In-game manual
Player-voiced articles that ship with the game. What the systems are — not the design rationale behind them.
Flight
- NavigationSwitch between a close flight view and a free, zoomable navigation chart.
- ScannersYour scanner reports nearby vessels and stations within a limited live-intel bubble.
- Ships & Hull ClassesRead a contact's built purpose from its hull class and its current actions from doctrine.
- Pilots & BehaviourA ship's doctrine tells you what its pilot does, independently of the hull class.
Universe
- Reading Stars and WorldsRead stellar class, multiplicity, and system features as separate facts on your chart.
- Starlanes & StargatesPowered stargate pairs connect systems through stable starlanes.
- FoldingFold drives skip the void between distant points through paired temporary wormholes.
- Black HolesBlack holes drain your speed inside their gravity wells and punish a careless approach.
Economy
- Cargo & CommoditiesYour cargo hold carries valuable commodities, and everything aboard is lost with your hull.
- RefiningStations turn raw ore into components on their own schedule — you deliver the feedstock and collect the product.
- TradingDock at a buyer to turn the commodities in your hold into credits, and pay the yard to put your hull back together.
- Trade DataBuy a trade-data subscription to see prices in systems you're not standing in.
- IndependentsIndependent prospectors and wreck-pickers mine and salvage for their own account.
- Your FleetHire hulls at a shipyard and assign each a role — escort, miner, salvager, hauler, or trader.
- Crew & OfficersHire officers at a shipyard and assign them to your ships — crew is how a hull gets better without a new hull.
Factions
- GorrathThe numerous Gorrath sweep outward, stripping resources before moving to new territory.
- KitharSealed-suit Kithar brokers trade secrets from scarab ships no one has ever seen opened — or disabled.
- Verid ConsortiumThe cloistered Verid built a faith around the one gate in known space that still runs both ways.
- The TrineTrine ring-ships carry spheres of home ocean and fire dirty-ice slugs quarried from their own moon.
- The UnboundThe Melding fuses flesh into other people's hulls; what comes back scans first and never negotiates.
- Sen'TherSen'Ther hunters fly fast fragile ships and risk their lives on crude fold jumps.
Combat
- WeaponsWeapon colors now reveal weapon families and variants while bolts and beams demand different responses.
- Battle StationsSome stations are built to fight — armed emplacements you read by their structure and their flag before you get in range.
- Ship ModulesGrid-mounted hardware — weapons, engines, and hull tweaks — tested in the arena before it ever reaches a shop.
- When the Belt Fights BackThe economy fights back. Mined ships call for help, pirate bases hunt them, and militia answer when you bleed, if someone can afford to come.