GETTING STARTED
Pick a callsign and hit LAUNCH. You spawn in your hauler near the Meridian Refinery. No download, no account — your progress saves automatically (anonymously) and follows you back when you return. Grab a Pilot Code from the menu to carry your pilot to another device (one live session per code).
You can keep flying anonymously, use a Pilot Code, or link a Solana wallet to claim progress and enable holder cosmetics / Ranked PvP eligibility.
The one rule of this game: 60 seconds from click to flight. Everything that breaks that gets cut.
CONTROLS
| Input | Action |
|---|---|
| Mouse | Pitch / yaw (aim) |
| W / S | Forward / reverse thrust |
| A / D | Strafe |
| R / F | Vertical thrust |
| Q / E | Roll |
| Shift | Boost |
| X | Brake |
| V | Toggle flight assist (coupled ↔ Newtonian) |
| Left-click | Mining laser (hold, near an asteroid) |
| Right-click | Fire weapon (hold) |
| Space | Dock (slow + near an outpost) |
| M | Open the Solar Atlas — system map; click a planet to set your quantum destination |
| N | Cycle the quantum destination (Mercury → Saturn, then Practice Arena and Ranked Arena) |
| J | Quantum jump to the selected destination |
| L | Toggle the leaderboard |
| C | Toggle orbit camera to inspect your ship from every angle |
| Mouse wheel | Zoom the orbit camera in / out while orbit view is active |
| Enter | Chat (the log scrolls when open) |
TRADING
The core loop. Dock at an outpost (Space) to open the station menu, then use the TRADE tab. Buy a commodity where it's cheap, sell where it's dear:
- ORE — cheap at Helios Mining Colony, dear at Meridian Refinery
- ALLOY — cheap at Refinery, dear at Colony
Both legs of the Colony ↔ Refinery run turn a profit, so you never fly home empty. Prices are dynamic — buying pushes a price up, selling pushes it down, and they drift back over time. Don't dump your whole hold at once.
MINING
Ore veins glow cyan and are scattered around you. Fly within range, hold Left-click, and the laser pulls ore straight into your hold. A vein holds only a fraction of a cargo hold and depletes as you mine — once it runs dry it vanishes and a fresh vein appears elsewhere nearby, so you're always prospecting and moving rather than parked on one rock. Upgrade your mining yield at a station to extract faster.
SHIPS & UPGRADES
At a station, the UPGRADES tab spends credits across four tracks — cargo, speed, boost, and mining yield. Each track runs five tiers above the stock hull (Tier 0 → Tier 5), and prices ramp super-linearly — cargo, for example, costs 600 cr for the first tier and 14,000 cr for the fifth — so there's always a bigger sink as your credits (and rank) grow. The SHIPYARD tab sells whole new hulls:
| Hull | Role |
|---|---|
| Hauler | Balanced starter — solid cargo and hull |
| Fighter | Fast and agile, little cargo — for fighting pirates |
| Miner | Huge hold, tanky, slow — for hauling and mining |
| Interceptor | Fastest, fragile — hit-and-run |
CRAFTING & COSMETICS
The station CRAFTING tab turns credits into cosmetic flair. First refine Craft Cores (50,000 cr each), then spend a core on a kit — an engine trail, a hull finish, a comet wake, or a void runner skin. Every craft rolls a random rarity:
- Common → Rare → Epic → Legendary — roughly 70% common, 22% rare, and 8% epic-or-better at base odds. Each rarity has its own named variant (e.g. Standard → Blue → Solar → Radiant Aurum Trail).
- Pity — the longer you go without an epic-or-better, the better your odds get; go 20 crafts without one and the next is guaranteed epic-or-better.
Equip what you craft across three cosmetic slots — trail, hull, and aura — and mix and match. Crafted cosmetics are purely visual and never change your stats.
MARKETPLACE
Crafted cosmetics are tradable between pilots. From the station MARKET tab you can list a tradable cosmetic, buy another pilot's listing, or cancel one of your own. Listings can be priced in credits or in the $CITIZEN token — token sales settle on-chain while credit sales stay in-game, and you can filter the market by currency. Each listing shows a thumbnail and the item's rarity. Trading is tied to your wallet identity, so link a Solana wallet to buy and sell. Pulled a duplicate Legendary? List it and let another pilot chase the look.
HOLDER COSMETICS & TIERS
Linking a Solana wallet that holds $CITIZEN unlocks holder tiers, set by your token balance:
- T1 · Gold (1+ tokens) — a gold callsign color on your nameplate and in chat.
- T2 · Cyan (100,000+ tokens) — a cyan callsign color, plus the Doge Runner Mk II hull visual in the station HANGAR tab.
- T3 · Whale (1,000,000+ tokens) — a whale-tier callsign color, plus T3-only hull visuals: Void Interceptor, Sovereign Wraith, Eclipse Corvette, and the Deep Core Mining Ring.
You can switch back to the standard hull at any time. Every holder perk is visual only — no speed, combat, mining, cargo, or economy advantage.
$CITIZEN TOKEN
The game's token is $CITIZEN on Solana. Holding it unlocks the cosmetic holder tiers above, makes you eligible for Ranked PvP (1,000+ tokens), and lets you buy and sell crafted cosmetics for token on the marketplace. It's cosmetic and economy flavor only — there is no pay-to-win advantage.
Contract address (CA): 6FCeoWmjurxX7EsH7zdWRMDn4HGTBhJXLryKTqkepump
RANKS
Your pilot rank climbs through six tiers (Cadet → Admiral) based on lifetime earnings — every credit you've ever earned. Because it tracks earnings, not your current balance, spending on upgrades or ships never demotes you.
Each rank pays off two ways:
- Earnings bonus — every payout (sales, contracts, bounties, salvage) scales up with rank, from +0% at Cadet to +50% at Admiral. So there's always a reason to keep earning, even after your gear is maxed.
- Ship unlocks — the shipyard gates hulls behind rank: fighter at Ensign, mining rig at Pilot, interceptor at Ace.
A track on the HUD shows progress to the next rank (with your current bonus), a banner announces each promotion, and your rank is tagged on the leaderboard.
PILOT LEVEL & CAMPAIGN
Career Rank tracks how much you've earned; your Pilot Level is the separate active growth axis — earned by hunting and quests, not credits. Destroy raiders and complete campaign steps to fill the gold XP bar on the HUD and level up, with a banner on each new level.
Pirates now come in three threat tiers, each worth more XP and bounty than the last:
- Grunt — the standard raider.
- Elite — tougher, tinted, and a bigger payout; about a quarter of deep-space spawns.
- Named miniboss — a rare, far tankier target that drops guaranteed crafting cores and a large XP/credit reward.
The Sector 1 campaign threads it all together — a short quest chain that always points at your next objective (shown in the HUD objective line):
- Patrol the Refinery Belt — destroy 5 raiders.
- Cut their supply — mine 200 ORE.
- Wanted — hunt the named raider Vex Marrow.
- Break the Raider Captain — and unlock Sector 2.
This is the first vertical slice (Sector 1, levels 1–5); more sectors and levels build on the same machinery.
PIRATES & SAFE ZONES
Out in open space, pirate interceptors hunt you. Fight back with Right-click, watch your hull bar, and collect the bounty on a kill — tougher elite and named raiders (see Pilot Level & Campaign) hit harder but pay more. The combat HUD helps: red brackets mark hostiles with their range, arrows at the screen edge point to threats behind or beside you, and a green lead indicator shows where to aim so your shots land. If you're losing, run for an outpost — safe zones around the stations keep hostiles off you and repair your hull after a short peaceful delay. Die and you respawn at the origin, losing a little money but keeping your cargo.
PVP & TRAINING ARENAS
Out in deep space sit three combat zones. Cycle to one with N (or pick it on the Solar Atlas) and jump with J — the jump drops you just outside the ring, never inside it:
- Training Arena — shoot practice drones (cyan targets) at zero risk. The place to learn the lead indicator and tune your aim before you fight real pilots.
- Practice Arena — open pilot-vs-pilot combat for everyone, no token requirement. Dogfight peers freely; kills here don't touch the ranked board.
- Ranked Arena — requires a verified 1,000+ $CITIZEN balance (under-threshold pilots are pushed back at the boundary). Only kills here count on the wallet-only Ranked PvP leaderboard.
Once PVP ENABLED appears, your weapons damage other pilots inside the same ring; leave the ring and PvP fire shuts off after a short grace window. Pirates are cleared from these zones so fights stay pilot-vs-pilot. Peer hull bars show under callsigns, kills hit the chat feed, and the killer earns a small credit bounty. Damage is checked by the relay, so the client feels responsive without trusting local-only hits.
Tip: warm up in the Training Arena until you can reliably park the green lead pip on a moving drone — that aim transfers straight to Ranked.
RACE · TIME TRIALS
Set the Season Hub as your quantum destination on the Solar Atlas and fly out to its time-trial course. Thread the glowing gates in order — the clock starts at the first gate and stops at the last. Beat your own best time, then climb the Race leaderboard, which ranks pilots by their single fastest run.
Tips: max your speed and boost upgrades first, hold Shift down the straights, and feather X into the tight gates. Toggling flight assist off (V) lets you rotate to line up the next gate while still drifting toward the current one — faster racing lines once you're comfortable with Newtonian control.
QUANTUM TRAVEL
Space is vast. Press N to pick a destination — it cycles through the named planets (Mercury → Saturn), then the deep-space Practice Arena and Ranked Arena beacons, shown on the HUD with distance. Or press M to open the Solar Atlas, a top-down map of the whole system — click any planet to set it as your destination at a glance. Then press J to spool the quantum drive: a couple seconds of charge, then you streak across the sector and drop out just short of the destination you chose. Press J again to cancel. Distant targets (Jupiter, Saturn) make for a long, cinematic cruise.
DEEP SPACE & THE BLACK HOLE
Fly far from the core and a depth gauge climbs. The deeper you go, the richer the spoils — rare gold ore veins (credit jackpots) appear and pirates grow tankier with bigger bounties. Risk and reward scale together.
In a remote corner of the system lurks a black hole. Its gravity reaches out roughly 50 km and steepens as you fall in. Cross into the tidal zone (~18 km) and your hull bleeds damage that ramps the deeper you dive; cross the event horizon (~5.5 km) and no hull survives. The game: dive as close as you dare and pull out alive. The Black Hole leaderboard ranks your closest approach.
Tip: dive with a fast hull and a full boost tier — you need the thrust to claw back out against the pull. Commit to a clean line, watch your hull bleed through the tidal zone, and break away before you think you must, not after.
MULTIPLAYER
Other pilots share your sector in real time — you will see their craft and callsigns. Hit Enter to chat; open it any time to scroll back through the session history. The game tracks four leaderboards: Career (top 100 by lifetime credits), Ranked PvP (ranked arena kills), Race (fastest time-trial run), and Black Hole (closest approach to the horizon). Wallet-connected pilots display as callsign plus a shortened wallet address; anonymous Career pilots keep their callsign only. If you later link a wallet, your anonymous progress can be claimed to that wallet and the old anonymous token is retired to prevent duplicate leaderboard rows.
TIPS
- Toggle flight assist (V) off for true Newtonian drift — great for lining up a strafing run, harder to fly.
- Mine ORE for free, then sell it at the Refinery to bootstrap your first upgrades.
- Take delivery contracts (station tab) for guaranteed payouts on routes you're flying anyway.
- Buy a Fighter before you go pirate-hunting; the Hauler can take hits but can't chase.