Field manual · Updated for this beta

Know the frontier.

Built from the game itself

Quick answers up front, exact numbers when they matter, and practical notes from the current build.

Floppy Space 2.0title
0.36.1version
Shared Authority and Continuitybuild theme
17network protocol
UDP 28440persistent port

Quick procedures

Get moving in minutes

01

First interstellar ship

Complete the protected Sol departure loop and build the corporation-matched light package.

  1. Choose a corporation and finish the flight check.
  2. Open the local chart and recover the Resonant Crystal from the gold Resonant Field.
  3. Dock, press U, and use option 8 for the light hull + Stellar Drive package.
  4. Fit the ship, press V to scan a system, then use K to select and jump beyond Sol.
02

Report a useful beta bug

The side-panel report captures the current game image and client diagnostics automatically.

  1. Open Report Bug; the browser client pauses locally while the form has focus.
  2. Choose the closest area and whether the issue repeats.
  3. Write one short observation and submit.
  4. Resume play after the confirmation appears.
03

Mine and sell ore

Use a belt for persistent ore, then sell or retain it for industry.

  1. Use J to select an Asteroid Belt.
  2. Tap M to target, approach within range 14, and hold M.
  3. Return to a station, press P, and use Sell All Raw Ore—or store ore for refining and blueprints.
04

Discover systems and galaxies

Scanning expands the shared deterministic catalog; opening V alone never creates a destination.

  1. Press V and align with each echo.
  2. Pulse with Space, Enter, or click until all locks complete.
  3. Reach scanner 3, open the universe layer, and scan four locks to discover another galaxy.
05

Manufacture equipment

Blueprint runs, credits, tier salvage, ore, alloy, electronics, and Ship Modules determine what can be built.

  1. Dock and press U, then Tab to Blueprints or Manufacturing.
  2. Select a blueprint copy and review the full requirements list.
  3. Buy or transfer missing station materials.
  4. Manufacture; one blueprint run is consumed and output goes to the matching station store or hangar.
06

Enter a new reality

Resolve the wormhole and satisfy every manifest and fitting gate before arming the rift.

  1. Reach another galaxy; fit a Deep Survey Array and reach scanner 10.
  2. Resolve five wormhole echoes.
  3. Use a compatible capital hull with a Reality Drive and at least one loaded Reality Fuel Core.
  4. Empty ship and personal cargo except ammo and extra fuel, press O, review, then Enter.
07

Tame and pen a creature

Lures work on docile fauna; aggressive fauna need plasma sedation first.

  1. Use F7 to turn 1 Food Rations + 1 Bio Samples into 3 lures.
  2. Select plasma weapon 3 and sedate an aggressive target, or approach a docile one directly.
  3. Press G within 3.8m with a lure.
  4. Build a shelter and a habitat-compatible pen, then assign it from F7.
Pilot handbook

Getting Started

Controls, first departure, and the shortest route from the starter corvette to a useful interstellar hull.

Spaceflight Controls

World-space chase flight with automatic braking when translation controls are released.

+
Steer
Mouse or arrow keys
Thrust
W forward / S reverse / Shift boost
Roll
A / D
Strafe
Q / E lateral; R ascend / F descend
Combat
Space fire; T cycle targets; F1–F3 ammo variants
Mine
Hold M
Dock
G

How it works

  • Projectiles inherit ship velocity; the reticle follows the projected nose direction rather than screen center.
controlsspaceflightflightkeyboardmouse

Maps and Service Panels

Core panels remain available from direct keys; station services require docking unless a stopped Capital Ark supplies them.

+
Inventory / Navigation
I / N
Scanner
V
Maps
J local / K systems / L galaxies
Market / Contracts
P / B while docked
Shipyard / Faction
U / C
Network
F10
Flight settings
F11, or Esc then Settings
Save / Load
F5 / F9
controlspanelmapstation

Atmospheric Flight and EVA Controls

Enter a solid world with G, fly to the surface, land anywhere safe, and continue on foot.

+
Atmospheric flight
W/S thrust; R ascend / F descend; mouse steer
Land
G below 2m at speed 5.5 or less
EVA move
WASD; Shift sprint; J jump
EVA actions
V scan; M mine; Space fire; G interact
Weapons
1 ballistic / 2 energy / 3 plasma
Build / Creatures
B / F7
Exit atmosphere
Rise above 115m and press G

How it works

  • Mouse wheel changes atmospheric chase distance; Ctrl+wheel changes FOV.
controlsplanetevalandingatmosphere

Flight Settings

Open F11 directly, or choose Settings from the Esc ship-computer tabs. Changes are saved for the next browser session.

+
Controls
Mouse sensitivity and standard/inverted vertical look
Video
Performance, Balanced, or High quality; 55–105° field of view
Audio
Master mute plus individual channel levels
Accessibility
Reduced flashes and radio cue controls

Field strategy

  • Use Performance near dense planetary terrain if frame pacing drops; it removes expensive post-processing and reduces surface draw distance.
controlssettingsmouseinvertsensitivityperformancefovaudioaccessibility
Corporations and territory

Factions & Society

Career corporations, the player faction, taxes, stations, standings, and warfare.

Aegis Response

Combat corporation. Matching combat contracts pay 25% more; Aegis hull identity favors armor and railguns.

+
Career
Combat pilot
Corporation tax
10% of credit income
Community station
Frontier Defense Platform
Boss
Aegis Justicar Officer

How it works

  • Tax funds enter Aegis's persistent community treasury instead of disappearing.
factioncorporationaegiscombatrailgun

Deepcore Extraction

Mining corporation. Matching mining contracts pay 25% more; its hulls favor hull strength, mining, and salvage.

+
Career
Mining pilot
Corporation tax
10% of credit income
Community station
Automated Refinery Outpost
Boss
Deepcore Breaker Officer
factioncorporationdeepcoreminingsalvage

Meridian Logistics

Hauling corporation. Matching hauling contracts pay 25% more; its hulls favor cargo, shields, and engines.

+
Career
Hauler
Corporation tax
10% of credit income
Community station
Intersystem Trade Depot
Boss
Meridian Quartermaster
factioncorporationmeridianhaulingtrade

Farstar Survey

Exploration corporation. Matching exploration contracts pay 25% more; its catalog favors scanners, hacking, and energy weapons.

+
Career
Explorer
Corporation tax
10% of credit income
Community station
Deep-Scan Relay Station
Boss
Farstar Null Pathfinder
factioncorporationfarstarexplorationscanner

Free Captains Union

The player-faction slot. Found a named faction, set its tax, grow simulated membership, build stations, and contest territory.

+
Founding fee
2,500 credits
Name
3–23 valid characters
Starting tax
5%
Tax range
0–20%
Transfer lock
24 real hours after a completed transfer

Procedure

  1. Dock at a faction office.
  2. Clear the transfer lock and keep 2,500 credits available.
  3. Choose the faction option, enter a valid name, and confirm.

Field strategy

  • Taxes at 5% or lower attract simulated members; taxes at 16% or higher can make them leave.
factionplayer factionfree captainstaxterritory

Null Raiders

Non-joinable hostile faction with overclocked autocannons, aggressive patrols, Corsair Marshals, and advanced wreck rewards.

+
Joinable
No
Boss
Corsair Marshal

Field strategy

  • Raider bosses hit harder than the default boss profile; keep distance and break their hull quickly.
factionenemyraidernull raidercorsair

Corporate Tax and Community Treasury

NPC corporations tax all credit income at 10% and put the proceeds into a persistent station-building treasury.

+

How it works

  • Taxable income includes looted credits, contract rewards, and commodity sales. Completed goals extend that faction's connected station chain outward from Sol.

Field strategy

  • Community stations are infrastructure, not cosmetic unlocks: they add markets, contracts, docking, and services along their connected Milky Way chain.
taxcorporationcommunity goaltreasurystation

Station Network Rules

Sol has four corporation stations; nearby faction systems get one matching station and community projects extend connected chains.

+

How it works

  • NPC stations never spawn in another galaxy or reality. Player-faction projects can build only in player-held Milky Way territory.

Procedure

  1. Open a local or galaxy map.
  2. Press Q to select the next known station or station system.
  3. Look for the large faction diamond and S marker.
stationnetworkcommunitysolmap

Territory Warfare

After joining or founding a faction, press X to contest influence and system control against the five non-raider territory holders.

+
Neutral / Rookie
Rivals do not immediately attack
Wary
Patrols track but wait for provocation
Hostile
Patrols attack after an alert delay
Hunted
Rapid, aggressive response

How it works

  • Rival kills lower their standing, raise your faction's standing and control, and build a persistent kill history. Elite pilots can draw one to three tier-4 bounty hunters from the most-attacked corporation.

Field strategy

  • Faction-specific elite hunters drop improved credits, salvage, ore, and War Bonds; prepare for stronger shield, hull, and engine profiles before provoking them.
faction warterritorystandingbounty hunterinfluence
Complete hangar catalog

Ships & Hulls

All 21 production hulls with exact slots, power, cargo, defenses, speed, drive ceiling, faction, and blueprint data.

Departure Corvette

Starter general hull with 20 cargo and a Local only drive ceiling.

+
Tier
0
Faction
Independent
Power
40
Cargo
20
Shield / armor / hull
80 / 25 / 80
Speed
8.50
Hardpoints
1 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 0; listed copy price 300 cr

How it works

  • A balanced hull without a specialized role multiplier.
shiphullstartergeneralindependent

Aegis Lancer

Light combat hull with 30 cargo and a Stellar drive ceiling.

+
Tier
1
Faction
Aegis Response
Power
68
Cargo
30
Shield / armor / hull
115 / 95 / 120
Speed
9.20
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 1; listed copy price 1150 cr

How it works

  • Combat hulls deal 8% more fitted-weapon damage and receive the combat armor bonus.
  • Aegis hull identity grants an 8% armor multiplier.

Field strategy

  • Use both weapon hardpoints and the launcher; combat role damage applies per fitted firing slot.
shiphulllightcombataegis response

Deepcore Prospector

Light mining hull with 48 cargo and a Stellar drive ceiling.

+
Tier
1
Faction
Deepcore Extraction
Power
64
Cargo
48
Shield / armor / hull
105 / 120 / 135
Speed
7.60
Hardpoints
1 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 2; listed copy price 1150 cr

How it works

  • Mining hulls gain 12% mining strength and 8% salvage recovery.
  • Deepcore hull identity grants a 7% hull multiplier.

Field strategy

  • Fit a Mining Laser and a dedicated Salvager; only the best relevant quality multiplier applies.
shiphulllightminingdeepcore extraction

Meridian Courier

Light hauling hull with 75 cargo and a Stellar drive ceiling.

+
Tier
1
Faction
Meridian Logistics
Power
62
Cargo
75
Shield / armor / hull
125 / 80 / 105
Speed
10.80
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 3; listed copy price 1150 cr

How it works

  • Hauling hulls trade specialized multipliers for large cargo capacity.
  • Meridian hull identity grants 6% shield and engine multipliers.

Field strategy

  • Unload before changing into a smaller hull; activation fails if the new hold cannot carry current assets.
shiphulllighthaulingmeridian logistics

Farstar Pathfinder

Light exploration hull with 38 cargo and a Stellar drive ceiling.

+
Tier
1
Faction
Farstar Survey
Power
66
Cargo
38
Shield / armor / hull
120 / 75 / 100
Speed
10.10
Hardpoints
1 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 4; listed copy price 1150 cr

How it works

  • Exploration hulls gain 10% scanner strength.
  • Farstar designs pair naturally with exploration fittings.

Field strategy

  • A Signature Probe or Deep Survey Array compounds the hull's 10% scanner role bonus.
shiphulllightexplorationfarstar survey

Frontier Cruiser

Medium general hull with 70 cargo and a Galactic drive ceiling.

+
Tier
2
Faction
Independent
Power
118
Cargo
70
Shield / armor / hull
220 / 190 / 250
Speed
7.20
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 5; listed copy price 2000 cr

How it works

  • A balanced hull without a specialized role multiplier.
shiphullmediumgeneralindependent

Deepcore Bulk Miner

Medium mining hull with 125 cargo and a Galactic drive ceiling.

+
Tier
2
Faction
Deepcore Extraction
Power
126
Cargo
125
Shield / armor / hull
190 / 260 / 300
Speed
5.70
Hardpoints
1 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 6; listed copy price 2000 cr

How it works

  • Mining hulls gain 12% mining strength and 8% salvage recovery.
  • Deepcore hull identity grants a 7% hull multiplier.

Field strategy

  • Fit a Mining Laser and a dedicated Salvager; only the best relevant quality multiplier applies.
shiphullmediumminingdeepcore extraction

Meridian Heavy Hauler

Medium hauling hull with 210 cargo and a Galactic drive ceiling.

+
Tier
2
Faction
Meridian Logistics
Power
122
Cargo
210
Shield / armor / hull
245 / 205 / 255
Speed
6.00
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 7; listed copy price 2000 cr

How it works

  • Hauling hulls trade specialized multipliers for large cargo capacity.
  • Meridian hull identity grants 6% shield and engine multipliers.

Field strategy

  • Unload before changing into a smaller hull; activation fails if the new hold cannot carry current assets.
shiphullmediumhaulingmeridian logistics

Aegis Battleship

Heavy combat hull with 105 cargo and a Galactic drive ceiling.

+
Tier
3
Faction
Aegis Response
Power
210
Cargo
105
Shield / armor / hull
370 / 480 / 540
Speed
4.90
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 8; listed copy price 2850 cr

How it works

  • Combat hulls deal 8% more fitted-weapon damage and receive the combat armor bonus.
  • Aegis hull identity grants an 8% armor multiplier.

Field strategy

  • Use both weapon hardpoints and the launcher; combat role damage applies per fitted firing slot.
shiphullheavycombataegis response

Capital Ark

Capital command hull with 420 cargo and a Reality drive ceiling.

+
Tier
3
Faction
Independent
Power
360
Cargo
420
Shield / armor / hull
720 / 850 / 980
Speed
3.30
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 9; listed copy price 2850 cr

How it works

  • Command hulls support mobile fitting and industry when the hull is a Capital Ark family vessel.
shiphullcapitalcommandindependent

Void Ark

Capital command hull with 540 cargo and a Reality drive ceiling.

+
Tier
5
Faction
Independent
Power
455
Cargo
540
Shield / armor / hull
980 / 1120 / 1320
Speed
3.70
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 10; listed copy price 4550 cr

How it works

  • Command hulls support mobile fitting and industry when the hull is a Capital Ark family vessel.
shiphullcapitalcommandindependent

Paradox Titan

Capital combat hull with 660 cargo and a Reality drive ceiling.

+
Tier
7
Faction
Independent
Power
590
Cargo
660
Shield / armor / hull
1380 / 1560 / 1820
Speed
4.10
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 11; listed copy price 6250 cr

How it works

  • Combat hulls deal 8% more fitted-weapon damage and receive the combat armor bonus.

Field strategy

  • Use both weapon hardpoints and the launcher; combat role damage applies per fitted firing slot.
shiphullcapitalcombatindependent

Aegis Vanguard

Medium combat hull with 64 cargo and a Galactic drive ceiling.

+
Tier
2
Faction
Aegis Response
Power
136
Cargo
64
Shield / armor / hull
235 / 255 / 285
Speed
7.40
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 74; listed copy price 2000 cr

How it works

  • Combat hulls deal 8% more fitted-weapon damage and receive the combat armor bonus.
  • Aegis hull identity grants an 8% armor multiplier.

Field strategy

  • Use both weapon hardpoints and the launcher; combat role damage applies per fitted firing slot.
shiphullmediumcombataegis response

Farstar Survey Cruiser

Medium exploration hull with 88 cargo and a Galactic drive ceiling.

+
Tier
2
Faction
Farstar Survey
Power
132
Cargo
88
Shield / armor / hull
230 / 165 / 220
Speed
8.40
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 75; listed copy price 2000 cr

How it works

  • Exploration hulls gain 10% scanner strength.
  • Farstar designs pair naturally with exploration fittings.

Field strategy

  • A Signature Probe or Deep Survey Array compounds the hull's 10% scanner role bonus.
shiphullmediumexplorationfarstar survey

Deepcore Forge Barge

Heavy mining hull with 245 cargo and a Galactic drive ceiling.

+
Tier
3
Faction
Deepcore Extraction
Power
216
Cargo
245
Shield / armor / hull
330 / 560 / 650
Speed
4.30
Hardpoints
1 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 76; listed copy price 2850 cr

How it works

  • Mining hulls gain 12% mining strength and 8% salvage recovery.
  • Deepcore hull identity grants a 7% hull multiplier.

Field strategy

  • Fit a Mining Laser and a dedicated Salvager; only the best relevant quality multiplier applies.
shiphullheavyminingdeepcore extraction

Meridian Atlas Freighter

Heavy hauling hull with 390 cargo and a Galactic drive ceiling.

+
Tier
3
Faction
Meridian Logistics
Power
220
Cargo
390
Shield / armor / hull
440 / 390 / 500
Speed
4.70
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 77; listed copy price 2850 cr

How it works

  • Hauling hulls trade specialized multipliers for large cargo capacity.
  • Meridian hull identity grants 6% shield and engine multipliers.

Field strategy

  • Unload before changing into a smaller hull; activation fails if the new hold cannot carry current assets.
shiphullheavyhaulingmeridian logistics

Farstar Horizon Seeker

Heavy exploration hull with 145 cargo and a Galactic drive ceiling.

+
Tier
3
Faction
Farstar Survey
Power
224
Cargo
145
Shield / armor / hull
410 / 320 / 400
Speed
6.70
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 78; listed copy price 2850 cr

How it works

  • Exploration hulls gain 10% scanner strength.
  • Farstar designs pair naturally with exploration fittings.

Field strategy

  • A Signature Probe or Deep Survey Array compounds the hull's 10% scanner role bonus.
shiphullheavyexplorationfarstar survey

Aegis Dreadnought

Capital combat hull with 190 cargo and a Reality drive ceiling.

+
Tier
3
Faction
Aegis Response
Power
372
Cargo
190
Shield / armor / hull
680 / 980 / 1060
Speed
3.60
Hardpoints
2 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 79; listed copy price 2850 cr

How it works

  • Combat hulls deal 8% more fitted-weapon damage and receive the combat armor bonus.
  • Aegis hull identity grants an 8% armor multiplier.

Field strategy

  • Use both weapon hardpoints and the launcher; combat role damage applies per fitted firing slot.
shiphullcapitalcombataegis response

Deepcore Worldbreaker

Capital mining hull with 560 cargo and a Reality drive ceiling.

+
Tier
3
Faction
Deepcore Extraction
Power
366
Cargo
560
Shield / armor / hull
650 / 1040 / 1180
Speed
2.90
Hardpoints
2 weapon, 0 launcher, 2 defense, 2 utility
Blueprint
ID 80; listed copy price 2850 cr

How it works

  • Mining hulls gain 12% mining strength and 8% salvage recovery.
  • Deepcore hull identity grants a 7% hull multiplier.

Field strategy

  • Fit a Mining Laser and a dedicated Salvager; only the best relevant quality multiplier applies.
shiphullcapitalminingdeepcore extraction

Meridian Trade Citadel

Capital hauling hull with 780 cargo and a Reality drive ceiling.

+
Tier
3
Faction
Meridian Logistics
Power
370
Cargo
780
Shield / armor / hull
860 / 760 / 920
Speed
3.00
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 81; listed copy price 2850 cr

How it works

  • Hauling hulls trade specialized multipliers for large cargo capacity.
  • Meridian hull identity grants 6% shield and engine multipliers.

Field strategy

  • Unload before changing into a smaller hull; activation fails if the new hold cannot carry current assets.
shiphullcapitalhaulingmeridian logistics

Farstar Celestial Observatory

Capital exploration hull with 360 cargo and a Reality drive ceiling.

+
Tier
3
Faction
Farstar Survey
Power
374
Cargo
360
Shield / armor / hull
820 / 690 / 840
Speed
3.90
Hardpoints
1 weapon, 1 launcher, 2 defense, 2 utility
Blueprint
ID 82; listed copy price 2850 cr

How it works

  • Exploration hulls gain 10% scanner strength.
  • Farstar designs pair naturally with exploration fittings.

Field strategy

  • A Signature Probe or Deep Survey Array compounds the hull's 10% scanner role bonus.
shiphullcapitalexplorationfarstar survey
Fitting and battle

Modules & Combat

All 47 modules plus current weapon, resistance, regeneration, and damage formulas.

Weapon Damage and Cooldown

Fitted weapon quality, calibration, hull role, blueprint mutations, and loaded ammunition all multiply the shot.

+
Base damage
12 + 5 × weapon calibration
Final damage
Base × fitted-module quality × combat-role bonus × mutations × ammo damage
Projectile speed
22 + 2 × weapon calibration, then ammo speed modifier
Autocannon cooldown
max(0.10, 0.27 − 0.018 × calibration) seconds
Railgun cooldown
max(0.10, 0.42 − 0.018 × calibration) seconds
Energy cooldown
max(0.10, 0.34 − 0.018 × calibration) seconds
Missile cooldown
max(0.10, 0.72 − 0.018 × calibration) seconds

How it works

  • The free starter Basic Autocannon deals a further 72% of normal fitted damage. Each fitted firing slot has its own cooldown and consumes its compatible family ammunition.
combatweapondamagecooldownformulacalibration

Shield, Armor, and Hull Layers

Damage crosses shields, armor, then hull; penetration sends part of a hit through shields while fitted resistance modules reduce their matching layer.

+
Shield resistance
Matrix 18% / Phase Shield 24% / Quantum Bulwark 28%
Armor resistance
Damage Control 10% / Reactive Plating 20% / Causality Armor 30%
Hull resistance
Damage Control 14%, rising to 38% below 30% hull
Shield regeneration
Shield Booster: 5 × quality per second
Armor repair
Armor Repair Unit: 2.5 × quality per second after combat delay

Field strategy

  • Shield penetration matters most against high-capacity shield bosses; once shields break, switch to the highest raw-damage compatible ammunition.
combatshieldarmorhullresistancerepair

Starter Combat Restrictions

The free Basic Autocannon cannot pierce enemies above tier 1; any pilot still in the Departure Corvette is also unable to damage alien ships.

+

Field strategy

  • Move into a light-or-larger hull before alien content and replace the free cannon before fighting higher-tier traffic. A paid fitted weapon also removes the starter weapon's 28% damage penalty.
combatbasic autocannonstarteralientier

Basic Autocannon

Autocannon armament. Its 100% quality scales damage before ammunition and calibration modifiers; default load is Fragmentation Rounds.

+
Slot / size
Weapon / Starter
Tier
0
Faction
Independent
Power
8
Quality
100%
Weapon / default ammo
Autocannon / Fragmentation Rounds
Blueprint
ID 12; listed copy price 120 cr
moduleweaponstarterautocannonindependent

Light Railgun

Railgun armament. Its 108% quality scales damage before ammunition and calibration modifiers; default load is Dense-Core Slugs.

+
Slot / size
Weapon / Light
Tier
1
Faction
Aegis Response
Power
16
Quality
108%
Weapon / default ammo
Railgun / Dense-Core Slugs
Blueprint
ID 13; listed copy price 480 cr
moduleweaponlightrailgunaegis response

Light Energy Beam

Energy armament. Its 107% quality scales damage before ammunition and calibration modifiers; default load is Balanced Crystals.

+
Slot / size
Weapon / Light
Tier
1
Faction
Farstar Survey
Power
15
Quality
107%
Weapon / default ammo
Energy / Balanced Crystals
Blueprint
ID 14; listed copy price 480 cr
moduleweaponlightenergyfarstar survey

Light Missile Rack

Missile armament. Its 106% quality scales damage before ammunition and calibration modifiers; default load is Interceptor Missiles.

+
Slot / size
Launcher / Light
Tier
1
Faction
Meridian Logistics
Power
17
Quality
106%
Weapon / default ammo
Missile / Interceptor Missiles
Blueprint
ID 15; listed copy price 480 cr
modulelauncherlightmissilemeridian logistics

Medium Autocannon

Autocannon armament. Its 122% quality scales damage before ammunition and calibration modifiers; default load is Penetrator Rounds.

+
Slot / size
Weapon / Medium
Tier
2
Faction
Independent
Power
28
Quality
122%
Weapon / default ammo
Autocannon / Penetrator Rounds
Blueprint
ID 16; listed copy price 840 cr
moduleweaponmediumautocannonindependent

Medium Railgun

Railgun armament. Its 128% quality scales damage before ammunition and calibration modifiers; default load is Ion Slugs.

+
Slot / size
Weapon / Medium
Tier
2
Faction
Aegis Response
Power
31
Quality
128%
Weapon / default ammo
Railgun / Ion Slugs
Blueprint
ID 17; listed copy price 840 cr
moduleweaponmediumrailgunaegis response

Medium Energy Beam

Energy armament. Its 127% quality scales damage before ammunition and calibration modifiers; default load is Overcharge Crystals.

+
Slot / size
Weapon / Medium
Tier
2
Faction
Farstar Survey
Power
30
Quality
127%
Weapon / default ammo
Energy / Overcharge Crystals
Blueprint
ID 18; listed copy price 840 cr
moduleweaponmediumenergyfarstar survey

Medium Missile Rack

Missile armament. Its 126% quality scales damage before ammunition and calibration modifiers; default load is Breaker Missiles.

+
Slot / size
Launcher / Medium
Tier
2
Faction
Meridian Logistics
Power
32
Quality
126%
Weapon / default ammo
Missile / Breaker Missiles
Blueprint
ID 19; listed copy price 840 cr
modulelaunchermediummissilemeridian logistics

Large Railgun

Railgun armament. Its 146% quality scales damage before ammunition and calibration modifiers; default load is Accelerator Slugs.

+
Slot / size
Weapon / Heavy
Tier
3
Faction
Aegis Response
Power
48
Quality
146%
Weapon / default ammo
Railgun / Accelerator Slugs
Blueprint
ID 20; listed copy price 1200 cr
moduleweaponheavyrailgunaegis response

Large Missile Bay

Missile armament. Its 145% quality scales damage before ammunition and calibration modifiers; default load is Heavy Warheads.

+
Slot / size
Launcher / Heavy
Tier
3
Faction
Independent
Power
52
Quality
145%
Weapon / default ammo
Missile / Heavy Warheads
Blueprint
ID 21; listed copy price 1200 cr
modulelauncherheavymissileindependent

Capital Weapon Battery

Energy armament. Its 168% quality scales damage before ammunition and calibration modifiers; default load is Focus Crystals.

+
Slot / size
Weapon / Capital
Tier
4
Faction
Independent
Power
86
Quality
168%
Weapon / default ammo
Energy / Focus Crystals
Blueprint
ID 22; listed copy price 1560 cr
moduleweaponcapitalenergyindependent

Large Autocannon

Autocannon armament. Its 145% quality scales damage before ammunition and calibration modifiers; default load is Longshot Rounds.

+
Slot / size
Weapon / Heavy
Tier
3
Faction
Independent
Power
49
Quality
145%
Weapon / default ammo
Autocannon / Longshot Rounds
Blueprint
ID 23; listed copy price 1200 cr
moduleweaponheavyautocannonindependent

Capital Autocannon

Autocannon armament. Its 165% quality scales damage before ammunition and calibration modifiers; default load is Penetrator Rounds.

+
Slot / size
Weapon / Capital
Tier
3
Faction
Independent
Power
82
Quality
165%
Weapon / default ammo
Autocannon / Penetrator Rounds
Blueprint
ID 24; listed copy price 1200 cr
moduleweaponcapitalautocannonindependent

Capital Railgun

Railgun armament. Its 170% quality scales damage before ammunition and calibration modifiers; default load is Accelerator Slugs.

+
Slot / size
Weapon / Capital
Tier
3
Faction
Aegis Response
Power
90
Quality
170%
Weapon / default ammo
Railgun / Accelerator Slugs
Blueprint
ID 25; listed copy price 1200 cr
moduleweaponcapitalrailgunaegis response

Capital Missile Array

Missile armament. Its 171% quality scales damage before ammunition and calibration modifiers; default load is Heavy Warheads.

+
Slot / size
Launcher / Capital
Tier
3
Faction
Independent
Power
94
Quality
171%
Weapon / default ammo
Missile / Heavy Warheads
Blueprint
ID 26; listed copy price 1200 cr
modulelaunchercapitalmissileindependent

Shield Generator

100% quality can be the ship's best shield-capacity multiplier.

+
Slot / size
Defense / Starter
Tier
0
Faction
Independent
Power
8
Quality
100%
Blueprint
ID 27; listed copy price 120 cr
moduledefensestarternoneindependent

Shield Booster

110% quality can be the ship's best shield-capacity multiplier.

+
Slot / size
Defense / Light
Tier
1
Faction
Meridian Logistics
Power
15
Quality
110%
Blueprint
ID 28; listed copy price 480 cr

How it works

  • Regenerates shields at 5 × quality per second, including under fire.
moduledefenselightnonemeridian logistics

Shield Resistance Matrix

127% quality can be the ship's best shield-capacity multiplier.

+
Slot / size
Defense / Medium
Tier
2
Faction
Meridian Logistics
Power
27
Quality
127%
Blueprint
ID 29; listed copy price 840 cr

How it works

  • Reduces incoming shield damage by 18%.
moduledefensemediumnonemeridian logistics

Armor Plate

100% quality can be the ship's best armor-capacity multiplier.

+
Slot / size
Defense / Starter
Tier
0
Faction
Independent
Power
6
Quality
100%
Blueprint
ID 30; listed copy price 120 cr
moduledefensestarternoneindependent

Armor Repair Unit

109% quality can be the ship's best armor-capacity multiplier.

+
Slot / size
Defense / Light
Tier
1
Faction
Aegis Response
Power
17
Quality
109%
Blueprint
ID 31; listed copy price 480 cr

How it works

  • Repairs armor at 2.5 × quality per second after the combat delay.
moduledefenselightnoneaegis response

Reactive Plating

128% quality can be the ship's best armor-capacity multiplier.

+
Slot / size
Defense / Medium
Tier
2
Faction
Aegis Response
Power
29
Quality
128%
Blueprint
ID 32; listed copy price 840 cr

How it works

  • Reduces incoming armor damage by 20%.
moduledefensemediumnoneaegis response

Reinforced Bulkhead

108% quality can be the ship's best hull-capacity multiplier.

+
Slot / size
Defense / Light
Tier
1
Faction
Deepcore Extraction
Power
13
Quality
108%
Blueprint
ID 33; listed copy price 480 cr
moduledefenselightnonedeepcore extraction

Damage Control

122% quality can be the ship's best hull-capacity multiplier.

+
Slot / size
Defense / Medium
Tier
2
Faction
Independent
Power
24
Quality
122%
Blueprint
ID 34; listed copy price 840 cr

How it works

  • Reduces armor damage by 10% and hull damage by 14%; hull resistance rises to 38% below 30% hull.
moduledefensemediumnoneindependent

Engine Core

100% quality can be the ship's active engine multiplier.

+
Slot / size
Utility / Starter
Tier
0
Faction
Independent
Power
7
Quality
100%
Blueprint
ID 35; listed copy price 120 cr
moduleutilitystarternoneindependent

Boost Drive

110% quality can be the ship's active engine multiplier.

+
Slot / size
Utility / Light
Tier
1
Faction
Meridian Logistics
Power
18
Quality
110%
Blueprint
ID 36; listed copy price 480 cr
moduleutilitylightnonemeridian logistics

Cargo Expander

Utility component with 108% quality.

+
Slot / size
Utility / Light
Tier
1
Faction
Meridian Logistics
Power
12
Quality
108%
Blueprint
ID 37; listed copy price 480 cr

How it works

  • Adds 30 cargo capacity; fitting a second expander does not add another 30.
moduleutilitylightnonemeridian logistics

Signature Probe Array

100% quality can be the ship's active scanner multiplier.

+
Slot / size
Utility / Starter
Tier
0
Faction
Independent
Power
8
Quality
100%
Blueprint
ID 38; listed copy price 120 cr
moduleutilitystarternoneindependent

Deep Survey Array

146% quality can be the ship's active scanner multiplier.

+
Slot / size
Utility / Heavy
Tier
3
Faction
Farstar Survey
Power
42
Quality
146%
Blueprint
ID 39; listed copy price 1200 cr
moduleutilityheavynonefarstar survey

Hacking Analyzer

110% quality can be the ship's active scanner multiplier.

+
Slot / size
Utility / Light
Tier
1
Faction
Farstar Survey
Power
14
Quality
110%
Blueprint
ID 40; listed copy price 480 cr

How it works

  • Applies a 1.45× hacking bonus, widening and slowing cipher alignment.
moduleutilitylightnonefarstar survey

Mining Laser

110% quality can be the ship's active mining multiplier.

+
Slot / size
Utility / Light
Tier
1
Faction
Deepcore Extraction
Power
16
Quality
110%
Blueprint
ID 41; listed copy price 480 cr
moduleutilitylightnonedeepcore extraction

Salvager

108% quality can be the ship's active salvage multiplier.

+
Slot / size
Utility / Light
Tier
1
Faction
Deepcore Extraction
Power
13
Quality
108%
Blueprint
ID 42; listed copy price 480 cr
moduleutilitylightnonedeepcore extraction

Tractor Beam

Utility component with 124% quality.

+
Slot / size
Utility / Medium
Tier
2
Faction
Deepcore Extraction
Power
25
Quality
124%
Blueprint
ID 43; listed copy price 840 cr

How it works

  • Raises wreck interaction range from 13 to 27 world units.
moduleutilitymediumnonedeepcore extraction

Stellar Drive

Drive component with 100% quality.

+
Slot / size
Drive / Light
Tier
1
Faction
Independent
Power
22
Quality
100%
Blueprint
ID 44; listed copy price 480 cr

How it works

  • Enables jumps between discovered systems on a Light-or-larger compatible hull.
moduledrivelightnoneindependent

Galactic Drive

Drive component with 100% quality.

+
Slot / size
Drive / Medium
Tier
2
Faction
Independent
Power
58
Quality
100%
Blueprint
ID 45; listed copy price 840 cr

How it works

  • Enables travel between discovered galaxies on a Medium-or-larger compatible hull.
moduledrivemediumnoneindependent

Reality Drive

Drive component with 100% quality.

+
Slot / size
Drive / Capital
Tier
3
Faction
Independent
Power
132
Quality
100%
Blueprint
ID 46; listed copy price 1200 cr

How it works

  • Enables reality transit only on a compatible Capital hull and only after all rift requirements are met.
moduledrivecapitalnoneindependent

Reality Lance

Energy armament. Its 184% quality scales damage before ammunition and calibration modifiers; default load is Focus Crystals.

+
Slot / size
Weapon / Heavy
Tier
4
Faction
Independent
Power
92
Quality
184%
Weapon / default ammo
Energy / Focus Crystals
Blueprint
ID 47; listed copy price 1560 cr
moduleweaponheavyenergyindependent

Phase Shield

182% quality can be the ship's best shield-capacity multiplier.

+
Slot / size
Defense / Heavy
Tier
4
Faction
Independent
Power
78
Quality
182%
Blueprint
ID 48; listed copy price 1560 cr

How it works

  • Reduces incoming shield damage by 24%; its 182% quality can also be the active shield-capacity multiplier.
moduledefenseheavynoneindependent

Void Engine

178% quality can be the ship's active engine multiplier.

+
Slot / size
Utility / Heavy
Tier
4
Faction
Independent
Power
75
Quality
178%
Blueprint
ID 49; listed copy price 1560 cr
moduleutilityheavynoneindependent

Reality Salvager

176% quality can be the ship's active salvage multiplier.

+
Slot / size
Utility / Heavy
Tier
4
Faction
Independent
Power
64
Quality
176%
Blueprint
ID 50; listed copy price 1560 cr
moduleutilityheavynoneindependent

Raider Overclocked Cannon

Autocannon armament. Its 106% quality scales damage before ammunition and calibration modifiers; default load is Penetrator Rounds.

+
Slot / size
Weapon / Light
Tier
1
Faction
Null Raiders
Power
20
Quality
106%
Weapon / default ammo
Autocannon / Penetrator Rounds
Blueprint
ID 51; listed copy price 480 cr
moduleweaponlightautocannonnull raiders

Void Repeater

Railgun armament. Its 205% quality scales damage before ammunition and calibration modifiers; default load is Accelerator Slugs.

+
Slot / size
Weapon / Heavy
Tier
5
Faction
Independent
Power
108
Quality
205%
Weapon / default ammo
Railgun / Accelerator Slugs
Blueprint
ID 52; listed copy price 1920 cr
moduleweaponheavyrailgunindependent

Nullfold Missile Array

Missile armament. Its 208% quality scales damage before ammunition and calibration modifiers; default load is Heavy Warheads.

+
Slot / size
Launcher / Capital
Tier
5
Faction
Independent
Power
122
Quality
208%
Weapon / default ammo
Missile / Heavy Warheads
Blueprint
ID 53; listed copy price 1920 cr
modulelaunchercapitalmissileindependent

Quantum Bulwark

204% quality can be the ship's best shield-capacity multiplier.

+
Slot / size
Defense / Heavy
Tier
5
Faction
Independent
Power
102
Quality
204%
Blueprint
ID 54; listed copy price 1920 cr

How it works

  • Reduces incoming shield damage by 28%; its 204% quality can also be the active shield-capacity multiplier.
moduledefenseheavynoneindependent

Paradox Beam

Energy armament. Its 228% quality scales damage before ammunition and calibration modifiers; default load is Focus Crystals.

+
Slot / size
Weapon / Capital
Tier
6
Faction
Independent
Power
145
Quality
228%
Weapon / default ammo
Energy / Focus Crystals
Blueprint
ID 55; listed copy price 2280 cr
moduleweaponcapitalenergyindependent

Causality Armor

226% quality can be the ship's best armor-capacity multiplier.

+
Slot / size
Defense / Capital
Tier
6
Faction
Independent
Power
132
Quality
226%
Blueprint
ID 56; listed copy price 2280 cr

How it works

  • Reduces incoming armor damage by 30%; its 226% quality can also be the active armor-capacity multiplier.
moduledefensecapitalnoneindependent

Singularity Engine

224% quality can be the ship's active engine multiplier.

+
Slot / size
Utility / Capital
Tier
6
Faction
Independent
Power
128
Quality
224%
Blueprint
ID 57; listed copy price 2280 cr
moduleutilitycapitalnoneindependent

Eternity Lance

Energy armament. Its 252% quality scales damage before ammunition and calibration modifiers; default load is Focus Crystals.

+
Slot / size
Weapon / Capital
Tier
7
Faction
Independent
Power
175
Quality
252%
Weapon / default ammo
Energy / Focus Crystals
Blueprint
ID 58; listed copy price 2640 cr
moduleweaponcapitalenergyindependent
Charge catalog

Ammunition

All 12 family-compatible ammunition variants and their damage, speed, range, penetration, blueprint, and batch tradeoffs.

Penetrator Rounds

Autocannon charge variant 1: 1.00× damage, 1.00× projectile speed, 2.4s lifetime.

+
Damage
1.00×
Projectile speed
1.00×
Lifetime
2.4 sec
Shield bypass
28%
Blueprint
ID 59; tier 0; output 120 rounds

Field strategy

  • Use this against shield-heavy targets; bypass damage goes straight to hull while the remainder hits shields.
ammunitionammoautocannonvariant-1

Fragmentation Rounds

Autocannon charge variant 2: 1.18× damage, 0.90× projectile speed, 2.4s lifetime.

+
Damage
1.18×
Projectile speed
0.90×
Lifetime
2.4 sec
Shield bypass
0%
Blueprint
ID 60; tier 1; output 180 rounds

Field strategy

  • Best when you can hold a reliable firing solution and value damage over projectile speed or reach.
ammunitionammoautocannonvariant-2

Longshot Rounds

Autocannon charge variant 3: 0.88× damage, 1.35× projectile speed, 3.2s lifetime.

+
Damage
0.88×
Projectile speed
1.35×
Lifetime
3.2 sec
Shield bypass
0%
Blueprint
ID 61; tier 2; output 240 rounds

Field strategy

  • Use at range or against fast targets; the higher velocity makes leading easier.
ammunitionammoautocannonvariant-3

Dense-Core Slugs

Railgun charge variant 1: 1.18× damage, 0.85× projectile speed, 2.4s lifetime.

+
Damage
1.18×
Projectile speed
0.85×
Lifetime
2.4 sec
Shield bypass
18%
Blueprint
ID 62; tier 0; output 120 rounds

Field strategy

  • Use this against shield-heavy targets; bypass damage goes straight to hull while the remainder hits shields.
ammunitionammorailgunvariant-1

Ion Slugs

Railgun charge variant 2: 1.06× damage, 1.00× projectile speed, 2.4s lifetime.

+
Damage
1.06×
Projectile speed
1.00×
Lifetime
2.4 sec
Shield bypass
12%
Blueprint
ID 63; tier 1; output 180 rounds

Field strategy

  • Use this against shield-heavy targets; bypass damage goes straight to hull while the remainder hits shields.
ammunitionammorailgunvariant-2

Accelerator Slugs

Railgun charge variant 3: 0.90× damage, 1.45× projectile speed, 3.4s lifetime.

+
Damage
0.90×
Projectile speed
1.45×
Lifetime
3.4 sec
Shield bypass
0%
Blueprint
ID 64; tier 2; output 240 rounds

Field strategy

  • Use at range or against fast targets; the higher velocity makes leading easier.
ammunitionammorailgunvariant-3

Overcharge Crystals

Energy charge variant 1: 1.25× damage, 0.88× projectile speed, 1.8s lifetime.

+
Damage
1.25×
Projectile speed
0.88×
Lifetime
1.8 sec
Shield bypass
0%
Blueprint
ID 65; tier 0; output 120 rounds

Field strategy

  • Best when you can hold a reliable firing solution and value damage over projectile speed or reach.
ammunitionammoenergyvariant-1

Balanced Crystals

Energy charge variant 2: 1.00× damage, 1.00× projectile speed, 2.4s lifetime.

+
Damage
1.00×
Projectile speed
1.00×
Lifetime
2.4 sec
Shield bypass
0%
Blueprint
ID 66; tier 1; output 180 rounds
ammunitionammoenergyvariant-2

Focus Crystals

Energy charge variant 3: 0.88× damage, 1.50× projectile speed, 3.5s lifetime.

+
Damage
0.88×
Projectile speed
1.50×
Lifetime
3.5 sec
Shield bypass
0%
Blueprint
ID 67; tier 2; output 240 rounds

Field strategy

  • Use at range or against fast targets; the higher velocity makes leading easier.
ammunitionammoenergyvariant-3

Interceptor Missiles

Missile charge variant 1: 0.86× damage, 1.55× projectile speed, 2.4s lifetime.

+
Damage
0.86×
Projectile speed
1.55×
Lifetime
2.4 sec
Shield bypass
0%
Blueprint
ID 68; tier 0; output 120 rounds

Field strategy

  • Use at range or against fast targets; the higher velocity makes leading easier.
ammunitionammomissilevariant-1

Breaker Missiles

Missile charge variant 2: 1.06× damage, 1.00× projectile speed, 2.4s lifetime.

+
Damage
1.06×
Projectile speed
1.00×
Lifetime
2.4 sec
Shield bypass
15%
Blueprint
ID 69; tier 1; output 180 rounds

Field strategy

  • Use this against shield-heavy targets; bypass damage goes straight to hull while the remainder hits shields.
ammunitionammomissilevariant-2

Heavy Warheads

Missile charge variant 3: 1.32× damage, 0.74× projectile speed, 3.0s lifetime.

+
Damage
1.32×
Projectile speed
0.74×
Lifetime
3.0 sec
Shield bypass
0%
Blueprint
ID 70; tier 2; output 240 rounds

Field strategy

  • Best when you can hold a reliable firing solution and value damage over projectile speed or reach.
ammunitionammomissilevariant-3
Cargo reference

Items & Resources

Market commodities, progression items, ore grades, and salvage grades with exact values and volumes.

Raw Ore

Mining feedstock; stations and field refiners turn it into alloy.

+
Category
Resource
Cargo volume
1
Base price
18 cr
itemcargoresourcecommodity

Salvage

Ordinary wreck material and the standard salvage ingredient for low-tier manufacturing.

+
Category
Resource
Cargo volume
1
Base price
34 cr
itemcargoresourcecommodity

Refined Alloy

Core hull, module, ammunition, and base-construction material.

+
Category
Industrial
Cargo volume
1
Base price
72 cr
itemcargoindustrialcommodity

Water

Crew and colony supply commodity.

+
Category
Life Support
Cargo volume
1
Base price
15 cr
itemcargolife supportcommodity

Oxygen

Habitation supply and an Oxygen Station construction ingredient.

+
Category
Life Support
Cargo volume
1
Base price
21 cr
itemcargolife supportcommodity

Food Rations

Long-duration provisions; one combines with one Bio Sample to synthesize three creature lures.

+
Category
Life Support
Cargo volume
1
Base price
28 cr
itemcargolife supportcommodity

Medical Supplies

Used by clinics and consumed by a powered Medical Unit to restore suit health.

+
Category
Life Support
Cargo volume
1
Base price
95 cr
itemcargolife supportcommodity

Fuel Cells

Backup power commodity used to build Batteries and Base Portals.

+
Category
Industrial
Cargo volume
1
Base price
58 cr
itemcargoindustrialcommodity

Coolant

Reactor and industrial cooling commodity.

+
Category
Industrial
Cargo volume
1
Base price
42 cr
itemcargoindustrialcommodity

Industrial Parts

Machinery material used by Storage, Refiners, and the surface survivor quest.

+
Category
Industrial
Cargo volume
2
Base price
86 cr
itemcargoindustrialcommodity

Electronics

Control-system input used throughout manufacturing and powered base construction.

+
Category
Technology
Cargo volume
1
Base price
118 cr
itemcargotechnologycommodity

Robotics

Automation and labor commodity.

+
Category
Technology
Cargo volume
2
Base price
210 cr
itemcargotechnologycommodity

Polymers

General feedstock used by Shelters, Fabricators, and Decorations.

+
Category
Industrial
Cargo volume
1
Base price
48 cr
itemcargoindustrialcommodity

Textiles

Civilian commodity used to build Furniture.

+
Category
Colony
Cargo volume
1
Base price
37 cr
itemcargocolonycommodity

Construction Composite

Habitat material used by shelters, storage, medical modules, pads, furniture, and pens.

+
Category
Colony
Cargo volume
2
Base price
134 cr
itemcargocolonycommodity

Reactor Isotopes

High-density reactor fuel commodity.

+
Category
Exotic
Cargo volume
1
Base price
245 cr
itemcargoexoticcommodity

Data Packages

Zero-volume licensed data; also used to build a Remote Market.

+
Category
Technology
Cargo volume
0
Base price
82 cr
itemcargotechnologycommodity

Bio Samples

Research commodity; one combines with one Food Ration to make three creature lures.

+
Category
Technology
Cargo volume
1
Base price
160 cr
itemcargotechnologycommodity

Luxury Goods

High-margin civilian trade cargo.

+
Category
Luxury
Cargo volume
2
Base price
190 cr
itemcargoluxurycommodity

Weapons Components

Armament production commodity used by Defense Turrets.

+
Category
Military
Cargo volume
2
Base price
175 cr
itemcargomilitarycommodity

Ship Modules

Large replacement systems used by hull manufacturing and Shipyard Pads.

+
Category
Military
Cargo volume
3
Base price
260 cr
itemcargomilitarycommodity

Rare Crystals

Precision-energy commodity and a Base Portal ingredient.

+
Category
Exotic
Cargo volume
1
Base price
320 cr
itemcargoexoticcommodity

Terraforming Supplies

Atmospheric and soil conversion cargo.

+
Category
Colony
Cargo volume
3
Base price
285 cr
itemcargocolonycommodity

Colony Equipment

Settlement machinery commodity.

+
Category
Colony
Cargo volume
3
Base price
225 cr
itemcargocolonycommodity

Quantum Processors

Advanced computation cargo used by Base Portals and Reality Fuel.

+
Category
Technology
Cargo volume
1
Base price
460 cr
itemcargotechnologycommodity

Antimatter Catalysts

End-tier energy material required for Reality Fuel.

+
Category
Exotic
Cargo volume
1
Base price
680 cr
itemcargoexoticcommodity

Resonant Crystal

Recovered from the Sol Resonant Field and consumed by the first light-hull tutorial package.

+
Category
Exotic
Cargo volume
1
Base price
Not market-traded
itemcargoexoticprogression

Fold Core Fragment

Recovered from Ancient Wreck sites and used by advanced drive progression.

+
Category
Exotic
Cargo volume
1
Base price
Not market-traded
itemcargoexoticprogression

Singularity Lattice

Recovered from Void Anomalies; every Reality Fuel batch consumes one.

+
Category
Exotic
Cargo volume
1
Base price
Not market-traded
itemcargoexoticprogression

War Bond

Zero-volume faction-war reward with no ordinary market price.

+
Category
Military
Cargo volume
0
Base price
Not market-traded
itemcargomilitaryprogression

Xeno Mutagen

Guaranteed once per linked alien wreck and consumed to mutate an owned physical blueprint.

+
Category
Exotic
Cargo volume
1
Base price
Not market-traded
itemcargoexoticprogression

Raw Ore

Starter and Tier I mining grade used by tier 0–1 recipes.

+
Grade
0
Normal source band
Starter and Tier I

How it works

  • A five-scan mineral escalation exposes a small deposit one grade above its depleted belt, capped at Reality Ore.
oreminingresourcemanufacturingraw ore

Rich Ore

Tier II mining grade used by tier 2 recipes.

+
Grade
1
Normal source band
Tier II

How it works

  • A five-scan mineral escalation exposes a small deposit one grade above its depleted belt, capped at Reality Ore.
oreminingresourcemanufacturingrich ore

Pristine Ore

Tier III mining grade used by tier 3–4 recipes.

+
Grade
2
Normal source band
Tier III

How it works

  • A five-scan mineral escalation exposes a small deposit one grade above its depleted belt, capped at Reality Ore.
oreminingresourcemanufacturingpristine ore

Exotic Ore

Reality I mining grade used by tier 5–6 recipes.

+
Grade
3
Normal source band
Reality I

How it works

  • A five-scan mineral escalation exposes a small deposit one grade above its depleted belt, capped at Reality Ore.
oreminingresourcemanufacturingexotic ore

Reality Ore

Reality II and later mining grade used by tier 7 recipes.

+
Grade
4
Normal source band
Reality II and later

How it works

  • A five-scan mineral escalation exposes a small deposit one grade above its depleted belt, capped at Reality Ore.
oreminingresourcemanufacturingreality ore

Standard Salvage

Ordinary local ships and wrecks. Required for tier 0–1 manufacturing.

+
Grade
0
Primary use
Tier 0–1 manufacturing
salvageresourcemanufacturingstandard salvage

Reinforced Salvage

Elite and medium ships. Required for tier 2 manufacturing.

+
Grade
1
Primary use
Tier 2 manufacturing
salvageresourcemanufacturingreinforced salvage

Ancient Salvage

Remote exploration sites. Required for tier 3 non-capital manufacturing.

+
Grade
2
Primary use
Tier 3 non-capital manufacturing
salvageresourcemanufacturingancient salvage

Capital Salvage

Bosses, battleships, and capital wrecks. Required for tier 3 capital manufacturing and normal reality fuel.

+
Grade
3
Primary use
Tier 3 capital manufacturing and normal Reality Fuel

Field strategy

  • Reserve this grade for blueprints that explicitly require it; lower-grade salvage cannot substitute upward.
salvageresourcemanufacturingcapital salvage

Reality Salvage

Alternate-reality ships and sites. Required for tier 4+ manufacturing and advanced reality fuel.

+
Grade
4
Primary use
Tier 4+ manufacturing and advanced Reality Fuel

Field strategy

  • Reserve this grade for blueprints that explicitly require it; lower-grade salvage cannot substitute upward.
salvageresourcemanufacturingreality salvage
Blueprints and manufacturing

Industry & Progression

Blueprint IDs, copy rules, material formulas, Reality Fuel recipes, calibration, and mobile capital industry.

Blueprint Licenses and Copies

Permanent licenses and limited-run copies occupy the same 83-entry active catalog; manufacturing consumes one available run.

+
Active catalog
83 blueprints in 96 persistent slots
Hull IDs
0–11 and 74–82
Module IDs
12–58
Ammunition IDs
59–70
Fuel IDs
71–73

How it works

  • Faction designs recovered from hacking remain limited-run copies. Saves reserve unused blueprint slots so the catalog can grow without moving persisted IDs.
blueprintlicensecopyindustrymanufacturing

Station Blueprint Sales

NPC stations sell only tier 0–1, non-fuel blueprints that are neutral or match the station faction.

+
Copy runs
8 ammunition / 2 module / 1 hull
Hull list price
300 + 850 × tier credits
Module list price
120 + 360 × tier credits
Ammo list price
20 / 40 / 60 credits by variant

Field strategy

  • Treat station copies as the opening supply. Stronger hull, module, ammunition, drive, and fuel blueprints come from sites, elite ships, bosses, other galaxies, and realities.
blueprintstationshopcopyruns

Manufacturing Requirements

Every ordinary blueprint has deterministic credit, alloy, electronics, salvage, and optional ore costs based on output and tier.

+
Hull fee
450 × (tier + 1) credits
Module fee
90 × (tier + 1) credits
Ammo fee
0 at tier 0–1; otherwise 20 × tier credits
Refined Alloy
Ammo 1 + tier; other outputs 1 + 2 × tier
Electronics
Ammo max(0, tier − 1); other outputs max(1, tier)
Ship Modules
Hulls only: 1 + tier
Ammo output
120 + 60 × tier rounds

How it works

  • Tier 1+ hulls consume two matching salvage; other tier 1+ ordinary outputs consume one. Non-ammo tier 2+ hulls consume three matching ore, while modules consume one.

Field strategy

  • Docked manufacturing draws from both ship inventory and station storage; use the purchase-review screen to see owned, missing, purchasable, and unavailable inputs before committing.
manufacturingrecipeformulaalloyelectronicsblueprint

Reality Fuel Core

Tier 3 fuel blueprint that produces one loaded core for a reality transit.

+
Blueprint
ID 71; listed value 4,800 credits
Recipe
1 Singularity Lattice + 1 Antimatter Catalysts + 2 Quantum Processors + 2 Capital Salvage
Output
1 core
reality fuelfuelblueprintrealityrecipe

Stabilized Reality Fuel

Tier 5 advanced fuel blueprint that turns one catalyst set and three Reality Salvage into two cores.

+
Blueprint
ID 72; listed value 9,200 credits
Recipe
1 Singularity Lattice + 1 Antimatter Catalysts + 2 Quantum Processors + 3 Reality Salvage
Output
2 cores
reality fuelstabilizedfuelblueprintrecipe

Eternal Reality Fuel

Tier 7 endgame fuel blueprint that turns one catalyst set and five Reality Salvage into three cores.

+
Blueprint
ID 73; listed value 16,000 credits
Recipe
1 Singularity Lattice + 1 Antimatter Catalysts + 2 Quantum Processors + 5 Reality Salvage
Output
3 cores
reality fueleternalfuelblueprintrecipe

Capital Ark Field Industry

A stopped Capital Ark can fit and manufacture in space without an NPC station.

+

How it works

  • The Ark does not provide a commodity market, contract board, or faction office.

Procedure

  1. Stop the ship completely.
  2. Press U for fitting and manufacturing.
  3. Press R to refine 3 ore into 1 alloy, or F4 for a material-based full repair.
capital arkindustryrefinefield repairshipyard

Equipment Calibration

Weapon, shield, engine, hull, mining, and scanner calibration each cap at level 10.

+

How it works

  • Calibration improves fitted equipment but does not replace higher-tier modules. Weapon calibration raises base damage and projectile speed while reducing cooldown; scanner calibration improves cursor speed, tolerance, and pulse recharge.

Field strategy

  • Scanner 3 unlocks galaxy discovery; scanner 10 is mandatory for wormhole resolution.
calibrationupgradeshipyardscannerweapon
Station markets

Economy & Trade

Every economy type, category adjustment, exact station spread, and practical trade controls.

Market Price Formula

Every scanned system keeps a deterministic market; stations add a spread that prevents same-station arbitrage.

+
Local index
Clamp(100 + economy category + item variation + surplus/shortage, 42, 185)%
Player buys
floor(base × local% / 100 × 108%) + 1
Station buys
floor(base × local% / 100 × 86%)
Navigation intel
3 cheapest exports + 3 strongest import demands

Field strategy

  • Compare map intel before committing to a jump; Trade Hubs are stable, while specialized economies create the widest useful spreads.
marketpriceeconomytradebuysell

Trading at a Station

Dock and press P. The panel opens in Sell mode on the first page containing owned tradable cargo when possible.

+

How it works

  • Systems without a station still have generated price intelligence, but no market, contracts, or docking services.

Procedure

  1. Press Y or click a tab to switch Buy/Sell.
  2. Press 1–8 or click a row to trade one unit.
  3. Hold Shift to trade up to five units.
  4. Use Sell All Raw Ore for a mined load.
marketcontrolsstationcommodity

Agricultural Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
+8%
Life Support
-28%
Industrial
+16%
Technology
+24%
Colony
-18%
Luxury
+12%
Military
+18%
Exotic
+22%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettradeagricultural

Mining Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
-30%
Life Support
+12%
Industrial
-10%
Technology
+18%
Colony
+16%
Luxury
+20%
Military
+10%
Exotic
-8%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettrademining

Refinery Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
-18%
Life Support
+10%
Industrial
-28%
Technology
+18%
Colony
+12%
Luxury
+16%
Military
+6%
Exotic
-5%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettraderefinery

Industrial Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
+8%
Life Support
+12%
Industrial
-22%
Technology
-12%
Colony
-8%
Luxury
+16%
Military
-8%
Exotic
+12%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettradeindustrial

High-Tech Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
+18%
Life Support
+12%
Industrial
+8%
Technology
-30%
Colony
+8%
Luxury
+10%
Military
-12%
Exotic
-8%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettradehigh-tech

Military Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
+12%
Life Support
+14%
Industrial
+4%
Technology
-6%
Colony
+14%
Luxury
+18%
Military
-26%
Exotic
+6%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettrademilitary

Research Economy

A deterministic station economy. Negative category adjustments tend to produce exports; positive adjustments tend to create demand.

+
Resource
+16%
Life Support
+10%
Industrial
+12%
Technology
-22%
Colony
+10%
Luxury
+12%
Military
+8%
Exotic
-18%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettraderesearch

Trade Hub Economy

A low-volatility market with smaller price extremes and generally safer, thinner margins.

+
Resource
-6%
Life Support
-6%
Industrial
-6%
Technology
-6%
Colony
-6%
Luxury
-6%
Military
-6%
Exotic
-6%

How it works

  • The category adjustment is applied before deterministic −15% to +15% item variation and rare −25% surplus or +30% shortage events.
economymarkettradetrade hub
Signals and contracts

Missions & Exploration

Contracts, career sites, mining, scanning, hacking, and deterministic escalation paths.

Station Contracts

Dock and press B for combat, mining, hauling, or exploration work; the career-matched category pays 25% more.

+

How it works

  • Rewards are gross credit income and are taxed by the active corporation or player faction.

Procedure

  1. Press 1–4 to take a category.
  2. Complete its generated objective.
  3. Return to a valid station and press 5 to turn it in; press 6 to abandon.
missioncontractcombatmininghaulingexploration

Career Signal Sites

Periodic alerts create role-specific temporary sectors without pausing the underlying universe.

+
Aegis
Hostile wave, bounties, War Bond chances
Deepcore
Dense minerals and Construction Composite
Meridian
Bulky, lower-value derelict cargo
Farstar
Three-ring hack and tier-appropriate blueprint

Procedure

  1. Accept the alert.
  2. Position and pulse the broad probe three times as it narrows.
  3. Press J or Enter after the third lock to enter the site.
careersignalsitemissionprobe

Five-Stage Escalations

Completed combat, mining, and exploration content each uses the same deterministic 15% escalation roll.

+
Combat
Stronger escort wave + named officer + curated blueprint
Mining
Small deposit one ore grade above a depleted belt
Exploration
Five-ring hack + blueprint one content band higher + data

Field strategy

  • Escalations persist in the save. Refit and resupply before completing the fifth scan instead of rushing directly into the final encounter.
escalationcombatminingexplorationboss15 percent

Asteroid Mining

Belts are finite persistent resource sites; hold M on an in-range asteroid until its deposit is exhausted.

+

Procedure

  1. Tap M to auto-target an asteroid.
  2. Approach to range 14 or less.
  3. Hold M to extract ore, then sell it or save it for refining and manufacturing.

Field strategy

  • A Mining-role hull gains 12% mining strength. A fitted Mining Laser adds its best quality multiplier; these bonuses compound.
miningasteroidorebeltpersistent

Procedural Long-Range Scanning

Press V, align the reticle with each seeded echo, and pulse to add one new deterministic system or galaxy to the catalog.

+
Normal system locks
3; reduced to 2 at scanner 3+
Galaxy scan
Scanner 3; 4 locks from universe map
Wormhole scan
Scanner 10 + Deep Survey Array; 5 locks in another galaxy

Field strategy

  • A Farstar exploration hull's 10% scanner bonus stacks with the best fitted scanner module, improving cursor speed, tolerance, and recharge.
scannerscansystemgalaxywormholeexploration

On-Demand Universe

Sol is the sole authored system; scanner discoveries create stable deterministic records only when resolved.

+
Destinations per system
1–14
Star classes
7
System architectures
10
World archetypes
31
World modifiers
32

How it works

  • A physical world records radius, mass, gravity, temperature, atmosphere, water, clouds, composition, tectonics, radiation, habitability, axial tilt, moons, storms, rings, and feature flags.
universeproceduralgenerationsolseed

Paradise Discovery Cadence

Every fourth system discovery deterministically searches forward for a naturally valid rocky paradise system; natural paradises can appear between checkpoints.

+
0.33.1 measured rate
579 / 2,000 = 28.95% in Reality I
Maximum measured miss streak
3 systems

How it works

  • Abyssal worlds now also satisfy the broad paradise-biosphere classification, so the current combined rate is intentionally higher than the old baseline.
paradisebiospherescandiscoverycadence

Progression Rare Sites

Three special-site families supply the non-market components that gate early hull and Reality Drive progression.

+
Resonant Field
Resonant Crystal
Ancient Wreck
Fold Core Fragment
Void Anomaly
Singularity Lattice

Field strategy

  • Rare sites reserve one cargo unit for their component and may jettison one Raw Ore if necessary, but arriving with free space avoids surprises.
rare siteresonant fieldancient wreckvoid anomalyprogression
From orbit to the rift

Travel & Realities

Local, stellar, galactic, and reality travel requirements with current scaling rules.

Local Transit

Every hull can move between destinations inside its current system.

+

Procedure

  1. Press J to open the local orbital chart.
  2. Select a destination with the mouse or Left/Right.
  3. Press J or Enter to transit.
travellocalnavigationplanetbelt

Stellar Transit

Jump between discovered star systems with a Light-or-larger hull and a fitted Stellar-or-better Drive.

+
Map
K / galaxy layer
Starter restriction
Departure Corvette cannot fit a Stellar Drive
travelstellarjumpdrivegalaxy map

Galactic Transit

Travel between discovered galaxies with a Medium-or-larger hull and a fitted Galactic-or-better Drive.

+
Map
L / universe layer
Minimum hull
Medium

How it works

  • NPC stations exist only in the Milky Way; other galaxies are expedition space.
travelgalacticgalaxydriveuniverse map

New-Reality Rift

A violent first entry into an uncatalogued reality. It consumes one core, burns ammunition, cripples the drive, damages the ship, and creates a temporary recovery haven.

+
Hull
Capital Ark / compatible capital reality hull
Required fit
Reality Drive + Deep Survey Array
Scanner
Calibration 10
Fuel
At least 1 loaded Reality Fuel Core; exactly 1 consumed
Manifest
Ship and personal cargo empty except ammunition and additional Reality Fuel
Input
O to arm, then Enter to confirm

Procedure

  1. Reach another galaxy and resolve a wormhole through five scanner echoes.
  2. Unload every blocking ship and personal-pack asset.
  3. Fit the required capital hull, drive, scanner, and fuel.
  4. Press O, review the warning, and confirm with Enter.

Field strategy

  • Carry more than one core if desired; extra loaded cores are legal and only one is consumed.
  • Read the rejection banner: it identifies the first blocking item and container.
realityriftwormholereality fuelendgame

Known-Reality Return

Select a catalogued reality on the universe map to restore its recorded sector without arrival damage.

+

How it works

  • The same manifest and fuel rules apply. The route can start while docked because it replaces the system and resolves arrival itself.

Field strategy

  • Use known-reality transit for safe returns; only first-entry rifts cause the violent arrival penalties.
realityreturnuniverse mapsafe transit

Content Bands

Location controls enemy strength, resource grade, rewards, salvage, and blueprint ceilings.

+
Starter
Sol
Tier I
Near-Sol Milky Way systems
Tier II
Deep Milky Way systems
Tier III
Other galaxies
Reality I–IV
Alternate universes; catalog band caps at Reality IV while tier scaling continues
progressioncontent bandtierreality
Exact encounter math

Bosses & Scaling

Every named officer archetype, exact HP formulas, Reality Predator totals through Reality V, abilities, and counters.

Escalation Boss HP Formula

Officer shield and hull are calculated from the current content band and persistent reality tier before the boss archetype multiplier is applied.

+
Pre-archetype shield
(220 + 75 × content band) × (1 + 0.24 × reality tier)
Pre-archetype hull HP
(270 + 88 × content band) × (1 + 0.24 × reality tier)
Base speed
1.65 + 0.12 × content band
Boss NPC tier
min(9, content band + 3)
Reality Predator
Then ×1.45 shield, ×1.38 hull, ×1.22 speed

How it works

  • Reality I–IV use content bands 4–7. The content band stays capped at 7 after Reality IV, while the separate 24%-per-tier multiplier keeps growing (reality tier is capped at 255 for these calculations).
bosshpformulashieldhullreality scaling

Boss Projectile Damage

Boss shot power scales with both location and NPC tier, then the archetype's shot scalar is applied.

+
Primary shot
(5 + 1.15 × band + 0.65 × reality tier + 1.20 × (NPC tier − 1)) × boss scalar
Aegis/Meridian second shot
(4 + 1.3 × NPC tier) × boss scalar
Default boss scalar
1.35×
Raider / Farstar / Meridian / Predator
1.62× / 1.48× / 1.22× / 1.72×
bossdamageprojectileformulacombat

Current Reality Reward Formula

The current code scales selected contract, loot, and site rewards with both content band and the uncapped reality tier term.

+
Multiplier
100% + 35% × content band + 20% × reality tier

How it works

  • The older README shorthand says 50% more per reality tier; the executable's current calculation above is the authoritative value.
realityrewardcreditsformulascaling

Aegis Justicar Officer

Aegis Response escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
1.28×
Hull / HP multiplier
1.18×
Speed multiplier
0.86×
Tier III shield
569.60
Tier III hull HP
630.12

How it works

  • Takes only 72% damage while shields remain.
  • Fires a two-shot 20-speed spread with 16% penetration.

Field strategy

  • Use penetration to bypass some of the shield-phase resistance, then commit after the shield falls.
bossofficerescalationaegis responseaegis justicar officer

Deepcore Breaker Officer

Deepcore Extraction escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
0.92×
Hull / HP multiplier
1.48×
Speed multiplier
0.78×
Tier III shield
409.40
Tier III hull HP
790.32

How it works

  • Takes only 78% damage after shields break.
  • Repairs 18 + 3 × NPC tier hull every 5.5 seconds.

Field strategy

  • Burst through the hull between its 5.5-second repairs; drawn-out low damage lets the heal erase progress.
bossofficerescalationdeepcore extractiondeepcore breaker officer

Meridian Quartermaster

Meridian Logistics escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
1.16×
Hull / HP multiplier
1.00×
Speed multiplier
1.42×
Tier III shield
516.20
Tier III hull HP
534.00

How it works

  • Fast profile with a two-shot 11.5-speed spread and a 0.58-second base fire interval.
bossofficerescalationmeridian logisticsmeridian quartermaster

Farstar Null Pathfinder

Farstar Survey escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
1.34×
Hull / HP multiplier
1.00×
Speed multiplier
1.18×
Tier III shield
596.30
Tier III hull HP
534.00

How it works

  • Engages from range 29 instead of 17.
  • Shots travel at 23, penetrate 24% of shields, and use a 1.48× damage scalar.

Field strategy

  • Close aggressively or use long-range weapons; its range and projectile speed punish slow approaches.
bossofficerescalationfarstar surveyfarstar null pathfinder

Free Captain Revenant

Free Captains Union escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
1.00×
Hull / HP multiplier
1.00×
Speed multiplier
1.00×
Tier III shield
445.00
Tier III hull HP
534.00

How it works

  • Uses the standard officer profile without a separate chassis multiplier.
bossofficerescalationfree captains unionfree captain revenant

Corsair Marshal

Null Raiders escalation officer with a distinct chassis and combat ability.

+
Shield multiplier
1.00×
Hull / HP multiplier
1.24×
Speed multiplier
1.30×
Tier III shield
445.00
Tier III hull HP
662.16

How it works

  • Uses the Raider 1.62× shot-damage scalar and a faster, tougher military chassis.
bossofficerescalationnull raiderscorsair marshal

Reality I Reality Predator

Alternate-reality escalation boss with a fixed Predator chassis applied after content-band and reality-tier scaling.

+
Content band
4
Reality multiplier
1.24×
Default speed
2.599
Reality-scaled reward path
260% of base

Final defenses by faction chassis

ChassisShieldHull HP
Default / Free Captains934.961064.37
Aegis1196.751255.95
Deepcore860.161575.26
Meridian1084.551064.37
Farstar1252.851064.37
Raider934.961319.81

How it works

  • The faction chassis is applied first and the Reality Predator's 1.45× shield, 1.38× hull, and 1.22× speed are applied afterward.
  • Takes only 68% damage during its protected phase, teleports 7 units sideways every 6 seconds, and fires 19-speed shots with 30% shield penetration and a 1.72× damage scalar.

Field strategy

  • Wait out the protected phase before spending high-value ammunition; maintain lateral room for the seven-unit phase jump.
bossreality predatorrealityreality ihpshield

Reality II Reality Predator

Alternate-reality escalation boss with a fixed Predator chassis applied after content-band and reality-tier scaling.

+
Content band
5
Reality multiplier
1.48×
Default speed
2.745
Reality-scaled reward path
315% of base

Final defenses by faction chassis

ChassisShieldHull HP
Default / Free Captains1276.871450.10
Aegis1634.391711.12
Deepcore1174.722146.15
Meridian1481.171450.10
Farstar1711.011450.10
Raider1276.871798.13

How it works

  • The faction chassis is applied first and the Reality Predator's 1.45× shield, 1.38× hull, and 1.22× speed are applied afterward.
  • Takes only 68% damage during its protected phase, teleports 7 units sideways every 6 seconds, and fires 19-speed shots with 30% shield penetration and a 1.72× damage scalar.

Field strategy

  • Wait out the protected phase before spending high-value ammunition; maintain lateral room for the seven-unit phase jump.
bossreality predatorrealityreality iihpshield

Reality III Reality Predator

Alternate-reality escalation boss with a fixed Predator chassis applied after content-band and reality-tier scaling.

+
Content band
6
Reality multiplier
1.72×
Default speed
2.891
Reality-scaled reward path
370% of base

Final defenses by faction chassis

ChassisShieldHull HP
Default / Free Captains1670.981894.13
Aegis2138.852235.08
Deepcore1537.302803.32
Meridian1938.341894.13
Farstar2239.111894.13
Raider1670.982348.72

How it works

  • The faction chassis is applied first and the Reality Predator's 1.45× shield, 1.38× hull, and 1.22× speed are applied afterward.
  • Takes only 68% damage during its protected phase, teleports 7 units sideways every 6 seconds, and fires 19-speed shots with 30% shield penetration and a 1.72× damage scalar.

Field strategy

  • Wait out the protected phase before spending high-value ammunition; maintain lateral room for the seven-unit phase jump.
bossreality predatorrealityreality iiihpshield

Reality IV Reality Predator

Alternate-reality escalation boss with a fixed Predator chassis applied after content-band and reality-tier scaling.

+
Content band
7
Reality multiplier
1.96×
Default speed
3.038
Reality-scaled reward path
425% of base

Final defenses by faction chassis

ChassisShieldHull HP
Default / Free Captains2117.292396.45
Aegis2710.132827.81
Deepcore1947.913546.75
Meridian2456.062396.45
Farstar2837.172396.45
Raider2117.292971.60

How it works

  • The faction chassis is applied first and the Reality Predator's 1.45× shield, 1.38× hull, and 1.22× speed are applied afterward.
  • Takes only 68% damage during its protected phase, teleports 7 units sideways every 6 seconds, and fires 19-speed shots with 30% shield penetration and a 1.72× damage scalar.

Field strategy

  • Wait out the protected phase before spending high-value ammunition; maintain lateral room for the seven-unit phase jump.
bossreality predatorrealityreality ivhpshield

Reality V Reality Predator

Alternate-reality escalation boss with a fixed Predator chassis applied after content-band and reality-tier scaling.

+
Content band
7
Reality multiplier
2.20×
Default speed
3.038
Reality-scaled reward path
445% of base

Final defenses by faction chassis

ChassisShieldHull HP
Default / Free Captains2376.552689.90
Aegis3041.983174.08
Deepcore2186.433981.05
Meridian2756.802689.90
Farstar3184.582689.90
Raider2376.553335.47

How it works

  • The faction chassis is applied first and the Reality Predator's 1.45× shield, 1.38× hull, and 1.22× speed are applied afterward.
  • Takes only 68% damage during its protected phase, teleports 7 units sideways every 6 seconds, and fires 19-speed shots with 30% shield penetration and a 1.72× damage scalar.

Field strategy

  • Wait out the protected phase before spending high-value ammunition; maintain lateral room for the seven-unit phase jump.
bossreality predatorrealityreality vhpshield
Generated taxonomy

Universe Catalog

All star classes, system themes, architectures, destination kinds, world archetypes, modifiers, and score families.

O Blue Supergiant

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
0
starstellar classo blue supergiant

B Blue-White Giant

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
1
starstellar classb blue-white giant

A White Star

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
2
starstellar classa white star

F Yellow-White Star

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
3
starstellar classf yellow-white star

G Yellow Dwarf

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
4
starstellar classg yellow dwarf

K Orange Dwarf

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
5
starstellar classk orange dwarf

M Red Dwarf

One of seven generated stellar classes; physical mass, radius, temperature, luminosity, age, metallicity, and activity vary by system seed.

+
Star-class ID
6
starstellar classm red dwarf

Corporate Core

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
0
systemthemecorporate core

Mining Frontier

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
1
systemthememining frontier

Dead Red-Dwarf Reach

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
2
systemthemedead red-dwarf reach

Binary Giant System

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
3
systemthemebinary giant system

Ancient Shattered System

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
4
systemthemeancient shattered system

Nebula Nursery

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
5
systemthemenebula nursery

Outer Ice Rim

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
6
systemthemeouter ice rim

Volatile Young System

Generated system theme influencing the stable physical, economic, danger, faction, visual, and musical identity.

+
Theme ID
7
systemthemevolatile young system

Ordered Single-Star

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
0
systemarchitectureorbitordered single-star

Compact Inner System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
1
systemarchitectureorbitcompact inner system

Wide Orbital System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
2
systemarchitectureorbitwide orbital system

Circumbinary System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
3
systemarchitectureorbitcircumbinary system

Split Binary System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
4
systemarchitectureorbitsplit binary system

Hierarchical Trinary

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
5
systemarchitectureorbithierarchical trinary

Shattered Debris System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
6
systemarchitectureorbitshattered debris system

Young Protoplanetary Disk

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
7
systemarchitectureorbityoung protoplanetary disk

Giant-Dominated System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
8
systemarchitectureorbitgiant-dominated system

Stripped Remnant System

One of ten structural grammars for seeded single-, binary-, trinary-, debris-, giant-, or young-system layouts.

+
Architecture ID
9
systemarchitectureorbitstripped remnant system

Orbital Station

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
0
destinationnavigationlocal maporbital station

Rocky Planet

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
1
destinationnavigationlocal maprocky planet

Giant Planet

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
2
destinationnavigationlocal mapgiant planet

Planetary Moon

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
3
destinationnavigationlocal mapplanetary moon

Asteroid Belt

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
4
destinationnavigationlocal mapasteroid belt

Survey Relay

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
5
destinationnavigationlocal mapsurvey relay

Special Site

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
6
destinationnavigationlocal mapspecial site

Dwarf Planet

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
7
destinationnavigationlocal mapdwarf planet

Comet

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
8
destinationnavigationlocal mapcomet

Debris Field

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
9
destinationnavigationlocal mapdebris field

Temporary Haven

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
10
destinationnavigationlocal maptemporary haven

Static Wormhole

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
11
destinationnavigationlocal mapstatic wormhole

Roaming Wormhole

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
12
destinationnavigationlocal maproaming wormhole

Extraction Wormhole

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
13
destinationnavigationlocal mapextraction wormhole

Rift Anomaly

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
14
destinationnavigationlocal maprift anomaly

Escalation Site

A selectable local-system destination kind generated into the orbital chart and matching flight scene.

+
Destination-kind ID
15
destinationnavigationlocal mapescalation site

Nebula Drift

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinarynebula drift

Stellar Current

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinarystellar current

Deep Expanse

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinarydeep expanse

Orbital Bloom

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinaryorbital bloom

Quiet Gravity

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinaryquiet gravity

Celestial Jazz

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinarycelestial jazz

Forge Horizon

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinaryforge horizon

Crystal Veil

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinarycrystal veil

Heroic Expanse

One of nine modern ordinary-system score languages, generated continuously at runtime without stored music files.

+
musicprocedural scoreordinaryheroic expanse

Alien Geometry

Alien-controlled system score language with nonhuman interval and orchestration rules.

+
musicprocedural scorealienalien geometry

Barren Rock

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
0
worldplanetarchetypebarren rock

Cratered Airless Moon

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
1
worldplanetarchetypecratered airless moon

Iron-Rich World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
2
worldplanetarchetypeiron-rich world

Silicate Rocky World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
3
worldplanetarchetypesilicate rocky world

Desert World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
4
worldplanetarchetypedesert world

Dune World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
5
worldplanetarchetypedune world

Lava World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
6
worldplanetarchetypelava world

Volcanic World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
7
worldplanetarchetypevolcanic world

Tectonic Super-Earth

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
8
worldplanetarchetypetectonic super-earth

Ocean World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
9
worldplanetarchetypeocean world

Ice-Covered Ocean World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
10
worldplanetarchetypeice-covered ocean world

Temperate Terrestrial

A geological archetype, not proof of life; check the ecology label for Paradise, Extreme, Habitable/Abiotic, or Abiotic.

+
Catalog ID
11
worldplanetarchetypetemperate terrestrial

High-Pressure Super-Earth

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
12
worldplanetarchetypehigh-pressure super-earth

Mini-Neptune

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
13
worldplanetarchetypemini-neptune

Neptune-Like Ice Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
14
worldplanetarchetypeneptune-like ice giant

Methane Ice Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
15
worldplanetarchetypemethane ice giant

Gas Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
16
worldplanetarchetypegas giant

Hot Jupiter

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
17
worldplanetarchetypehot jupiter

Cold Gas Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
18
worldplanetarchetypecold gas giant

Puffy Gas Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
19
worldplanetarchetypepuffy gas giant

Ringed Gas Giant

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
20
worldplanetarchetyperinged gas giant

Carbon World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
21
worldplanetarchetypecarbon world

Water World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
22
worldplanetarchetypewater world

Hycean World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
23
worldplanetarchetypehycean world

Tidally Locked Rock

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
24
worldplanetarchetypetidally locked rock

Frozen Nitrogen World

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
25
worldplanetarchetypefrozen nitrogen world

Europa-Like Ice Moon

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
26
worldplanetarchetypeeuropa-like ice moon

Titan-Like Haze Moon

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
27
worldplanetarchetypetitan-like haze moon

Io-Like Volcanic Moon

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
28
worldplanetarchetypeio-like volcanic moon

Ganymede-Like Ice-Rock Moon

One of 31 procedural world archetypes; its generated profile controls physical statistics, palette, orbit view, terrain, weather, and ecology.

+
Catalog ID
29
worldplanetarchetypeganymede-like ice-rock moon

Abyssal Ocean World

A marine super-Earth with 160–260% Earth radius, 88–97% water, dense atmosphere, islands, basins, and trenches.

+
Catalog ID
30
worldplanetarchetypeabyssal ocean world

Thin Atmosphere

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
0
worldmodifierplanetthin atmosphere

Dense Atmosphere

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
1
worldmodifierplanetdense atmosphere

Toxic Atmosphere

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
2
worldmodifierplanettoxic atmosphere

Methane Haze

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
3
worldmodifierplanetmethane haze

Sulfur Clouds

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
4
worldmodifierplanetsulfur clouds

Ammonia Clouds

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
5
worldmodifierplanetammonia clouds

Superstorms

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
6
worldmodifierplanetsuperstorms

Shattered Crust

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
7
worldmodifierplanetshattered crust

Global Canyons

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
8
worldmodifierplanetglobal canyons

Heavy Cratering

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
9
worldmodifierplanetheavy cratering

Ring System

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
10
worldmodifierplanetring system

Subsurface Ocean

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
11
worldmodifierplanetsubsurface ocean

Polar Auroras

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
12
worldmodifierplanetpolar auroras

Strong Magnetosphere

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
13
worldmodifierplanetstrong magnetosphere

Low Gravity

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
14
worldmodifierplanetlow gravity

High Gravity

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
15
worldmodifierplanethigh gravity

Tidal Heating

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
16
worldmodifierplanettidal heating

Runaway Greenhouse

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
17
worldmodifierplanetrunaway greenhouse

Frozen Terminator

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
18
worldmodifierplanetfrozen terminator

Irradiated Dayside

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
19
worldmodifierplanetirradiated dayside

Post-Impact Debris

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
20
worldmodifierplanetpost-impact debris

Colonized

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
21
worldmodifierplanetcolonized

Industrialized

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
22
worldmodifierplanetindustrialized

Abandoned

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
23
worldmodifierplanetabandoned

Terraformed

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
24
worldmodifierplanetterraformed

Partially Terraformed

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
25
worldmodifierplanetpartially terraformed

Fungal Biosignatures

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
26
worldmodifierplanetfungal biosignatures

Microbial Biosignatures

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
27
worldmodifierplanetmicrobial biosignatures

Bioluminescent Oceans

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
28
worldmodifierplanetbioluminescent oceans

Extreme Lightning

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
29
worldmodifierplanetextreme lightning

Dust Shrouded

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
30
worldmodifierplanetdust shrouded

Cryovolcanic

A condition-driven world modifier that contributes to generated hazards, features, climate, visuals, and ecology.

+
Catalog ID
31
worldmodifierplanetcryovolcanic
Flight, EVA, and bases

Planetary Operations

Surface survival, scanning, mining, quests, sites, skills, weather, and every buildable structure.

Surface Scanning and Mining

V locks the nearest surface signal; holding M can auto-acquire an unscanned mineral within 12m.

+
Mining range
12m
Lock loss
Beyond 180m
Base extraction time
1.6 progress
Mining rate
1 + 0.025 × Mining skill level

Procedure

  1. Press V to scan a broader area, or approach a visible mineral.
  2. Move within 12m and hold M.
  3. Keep one backpack volume free for the result.
planetscanminingsurface

Suit Survival

Suit health starts at 100 and oxygen at 1,200 seconds; breathable worlds stop oxygen drain.

+
Breathable
Atmosphere 3–7, habitability ≥52, −35°C to 48°C, radiation ≤7
No oxygen
9 health/sec
Extreme temperature
0.35 health/sec below −80°C or above 90°C
Acid / toxic weather
0.22 / 0.10 health/sec

Field strategy

  • Keep the parked ship waypoint in sight; boarding refills oxygen and heals 12 suit health before flight healing continues.
  • A shelter is the cheapest field recovery point.
planetsurvivaloxygensuithazard

Planetary Death and Recovery

Suit failure drops personal assets into one persistent marked recovery cache and respawns the pilot beside the landed ship.

+

How it works

  • Death does not destroy the ship. A surface stores one active death cache.

Procedure

  1. Follow the recovery-cache marker.
  2. Press G within 3.2m to recover assets.
  3. Free backpack space and interact again if cargo remains.
planetdeathrecoverycache

Ruin Quest Branches

Ancient and alien ruins offer a rescue route or a vault route with different costs and rewards.

+
Rescue repair
1 Industrial Parts
Rescue reward
700 + 400 × reality tier credits + 1 Medical Supplies
Vault reward
450 + 300 × reality tier credits + 2 Data Packages; +1 Rare Crystals in realities

Procedure

  1. At the ruin choose 1 to trace survivors or 2 to unseal the vault.
  2. Follow the scanner waypoint.
  3. Repair and defend with Space, or interact to decode the vault.

Field strategy

  • Build powered turret coverage near a rescue objective to reduce incoming evacuation pressure to 18%.
planetquestruinsurvivorvault

Planetary Skills

Eight use-trained skills improve their matching surface actions: Mining, Scavenging, Surveying, Firearms, Energy, Survival, Engineering, and Mobility.

+
Level formula
min(100, 1 + floor(sqrt(XP × 0.04)))

How it works

  • Mining speeds extraction; Surveying extends scan lock time; Mobility raises walking speed; Survival reduces oxygen drain by up to 50%.
planetskillxpprogression

Planetary Weather

Generated weather types are Clear, Rain, Snow, Dust, Electrical, Toxic, and Acid; classification follows atmosphere, temperature, modifiers, and feature flags.

+

How it works

  • Only Acid and Toxic precipitation directly drain suit health in the current rules; the other weather types primarily affect visibility and presentation.
planetweatherrainsnowacidtoxic

Surface Persistence Limits

Online shared changes are stored by the host under the planet's full canonical identity. Private pilot state remains in the account save, and reaching a hard authority limit rejects the new action instead of deleting an older one.

+
Host-mutated surfaces
32,768
Host shared objects
32,768 total; 512 per surface
Applied-operation receipts
65,536 durable replay records
Private browser surface records
255 for pilot-only state and legacy migration
Active private death caches
1 per surface
Full authority store
The action is refused explicitly; existing objects and receipts are never rotated
planetsavelimitpersistence

Mineral Deposit

Mine within 12m for Raw Ore, or sometimes Rare Crystals on reality/ mineral-rich worlds.

+
Surface site ID
1
planetsurfacesitescanmineral deposit

Sealed Cache

Interact near the cache to recover 2–3 Standard Salvage.

+
Surface site ID
2
planetsurfacesitescansealed cache

Ancient Ruin

Starts a branch: trace survivors and defend evacuation, or locate and decode a sealed vault.

+
Surface site ID
3
planetsurfacesitescanancient ruin

Alien Structure

Starts the same survivor-or-vault surface quest graph.

+
Surface site ID
4
planetsurfacesitescanalien structure

Guardian Outpost

Hostile surface encounter; destroy it for 1–2 Weapons Components or a reality-tier crystal reward.

+
Surface site ID
5
planetsurfacesitescanguardian outpost

Xeno Nest

Hostile surface encounter with lower completion threshold and sustained close-range pressure.

+
Surface site ID
6
planetsurfacesitescanxeno nest

Derelict Industrial Complex

Recover 1 Ship Modules cargo item.

+
Surface site ID
7
planetsurfacesitescanderelict industrial complex

Abandoned Observatory

Recover 1 Data Packages cargo item.

+
Surface site ID
8
planetsurfacesitescanabandoned observatory

Lost Settlement

Recover 1–2 Refined Alloy.

+
Surface site ID
9
planetsurfacesitescanlost settlement

Cultural Monolith

Recover 1 Rare Crystals or Data Packages item, selected by the site seed.

+
Surface site ID
10
planetsurfacesitescancultural monolith

Emergency Shelter

Refills oxygen and restores 20 suit health on use; anchors creature pens within 48m.

+
Build cost
2 Construction Composite + 1 Polymers
Power use
1

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureemergency shelter

Cargo Storage

Persistent storage structure; its direct interaction reports local grid status.

+
Build cost
2 Construction Composite + 1 Industrial Parts
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurecargo storage

Portable Refiner

Converts 2 Raw Ore into 1 Refined Alloy.

+
Build cost
2 Refined Alloy + 2 Industrial Parts
Power use
2

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureportable refiner

Blueprint Fabricator

Converts 1 Refined Alloy + 1 Polymers into 1 Construction Composite.

+
Build cost
2 Refined Alloy + 2 Electronics
Power use
3

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureblueprint fabricator

Remote Market

Sells carried market cargo at a 15% uplink penalty; buys Oxygen, Fuel Cells, or Composite at a 15% delivery markup.

+
Build cost
2 Electronics + 1 Data Packages
Power use
2

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureremote market

Solar Array

Generates 6 local grid power.

+
Build cost
1 Refined Alloy + 1 Electronics
Power use
Generator

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuresolar array

Power Battery

Contributes 1 local grid power.

+
Build cost
1 Fuel Cells + 1 Electronics
Power use
Generator

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurepower battery

Oxygen Station

Refills suit oxygen.

+
Build cost
1 Oxygen + 1 Electronics + 1 Refined Alloy
Power use
2

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureoxygen station

Medical Unit

Consumes 1 Medical Supplies to restore suit health fully.

+
Build cost
1 Medical Supplies + 1 Construction Composite
Power use
2

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuremedical unit

Defense Turret

Within 42m on a powered grid, reduces Guardian, Xeno Nest, and evacuation pressure to 18%.

+
Build cost
2 Weapons Components + 1 Electronics + 1 Refined Alloy
Power use
3

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuredefense turret

Shipyard Pad

Fully restores the active ship; Tab swaps to the next owned hull.

+
Build cost
3 Construction Composite + 2 Refined Alloy + 1 Ship Modules
Power use
3

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructureshipyard pad

Base Portal

Pairs with the nearest other portal more than 10m away on the same surface.

+
Build cost
2 Quantum Processors + 1 Rare Crystals + 1 Fuel Cells
Power use
6

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurebase portal

Area Light

Persistent illuminated base marker.

+
Build cost
1 Electronics + 1 Refined Alloy
Power use
1

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurearea light

Furniture

Persistent decorative interior object.

+
Build cost
1 Construction Composite + 1 Textiles
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurefurniture

Decoration

Persistent decorative base object.

+
Build cost
1 Polymers + 1 Refined Alloy
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuredecoration

Small Creature Pen

Holds 2 compatible creatures; requires a shelter within 48m.

+
Build cost
2 Construction Composite + 1 Refined Alloy
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuresmall creature pen

Medium Creature Pen

Holds 5 compatible creatures; requires a shelter within 48m.

+
Build cost
4 Construction Composite + 2 Refined Alloy
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructuremedium creature pen

Large Creature Pen

Holds 9 compatible creatures; requires a shelter within 48m.

+
Build cost
6 Construction Composite + 3 Refined Alloy + 1 Electronics
Power use
None

How it works

  • Nearby base modules form an automatic 48m power grid; no wires are placed manually.
planetbaseconstructionstructurelarge creature pen
Life on generated worlds

Creatures & Ecologies

All body-plan names, ecology rules, taming, sedation, companions, pens, and abyssal habitat requirements.

Planet-Exclusive Ecology

Species DNA includes the complete universe, reality, planet, and physical-world profile, so an ecology repeats on return but not on another world.

+
Wild creatures
Up to 12 nearby
Tamed roster
32
Anomalous land chance
R1 16%; R2 28%; R3 36%; R4 42%; R5+ 46%

How it works

  • High gravity favors low support forms; dense air and low gravity favor gliders; ice, oceans, and volcanism shift viable anatomy.
creatureecologydnareality

Taming Creatures

Docile fauna accept a lure; aggressive fauna must first be rendered unconscious with plasma sedation.

+

How it works

  • Ballistic and energy fire do not advance sedation. Plasma rate is 0.34 + 0.025 × weapon calibration + 0.015 × reality tier per second.

Procedure

  1. Open F7 and synthesize 3 lures from 1 Food Rations + 1 Bio Samples.
  2. Approach a docile animal, or select weapon 3 and fill an aggressive animal's sedation bar.
  3. Move within 3.8m and press G with a lure.
creaturetaminglureplasmacompanion

Creature Pens

Small, medium, and large pens hold 2, 5, and 9 animals and validate land/water habitat before assignment.

+
Per-surface safety limit
8 pens
Global saved pens
32
Shelter requirement
Within 48m

How it works

  • Aquatic species require a fully flooded pen; terrestrial species require a fully dry pen.
creaturepenzoobaseaquatic

Abyssal Marine Ecology

Abyssal worlds guarantee marine life; depth influences size, and deep predators, leviathans, and crowns prefer trench habitat.

+

How it works

  • Marine fauna use fins, flippers, tails, webbing, gills, pulsing bodies, and filaments instead of terrestrial limbs.
creatureabyssalmarineaquaticleviathan

Quadruped

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
0
creaturebody planterrestrialquadruped

Hexapod

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
1
creaturebody planterrestrialhexapod

Biped

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
2
creaturebody planterrestrialbiped

Serpent

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
3
creaturebody planterrestrialserpent

Glider

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
4
creaturebody planterrestrialglider

Carapace

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
5
creaturebody planterrestrialcarapace

Radial Walker

Ordinary procedural land body family selected through environmental pressures and ecological role.

+
Body-plan ID
6
creaturebody planterrestrialradial walker

Crystal Orbiter

Anomalous land body family introduced with increasing frequency in higher realities.

+
Body-plan ID
7
creaturebody plananomalouscrystal orbiter

Polyhedral Swarm

Anomalous land body family introduced with increasing frequency in higher realities.

+
Body-plan ID
8
creaturebody plananomalouspolyhedral swarm

Twisted Ring

Anomalous land body family introduced with increasing frequency in higher realities.

+
Body-plan ID
9
creaturebody plananomaloustwisted ring

Fractal Stalker

Anomalous land body family introduced with increasing frequency in higher realities.

+
Body-plan ID
10
creaturebody plananomalousfractal stalker

Void Ribbon

Anomalous land body family introduced with increasing frequency in higher realities.

+
Body-plan ID
11
creaturebody plananomalousvoid ribbon

Torpedo Swimmer

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
12
creaturebody planaquatictorpedo swimmer

Manta Floater

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
13
creaturebody planaquaticmanta floater

Finned Serpent

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
14
creaturebody planaquaticfinned serpent

Armored Leviathan

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
15
creaturebody planaquaticarmored leviathan

Siphonophore

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
16
creaturebody planaquaticsiphonophore

Abyssal Crown

Water-only procedural body family with habitat-safe swimming anatomy and motion.

+
Body-plan ID
17
creaturebody planaquaticabyssal crown