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A quick guide to get your first ship flying, trading, and fighting.
Contents
The main game screen is split into three columns:
You can also use keyboard shortcuts: arrow keys to move, M to auto-navigate, J to jump, D to dock, U to undock.
The galaxy is a grid of sectors within star systems. Each move costs fuel and triggers a cooldown — you must wait before moving again.
Every sector in a star system has a type that determines what you can do there and how hard it is to traverse.
Travel cost: 1 fuel
Visibility: High
Open lanes. Fast travel, easy to scan.
Travel cost: 2 fuel
Visibility: Medium
Mine iron, copper, gold, platinum, and rare metals.
Travel cost: 3 fuel
Visibility: Low
Mine hydrogen, helium, and exotic gas. Hard to scan through.
Travel cost: —
Visibility: —
Impassable. The star at the centre of each system.
When your ship is in an Asteroid Field or Nebula, the mining widget appears in the centre column.
Each ship has a resource rate stat that determines how much you mine per action. Mining ships have a higher resource rate than combat ships.
Rarity guide: Iron Ore is common. Rare Metals are very scarce. Exotic Gas from nebulae is the rarest and most valuable resource you can mine.
Space stations are located within star systems. You must dock at a station to trade.
Prices are dynamic — each station adjusts what it pays and charges based on its current stock levels.
Selling your cargo
A station running low on supply pays a premium. One that is already full pays far less — find a buyer that actually needs what you are carrying.
Buying goods
A station sitting on surplus stock discounts its prices. Scarcity drives them up — buy before a station runs dry.
Stations are also producers: they consume raw inputs (bought from players) to manufacture finished goods (sold to players). Keeping a station stocked with the materials it needs keeps prices stable and goods flowing.
Tip: Buy low at one station, sell high at another. Prices vary by system and by stock level, so exploration always pays off.
Every resource and commodity belongs to one of four production tiers. Higher-tier goods are worth more but require more steps — and more coordination — to bring to market.
Raw
Mineable directly from asteroid fields and nebulae. No station processing required.
Iron Ore, Silicates, Titanium, Uranium Ore, Hydrogen Gas, Exotic Gas…
Processed
First-stage station output, refined from raw materials. Used as ingredients for Tier 2 production.
Chemicals, Polymer Resin, Semiconductors, Nuclear Fuel
Manufactured
Multi-step goods produced from raw and processed inputs. The bulk of tradeable commodities sit here.
Food, Medicine, Electronics, Weapons, Fuel Cells, Advanced Alloys, Carbon Fiber
High Value
Complex end products that require a full upstream supply chain. Highest base value; produced only at specialist stations.
Ship Components
Tip: The deeper in the supply chain a good sits, the higher its base price — but it also takes more hauling runs to deliver all its upstream ingredients to the right stations.
There are eleven station types across the galaxy. Each specialises in particular goods — the Marketplace tab shows what a docked station currently stocks and what it will buy from you.
Trading Hub
Sells
Food, Medicine, Fuel Cells
Buys
Most commodities and raw ores — a general depot for haulers of all kinds.
Mining Station
Sells
Fuel Cells, Electronics
Buys
All asteroid ores — acts as a processing depot for miners.
Chemical Plant Tier 1
Sells
Chemicals, Polymer Resin
Buys
Helium Gas, Hydrogen Gas, Methane Gas, Copper Ore, Silicates, Lithium
Semiconductor Fab Tier 1
Sells
Semiconductors
Buys
Silicates, Copper Ore, Chemicals
Nuclear Facility Tier 1
Sells
Nuclear Fuel, Fuel Cells
Buys
Uranium Ore, Iron Ore, Xenon Gas
Agricultural Station Tier 2
Sells
Food, Medicine
Buys
Hydrogen Gas, Fuel Cells, Chemicals, Food
Industrial Complex Tier 2
Sells
Electronics, Fuel Cells
Buys
Iron Ore, Copper Ore, Platinum Ore, Semiconductors, Electronics
Research Facility Tier 2
Sells
Medicine, Electronics
Buys
Rare Metals, Platinum Ore, Exotic Gas, Chemicals, Semiconductors
Weapons Refinery Tier 2
Sells
Weapons
Buys
Iron Ore, Copper Ore, Rare Metals, Electronics, Advanced Alloys, Tungsten
Refinery Tier 2
Sells
Advanced Alloys, Carbon Fiber
Buys
Titanium, Rare Metals, Cobalt, Polymer Resin, Chemicals, Raw Carbon
Shipyard Tier 3
Sells
Ship Components
Buys
Advanced Alloys, Electronics, Carbon Fiber, Semiconductors
Tip: Follow the supply chain — mine raw ores, sell them to a Chemical Plant or Semiconductor Fab, then haul those processed goods to a Refinery or Shipyard where they command a much higher price.
Follow the flow from raw materials to finished goods. Mine Tier 0 resources, deliver them to processing stations to create Tier 1 intermediates, haul those to manufacturing stations for Tier 2 commodities, and finally supply the Shipyard to produce the highest-value goods in the game.
Tier 0 · Raw Resources (mine from sectors)
Nebula Sectors
Asteroid Field Sectors
Tier 1 · Processing Stations
Chemical Plant
Needs
Produces
Semiconductor Fab
Needs
Produces
Nuclear Facility
Needs
Produces
Tier 2 · Manufacturing Stations
Agricultural Station
Needs
Produces
Industrial Complex
Needs
Produces
Research Facility
Needs
Produces
Weapons Refinery
Needs
Produces
Refinery
Needs
Produces
Tier 3 · End Products
Shipyard
Needs
Produces
General Stations (buy & sell most goods)
Mining Station
Accepts all asteroid ores — a convenient drop-off for miners. Produces Fuel Cells and Electronics from ore feedstock.
Trading Hub
General depot — buys most commodities and raw ores. A reliable buyer when you can't find a specialist station.
Combat is turn-based and initiated when you attack another ship in your sector.
Shields
Absorb damage first. Regenerate slowly over time. Some ships and upgrades increase regeneration rate.
Armour
Your hull integrity. Damage that pierces shields hits armour. Repair it by docking at a station or using repair equipment.
Warning: If your ship is destroyed, you lose your cargo and will need to acquire a new ship at a station.
Each ship class has a fixed set of stats. Dock at a station's Shipyard to:
Tip: Check the weapon size requirement before buying — a small hull can only fit small-class weapons.
Every action — moving, mining, firing — costs a turn and triggers a cooldown timer. You cannot act again until the cooldown expires.