Every System, In Full.
This is the long-form reference — what every resource, building, ship, mission, faction and season mechanic actually is, how it works, and how it connects to everything else. Looking for the elevator pitch instead? The Codex is the condensed overview; the Wiki is the full manual you keep open in a tab.
Numbers here are illustrative, not sacred — Void Reach is still being tuned. Where an exact value might move in a balance pass, this manual describes the relationship rather than promising a multiplier. The server always wins over any document.
The server is the referee
All state and all math live on the server; your browser only displays it. No modified client can cheat you — or anyone else.
You always see it coming
Every hostile fleet is visible from the moment it launches, never after it lands. The skill is entirely in how you respond to a threat you can already see.
Every season gives a result
Seasons climax in a race to a shared galactic wonder. One alliance wins, but every player walks away with a final ranking and a permanent record.
Pick A Chapter.
Factions & Starting Out
The four factions and what actually separates them, your uncapturable home colony, the new-player protection window, and the Directives chain that teaches the whole game.
Economy & Resources
Alloys, Crystal, Isotopes and the rare fifth resource Aurium — plus Rations, the continuous-drain upkeep resource that turns every fleet into a mortgage.
Colony & Buildings
The build queue and cost curves, all 25 buildings and what each one does, the Combine's parallel-queue edge, and the Colony Charter specializations.
The Galaxy & Travel
Galaxy, system and planet zoom tiers, how distance and travel time work, the reach gate you research your way through, jump gates, and claiming territory.
Fleets & Combat
The seven mission types, eleven ship classes and five wings, the one-pass battle math, counters and stances, sieges, conquest, and debris salvage.
Ground Forces & Field Battles
The five ground unit types, terrain and counter cycles, fortification, how a territory garrisons itself, multi-round campaigns down the adjacency chain, and watching one unfold live.
Espionage & Intelligence
Spying as a contest, the frozen-snapshot report, the telegraph that shows every attack coming, and the alliance-wide sensor radar.
Alliances & Diplomacy
Joining or founding an alliance, the shared co-defense board, private alliance chat, Standing Orders and the Co-Pilot night-watch, and objectives on the map.
The Market
Posting escrowed offers, real freighters flying real distance, the floating Exchange Index, the freight levy, and why parked stock is still lootable.
Captain & Relics
The season-long Captain track, experience and portrait tiers, the four skill branches, and the five relic slots with their rarity tiers and drop sources.
The Season & Winning
The three-act shape of a season, the Stellar Nexus base win, the harder Galactic Ascendancy, rewards for everyone, the Crowning, and the permanent Hall of Legends.
Status & Error Codes.
| You see | It means |
|---|---|
| Red resource number | Storage is full — production is being wasted. |
| Red rations rate | Net-negative food — your fleet will starve if the silo hits zero. |
| PROTECTED | The target (or you) is under new-player protection. |
| SHIELDED | Target has an Emergency Shield up right now — wait it out. |
| QUEUE_FULL | Build queue is at capacity — cancel something or wait. |
| NO_DRIVE / NO_DEEP_WARP | Target is beyond your currently-researched drive tier. |
| SLOT_OCCUPIED | That territory or colony slot is already claimed or taken. |
| COLONY_CAP | You're at your territory-claim limit, or your empire-wide colony-slot limit. |
| BAD_RATIO | A market offer's price falls outside the currently-legal band. |
| SHIELD_COOLDOWN | Your Emergency Shield is still on cooldown. |
| NO_DOCTRINE | You picked a stance without having researched Fleet Doctrine yet. |
| Red top banner | A hostile fleet is inbound — you have until the timer to react. |