Pre-alpha codex — written from the build in internal testing. Systems, numbers and features can change before launch. · Join the waitlist
Missions
Every order you can give a fleet, and what it's good for.
Peaceful missions
Relocate a fleet between your systems — reposition, regroup, or park ships where you’ll need them next.
Haul resources between your systems. Cargo ships carry the load; bring enough hold space for the shipment.
Send a probe to an uncharted star. It charts the system for your map — and exploration crews regularly bring home a little something extra. The unknown pays.
A Research Ship charts every orbit of a system in detail — what bodies are there and what they’re worth. Required before you can settle.
Push into deep space beyond the star lanes. Expeditions can strike it rich — or run into trouble. Higher expedition tech means better hauls and safer runs.
Land a Colony Ship on a planet. Your first colony in a system claims the whole system for you.
Send a Colony Ship to an asteroid belt or empty orbit to construct a station — belts and empty orbits are just as developable as planets.
Haul goods to a trade port and sell them for credits. Longer routes pay a distance premium.
Covert & combat missions
An Espionage Probe slips into a system and reports what’s stationed there. Scout before you commit to a fight.
Assault a hostile system. Bring real firepower: strong defenders will make you pay for an under-planned attack. Spy first, then strike.
Mission rules
- You dispatch from a system you own; each mission needs the right ships (the mission panel tells you what’s missing).
- Fleets travel along hyperlanes — the route, travel time and fuel cost are shown before you confirm.
- Fuel (aetherium) is paid up-front from the origin system’s stockpile.
While in flight
- A fleet is stationed, moving or recalling.
- You can recall a moving fleet at any time; it returns the way it came.
- Every mission files a report in your inbox when it resolves — the inbox is your morning briefing.