Wiki
What things are and how they are played, written from the running build. When the game changes, this changes with it.
The first 15 minutes
From the door to the first sale, two ways: the miner's route and the fighter's.
Reading the HUD
What each corner of the flight screen says, and what the four colours mean.
Controls
Keyboard and mouse; F1 in the game shows the same list.
Classes and hulls
Four pilot classes, five platforms, ten hulls; a hull is bought at the shipyard with credits and, on the four heaviest, a warrant of work already done.
Equipment
Nine main lines and six leaning lines on eight mounts; grades I and II are bought, III to VI are found; every price is k × grade².
Mining and selling
Ore is the only wealth; the hold is the only storage; the price scissors tells you where to fly.
Elements and components
Nine elements fall out of rock and five components never do; which rock gives what, and why selling them is the mistake you are allowed to make.
Stations
Four kinds, each for one job; every station has a name, a plate and an owner, and home is a place rather than one structure that does everything.
The chart and warp
The map is honest - a threat band says what a place costs before you pay it, a locked jump says what the key is, and a warp is a journey with a wind-up somebody can shoot at.
Convoys, raiding and the Wanted mark
Freight flies the lanes on a timetable; in a sector it can be robbed, and robbing it puts your name in a Compact's ledger.
Combat
The lock is a claim the server grants; a mining laser is a tool; the shield comes back and the hull does not.
Death, the wreck and home
Death costs the hold and nothing else; the spill is nobody's for ten minutes; you wake at home with the fitting on the new hull.
Companies - the Charter, the Line, the Syndicate
A house is a name, a fund and a roll; it opens no door and pays no credit, and everything an officer does is written with their name.
The forge (+0 … +9)
A copy's own ladder in three bands - the odds, the bill and the price of every mark - and a provably fair die.
The three colonies
Concord, Sepulchre, Ashaari - one event, three accounts; where you were raised and whom you swore to.
Dominion, siege and the Tithe
Ground changes hands on a weekly score, a home is taken through its shipyard in a two-week window, and the loser pays a share of its earnings for a season.
The zones
Fifty-three places on one map - a middle nobody owns, three Compact spines running inward from it, and a common ladder running out past the last page.
The Fallow
What patrols the sectors - pre-Cinder machinery still executing, a sector that remembers being left alone, the Gleaners that come to a wreck, and the Leviathan pods that walk a spine each season.
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