System Analytics

Version Progress8%

2 / 25 Tasks Completed

Department Breakdown

Combat6% Done
World33% Done + 33% WIP
Economy50% Polishing
ProgressionNo Scope
CommunityPlanned
GuildsNo Scope
EndgameNo Scope
TechnicalPlanned

Status Legend

  • Finished
  • Polishing
  • In Progress
  • Planned
  • Postponed
  • Canceled

Release View

Last Updated: 10/18/2026
100%
TASKS DONE

0.1 Editor – Foundations

LIVE
100%
Q4 2026
Events & Bosses
Combat

Events & Bosses

Convoys, raids, invasions and pirate nests. Waves of enemies and a boss at the end. Rewards by your share of the fight.

FINISHED
Flight & Combat
Combat

Flight & Combat

Newtonian flight with flight assist; switch it off to drift. Front guns fire along your ship's nose. Turrets fire on their own. Lock-on missile on every ship.

FINISHED
Pirates & Alien Swarms
Combat

Pirates & Alien Swarms

Pirates ambush traders, miners and weak pilots. Alien swarms attack everything. NPCs fly in formations, dodge and retreat.

FINISHED
PvE & PvP Sectors
Combat

PvE & PvP Sectors

Safe sectors without PvP. PvP sectors: fight other nations. Friendly fire rules per sector.

FINISHED
Targeting & Turret Modes
Combat

Targeting & Turret Modes

Lock several targets, pick a primary. Turret modes: defend, attack, hold fire. Panic key to stop all turrets.

FINISHED
Factions & Reputation
World

Factions & Reputation

Police, traders, pirates and aliens with their own relations. Your standing with each faction changes how they treat you.

FINISHED
Living Sectors
World

Living Sectors

NPC factions patrol, trade and fight each other. Traders, miners and convoys fly between stations.

FINISHED
Police & Wanted
World

Police & Wanted

Crimes make you wanted. Police hunt wanted pilots and call for backup. Your death clears the wanted status.

FINISHED
Station Terminals
World

Station Terminals

Terminals for shop, trade, equipment, cargo, shipyard, nation office, comms and hangar. One pilot per terminal, with an "occupied" display.

FINISHED
Walkable Stations
World

Walkable Stations

Walk around inside stations. Undock from the hangar.

FINISHED
Bounties, Loot & Wrecks
Economy

Bounties, Loot & Wrecks

Bounties for destroyed NPCs. Wrecks with loot; the killer gets first pick. Pickups floating in space.

FINISHED
Ships & Equipment
Economy

Ships & Equipment

Buy, sell, repair and rename ships. Equip weapons and modules. Ship cargo and station storage.

FINISHED
Chat & Groups
Community

Chat & Groups

Chat channels. Groups of up to five pilots with group chat.

FINISHED
Nations
Community

Nations

Three nations to choose from. Change your nation and home station.

FINISHED
Launcher & Updates
Technical

Launcher & Updates

Install and update through the GAMAN Launcher. Small delta updates. News in the launcher.

FINISHED
8%
8%
ACTIVE

0.2 Closed Alpha – Combat Depth

16%
Q4 2026
In Combat
Combat

In Combat

No gate jumps while in combat. No docking during combat in PvP sectors.

FINISHED
Ammo Bays
Combat

Ammo Bays

Fixed ammo bays per ship. Missiles, chaff and flares are ammo too. Rearm at stations.

PLANNED
Boost
Combat

Boost

Short sprint with its own overheat. Flight assist slows you down gently afterwards.

PLANNED
Countermeasures
Combat

Countermeasures

Chaff against radar, flares against heat-seekers. Jammers hide your distance – and give away your direction.

PLANNED
Datalink
Combat

Datalink

Fire at a teammate's target without your own lock. The shooter stays hidden from the target's warning receiver.

PLANNED
Directional Shields
Combat

Directional Shields

Shield strength on four sides, set by the pilot. Shifting takes time. Two shield recharge styles are tested.

PLANNED
Flight Model Test
Combat

Flight Model Test

Two builds to compare: Newtonian flight and arcade mouse control. The better one stays.

PLANNED
Fuel
Combat

Fuel

Flying and fighting use fuel. Limp mode when the tank is empty. Refuel at stations.

PLANNED
Heat
Combat

Heat

Every weapon heats your ship; coolers help. Overheated ships glow, are easier to lock and fight worse.

PLANNED
Missile Warner
Combat

Missile Warner

Warns of incoming missiles and torpedoes shortly before impact.

PLANNED
Missiles
Combat

Missiles

Missiles as equipment: semi-active, active and heat-seeking. Active missiles go autonomous near the target. Fire-and-forget without a target: it picks the first enemy.

PLANNED
Point Defense
Combat

Point Defense

Shoots down missiles and torpedoes. Only on large ships; takes a turret slot.

PLANNED
Power Triangle
Combat

Power Triangle

Shift power between weapons, engines and shields. Overdrive above 100 % with the right generator.

PLANNED
Radar
Combat

Radar

Radar as equipment with three scan modes. Pulse, Pulse-Doppler and hybrid radars. Search, track-while-scan, single target and close combat modes. Locks take time; large ships lock faster.

PLANNED
Radar Warning Receiver
Combat

Radar Warning Receiver

See when you are pinged or locked. See incoming radar missiles. Upgrades show direction, distance and emitter type.

PLANNED
Stealth & Notching
Combat

Stealth & Notching

Asteroid fields and cover hide you from radar. Fly across a Doppler radar to drop out of its track. Switch your radar off to stop pinging.

PLANNED
Torpedoes
Combat

Torpedoes

Slow, heavy-hitting torpedoes for large ships.

PLANNED
Turret Types
Combat

Turret Types

Radar, infrared and combined turrets. Fast crossing targets are harder to hit.

PLANNED
Larger Battle Sector
World

Larger Battle Sector

A bigger sector for long-range fights.

FINISHED
Sector Map & Minimap
World

Sector Map & Minimap

Minimap in the HUD with nearby ships, wrecks and loot. Full sector map with stations, gates, fields and the sector boundary. Shows only what you can see or have discovered.

POLISHING
Fog of War
World

Fog of War

You only see what your ship can see. Large ships are spotted earlier. Places you have seen count as discovered.

PLANNED
Found in Space
Economy

Found in Space

Loot found in space is at risk until you dock. Equipment in your cargo is always safe. Only part of the lost cargo drops as loot.

POLISHING
Ship Insurance
Economy

Ship Insurance

Every ship needs insurance to undock. Classic, Premium and Unlimited plans with a deductible. Pays repairs and refunds lost cargo in credits.

PLANNED
Group Awareness
Community

Group Awareness

Group members are always visible in your sector. Enemies spotted by a teammate show up as markers.

PLANNED
Closed Alpha Testing
Technical

Closed Alpha Testing

Each alpha and beta release resets progress and brings new balance. Accounts are kept. Test kits for testers.

PLANNED
PLANNED

0.3 Closed Alpha – Economy

0%
TBA
Dynamic Trade
Economy

Dynamic Trade

NPC prices rise and fall with trading and recover over time. Each station produces some goods and needs others.

PLANNED
Hydrogen Refueling
Economy

Hydrogen Refueling

Refine gas into hydrogen and refuel for free at stations.

PLANNED
Long Hauls
Economy

Long Hauls

Selling far from where you bought pays more. Selling inside PvP sectors pays extra.

PLANNED
Market Storage
Economy

Market Storage

Purchases wait in the market until you pick them up. Pick them up at any market terminal.

PLANNED
Mining
Economy

Mining

Scan, crack, collect, deliver. Minigame: keep the energy in the green zone – too much and the rock explodes.

PLANNED
Mining Gear
Economy

Mining Gear

Laser modules, consumable modules and up to three abilities.

PLANNED
Ore, Ice, Crystals & Gas
Economy

Ore, Ice, Crystals & Gas

Ore belts, ice fields, crystal fields and gas clouds. Fragile crystals with a special laser. Gas collector for gas clouds.

PLANNED
Pick-up Box
Economy

Pick-up Box

Overflow box when your station storage is full. First day free.

PLANNED
Player Market
Economy

Player Market

Buy and sell with other players. Buy orders and a queue. Prices stay in a fair range.

PLANNED
Price Charts
Economy

Price Charts

Price history over 24 hours, 7 and 14 days. Prices for stations you have discovered. Live prices of other stations for a fee.

PLANNED
Refineries
Economy

Refineries

Four methods: fast, standard, thorough, selective. Jobs keep running while you are offline. Each refinery has its strengths and prices.

PLANNED
Resource Hold
Economy

Resource Hold

Raw material goes into a separate resource hold. Resource storage at stations.

PLANNED
Route Planner
Economy

Route Planner

Suggests what to buy, where to sell and in which order. Share your routes with others.

PLANNED
Salvage
Economy

Salvage

Take apart wrecks in wreck fields with a salvage beam. Scrap, parts and blueprint fragments. Works solo.

PLANNED
Ship Rental
Economy

Ship Rental

Rent ships for 3 to 30 days. Rotating selection per station. Premium insurance included.

PLANNED
Trade Goods
Economy

Trade Goods

Basic goods, industrial goods, tech, medicine and luxury goods.

PLANNED
Trade Tax
Economy

Trade Tax

Taxes go to the nation and count for its fame.

PLANNED
Group Mining
Community

Group Mining

Huge rocks only together – lasers add up. Everyone sees all lasers and the shared progress.

PLANNED
PLANNED

0.4 Closed Alpha – World

0%
TBA
Aggressor Flag
Combat

Aggressor Flag

Shoot first in a mixed sector and you're flagged. Your victim, their group and guild may fight back freely.

PLANNED
Area Jammers
Combat

Area Jammers

Large ships jam an area: no radar locks, no quantum jumps. Small ships can't always get away.

PLANNED
Bounty Hunting
Combat

Bounty Hunting

Hunt wanted pilots for a reward, split by damage. Wanted pilots show up as a rough area on the map. Place bounties on pilots with a bad reputation.

PLANNED
Quantum Drive
Combat

Quantum Drive

Jump to any point in a sector. Charging takes time; hits break it. Runs on its own quantum fuel.

PLANNED
Station Safe Zones
Combat

Station Safe Zones

No-attack zone around every station. Short protection after undocking – shooting ends it.

PLANNED
Full-Size Sectors
World

Full-Size Sectors

Sectors take many minutes to cross. Radar and missiles reach their full ranges.

PLANNED
Galaxy Map
World

Galaxy Map

Grey map that shows only the gates at first. Stations and places appear once you discover them. Exploration window: what you found and what is still "???".

PLANNED
Gate Guards
World

Gate Guards

Police and turrets at gates. In border sectors they defend the nation that controls the sector.

PLANNED
Gates
World

Gates

Fly into a gate to jump – no button, no loading screen. One gate to every neighboring sector. Free, always open, indestructible. Short protection on arrival.

PLANNED
Hidden Gates
World

Hidden Gates

Secret smuggler routes in border and PvP sectors. Shortcuts across several sectors, found only by exploring.

PLANNED
Navigation & Autopilot
World

Navigation & Autopilot

Pick a destination and see the route. Autopilot across sectors, never through PvP sectors.

PLANNED
NPC Factions
World

NPC Factions

Each nation gets its own police. Border sectors are policed by their controlling nation; PvP sectors have no police. Miners become their own faction.

PLANNED
Player Pirates
World

Player Pirates

Become a pirate – at the cost of your nation standing. Pirate stations in PvP sectors to dock and repair.

PLANNED
Police Checks
World

Police Checks

Police stop and scan ships – scanners aren't perfect. Running from a check makes you wanted. Checks include insurance; uninsured ships get towed.

PLANNED
Prison
World

Prison

A short sentence at a prison station. Pay bail to get out sooner. Your ship is brought to the nearest station.

PLANNED
Reputation Effects
World

Reputation Effects

Good standing: discounts, missions, access to items. Bad standing: stations refuse docking, police hunt you.

PLANNED
Starter Galaxy
World

Starter Galaxy

Seven sectors: a home sector and a border sector per nation, plus a PvP center. Safe home sectors, mixed border sectors, a lawless center.

PLANNED
Station Types
World

Station Types

Trade hubs, mining outposts, military stations and pirate nests. Each with its own terminals, shops and size.

PLANNED
Taxi & Bus
World

Taxi & Bus

NPC bus between stations, many passengers at once. Flies visibly through space and can't be shot down. Ride inside or watch from outside, across sectors.

PLANNED
Warp Lanes
World

Warp Lanes

Fly through a safe warp lane between two gates. See pilots heading the same way; chat stays open. No turning back.

PLANNED
Black Market
Economy

Black Market

Hidden traders in border and PvP sectors – some keep moving. Find them through rumors and contacts. Illegal goods, pirate gear, scanner jammers, fake licenses. Each trader only buys what they don't sell.

PLANNED
Pirate Standing
Economy

Pirate Standing

Black market trades raise your pirate standing and unlock more goods. Pirate currency for special wares.

PLANNED
Smuggling
Economy

Smuggling

Illegal goods differ by nation and sector. Caught? Talk your way out, show a license, flee or surrender.

PLANNED
PLANNED

0.5 Closed Alpha – Progression

0%
TBA
Beginner Protection
Combat

Beginner Protection

New pilots lose nothing on death in safe sectors. Protection from PvP in mixed sectors for a while.

PLANNED
Equipment Wear
Combat

Equipment Wear

Gear wears over time and on death. Repair at stations, cheaper at a workbench with resources.

PLANNED
Exploration Rewards
World

Exploration Rewards

EXP for discovering places. Map info as a reward, e.g. where traders hide.

PLANNED
Convoy Escorts
Economy

Convoy Escorts

Escort NPC trade convoys for a reward.

PLANNED
Mining & Salvage Levels
Economy

Mining & Salvage Levels

Better scanners, larger rocks, crystal lasers and gas collectors. Better refinery methods. Salvage ranks for better yields.

PLANNED
Supply Deliveries
Economy

Supply Deliveries

Stations buy crates of food and medicine – the farther away, the better the pay. Courier and bulk deliveries.

PLANNED
Trade Levels
Economy

Trade Levels

Earn trade EXP from profit. More detailed price charts, more buy orders, small discounts, wholesale. Cheaper or free live prices.

PLANNED
Blueprints
Progression

Blueprints

Learn a blueprint at a station and use it forever. Fragments drop and combine into blueprints. Ship blueprints are single-use.

PLANNED
Character Levels
Progression

Character Levels

Level up to 50. Levels unlock licenses, gear, storage, quest slots and market orders – never combat stats. Small EXP loss on death, never a level down.

PLANNED
Chemistry
Progression

Chemistry

Labs in stations. Medicine, stims, coolant, fuel additives and repair paste. Mixing minigame – careful with dangerous recipes.

PLANNED
Cooking
Progression

Cooking

Kitchens in stations. Meals, drinks, rations, delicacies and banquets. Buffs for EXP, lifeskills, shields and more. Discover recipes by trying ingredients.

PLANNED
Crafting
Progression

Crafting

Workbench and workshop at stations. Ammo, consumables, gear, ship modules and electronics. Every run can roll a higher rarity. NPC orders keep running while you're offline.

PLANNED
Daily & Weekly Tasks
Progression

Daily & Weekly Tasks

The same tasks for everyone, sorted by play style. Fixed daily and weekly reset. Always optional.

PLANNED
Enchanting / Upgrade
Progression

Enchanting / Upgrade

Enchant gear and special tiers. Every fail raises your next chance; a guaranteed success after a streak. Protection items prevent downgrades.

PLANNED
Lifeskill Rankings & Titles
Progression

Lifeskill Rankings & Titles

Leaderboards for every lifeskill. Titles like "Master Chef".

PLANNED
Lifeskills
Progression

Lifeskills

Ranks for mining, salvage, trade, crafting, cooking and chemistry. Unlock recipes, tools, methods and better yields – never combat stats. Optional minigames for bonus rewards.

PLANNED
Missions
Progression

Missions

Repeatable missions: combat, trade, mining, exploration, salvage, lifeskills. Difficulty 1–5, for solo pilots and groups. Mission givers in stations; share missions with your group.

PLANNED
NPC Jobs
Progression

NPC Jobs

Work for NPCs for credits – no ship needed. The same jobs shorten prison time.

PLANNED
Open Missions
Progression

Open Missions

Public missions in stations – join in, everyone gets the same reward.

PLANNED
Pardon Chains
Progression

Pardon Chains

Pirates can return to a nation: pardon missions, waiting time and a fee.

PLANNED
Rarity
Progression

Rarity

Seven rarity tiers, four at the start. Upgrade rarity with materials and credits – at a risk. Higher rarity brings bonus stats and sockets.

PLANNED
Reputation Chains
Progression

Reputation Chains

Mission chains for every nation and NPC faction. Unlock items, discounts and further chains.

PLANNED
Shipyard
Progression

Shipyard

Build better ship variants from blueprints.

PLANNED
Sockets & Gems
Progression

Sockets & Gems

Up to five sockets, depending on rarity. Gems for extra stats; remove them with a special item.

PLANNED
PLANNED

0.6 Closed Alpha – Community

0%
TBA
Guard Contracts
Economy

Guard Contracts

Hire players or NPCs as guards for mining, trade and transports. Paid per minute of real guard time, held safely by the station. Groups can pool their money.

PLANNED
Chat & Friends
Community

Chat & Friends

More channels: sector, nation, guild, alliance, platoon, private messages. Friends list and block list.

PLANNED
Functional Furniture
Community

Functional Furniture

Workbench, stove, chemistry set and storage chest. A bed sets your spawn point.

PLANNED
Furnishing
Community

Furnishing

Place furniture on a grid; change floors, walls and lights. Furniture from NPCs, crafting or the player market. Save layouts, share them as blueprints, gallery with likes.

PLANNED
Housing
Community

Housing

Quarters on every station in three sizes: buy, rent or win at auction. Invite friends, your guild or everyone.

PLANNED
Mentors
Community

Mentors

Invite a friend or find a mentor. Newcomers complete tasks; both earn rewards. Help channel with marked mentors.

PLANNED
Platoons
Community

Platoons

Up to 20 pilots for wars and PvP. Shared EXP when close together. See each other and share spotted enemies. Group and platoon display: hull, shield and fuel warnings.

PLANNED
Redeem Codes
Community

Redeem Codes

Codes for events and compensation, redeemed in the game menu. Rewards wait for you at any station.

PLANNED
Station Leisure
Community

Station Leisure

Bar, emotes, sitting and dancing. Retro minigames with leaderboards and titles.

PLANNED
Alliances
Guilds

Alliances

Up to ten guilds in an alliance. No friendly fire inside the alliance.

PLANNED
Guild Contracts
Guilds

Guild Contracts

Every member signs a contract for 14 to 365 days. Daily salary and a fair exit for both sides. Seven-day trial for recruits.

PLANNED
Guild Fame
Guilds

Guild Fame

Earn fame through active members and missions. Fame unlocks guild bonuses. Active guilds grow, inactive ones fade.

PLANNED
Guild Missions
Guilds

Guild Missions

Missions for the whole guild with shared progress. Rewards go to the treasury, with a share for everyone who helped.

PLANNED
Guild Storage & Quarters
Guilds

Guild Storage & Quarters

Guild storage at a station of your choice. Win guild quarters at auction for guild crafting.

PLANNED
Guild Treasury
Guilds

Guild Treasury

Filled only by guild activities. Pays for upgrades and salaries. Weekly tax on guild wealth.

PLANNED
Guild Upgrades
Guilds

Guild Upgrades

Guild levels and an upgrade window for buffs and guild size.

PLANNED
Guild Wars
Guilds

Guild Wars

Declare war – no consent needed. Lasts 30 days or until both sides make peace. Members of both guilds may fight each other freely. Bounties on whole guilds.

PLANNED
Guilds
Guilds

Guilds

Found a guild – members from any nation welcome. 20 slots at the start, up to 100. Ranks: leader, officer, member, recruit. No friendly fire inside the guild.

PLANNED
PLANNED

0.7 Closed Beta – Guild Territory

0%
TBA
Illegal Plants & Drugs
Economy

Illegal Plants & Drugs

Illegal plants need constant care. Brew invented drugs in your quarters, guild stations or pirate nests. Sell them on the black market.

PLANNED
Crossbreeding & Aquaculture
Progression

Crossbreeding & Aquaculture

Cross two plants for a new one. Farm fish, crabs and insects.

PLANNED
Hydroponics
Progression

Hydroponics

Farming lifeskill: beds in your quarters, farm modules on guild stations. Crops, algae, mushrooms, herbs, industrial plants and exotics. Care makes plants grow faster.

PLANNED
Contested Sectors
Guilds

Contested Sectors

Each week one sector is marked as contested. PvP there between the nations fighting for it. Conquest missions and a weekly battle for control.

PLANNED
Dreadnought
Guilds

Dreadnought

Walkable guild capital ship from its own shipyard module. Pilot, copilot and gunners – some turrets manual, some automatic. Hangar for smaller ships: dock, rearm, refuel. One per guild.

PLANNED
Group Portal
Guilds

Group Portal

The dreadnought opens a portal for a short time. Everyone may pass – anywhere except the nations' home sectors. Bring your guild along.

PLANNED
Guild Ships
Guilds

Guild Ships

Built at the guild station's shipyard. Members with permission fly or request them. Lending log, insurance paid by the treasury.

PLANNED
Guild Stations
Guilds

Guild Stations

Build your own station in border and PvP sectors. Fixed spots in nation sectors, won at auction. License, foundation, core, modules – built from donated materials. Station levels 1–5, one station per guild.

PLANNED
Pirate Guilds
Guilds

Pirate Guilds

Pirate guilds conquer sectors for the pirates.

PLANNED
Relocating Stations
Guilds

Relocating Stations

Move a finished station with a jump drive. Or pack it up and set it up again elsewhere. Not during wars or attacks.

PLANNED
Sector Conquest
Guilds

Sector Conquest

Nations compete for influence in border and PvP sectors. Influence from stations, missions, kills and trade. The winner's police patrol the sector, its taxes count for that nation.

PLANNED
Station Editor
Guilds

Station Editor

Dock modules together and pick turrets for fixed hardpoints. Colors, guild emblem and lights. Rooms follow the modules; furnish halls and guild quarters. Share station layouts with other guilds.

PLANNED
Station Hangar & Storage
Guilds

Station Hangar & Storage

Shared hangar – your ship stays yours. Guild storage plus private storage for every member. Visitors can dock and use services for a fee.

PLANNED
Station Modules
Guilds

Station Modules

Refinery, shipyard, storage, repair, turrets, shields, radar, production and guild hall. Guild kitchen, lab and farm. Some modules can be built more than once.

PLANNED
Station Power
Guilds

Station Power

Generators set a power budget – not every module runs at once. Fuel the generators; members can donate. Batteries as a backup.

PLANNED
PLANNED

0.8 Closed Beta – Siege & Boarding

0%
TBA
Boarding
Combat

Boarding

Phase 2 the next day: board the station on foot. Defenders can shift the start a little. Hold control points, then the core room. Hack terminals to sabotage modules.

PLANNED
Dreadnought Boarding
Combat

Dreadnought Boarding

Board a dreadnought once its shield is down and it is badly damaged. Plant time bombs – the crew defuses them in minigames. No attacks on dreadnoughts in safe sectors.

PLANNED
Ground Combat
Combat

Ground Combat

Top-down combat on foot with mouse aim, cover and doors. Twin-stick controller support. You only see what's in your line of sight.

PLANNED
Ground Gear
Combat

Ground Gear

Suit, two weapons and gadgets: grenades, medkits, hacking tools, shield domes. Medicine and stims from chemistry. Pick up ammo and consumables others drop.

PLANNED
Respawn Tickets
Combat

Respawn Tickets

Defenders respawn with a cooldown and limited tickets. Attackers board again – or respawn on their dreadnought nearby.

PLANNED
Dreadnought Destruction
Guilds

Dreadnought Destruction

A destroyed dreadnought leaves a big wreck with loot. Everyone aboard and every docked ship must respawn. Long repairs.

PLANNED
Inner Defenses
Guilds

Inner Defenses

Auto-turrets, doors and control points inside stations and dreadnoughts. Guilds choose what stands where.

PLANNED
Siege Protection
Guilds

Siege Protection

Seven days of protection after every siege. Guilds can buy extra protection time. In border sectors, police defend against other nations.

PLANNED
Siege Rewards
Guilds

Siege Rewards

Loot from guild storage and production – never from personal storage. Damaged modules and a production stop. Guild raid rankings. Stations can't be taken over.

PLANNED
Sieges
Guilds

Sieges

Attack a guild station only after declaring war. Phase 1 in space: bring down the shield and every turret. After that the station is safe until the next day.

PLANNED
PLANNED

0.9 Closed Beta – Endgame

0%
TBA
Exchange Shop
Economy

Exchange Shop

Trade arena tokens, event and faction currencies for rewards.

PLANNED
Casino
Community

Casino

Slots, roulette and blackjack against the house – credits only. A jackpot on every casino station. No real-money payouts.

PLANNED
Arena Rewards
Endgame

Arena Rewards

Every match gives pass points and arena tokens – even a loss. Arena season pass. Season rewards by rank.

PLANNED
Event Gates
Endgame

Event Gates

Temporary gates during server events.

PLANNED
Field Bosses
Endgame

Field Bosses

Appear at random in border and PvP sectors. Only the sector is announced. PvP allowed – boss loot is safe once collected. A win brings sector influence.

PLANNED
Gate Clicker
Endgame

Gate Clicker

Spend resources or tickets for random gate parts and rewards.

PLANNED
Loot Crates
Endgame

Loot Crates

Bosses, gates and NPCs drop crates. Have them opened by an NPC for credits. Everyone who helped gets a reward.

PLANNED
Nation Rankings
Endgame

Nation Rankings

Everything a nation's pilots spend counts as fame. Nations compete on a leaderboard.

PLANNED
PvP Arena
Endgame

PvP Arena

1v1 up to 5v5 – only skill counts. Equal stats: pick a ship and one of your loadouts. Ranked and training matches, also private games. Sign up at any station, solo or as a party.

PLANNED
Reward Gates
Endgame

Reward Gates

Collect all gate parts and open your own gate. Alpha, Beta and Gamma gates: waves and a gate boss. Solo or with your group, three shared lives.

PLANNED
World Bosses
Endgame

World Bosses

Huge bosses in a shared neutral sector, on a weekly schedule. Phases, weak spots and missile barrages. Announced in game – you choose how early. A special boss with limited weekly rewards.

PLANNED
PLANNED

0.10 Closed Beta – Onboarding & Shop

0%
TBA
Boosters
Economy

Boosters

EXP and drop boosters with a fixed cap. Also from login rewards, events, the free pass and the exchange shop. No effect on PvP loot.

PLANNED
Cash Shop
Economy

Cash Shop

Skins, paint jobs, outfits and furniture. Sell shop items on the player market, up to five a week. Extra nation changes.

PLANNED
Comfort Pack
Economy

Comfort Pack

Lower market fee, more storage and market slots, more market orders. Small EXP and drop bonus.

PLANNED
Companion Drone
Economy

Companion Drone

Collects loot nearby and can be upgraded. From the shop, events or the exchange shop.

PLANNED
Season Pass
Economy

Season Pass

Free and premium track.

PLANNED
Unlimited Insurance
Economy

Unlimited Insurance

Unlimited insurance from the shop. No deductible while your comfort pack is active.

PLANNED
Login Rewards
Progression

Login Rewards

Daily rewards for logging in.

PLANNED
Skin Recycling
Progression

Skin Recycling

Break down skins into protection items for enchanting.

PLANNED
Story Start
Progression

Story Start

A short story introduction. Choose your path: combat, mining or trade. All paths meet in a shared story mission.

PLANNED
Tutorial
Progression

Tutorial

Guided start in your own tutorial sector: fly, fight, dock. Ends with a jump to your nation's home station. Skippable.

PLANNED
What's Next?
Progression

What's Next?

At login: one to three suggestions for what to do next. News banner with events and patch notes.

PLANNED
Final Balance
Technical

Final Balance

Balance pass based on server simulations.

PLANNED
PLANNED

To Release - After Release

0%
TBA
Base Building
World

Base Building

Build your own base on planets.

PLANNED
Dyson Spheres
World

Dyson Spheres

One per nation in safe space, walkable like a huge station. Farm fields, markets, workshops and NPC jobs.

PLANNED
Moons
World

Moons

Like planets, with their own environments and needs such as oxygen.

PLANNED
Planets
World

Planets

Planets as places of their own – explore on foot and by vehicle. Cities that work like stations. Get there by taxi; day and night cycle. Mostly in safe sectors.

PLANNED
Farming Fields & Vehicles
Progression

Farming Fields & Vehicles

Large fields on Dyson spheres, worked with vehicles. Guild fields at weekly auction, smaller fields for rent.

PLANNED