You wake in a debris field of your own — not on a veteran’s base, and not in a shared queue. Three containers drift nearby, your wallet holds 15,000 cr, and a free cutter waits in the hangar. An hour from now you will have a colony, an income and your first captured relay.
This page walks you through it step by step: short sections, a check after each one, and none of the theory that can wait. Read one step, do it, come back for the next.
What you need
- A modern browser. Current Chrome, Edge, Firefox or Safari; phones and tablets work too.
- A mouse and keyboard — or two virtual sticks on a touchscreen.
- An account if you want one. Guest entry works immediately, but the guest name lives on this device.
- 15,000 cr and a cutter. You don’t earn these; they are every pilot’s starting kit.
- About an hour. The first loop takes ten minutes; the rest is for getting your bearings.
Goals for the first session
Six goals carry you from the debris field to a shared victory. They are tracked in your journal, and all six together pay 2,500 cr.
- Raise a capture beacon.
- Mine one asteroid.
- Destroy the starter sentry.
- Found a colony.
- Build a power plant.
- Capture the starter relay.
Step 1 · 0:00 — Wake in the debris
You appear in a personal debris field beside an abandoned mine. Nobody starts on someone else’s base: this is your entry point, and it stays empty until you make something of it.
Three containers hold everything you need to begin:
- Capture beacon ×1 — your ticket to a surface.
- Ore ×12 — your first material and your first credits.
- Turret blueprint ×1 — a permanent unlock that stays with you.
Your wallet already holds 15,000 cr. The ship carries a MK.1 weapon, 100 hull, 50 shield and 40 cargo.
Step 2 · 0:02 — Look over the cutter
Your first ship is the free Loaner Cutter: a compact hull, two stub wings, two engines, a double block. It cannot be sold or deleted, and it comes back after a loss.
That matters more than it sounds. A mistake at the start will never leave you shipless or unable to continue. Ships you build yourself carry no such guarantee.
The controls are simple at this point: thrust, turn, mining beam. The full key list is in Controls.
Step 3 · 0:05 — Mine your first ore
Close on an asteroid and switch on the mining beam. It reaches 250 m and takes about 1.2 seconds per unit of ore.
The starter rock holds 500 units; your hold takes 40, so this is several trips. Don’t try to haul it all at once — ore in the hold is space you may want for something better.
A station pays 25 cr per unit of ore. That is the first money you earned yourself.
Step 4 · 0:10 — Shoot down the sentry
The starter sentry is a weak opponent: 120 hull, 50 shield, 12 damage. It notices a target at 180 m, while your weapon reaches 1,200 m.
That makes the tactic simple: keep your distance, fire in short bursts and don’t ram. The gun cycles every 220 ms, so there is no rush — the only real mistake is letting it get close.
Step 5 · 0:15 — Plant the beacon
A capture beacon turns a surface plot into your colony. The first one is already in the container; the next costs 2,000 cr, and the rack holds three.
Double-click a planet on the star map to choose a plot. Founding a colony costs 5,000 cr, and the plot is a 32×32 grid of cells.
For the first 24 hours after founding a colony you are under newcomer protection: nobody can capture the base. Use that time to build power and defences, not to hide.
Step 6 · 0:25 — Build three modules
A base runs one queue: one module builds at a time. Build the first three in this order.
| Module | Cost | Build time | Why |
|---|---|---|---|
| Power plant | 1,800 cr | 20 s | Supplies power and reinforces the base |
| Mining plant | 2,500 cr | 30 s | Earns credits and adds power |
| Defence turret | 2,800 cr | 25 s | Guards the command post |
Without power a base does not work: production is halved, shields and defences switch off. A power plant is not “one more module”; it is the condition for the colony to exist.
More on structures in Modules.
Step 7 · 0:40 — Earn your upkeep
Every day the command post charges 40 cr plus each module’s upkeep multiplied by its level. For a base with three level-one modules that is about 150 cr a day.
A level-one mining plant adds 60 cr a minute, so it covers its upkeep with room to spare. The six starter goals add another 2,500 cr on top.
Step 8 · 0:55 — Capture the relay
The starter relay is taken together, and the capture takes fifteen minutes. When the node turns to your side it changes colour on the map — that is a shared victory, not a personal reward.
That ends the first hour. What follows is ordinary captain’s life: upkeep, the build queue, the market, foreign patrols and plans of your own.
Check yourself
- The beacon is spent and a colony stands on a 32×32 plot.
- The power plant is built and power is in surplus.
- The mining plant earns credits and the turret covers the command post.
- The sentry is destroyed and the relay is yours.
- At least 150 cr remains — one day of upkeep.
- You remember that Esc closes a panel and returns you to the map.
If something goes wrong
| Symptom | Cause | What to do |
|---|---|---|
| The cutter is gone | Lost in a fight | It returns: the cutter is free and always replaced |
| The base stopped producing | Not enough power | Build a power plant or switch something off |
| The colony is RUINED | Integrity hit zero | Repair the command post: 2,500 cr plus arrears |
| A colony will not place | System security above 60 | Pick a calmer system |
| Upkeep was charged with arrears | You were away for days | The world catches up to seven cycles; check the balance |
What next
- Controls — every key, camera and mobile stick.
- Base and command post — radius, queue and upkeep without surprises.
- Modules — twelve structures and what they cost.
- The captain’s path — where to go after the first hour.