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, market opportunities, Stardock concourse, ships, Reconstruction, safe harbor, scoring periods, awards, Communications, universe selection, and 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, the persistent universe can grow by 0-5 connected outer sectors. Rare route-less sectors remain 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 scoring-period clocks shift by the outage duration.
Information, warning, and critical banners announce release windows, outages, playtest resets, and other operational notices.
Ordinary scoring rollover does not reset ships, credits, cargo, planets, corporations, exploration, markets, mines, or territory.
Competition
Interface
A compact global header, captain rail, bounded sector scan, and right sensor rail keep status and local intelligence visible without crowding the workspace.
Context actions sit above the scan. Every adjacent route appears below it in ascending sector order with cost, risk, known intelligence, port, planet, and wormhole details.
One gold action highlights the best immediate local opportunity: recovery, Stardock, a useful trade, or planet operations. Other valid actions remain available.
Use the default Route Planner for courses and assisted travel; switch to Trade Officer to configure automation when your ship has suitable 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 Galaxy Activity, Private Alerts, Evolving Opportunities, current standings, Your Season, and History & Awards alongside diplomacy, bounties, conquests, rescues, and corporation events.
Manage membership, projects, memos, standings, assets, influence, ports, diplomacy, treasury, and shared operations.
On desktop, the right sensor rail shows daily Profit, Adventure, and Power directives above the permanent Cadet Orientation objectives. Claim each completed reward.
After at least 15 minutes away, useful alerts, galaxy events, Trade Officer results, colony stores, and your active assignment are summarized before play resumes.
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.
Living Market
Communications shows up to three priority demand surges selected from real shortages at ordinary non-fuel ports. Each dispatch window lasts six hours.
If you have explored the sector, the opportunity shows its sector and port and offers Plot Course through Route Planner.
An unexplored opportunity names the port but hides its sector number and disables course plotting, preserving your navigation memory.
Sell the named commodity at the active port before expiration to receive the displayed 15% premium. The trade row and result identify the bonus.
The underlying port still has finite demand and dynamic pricing. Confirm current demand, route cost, and time remaining before committing cargo.
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 can finish the location-specific steps without returning to the issuing Stardock.
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 at capable Stardocks or eligible citadel planets protects a docked active ship from PvP. Active combat and the 15 minutes after hostile action block berthing; movement clears it.
Comeback Path
An eligible captain in an Escape Pod can request Reconstruction from a Stardock shipyard once every seven days.
Hull Roles
Standing