One Account, Many Universes
Your account credentials and avatar are global. Each universe has a separate captain name, ship, credits, XP, alignment, planets, mines, and corporation membership.
Core Manual
Use this reference for the Command Deck, resources, trading loop, redesigned Stardock concourse, ships, safe harbor, wreck salvage, Communications, universe selection, and season progression. New captains should begin with the Getting Started manual.
First Run
Captain Registry
Your account credentials and avatar are global. Each universe has a separate captain name, ship, credits, XP, alignment, planets, mines, and corporation membership.
Public universes can be joined directly. Private or invite-only universes require an access code, and locked universes reject new captains.
When a captain first joins a universe, the active season can grow by 0-5 connected outer sectors. Rare route-less sectors are reserved for future jump-drive discovery.
During a pause, read-only screens remain available while gameplay commands return a maintenance response. On resume, cycle, bank, market, planet, NPC, combat, and finite-season clocks shift by the outage duration.
Information, warning, and critical banners announce release windows, outages, playtest resets, and other operational notices.
Finite seasons can end with immutable player and corporation standings snapshots. Infinite seasons have no scheduled end.
Interface
Read the current sector, local services, other ships, orbital bodies, minefields, influence, wrecks, and exits. Most local actions start here.
One gold action highlights the best immediate local opportunity: recovery, Stardock, a useful trade, or planet operations. Other valid actions remain available.
Plot known routes, manage assisted travel, compare route priorities, and configure automation routes if your ship has the right hardware.
Pick a commodity and compare visited sellers and buyers. Market memory only includes ports you have personally discovered.
Review owned planets, corporation-owned assets you can manage, and known unowned planet signals.
Read public Galaxy Activity and Private Alerts. This includes diplomacy, bounties, invasions, conquests, rescues, and major corporation events.
Manage corporation membership, memos, standings, assets, influence, ports, diplomacy, treasury, and shared operations.
Complete six onboarding objectives and claim each reward. Orders teach real game actions and remain separate from repeatable Stardock missions.
On phones, the current sector and essential ship status come first. Use fixed bottom navigation, tap an exit for its destination preview, and open commands as full-screen views.
Meters
Economy
Sells are goods the port sells to you. Buys are goods the port buys from you. This direction matters for manual trading and automation.
Buying reduces stock and raises price. Selling reduces demand and lowers price. Corporation ports also use finite source inventory and operating treasury.
Alloy Ore, BioMatter, Fabricator Parts, and Fuel Cells are the main economy goods. Colonists and mines are cargo with special rules.
Use known-market planning after exploration. It can preload Nav Computer with the selected port.
Rows preview totals before confirmation. Results show quantity, transaction value, remaining credits, cargo and fuel context, executed and next price, plus eligible XP.
Service Hubs
Stardocks are typed service hubs. Earth-Moon Stardock is a Federation Citadel and Sector 84 Stardock is a Frontier Exchange; both currently preserve full-service gameplay. Future hubs can be ShadowDocks, Industrial Yards, Research Nexuses, Rescue Anchorages, or Mercenary Stations.
Use Orbital Armory for drones and mines, DriveWorks Engineering for upgrades and automation hardware, and Shipyard for complete hulls. Banking and Government Office services remain separate destinations.
Eligible Stardocks offer shared Survey, Delivery, Hunt, and Rescue work. You must be docked to accept, but active progress is visible and can complete anywhere.
Good and neutral captains can post lawful warrants at Police Station. Evil captains can post contracts in the Lost Trader's Tavern backroom.
Bounties are escrow funded, have a 1,000-credit minimum, do not expire, aggregate on wanted lists, and pay eligible PvP victors.
Secure Berth protects a docked active ship from PvP. Active combat and the 15 minutes after hostile action block berthing; movement clears the berth.
Hull Roles
Standing