WELCOME ABOARD, CAPTAIN
One fragile ship. An uncharted galaxy. A crew counting on you.Explore distant systems, keep the lights on, and fight for another jump.
A space survival game with real-time combat and tactical pause.
Click a level to allocate · click the highest lit level to reduce Powered Available Damaged
The contact will be lost when you leave this system.
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A relief tender restores at least 2 fuel and 4 supplies. Arrival takes 8 hours. The broadcast exposes your position (+6 attention). The tender charges half your salvage, with a minimum fee of 20, but will accept whatever you have aboard.
Drag a compartment onto another equal-sized compartment to swap their positions. A successful drop costs 8 salvage and 2 hours. Crew and contents travel with their room; airlocks must stay outside.
Fit another power circuit, with room for three refits per system. Costs 10 / 18 / 26 salvage and 2 hours. Reactor output must be allocated separately.
Allow one hour for loading or fitting, two for dock service. Once these shelves are empty, the station cannot offer more.
Quartermaster’s report · stores currently aboard.
Recovered materials used for barter and station services.
Jump-drive fuel, stored separately from general supplies.
Provisions, field kits and other essentials packed for the voyage.
Voyage supplies are reserved for jumps and expeditions. Routine life aboard, repairs and medical care use separate reserves. Without voyage supplies, departure and away missions must wait for resupply. If stranded, send a distress call.
Energy layers come from the shield module. Gravity shielding comes from the engines. Power each independently.
Removing shield power collapses excess energy layers. Removing all engine power drains the gravity field. Damage to either module affects its own defence; reactor loss affects both. After power is restored, allow the fields to recharge.
Ship recognition guide ↗
Your vessel is cleared for departure. Review its layout, stores and crew manifest before choosing a course. Automation keeps the ship running; a capable crew keeps it alive.
Ship time runs at 8×: one real minute is eight ship minutes. Pause, open windows and closed tabs stop the clock. Travel, surveys, services and encounters add their stated hour costs to this same clock; these skips advance threats but do not simulate hours of unattended combat or damage. Hostile contact chance rises from 25% by one percentage point per 40 ship minutes, capped at 60%. Attention reveals pursuit at 14; its corridor then tightens on the same clock.
Controls: Space to pause; G for the chart; H for exterior view. Open windows hold the action. Close them to return to your previous pause setting. New hostile contacts pause for orders. Save preserves your voyage; Run link gives you its return address. New run starts a separate voyage without replacing the current one.
One survivor is alive in the wreckage. Bring them aboard if you have space.
Cargo secured. Review your stores and crew before taking command.
Manifest confirmed. All hands prepare for departure.
Your current run stays saved at its own URL. A new run gets a new link and places you in command of another vessel. Available salvage, provisions and fuel vary with each departure. Occasionally, another crew member signs on before launch. Each ship has its own layout, with all essential systems aboard.
Bookmark this URL to return to this run’s ship, crew and voyage stats. Anyone with the link can open and continue the run on this game server.
This local server stores the save. A localhost link only works on the computer running it.