper version used to build it.
Special intermediary materials unlock cosmetic exterior modules,
resistance-granting liveries, corrosion weapons that deal damage over
later turns, and scatter weapons that hit multiple hostile players.
Higher versions consume the preceding version as well as their new ore
and special components.
INDUSTRIAL CONSTRUCTION
Build and operate a fabrication facility
Industrial facilities are player-built upgrades for a specific
station. While funded, your facility makes fabrication queues at
that station finish 20% faster. It does not unlock
recipes or produce items by itself—you still reserve each queue's
materials and collect the completed work at its original workshop.
Unlock the construction site
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Create real demand at the station: it must record at least
five completed player-market sales involving
three different buyers.
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Gather 5,000 CR, 20 alloy and
5 Consecrated war salvage. War salvage is found
in shared-frontier Sepulchre vault and Slaughtered convoy signals.
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Dock at that station, open Industry—directly from
the top stations when shown, or through More—and
expand Industrial facilities.
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Name the facility and choose Build at current station.
Each pilot may operate one facility at a given station.
Keep it productive
Construction includes the first 24 hours of operation. Choose
Fund one day / 200 CR to extend upkeep by another
day. If funding expires, the facility remains yours but its queue
speed bonus pauses until you fund it again. The bonus applies only
when you start a fabrication queue at the facility's station.
Construction checklist: 5 sales · 3 buyers · docked
at the chosen station · 5,000 CR · 20 alloy · 5 war salvage.
CONTRACTS & EXPLORATION
Turn discoveries into progress
Accept jobs from Contracts, complete their objective and return to
the named issuer—sometimes in a required vessel—to claim the reward.
At a frontier edge, scan and clear the site before choosing
Explore frontier. This spends one fuel and charts a
new connected solar system with its own locations and threats.
That generated system can become your next personal region without
erasing the old one: every old route, depleted site, market pickup and
berthed ship remains where it was. Relocation is physical. Fly one ship
and its fitted gear and cargo at a time; return for other hulls at their
actual station. Publishing the route through a PvP-hosted region makes
those hauling trips visible and interceptable, so scout, cloak or bring
friends before moving valuable loads.
Arrival events, hidden deposits and generated systems persist. Your
private campaign is personal; publishing discoveries can extend a
hosted shared chart.
Some stars carry dark archival stories: failed evacuations, empty
generation ships, impossible distress calls and survey crews that never
returned. Read sector descriptions carefully. These stories often mark
a boss route, concealed signature, rare cache or unusually dangerous ore.
SHARED FRONTIER
Trade, fleet up—or hunt
Stargates connect hosted regions. Shared systems contain communal
resources, player markets, fleets, chat, map pings, bounties and
public objectives. SAFE STATIONS disable attacks;
combat can begin only in a sector marked OPEN PVP.
Jump to another pilot's systems
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Open the galaxy overview and select another pilot's blue marker.
Choose Set destination for their Port Haven.
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Open Stargates. If you are away from a station,
choose Plot route to gateway and follow the saved
route to your nearest reachable station.
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At the station, choose Synchronize & enter gate.
The first link to that pilot costs 100 CR; later visits remember
the connection and cost no credits. Every outward transit uses one fuel.
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You arrive at the host's Port Haven, which is always a safe station.
Explore their published systems normally from there.
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Dock at any station in the hosted region and choose
Free return passage to return to the station where
you entered. Returning costs no fuel or credits.
A host can make a gateway Public, Friends-only or Invite-only and may
disable visitor mining and salvage. Restricted gates require the host
to grant access. PvP-hosted regions require explicit ship-loss consent;
their stations remain safe, while open space grants +50% mining yield
and NPC bounties with the stated ship, fittings and cargo risk. Combat
and an active aggression timer block gate use.
Share a risky live region location
In Stargates → Host your region, first set the hosted
region to PvP, then choose a pilot under Share your region.
They receive a saved, warpable gate contact and explicit danger alert.
This is not a truce: once either captain leaves the safe arrival station,
each may scan, steal from, intercept and destroy the other. Public PvP
gateways can also be found through pilot discovery, so sharing or
publishing a home route creates lasting strategic risk.
Finding another pilot
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Enter the same shared frontier zone and choose Scan for
players. The scan costs one fuel. Scanning skill and fitted
arrays control range; stronger skill reveals fittings and later a
cargo estimate. Active jump cloaks do not appear in results.
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For a particular target, choose them under Specific pilot
to hunt. The displayed fix percentage uses your Scanning,
fitted scanner arrays, range, distance and their signature suppression
or cloak. A successful sweep gives a last-known sector; a failed one
consumes fuel but reveals nothing precise.
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Read the result as a last-known fix, not live
tracking. Compare its time, uncertainty in jumps, ship and estimated
threat. Set that sector as your destination, travel there and scan
again if the target moved.
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Get into the same OPEN PVP sector. Intercept starts
the fight while preserving the defender's normal retreat options;
Commit anchor activates your best retreat-disruption
module when possible. Safe stations never allow an attack.
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In battle, choose a hull or subsystem aim. Engines interfere with
escape, utilities can disable anchors and defensive modules, reactor
hits drain energy, and weapon hits reduce outgoing damage. Watch your
own energy, anchor heat and 45-second turn deadline.
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Fleetmates at the same location can reinforce an active fight, up to
two pilots per side. Area weapons hit every hostile on the opposing
team while leaving allies unharmed.
Cloaked cargo theft
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Craft and fit a Shade jump cloak; its Specter upgrade consumes the
Shade version and lasts for more jumps. Choose Activate jump
cloak manually before approaching. Each jump consumes one
charge. Any action other than jumping drops stealth, and an exhausted
cloak never restarts automatically.
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Fit Whisper cargo spoofers or Phase-lifter arrays in weapon
hardpoints. Every fitted intrusion tool stacks its Thievery bonus,
but each one replaces a combat weapon. Theft is unavailable unless
the cloak is active and the target is in the same shared sector.
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Attempt theft. Effective Thievery competes with the victim's
Scanning to decide success and detection. An undetected attempt keeps
the cloak; an intrusion alarm drops it immediately and reveals you.
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If revealed in OPEN PVP, the victim can attack normally. In a safe
non-PvP sector, player weapons remain disabled but the victim gets a
five-minute sheriff case. If you remain in that jurisdiction, the
summoned sheriff disables and tows your ship.
Open-PvP loss is real: destruction costs the active
ship, its fitted equipment and carried cargo. Your credits, pilot
skills and wider progression survive.
EVASION & RECOVERY
Hide from a hunter
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Treat every scan warning as proof that the hunter knows only your
last position. Jump immediately and change direction; each move adds
uncertainty to their old fix. Do not mine, scan or fire while trying
to go quiet—those actions expose a stronger signal for 60 seconds.
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Targeted radar creates a counter-intelligence warning even if the
hunter fails to acquire you. Its percentage is your ship's estimate
that the named pilot is actively hunting you—not proof of their exact
position. Higher Scanning and defensive radar make this warning more
confident.
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Select Safest PvE route risk, then plot a safe
station. Route risk does not avoid PvP by itself, so inspect the OPEN
PVP warnings and choose the actual destination carefully.
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Fit an Ash Veil to reduce long-range detection. For complete travel
concealment, fit a Shade or Specter jump cloak and activate it
manually. Stay disciplined: setting a new destination, scanning,
mining, trading or any other non-jump action breaks an active cloak.
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Reach a SAFE STATION, where attacks are disabled. If you are stepping
away, safe-logoff is immediate while docked. In open space it needs
30 uninterrupted idle seconds, during which you are still vulnerable.
Run after combat begins
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Check the retreat status every turn. An active enemy anchor compares
its item level and quality against your best retreat protection;
stronger protection wins and exact ties allow escape.
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Fit a Grave Slip Drive or retreat countermeasure before entering
dangerous space. In battle, target enemy utilities to disable the
anchor or engines and reactor to limit pursuit actions.
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Use Evade to halve a hit, Brace to quarter the next hit and recover
energy, Reinforce shields or Emergency repair when fitted, and Decoy
or Emergency escape when you have their modules and charges.
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Watch anchor heat: maintaining it costs energy and adds heat each
turn; at 100 it releases. Retreat as soon as the lock clears. A
co-located fleetmate can reinforce your side and divide enemy focus.
In the private campaign, a rescue tow returns a disabled ship to
Haven with full hull and fuel, costing up to 60 credits and half the
cargo. Shared open-PvP destruction follows the harsher loss rule above.
SAVES & ACCOUNT RECOVERY
Your flight is server-saved
Every successful action saves automatically. This browser remembers
the pilot for 30 days. To play from another browser, open
Pilot registry, set a recovery password and keep the
displayed registry ID. Recovering a pilot transfers the active session.
Need a specific statistic or vendor? Open the in-game Field guide.
Need direction? Return to the Command deck and follow its next action.