Counted, not imagined.
Every player travels the same universe at the same moment: the same stars, the same civilisations, the same stations, and each other. These figures come from running the game's own generator across all of it.
Trade, fight, mine, or simply listen.
There is no single path. Every action changes how the stations, alliances and civilisations of the universe regard you.
Trade
Buy and sell 27 commodities, from aluminium to iridium, quantum neurocells and cryogenics machinery. Prices drift with every trade you make.
Fight
Twenty weapons, from the humble Laser to Focal Death, whose fifteen-second charge warns every craft nearby that something terrible is coming.
Mine
Survey worlds for metal deposits. Tunnel deeper and the Nature Preservation alliance will notice; fill your mines and they will thank you.
Explore
Land on planets, search for traces of life no one has recorded, and keep a journal of everything you discover.
Culture
Visit cultural centres. Attend concerts, take museum tours, join celebrations, and offer gifts to the civilisations you meet.
Quests
Seven kinds of commission, from delivering messages and fuel to exploring distant worlds and settling old scores.
Twenty-five craft to fly, in four families.
Explorers carry the most cargo, fighters the most energy and shielding, industrial craft the most weapon ports. Destroyers come late, when you have planets earning for you.
Prices in gc, the galactic credit. Every craft can be upgraded further in energy, shields, fuel, solar charging and recharge speed.
From a 50 gc laser to Focal Death.
Damage per shot against energy per shot and price. Blasts strike every vessel in range; shields buy you time; mining tools pay for themselves if you choose your deposits well.
Four allegiances, and the independent.
Stations and communities belong to alliances. Your standing with each rises and falls with what you do, and the doors that open follow.
The merchants of the universe. They make no enemies and reward those who keep the commodities moving.
Guardians of fragile worlds and endangered species. They pay for mines filled in and harm undone.
An empire of peace, freedom and prosperity, and the most aggressive of the four. Sworn enemies of the rebels.
Few in number and hard to find. Their quests are the most dangerous, and their weapons the most cost-effective.
An empire has for centuries tormented the civilisations of your home star. Despite ridicule by your colleagues, a strange force inspires you to look towards the abyss.