01
Fighter
Combat aircraft
Instant aiming and almost no inertia. Pure reflexes, close camera.
Flight manual
What you need to know before your first deployment. Every key shown here is the factory default: all of them can be remapped from the settings.
First things
Flight is free in all three dimensions and the camera sits behind your ship. The mouse steers; the keyboard accelerates, brakes and stabilises.
| Key | Action |
|---|---|
| W · S | Accelerate and brake. Holding S can walk the ship slowly backwards. |
| Mouse | Steer: pitch and yaw. The ship always tries to follow the cursor. |
| A · D | Assisted keyboard turn, with no lateral drift. |
| Q · E | Roll. Your evasion tool in a close fight. |
| Shift | Boost. Raises speed, engine glow and field of view. |
| Space | Brake and stabilise. |
| Ctrl | Drift. Heavy ships only. |
| F | Release or capture the mouse pointer. |
| Key | Action |
|---|---|
| M | Galactic map: the state of the front, who holds each sector and your contribution today. |
| E | Dock at the station. |
| V | Analyse the selected target. |
| B | Deploy the mining drone. |
| Tab | Select the nearest enemy or cycle targets. |
| Enter | Open chat. |
| Esc | Settings, or close the open window. |
| Key | Action |
|---|---|
| 1 · 2 · 3 · 4 | Ship, inventory, shop and missions. |
| Q · E | Previous and next within the tab. |
Every action key can be remapped from Settings › Controls, grouped into flight and combat, interface and garage. Remapping a key only affects its own context, so Q and E can stay as roll in flight and tab switching in the garage without clashing.
The fleet
Each class has its own physics, not the same one with different numbers. Going from a fighter to a cruiser isn't flying something slower: it's ceasing to pilot and starting to command.
01
Combat aircraft
Instant aiming and almost no inertia. Pure reflexes, close camera.
02
Twice the mass
Same keys, but the nose follows the mouse with a slight lag and the boost takes a moment to bite.
03
A ship, not a plane
The mouse points a heading and the turn takes seconds to complete.
04
Inertia rules
The turn keeps going after you let go: you have to correct the other way. Acceleration measured in seconds.
05
You command, not pilot
You tell it where to look and it obeys calmly. A full turn can take ten seconds.
06
Mobile military base
The mouse moves the camera, not the ship. Automatic turrets and a distant orbital view.
The clash
There are only two weapon types, and both resolve on the server: nothing on screen can lie to you about damage.
Every projectile is born at the cannon or launcher you can see on the model, not at the ship's centre, and leaves aligned with that muzzle.
Direct, sustained fire. With a target locked, the hit is decided by a roll against your accuracy and your rival's evasion: on a hit the tracer dies against the hull; on a miss it glances off with a dry spark.
Guided, high-damage projectiles. Each faction has its own silhouette, and the trail, flame and light carry its colour: you know who's firing at a glance.
The shield regenerates on its own; the hull does not. When the hull goes critical, the ship tells you with red lights and failure sounds.
Cruisers and capitals add turrets that aim and fire on their own within their arc. Your job is to angle the hull so as many as possible have a firing line.
Position, damage and rate of fire are validated server-side. That is what keeps the game clean of cheats.
Resources
Deploy the mining drone with B and it works in batches while you cover the area. Mining a contested sector pays more, but Custodian hunters punish looting without caring which side you're on.
| Resource | Type | What it's for |
|---|---|---|
| Nexite | Common currency | Basic purchases, repairs and ammunition. |
| Elisium | Premium currency | Elite unlocks. Very scarce: today its only source is assaulting Custodian bases. |
| Quasicrystal | Material | Upgrading weapons and modules. Dominant in Crucible. |
| Fragment energy | Strategic material | A war resource. Dominant in the Alcyone Veil. |
The meta
The four contested maps change hands while you play. Everything you do in them adds War Points to your faction.
Every five minutes the server checks who is ahead in each sector. It goes to whoever has the most points, provided they lead by at least sixty.
Pulling ahead mid-interval achieves nothing: what counts is where you stand at the cut.
Shooting down an enemy player is worth twenty-five points. Stray Custodians are worth three, so the scoreboard isn't decided by whoever grinds NPCs longest.
At 01:00 the snapshot is taken: each faction scores a point per sector held and the daily board resets. Conquest, though, persists until someone takes it from you.
The faction that wins the week gets 5% more damage through the next one. The loser gets 5% more experience. Seasons last four weeks.
Holding sectors improves mining, Nexite and materials for your entire faction, whichever map you play.
Your career
Levelling up grants a new rank and unlocks higher ship classes and more equipment slots. Every ship has slots for a primary weapon, a secondary weapon, hull and system. The campaign carries you through the early levels; after that, the front decides.
See the ranks on each sideDesktop client · In development
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