Pilot's Manual

Everything here describes the current build. Where a number is given, it is the game's own.

Getting started

You start in a Kestrel, a light fighter, with 2,000 credits, in Harrow Reach, the one system where the police answer. Halden Station is 1.8 km straight ahead.

  1. Steer with the mouse. The ship turns toward the crosshair.
  2. Press 1 for full throttle, or hold W. ` cuts it to zero.
  3. When the HUD says you are inside Halden's docking range, press X.
  4. Docked, Tab walks through the station's screens. U undocks.
First hour. Buy luxury goods at Halden and fly them to the planet Harrow: it grows food and imports everything made in orbit. Or open the bar and take the first job. The campaign starts there.

Reading the HUD

The flight HUD near Halden Station.
Flight panel bottom left, contacts top right, netcode top left.

Flying

Flight is arcade-Newtonian. With engines on, a flight assist steers your velocity toward where the nose points. Press Z for engine kill: thrust and assist off, and you drift on your vector while the nose turns freely. That is the move to learn: kill, turn, shoot, re-engage.

Cruise

Tab spools the cruise engines for five seconds, then carries you at 320 m/s with sluggish turning. Firing cancels it. A cruise disruptor hit stops it and blocks it for a few seconds, which is how a pirate keeps a freighter from simply leaving.

Getting around

Trade lanes

Lined up at a trade lane ring.
At a lane ring. The prompt says where the lane goes.

Amber rings mark trade lanes. Fly within 300 m of an end ring and press L: the lane carries you to the far ring at 900 m/s, and the stick does nothing until you arrive. Either end is a way in.

A lane is somewhere you can be pulled out of. Anything hostile to you within a kilometre of the line drops you out where you are, and your drive is locked for five seconds. The Halden-to-Harrow lane runs past a raider camp on purpose.

Jump gates and the navmap

Inside a gate's range the HUD offers J to jump. The jump drive spools for four seconds first, counting down on the HUD's DRIVE line, and only then do you go. A hit, a disruptor, or flying out of the gate's range stops it; J again cancels. A gate is where you are easiest to catch, so a camped gate is worth clearing before you sit on it. You arrive beside the gate that leads back. M opens the navmap: arrows choose a system, → sets a course, ← clears it. With a course set, the HUD shows the next gate to fly to.

Stations

Dock with X inside a base's docking range; undock with U. Docked, Tab cycles the screens the base has:

ScreenWhat it is for
TradeBuy (B) and sell (S) commodities. Arrows move the cursor and size the order.
BarJobs and the campaign. A accepts (up to three), C abandons the tracked one, N tracks the next. Your standings are listed here.
ShipsThe dealer: buy a hull you have trained for. Your old one goes to the hangar.
OutfitFit equipment from your locker (F), unfit it (U), take modules on- or offline (O), buy and sell. H switches half.
RefineryTurn ore into refined goods (R). Some is lost; the rest is worth more.
WorkshopManufacture from blueprints (P), research a recipe (E T), invent a locked one (I). Jobs run while you are away.
ExchangeA limit order book: post buy and sell orders other pilots fill.
CorpYour corporation's warehouse at this base.
TrainingQueue skills (T), abandon (C), clear the queue (X).

Some stations refuse pilots their owners dislike. Kessler Yard and Cinder Hold, the Cinder Clans' bases, turn away anyone who has been hunting the Clans.

Trade

The trade screen at Halden Station.

Prices come from stock. A station sitting on a surplus sells cheap; one that is short pays well. Every unit you buy raises the price of the next, so a round trip at one station always loses money, and a good route is two stations whose stock disagrees. Stations produce and consume over time, and NPC haulers work the routes too, so the gaps open and close.

Hold space is in cubic metres, and goods differ in volume: a light, valuable cargo suits a fighter, bulk suits a freighter.

Mining and industry

Combat

Every weapon fires a projectile, so you lead your target. Press T to lock the contact nearest your crosshair (Y clears it); a red ring then shows where to aim so your shots and the target arrive together. Space or the left mouse button fires; G fires your secondary, a cruise disruptor on the Kestrel.

Shields absorb damage first and regenerate after a short delay; hull does not regenerate on its own. Different damage types meet different resistances.

Turrets aim themselves. Fixed guns fire along your nose, but a turret mount (the Hauler's two, the Carrack's six) fires at your locked target, leading it, from whichever side of the hull can see it. Lock with T and hold fire: with nothing locked, turrets stay silent. NPC turrets need no trigger, so a convoy's haulers shoot back.

NPCs pick their fights. They go for whoever has hurt them or a friend nearby lately, pile onto what their packmates are already shooting, and finish off the wounded. Shooting at one from outside its range still brings it after you. A grudge fades within about fifteen seconds once the shooting stops.

Dying

You wake up docked at the nearest base with your hull repaired. What else happens depends on where you died:

SecurityWhat you lose
HighNothing. Your cargo is still aboard.
LowEverything in your hold, dropped where you died for anyone to collect.
NullEverything in your hold. An insurance payout softens it.

Destroyed ships drop cargo containers. Fly over one to scoop it.

Fitting and modules

Every hull has mounts of different kinds and sizes, a power grid and a CPU. Fighters run out of grid first and freighters run out of CPU first, which is what makes them fit differently. Equipment is bought into your locker at a station, then fitted from the Outfit screen. Taking a module offline (O) frees its grid and CPU, which is how an over-budget fitting can still be flown.

Active modules

Some modules are switched on in flight with F1–F4:

ModuleWhile running
Shield BoosterShield back at 8% a second, even during the regeneration delay.
Hull Repair UnitHull back at 2.5% a second: the only hull you get back outside a station.
Weapon Overcharger+30% damage, slower capacitor recharge.
Cloaking DeviceYou disappear from every pilot but your fleet, and from every NPC. See below.

They draw from the same capacitor your guns fire from, and shut down when it is empty. They heat up while running, faster when you are taking hull damage, and at full heat they burn out: the module stops working until a station's repair bay fixes it, which happens automatically when you dock and costs 15% of its price. Enemy NPCs carry and run the same modules.

Cloaking

The Cloaking Device (Evasive Manoeuvres 3, a Scanner or Rig mount) hides your ship completely: other pilots' screens are never sent it, NPCs cannot choose you, and turrets cannot aim at you. Your fleet still sees you. The HUD shows CLOAKED while it runs.

The Clans use it. Clan Shades wait cloaked on the Vell Drift gate approaches and appear for the first shot. Flying with a wingman helps: nothing stays hidden within a kilometre of anyone.

Skills and ships

Skills train on the wall clock, whether you are logged in or not. Queue them on the Training screen, or type /train <skill>. Flight skills (speed, handling, afterburner) take effect the next time you launch, not mid-flight.

Four hulls are for sale: the Kestrel light fighter you start in, the heavier Bulwark, the Drone-class Hauler, and the Carrack-class Cruiser. Bigger hulls need training first. Buying a hull keeps your old one in the hangar of that station.

The Carrack is a capital ship: 6,000,000 credits at Halden, and it needs the Capital Ships skill, a long one to train. It is slow and turns like a building, but it takes a wing of fighters a long time to kill, and its six heavy turrets do the aiming. A capital docks only at stations; outposts and planets refuse it. If it is destroyed it is towed to the nearest station, or, in a system without one, to the nearest base.

Factions and standing

Faction
The Reach CompactThe house that governs Harrow Reach.
Compact WardensIts police. They leave you alone unless you give them reason.
Traders GuildRuns the haulers, the Drift Relay, and most of the honest work.
The Cinder ClansThe raiders of the Gap and the Drift. They shoot at almost anyone.

Standing is a web, not a list. Help the Wardens and the Clans think less of you, because the two hate each other. Killing a faction's ships lowers your standing with it. Standing decides who shoots at you, which stations let you dock, which jobs are offered, and your prices.

Jobs

Every bar has a board. Take a job with A; you can hold three at once, and they all progress together: a kill counts for every bounty it satisfies. The newest is the one tracked: the HUD shows a GOTO line and an amber marker for it, and C abandons it. N in the bar tracks the next. One escort at a time, and a job you have taken leaves the board until you finish or abandon it.

Halden Station, where the convoys form up.

The campaign

Story jobs appear at the top of the board, one step at a time. The Wardens open it; Ilse Varga, the Traders Guild's dispatcher, takes it through the gate and into the Drift.

At step six the story branches, and the bar says so. Captain Imre Hask of the Wardens wants pressure on the Clans' home; Varga wants to open trade with it. Finishing either closes the other for good, and each path has its own steps after that, including, on Varga's side, a job from the Clans themselves. Each path ends its first act at step nine, and each ending changes the shared world (below).

Act II

An ending opens four more steps on the same path: holding what you took.

StepHask's pathRonn's path
10Raise a Warden Relay in Vell DriftRaise a Clan Beacon in Vell Drift
11Hunt the cloaked Clan Kestrels on the gate approachesKill the hardliners who took those cloaks
12Kill the Clans' toll cruiser, or close the Gap before they bring itKill the Warden cruiser, or keep the lanes open
13Break the Clans in Kessler GapSell Clan cargo at Halden, under two flags

Step twelve depends on the shared world. While the other side holds the ground outright, their cruiser is out there and the job is to kill it; otherwise the job is to stop that from happening. Pilots on the other path can change which one you are offered. For step ten, bring the kit: buy one where it is sold, or invent the recipe and build it. Structures go up with K.

A world that moves

Kessler Gap and Vell Drift are contested. Each has a balance every pilot pulls on, and the navmap says where it stands:

SystemOne wayThe other way
Vell DriftHeld by the Compact: Warden pickets patrol the Drift, and a Warden Line Cruiser joins them when the hold is firm.Open to Clan trade: the Clan war-band stands down.
Kessler GapSecured by the Guild: a Guild Escort Wing rides the lane and the extra raiders leave.Raided by the Clans: a Clan Toll Wing camps the gate, and a Clan Raid Cruiser joins it when the hold is firm.

Endings push hard. Repeatable jobs push a little. So do kills of the factions involved and Guild freight arriving, which means ordinary play moves it too. Left alone, a balance slowly drifts back to contested, so a system has to be held, not just won. When a patrol moves in or withdraws, everyone on the server is told.

Structures

Sheltering under a Warden Relay in Vell Drift.
The Warden Relay ahead covers this pilot: the HUD says so.

In null security you can raise a structure from a kit carried in your hold. Warden Relay kits are sold at Drift Relay; Clan Beacon kits at Cinder Hold. You need to be on decent terms with the faction whose colours it will fly.

Corporations and fleets

Both are managed from chat (Enter):

Command
/corp found <TICKER> <name>Found a corporation.
/corp invite|accept|leave|kick|promote|demoteMembership. Founders and directors invite, remove and withdraw.
/corp deposit <n> · withdraw <n>The shared wallet.
/fleet invite|accept|leave|kickFly together: fleet members stay on your HUD at any range, and kills count for everyone on the same contract.
/c · /f · /w <pilot>Talk to your corporation, your fleet, or one pilot.
/train <skill>Queue a skill.

The systems

Arriving in Kessler Gap.
SystemSecurity
Harrow ReachHighHome. Halden Station, an industrial hub; the farming planet Harrow. Warden patrols, and a raider camp on the planet lane.
Kessler GapLowNo police. Kessler Yard, a Clan outpost that pays well for what it cannot make. Gap Raiders on the lane.
Vell DriftNullNobody's. Drift Relay, a Guild waystation; Cinder Hold, the Clans' home; the richest rock on the server; and the Clan war-band. Structures can be raised here.

The three are gated to one another in a triangle.

Playing together

Single-player runs the same server inside the game. To play together, one person runs the dedicated server and the others connect to it. A secured server issues each player a connect token; ask whoever runs it for yours.

All controls

KeyIn flight
MouseSteer. Hold the right button to free the cursor.
W S · ` 1Throttle up, down · zero, full
A D R F Q EStrafe left, right, up, down · roll
ShiftAfterburner
ZEngine kill
TabCruise engines
Space / left mouseFire
GSecondary: disruptor or mining laser
T YLock target ahead · clear
F1–F4Active modules on/off
X · J · LDock · spool the jump drive (again to cancel) · ride a trade lane
K · Shift+KDeploy or service a structure · take yours down
MNavmap (arrows choose, → sets course, ← clears)
EnterChat (Esc cancels)
EscQuit
KeyDocked
Tab · UNext screen · undock
ArrowsMove the cursor and size orders, on every screen
B SBuy · sell (trade, exchange, ships, outfit)
A C NAccept a job · abandon the tracked one · track the next (bar)
R PRefine · start production
E T IWorkshop: research materials · research time · invent
T C XTrain · abandon · clear queue (training)
H F U OSwitch half · fit · unfit · online/offline (outfit)