INDEMNITY RUN

PILOT'S HANDBOOK  ·  AN INFINITE GALAXY IN YOUR POCKET

Welcome, Commander

Nobody built the Indemnity. It has always been here.

Die insured, and it makes you whole again — you wake at port, your death undone.

Whether the pilot who wakes is still you, no one dares ask.

The power behind it: the Underwriter. It covers those who can pay. What it takes in return, nobody knows.

Those who can't pay are the uninsured — they turn pirate, clawing back the cover they lost.

An infinite galaxy. Trade. Fight. Explore. Run.

The Indemnity will cover you…

Title screen
The title screen. CONTINUE restores your saved universe exactly as you left it; NEW GAME rolls a fresh galaxy from a new seed — every playthrough has different stars, worlds, prices and ships.

▶ Watch the full field guide — a ~3-minute narrated run through combat, weapons, mining, a distress rescue, the dashboard, supercruise, docking, the market, shipyard, outfitting, missions, the galaxy chart and its data layers, hyperspace, gadgets, and an elite bounty hunt.

Indemnity Run drops you into an infinite procedurally generated galaxy with 1,000 credits and a random battered starter ship — every commander begins differently: maybe a SKIFF with a worn pulse laser, maybe a DART with a rattly autocannon. Earn the rest. From there, everything is yours to earn: trade between stations, run missions for the three great factions, hunt bounties, scoop salvage from wrecks, refit and upgrade your way up from a junk SKIFF to a BASILISK dreadnought.

The loop at the heart of the game: fly → fight or trade → dock → bank your progress → fit something better → fly further. Docking files your claim and saves the game; die out there and the Underwriter makes you whole — back at your last dock, everything since simply gone. Risk is always yours to choose.

Controls

The Thumby Color has a d-pad, two face buttons (A B), two shoulder buttons (LB RB) and MENU. Flight uses chords: hold a shoulder button to change what the d-pad does.

In flight

InputAction
D-PADPitch & yaw. UP = nose down by default (flight-stick convention) — flip it with INVERT Y in the settings menu
AFire the active weapon
BSwitch to the next mounted weapon
LB hold + LEFT/RIGHTRoll
LB tapCycle target lock (nearest hostile first, then outward). With no hostiles around, locks the nearest salvage canister; with no salvage either, locks the local station (your way home)
LB hold 1.5s (still)Shift target class (AUTO → SALVAGE → ROCKS). Hold without touching the d-pad — rolling keeps it a roll
LB hold + BDump chaff (with a CHAFF pod fitted) — breaks seeker locks
RB hold + BEngage CLOAK (with a CLOAK fitted) — 8 seconds invisible, one charge per launch
A hold/releaseRAILGUN only: hold to charge, release to fire
RB hold + UP/DOWNThrottle up / down
RB tapToggle flight assist (drift mode)
RB double-tapAfterburner boost (2.2 s burn)
LB+RB togetherRequest docking (within 600 m of a station) · engage supercruise to your destination
MENUThe flight dashboard — and the game KEEPS RUNNING under it (see below)

In menus

InputAction
D-PADMove cursor (hold to scroll) / pan maps
ASelect / confirm / drill into details
BSecondary action (sell, unfit, ship details) or back
LBOpen the detail sheet for the highlighted item (outfitting)
MENUBack / close
TIP — Weapons will never fire while a menu button is still held: the game swallows the press until you release, so you can leave any screen without accidentally shooting.

On PC & Android — Xbox controller

Plug in an Xbox controller (or any compatible pad — PlayStation, 8BitDo and the like) and it's detected automatically; on Android the touch controls fade out while it's in use. The analog sticks fly the ship, and the handheld's chords map onto the pad. All three weapons get their own button, so you don't have to cycle in a fight.

ControlIn flight
Left stickPitch & yaw (analog). INVERT Y in settings flips pitch
Right stick ←/→Roll
Right stick ↑/↓Throttle (up = faster, holds)
RTFire the active weapon (hold to charge a railgun)
LTFire your 2nd weapon
RBFire your 3rd weapon
LB holdCycle the active weapon
LB+RBRequest docking (near a station) · engage supercruise
BCycle target lock (hostile → salvage → station)
YShift target class (AUTO → SALVAGE → ROCKS)
XToggle flight assist (drift)
AAfterburner boost
View (Back)Dump chaff (with a CHAFF pod fitted)
L3 (click left stick)Engage cloak (with a CLOAK fitted)
Menu (Start)Open the flight dashboard
ControlIn menus
D-pad / Left stickMove cursor (hold to scroll) / pan maps
ASelect / confirm / drill into details
BBack / secondary action
LB or YInfo — open a detail sheet · cycle the galaxy-chart layers
Menu (Start)Close
TIP — A flight stick / HOTAS works on PC too, and every axis and button is rebindable in SETTINGS → CONTROLLER. A GAMEPAD sensitivity slider there scales the aim.

The HUD

Flight HUD in combat
The cockpit in a fight. A hauler in the lock brackets — its shield and hull bars top-right, your pulse beam connecting, the scanner tracking everything around you.
The flight dashboard
MENU slides up the dashboard — the console parks at the top, still live, over a working mini galaxy chart and system schematic. The game does not stop.

Left panel

Right panel — the four bars

The scanner

The centre disc is the classic Elite radar: you are the middle dot, contacts appear as blips with a vertical stalk showing height above or below your flight plane. Red = hostile, blue = police, green = civilian traffic, brown = asteroids, gold (blinking) = salvage canisters — fast blink means component pod, slow blink commodity cargo. Ships beyond scanner range show as a dim tick on the rim: direction only, no stalk — fly the heading until they resolve.

Combat indicators

Target readout

Locking a target (tap LB) shows who they are — PIRATE, POLICE, CIVILIAN — with their pilot tier beneath, distance and their own S/H bars top-right, plus a box and off-screen arrow in the same faction colour: green for friendlies, blue police, red hostiles. Off screen, an arrowhead points the shortest way to turn — follow it and the target slides into view. Bounty-mission targets show ** MARK **.

Flight Model

The ship flies Newtonian-lite: thrust accelerates you along your nose, and your velocity bleeds toward where you point (with flight assist on). Key systems:

Combat

Pulse laser firing
Pulse fire on a locked hauler. The beam runs from your wing mount to the hull; the readout top-right tracks their shields going down.
Shield impact flash
Their shield soaking it — blue shimmer on every hit until the strip, then sparks turn orange.
A kill
A gauss kill. Explosions burst into fireballs, debris and a shockwave; bigger ships die bigger.

Combat is real-time 3D dogfighting. The flow: lock (tap LB) → close → put the nose on them (follow the turn arrow) → manage heat while you fire → break and re-approach when your shields drop.

Damage model

Pilot tierBehaviourKill bounty
HARMLESSWide lazy turns, poor aim, light weapons25 cr
NOVICESlow reactions, basic loadout80 cr
CAPABLEDecent aim, mixed weapons220 cr
DEADLYTight turns, leads shots, heavy guns600 cr
ELITENear player-grade agility, the best gear1,600 cr
CAREFUL — pirate skill scales with a system's threat level. Anarchy systems breed DEADLY wings; safe democracies rarely spawn more than a NOVICE. Check the system info before you linger.

Reading the fight

The blue zone

Turn authority peaks at half throttle and bleeds to ~60% at full speed — hard turning means slowing down, for you and for every pilot you fight. Position is earned: out-fly someone and their six is yours to keep. Pirates fight at corner speed rather than charging, and fight at the pace their skill allows — a HARMLESS pilot crawls at half his ship's speed (fast means he can't turn), while a DEADLY ace duels at the full envelope. They respond to being tailed by rank — prey runs, CAPABLE pilots jink, a VETERAN will chop his throttle to force you to overshoot (at dead-slow he has full agility — watch the nose whip around), and DEADLY aces mix the chop with scissor breaks. Misjudge a chop and you're the one out front.

Collisions

Space is solid now. Ships, asteroids and the station all carry real contact physics: everything deflects, and a shielded impact costs shield only — hull never pays while the bar is up. Unshielded, the damage splits by size: the skiff comes off far worse than the dreadnought it grazed. Gentle contact under ~10 m/s is a harmless scrape; a boost-speed ram can be lethal — in both directions. Ramming a rock chips ore loose (at crude-blasting yield), and the station only bites when you're flying manually: the docking computer's approach is exempt. NPCs steer around boulders, so belt fights stay fights.

Heat

Every weapon adds heat per shot (the T bar). Past the red line a klaxon sounds; at the top, weapons refuse to fire until things cool. Big lasers and photons run hot; autocannons and missiles barely register. The Gunnery skill reduces all weapon heat.

Homing missiles

Lock a target, switch to HOMING (B), fire. The seeker chases the target you had locked at launch; no lock = flies straight as a dumbfire. The galaxy fights back, by rank: VETERAN+ answers with 1–2 chaff charges first (count the bursts — then your next missile is honest), pirates turn and run from a long shot (the fastest hulls can just outpace a stern chase — fire from closer), and even the committed shot isn't certain: a CAPABLE pilot slips the terminal lock about 1-in-4, an ELITE about half the time. Green pilots never see it coming.

Weapons

Weapon detail sheet
The detail sheet (press LB in outfitting, A in status) shows effective numbers for the exact instance — quality and wear included — with live comparison deltas against your fitted gear (the VS tag top-right names the benchmark: same-type mount if you have one, else your most expensive gun). Green = better, red = worse. LB/RB loop the sheet through everything in the bay without closing it.
All weapon icons
The armoury at a glance — all eighteen weapon families as they appear on the HUD, in outfitting and on status rows, with their slot sizes.
Equipment and gadget icons
Everything else — shield generators and armor plating (tiered Z1–Z3 like weapons), and the nine utility-bay gadgets.

Eighteen weapons. DPS figures are measured on a test rig at device frame rates (every shot hitting, standard quality, real fire pipeline) — charge-up, projectile travel and frame timing are all in the number. Each mount on your hull has a size (Z1–Z3); a weapon fits any slot of its size or larger. Base stats:

WeaponSizeDamageDPSHeat/sVelocityRangeAmmoList price
PULSE-SZ195428hitscan600 menergy600
PULSE-MZ2167234hitscan700 menergy1,800
PULSE-LZ32891 (81 sustained)40hitscan800 menergy4,800
BEAMZ25/tick90 (67 sustained)52hitscan500 menergy2,600
PHOTONZ2346425260 m/s1,100 menergy3,400
GAUSSZ2404571,400 m/s1,700 m24 rds5,200
AUTOCANZ156417750 m/s900 m200 rds900
MISSILEZ145 + 22 m blast502.5220 m/s2,000 m8 rds1,200
HOMINGZ232 + 18 m blast271.8190 m/s, seeks2,600 m10 rds2,800
FLAKZ25 × 30 pellets, airburstburst, not sustained7.71200 m/s, bursts at 200 m300 m60 rds1,600
RAILGUNZ390 (charged)34102,200 m/s2,200 m12 rds7,800
IONZ230 shield / 4 hull67/918340 m/s700 menergy3,000
MINEZ145 + 18 m blast—0.8dropped astern18 m trigger6 rds1,400
TRACTORZ1——6pulls salvage300 menergy800
MININGZ12 (6× vs rocks)2216hitscan350 menergy700
PLASMAZ277024380 m/s700 menergy2,400
BLASTERZ2116620260 m/s, bends700 menergy3,400
P.LANCEZ318 (ignores shields)3215hitscan600 menergy6,400

The armoury — every terminal stocks differently

Each station's outfitting bay carries a seeded subset of the catalogue (4–6 lines), gated by tech level: backwaters sell pulse lasers, autocannons, dumbfires and tractors; T4+ adds flak and mines; T6+ beams, heavy pulses and seekers; T8+ ion blasters; T11+ photons and gauss; railguns are T12+ only. Prices swing ±15% with the local economy — MILITARY worlds sell arms cheapest, agricultural ones mark them up. Gadgets and equipment follow the same economy pricing (fuel scoops T7+, targeting computers T9+, chaff T5+).

And the reason to check every terminal you dock at: ★ featured offers — the occasional non-standard instance (REINFORCED, MILITARY, even PROTOTYPE) sold at its full quality price, starred and gold in the list. Any weapon can appear anywhere, so a frontier terminal might be quietly sitting on the best gauss you'll ever own. High-tech stations feature more often.

Quality & integrity

Every weapon (and equipment item) is an instance with a quality grade and a wear state. Effective damage = base × quality × condition:

GradeTagOutputPrice
SalvagedSLV×0.80cheap, found in wrecks
StandardSTD×1.00regular shop stock
ReinforcedRNF×1.12uncommon drops · featured shop offers
MilitaryMIL×1.22rare drops from aces · rare featured offers
PrototypePRO×1.35the jackpot — wrecks or a lucky terminal

Condition (0–100%) scales output from ×0.6 to ×1.0 — a 70% PROTOTYPE still beats a fresh STANDARD. Repair at any outfitting bay; the Tech skill cuts repair prices.

Affixes — factory modifications

Some instances carry an affix — shown in the name (GAUSS-VN in lists, VENTED GAUSS on the sheet) and folded into every effective stat and the compare deltas. Roughly a fifth of component drops, half of featured shop guns, and the occasional bargain-bin stock line:

AffixTagEffectFound
OVERCLOCKEDOC+18% dmg, +30% heatdrops
VENTEDVN−35% heat, −8% dmgdrops, featured
CALIBRATEDCL+30% rangedrops, featured
RAPIDRP−20% cooldown, −12% dmgdrops
SURPLUSSP−30% price, no catchshop bargain bins
TUNEDTN+10% dmg, no downsidePROTOTYPE drops only

Ammo

Ballistic weapons carry magazines. Rounds persist between fits — no free top-ups. SERVICE is a station facility (next to REFUEL on the services menu, with a live price on the row): restocking charges per round — autocannon 1 cr, gauss 8 cr, missile 35 cr, homing 55 cr. Nothing reloads automatically, so an empty gauss after a hungry patrol is a bill you choose when to pay. Shop weapons come loaded; salvage fits at 40% load.

Equipment — Shields & Armor

Defence works exactly like weapons: your ship has one shield-generator slot and one armor slot, separate from weapon mounts, each holding an instance with size, quality and integrity — plus a utility bay for gadgets (two on ATLAS/BASILISK) and, on the big haulers, a turret hardpoint. Four fit categories, none competing with your guns.

Buying with full slots is fine — if nothing compatible is free, the purchase lands in your hold (TO HOLD toast) and you swap it in from the rack whenever you like. Occupied equipment slots don't force a trade-in of your old unit.

How the numbers combine: your final shield is the hull's SHD base × upgrade tier × generator (quality and integrity) × variant — hull HP works the same with armor. An empty slot multiplies by 0.55, not zero: a bare hull still raises a weak shield from its integral emitters and keeps the base 3/s regen. So generators and armor are amplifiers on the hull's bones — a big-SHD hull with a PROTOTYPE generator (×1.65) compounds; and a generator smashed to 0% by a critical hit is worse than none: 0.6× capacity and no regen at all until repaired.

List prices: shields 1,400 cr (Z1) / 2,800 (Z2) / 5,040 (Z3); armor 1,100 / 2,200 / 3,960 — times quality and variant. Trading in your old unit returns ~40% of its value.

Variants — equipment with character

Each station's equipment rack sells a seeded variant per tier, and salvaged gear rolls them randomly. Elite pirates fly them too — a BULWARK wall fights differently from a REGEN skirmisher:

ShieldBehaviourArmorBehaviour
STANDARDbaselineSTANDARDbaseline
REGENcap ×0.7, recharge ×2.4, 2 s delayREACTIVE−50% missile/blast damage
BULWARKcap ×1.5, recharge ×0.4ABLATIVE+35% HP, wears 3× faster
PHASEcap ×0.85, 15% of hits pass throughCOMPOSITE−15% HP, +8% speed & turn

Wear is real now: every hull hit chips your armor's integrity; every shield collapse chips the generator. Battle-worn protection under-performs until repaired — the Tech skill keeps the bills down.

Utility gadgets

Utility bays vary by frame and roll: couriers carry one, mid-class hulls 2–4, the big haulers 3–4 — the spec sheet's UTIL row tells you what an individual ship offers. Gadgets fit there, never competing with guns or protection:

GadgetEffectPrice
HEATSINK−25% weapon heat2,200
SCANNER+radar range 400 → 700 m1,500
AB TANKboost burn 2.2 → 4.0 s1,800
FUELSCOOPskim close to a star in supercruise for free fuel — every ship heats near a star; past redline the hull burns (T7+ shops)2,600
TARGETCOMP+40% seeker agility + a lead pip for ballistic guns: put the cross on the pip and the rounds connect (T9+)3,400
CLOAKRB+B: 8 seconds invisible — every lock drops, seekers go blind, pirates lose you beyond knife range. Firing breaks it; heat climbs the whole time. One charge per launch, recharged in dock (T9+)5,800
MANIFESTHold a lock on a civilian for 2.5 s within 350 m and its cargo manifest reads out — case the job before you commit to it (T7+)2,200
RPR DRONEan R2 unit in the bay: slowly patches your hull in flight (~1 HP/s), then works through damaged systems one at a time — given enough time, a critted mount comes back online mid-fight. Watch the DRONE: toasts (T10+)3,600
CHAFFLB+B dumps chaff: every seeker tracking you goes blind. 4 charges, 20 cr each at SERVICE (T5+)1,200

The turret hardpoint

MULE, ATLAS and BASILISK carry an auto-turret bay: fit any Z1 weapon from your rack (outfitting → TURRET row) and it fires itself at your locked target — full sphere coverage, 60% damage, slower cycle, energy-fed. Haulers stop being helpless, and the BASILISK becomes a broadside ship. Watch for turrets on large pirate ships too.

Salvage & Loot

Destroyed ships spill canisters; better pilots drop better gear. Some sites also hold derelict debris fields — loot floating free, most often at beacons and planets in dangerous space.

The rack

Scooped components go to your salvage rack (size varies by ship — a REAVER carries 7, an ATLAS 10, a DART just 2). From outfitting you can press A on any item for its action menu: REPAIR / SWAP / UNFIT / SELL for fitted gear, FIT-or-SWAP / REPAIR / SELL for hold items (sell pays 35–65% of list by condition). SWAP is an explicit 1-for-1 exchange — a picker names the counterpart before anything moves, and it needs no free hold space. Magazines travel with the gun: a part-fired weapon swapped to the hold and back keeps its round count (no free reloads — SERVICE is where ammunition comes from). The component rack is its own stowage — racked gear never takes trade cargo space.

Outfitting action menu
The action menu. A on any item — repair what's worn, swap explicitly, unfit to the hold, or sell. Nothing moves without your say-so.
THE MERCENARY LOOP — kill an ace, scoop his MILITARY gauss at 45%, repair it for a fraction of its price, and either fit it or flip it for profit. Tech skill makes refurbishing a business.

Travel

System map
The system map (dashboard → SYSTEM): schematic orbits with the selected body highlighted, every planet and station. The scan strip at the bottom reads out the cursor's target: economy and tech for stations, world type for planets, whether a mining BELT! orbits there (certain — belts are permanent), police presence, and live pirate/salvage odds — including the extra heat your own contraband adds. Pick a destination and engage.
Arriving at a planet
Arrival. Supercruise auto-drops you 1.2 Mm out; planets fill the sky on approach.
Supercruise HUD
Supercruise. Destination, distance and an ETA that accounts for the deceleration schedule. Space dust streams past to sell the speed.

Supercruise

In-system distances are measured in megametres (1 Mm = 1,000 km) — normal engines would take days. Supercruise compresses the trip: speed builds from a 2 Mm/s floor toward a 12,000 Mm/s ceiling, then the drive brakes you automatically on approach. The HUD ETA models the full accelerate-cruise-brake envelope. Throttle still works — ease off to fine-tune an approach. B drops you out anywhere mid-flight.

Hyperspace

Hyperspace
The jump. Face your departure star as you engage and watch the whole system shrink away as the drive spools; starlines build into the tunnel — arrival is at the destination's nav beacon.

Jumps between stars cost fuel equal to the distance (tank: 30 ly, refill at stations) and are limited by your hull's jump range — bigger, costlier ships reach further (SKIFF 6.5 ly → BASILISK 12.5 ly). The galaxy literally opens up as you upgrade: sparse sectors and remote high-tech yards need long legs to reach.

The Galaxy

Galaxy chart
The galaxy chart. Stars in their true spectral colours, nebula fields, your jump-range ring. Tap a direction to snap to the next star (hold to scroll); red diamonds pulse on mission objectives. RB cycles the data layers below; A opens a system's survey sheet, and A again commits the jump.
Chart data layers
The data layers (RB). THREAT: every star green→red by danger — the pirate geography at a glance. FACTION: territory by empire (COA/DOM/FRE) for planning rep routes. ECONOMY: one hue per trade type, keyed Ag·In·Hi·Ex·Re·To·Mi·Sv; white = mixed ports (the survey has the split), near-dark = no stations. Trade routes show as colour pairs — green farms beside orange industry is money.
System survey sheet
The survey sheet. Star class, government, threat, faction, planets and every station with its economy and tech level — full intel before you burn the fuel.

The galaxy is infinite and deterministic: every star, planet, economy and pirate derives from your save's galaxy seed. Fly 10,000 light-years in any direction and there's always more.

Star classes

ClassColourShareCharacter
Mred dwarf40%dim, tight habitable zones
Korange22%modest systems
Gyellow16%sun-like, good odds of temperate worlds
Fyellow-white10%bright, wide zones
Awhite8%big and brilliant (glow on the chart)
Bblue-white4%giants — spectacular up close

Systems hold 0–7 planets — lava, rock, ice, ocean, gas giants (some ringed) and rare earthlike worlds, placed by orbital temperature. Stations orbit the better real estate.

Government, threat & factions

A system's government is its character: it sets the policing, the markets, and (with some local variation) the threat level. Read it on the survey sheet before you jump.

GovernmentBase threatPoliceBlack marketWhat it's for
ANARCHY3 (2–4)noneyesSelling contraband and stolen goods; bounty hunting the pirate wings that infest it. No law means no fines — and no protection.
FEUDAL2 (1–3)noneyesThe milder smuggler's port — black market with slightly fewer teeth outside.
DICTATORSHIP2 (1–3)nonenoRough space without the black-market payoff; cross it for cull missions.
CONFEDERACY1 (0–2)1 patrolnoThe frontier of lawful space — a patrol at the station, calm-ish lanes.
DEMOCRACY1 (0–2)2 patrolsnoSafe trading. Carrying contraband here is asking to be scanned.
CORPORATE1 (0–2)2 patrolsnoThe safest, richest space — high-tech stations cluster here.

Threat (0–4) is the number that does the work — government sets the base, each system rolls ±1:

Stations are patrolled ground everywhere (pirate odds ~25% on arrival vs ~55% at beacons and planets) — but only lawful governments post actual police.

The three factions carve the galaxy into great sector blobs — the COALITION, the DOMINION and the FREEHOLDS. Which one owns a system matters for one thing: reputation (−100…+100 with each):

Reading the market

Prices are coloured against the galactic base: green buy price = this station sells it cheap (producers — fill your hold), gold sell price = they pay over the odds (consumers — empty it). The money is in the expensive manufactured goods: computers, electronics and luxuries swing 50–130 cr a unit between the right ports; bulk staples like food and water are filler, not freight. Tech level tilts it further — high-tech ports make manufactured goods cheaper still.

Smuggling pays through the spread: narcotics bought at a military port and fenced at a tourism station in lawless space clear 80–100 cr a unit at book prices — the premium is for the risk: scans, ambush heat, and the fine if you're flagged.

What each economy trades

Every economy type produces some goods cheap and pays over the odds for others — the spreads below are against galactic base price (the market's cyan/gold colours show the same thing at the counter):

EconomySells cheap (buy here)Pays dear (sell here)
AGRICULTUREFood −35%, Liquor −25%, Textiles −20%, Water −15%Computers +30%, Electronics +25%, Machinery +20%
INDUSTRIALMachinery −30%, Tools −20%, Electronics −15%Minerals +25%, Food +25%, Metals +20%
HIGH TECHComputers −35%, Electronics −30%, Medicine −15%Slaves +20%, Minerals +20%, Food +20%
EXTRACTIONMinerals −35%, Metals −25%, Rare gems −20%Food +30%, Water +20%, Computers +20%
REFINERYAlloys −30%, Metals −20%, Fuelcells −15%Food +20%, Minerals +15%
TOURISMLuxuries −20%, Liquor −10% (the duty-free strip)Narcotics +25%, Contraband +20%, Weapons +15%, Gems +15%
MILITARYWeapons −25%, Narcotics −10% (confiscated stock)Food +20%, Liquor +15%
SERVICEnothing notablesmall premiums on most — a place to top up, not to trade

The classic circuits fall out of the table: high-tech goods to farms and mines (computers/electronics out, food/minerals back), military surplus weapons to tourist traps, and for smugglers, vice into tourism ports — they pay the galaxy's best prices for narcotics, but only black-market systems will fence what you bring back.

Where the danger and the loot are

Hostiles and salvage both spawn when you arrive somewhere — a hyperspace arrival or a supercruise drop at a beacon, planet or station. What you find is driven by the system's threat level (0–4, mostly set by government) and where you parked:

CONTRABAND HEAT — carrying illegal cargo (narcotics, weapons, slaves, contraband) marks you: every unit in the hold raises your ambush odds at arrival (up to near-certainty with a serious load), and five or more units brings a bigger wing. Smuggling pays precisely because the back half of the run is the hard part — fit guns or fit speed before you load up.

Trading

Market
The market. Buy and sell prices per good; A buys, B sells. Illegal goods only appear where there's a black market.

Twenty commodities. Each station's economy type (Agricultural, Industrial, High-Tech, Extraction, Refinery, Tourism, Military, Service) biases prices: producers sell cheap, consumers pay dear. Tech level and a per-station jitter move prices further.

GoodGalactic avgGoodGalactic avg
WATER4ALLOYS70
FOOD8MACHINERY95
HYDROGEN10ELECTRONIC140
TEXTILES12LUXURIES180
FUELCELLS18COMPUTERS220
MINERALS25RARE GEMS400
LIQUOR35NARCOTICS320 ⚠
METALS45WEAPONS150 ⚠
TOOLS55SLAVES90 ⚠
MEDICINE60CONTRABAND65 ⚠

⚠ illegal — tradeable only at black markets (Anarchy/Feudal systems), at juicy margins — and carrying them paints a target on you (see contraband heat): more ambushes, bigger wings, all the way to your buyer.

THE TRADER'S LOOP — find an Agricultural station (cheap FOOD/LIQUOR) near an Industrial or High-Tech one (pays dearly for them, sells cheap COMPUTERS/MACHINERY for the return leg). A big-hold hauler turns that circle into a money pump — an ATLAS moving 200 units at +8 cr margin banks over a thousand per leg. The Trading skill discounts everything you buy.

Stations & Docking

Station services
Station services, with the station itself turning in the pane — here a ring station with hub and spokes. Structures are procedurally grown from six core archetypes plus habitat pods, lit window decks, solar wings and antennae; no two alike.
Status from station
Ship status is available everywhere — at dock and from the flight dashboard.
Station archetypes
A sampling of the live mix. The six archetypes — ring wheels, spindle towers, cross trusses, stack disc-towers, mined asteroid ports and open gyro-ring frames — each roll their own size, segment count, window decks and add-on kits, so a station is recognisable by family yet unique by hull. The lit docking aperture always faces the approach.

To dock: fly within 600 m of a station and press LB+RB. The docking computer takes over and glides you in. On arrival, the station:

Services: MARKET (trade), SHIPYARD (hulls), OUTFITTING (the armoury — stock varies per terminal — plus equipment, repairs, salvage), MISSIONS (the board), BAR (rumours and local colour), STATUS, REFUEL and SERVICE — magazines refilled and hull damage patched (~2 cr per point, cheaper with Tech skill) in one bill, live price on the menu.

Ships & the Shipyard

Shipyard
A dockyard. Five ships in stock, each rendered live — and a blue sixth row: your own ship, on the pad and in the comparison cycle (shown here). B opens the full spec sheet, every stat coloured against your current ship: green better, red worse, grey matching (TIER and GUNS compare totals across slots). A yard reads in seconds.
Spec sheet compare colours
A SKIFF pilot reads a DART: speed, handling and hull all green, cargo red, jump range amber — a courier's bargain, laid bare while the hull turns on the pad.

What every ship stat means

StatMeaning
SPDTop speed in m/s under flight assist. Boost runs ~50% over it for 2.2 s (4 s with an AB TANK).
ACCAcceleration — how fast you reach SPD and how crisply you brake. The dogfighter's hidden stat.
TRNTurn rate in radians/second. 2.0+ turns inside most pirates; under 1.4 you fly like a freighter (you are one).
CRGCargo hold in tonnes — trade goods and scooped ore. Salvage components live in the separate rack.
JMPHyperspace range in light-years per jump, fuel permitting (the tank holds 30 ly for every hull).
HULHull hitpoints — the orange bar. What's left when shields fall; critical hits land while it's taking damage. Patched at the SERVICE desk, or slowly by a repair drone.
SHDShield capacity — the blue bar. Regenerates after a delay out of fire; collapse leaves the hull (and your systems) bare.
TIERS#/H# — the maximum shield and hull upgrade tier the frame accepts at outfitting (each tier multiplies the base stat).
GUNS / SLWeapon mounts by size: Z1 light / Z2 medium / Z3 heavy. A weapon fits any slot its size or larger. In yard footers SL lists the sizes as digits (SL11 = two Z1 mounts).
Ship status
Your ship, dimmed behind the full status sheet: mounts, shield/armor, gadget bays, turret, rack, cargo, skills, fuel — every line drills into a detail sheet with A.

Every dockyard stocks its own selection. A station rolls five ships from its seed — class, look and name (like SPARROW-K4) are all unique to that yard. The same class re-rolled elsewhere looks different. Ship hunting is a real reason to explore; high-tech yards stock the big classes.

ClassPriceSpeedCargoJumpMountsRackRole
SKIFF90085126.5 lyZ13where everyone starts
DART3,20015047.0Z22courier — speed is the cargo
PACK MULE7,00080487.5Z16first real freighter
SPARROW8,500120168.0Z2 Z14fight + carry workhorse
VIPER16,000135108.5Z2 Z23pure interceptor
MULE21,00070969.0Z2 Z18serious trading
REAVER24,000125249.5Z2 Z2 Z17the salvager-raider
MAULER42,0001101810.0Z3 Z2 Z25gun platform
ATLAS58,0006020011.0Z2 Z210a flying warehouse
BASILISK130,000956012.5Z3 Z3 Z28the endgame warship

Trading in your current hull returns 70% of its list price. Mounted weapons migrate with you where they fit; the rest go to the rack (or are sold at salvage rates if there's no room). Equipment over the new frame's tier cap steps down a tier.

Ship designs

Every hull in the galaxy is procedurally generated — there is no fixed catalogue. A ship is a class (its stats) plus a look grown from a seed: fuselage, wings, fins, mandibles, cockpit, engine glow, the lot. Each NEW GAME rolls a different universe of designs; within it, every dockyard builds its own unique stock (no two yards sell the same ship), and pirate wings wear the local style of the system that built them. Every hull is also an individual: stats roll around the class book values (speed/handling ±8%, hull and shields ±10%, cargo ±15%), weapon-slot layouts vary (a bonus Z1 here, an upsized mount there), utility bays run 1 on the couriers, 2–4 on the mids, 3–4 on the big haulers — and used ships arrive with a rolled kit of part-worn guns. Read the spec sheet: shopping is a treasure hunt, and a hot-rolled lemon-priced hull is out there.

Hull classes SKIFF to REAVER
SKIFF–REAVER — four generated examples of each; samples, not the catalogue.
Hull classes MAULER to BASILISK
MAULER–BASILISK. Pirate wings share a local style per system; dockyards stock unique ships.

Missions, Bounties & Reputation

Mission board
The board. Offers refresh every visit. The faction and pay scale with your reputation in this space.
Mission log
Your log holds up to four active contracts.
TypeWhat it asksPay
DELIVERYHaul N units of a good to a named station (cargo is handed to you — you need the hold space)distance + cargo value based
CULLDestroy N pirates, anywhere~320 cr per head
BOUNTYKill a marked pilot waiting at a named system's nav beacon600–6,500 cr by tier

Bounty hunting, step by step

  1. Take a contract sized to your ship: EASY MARK (600 cr) up to ACE MARK (6,500 cr — brings an escort, flies a heavy hull).
  2. Open the galaxy chart: the hunt system pulses as a red diamond. Jump there.
  3. You arrive at the nav beacon — BOUNTY MARK DETECTED. Lock with LB; the mark shows ** MARK **.
  4. Kill it, then dock anywhere to collect (and bank the save).

Completed missions pay at the next dock and add reputation with the local faction (+8 bounty, +4 others). Rep boosts all future rewards in that faction's space — a +50 standing pays +20% on everything.

Encounters & Hails

An incoming hail
An incoming hail. A portrait, a situation, and a few ways to answer it — each with its own price and its own payoff. The galaxy talks back.
A bar encounter
The bar. Buy a round, hear a rumour, and sometimes the stranger across the table is the start of something — recurring faces carry their own threads.

The galaxy is full of voices, and most of them want something. Docking, drinking in the BAR, boarding a derelict, or just arriving in a system can trigger a hail: a portrait, a situation, and two to four choices. Every choice has a consequence — credits, cargo, fuel, faction reputation, a mark on your record, sometimes salvaged gear pressed into your rack, and sometimes a trap that drops you straight into a fight.

Outcomes never hide: every hail you answer prints an aftermath receipt — exactly what changed, line by line, before you look away. And choices are stable per visit: the dice are rolled when you arrive, so leaving and re-docking won't reshuffle them. Decide like it counts, Commander — because it does.

The Database & Lore

The DATABASE
The DATABASE. Fragments you've turned up out there, filed and re-read at leisure. Each one a thread; together, a shape.

The DATABASE on the station home menu collects the lore fragments you unlock through encounters — a ledger entry bought from a prospector, a name read off a memorial, a manifest pulled from a cold hull. Most pilots never read past the first.

What they spell out, slowly, is the Indemnity itself: the insurance institution that quietly underwrites the whole galaxy — every docking fee, every fuel tithe, every fine routing a fraction to an account no audit can follow. It covers those who can pay. And it is whispered, in the bars of lawless space, that it does more than pay out — that it recreates the lost.

The fragments arrive out of order and in pieces. Collect them, and the shape of the thing comes clear. We won't spoil it for you here, Commander — that's the point of the file.

Faction Wars

A war contract offer
A war contract. Offered only near a front, only to a pilot the faction has come to trust — and only as deep into the ladder as your loyalty has climbed.
A live faction battle
The battle. Your side's fighters against theirs, ranks blended, the beacon a knot of tracer fire. Tip the balance and the zone is yours.

The three great factions — the COALITION, the DOMINION and the FREEHOLDS — hold territory across the galaxy, and where their borders meet, systems turn CONTESTED. Stations near a front offer WAR contracts — but they don't hand war work to strangers. You must first earn reputation 2+ with that faction; only then does the recruiter open the board.

Signing one means fighting for that faction — you are taking a side. Win, and your standing rises with them and falls with the enemy. Contracts come in five intensities, named for the enemy rank you will face, and the ladder unlocks as your loyalty climbs (roughly one tier per five points of standing — the top war wants a true ally):

ContractEnemyPayUnlocks at
VOIDRAT WARgreen grunts2.0–2.8krep 2+
ROGUE WARblooded3.2–4.4krep 5+
MARAUDER WARhardened5.0–6.8krep 10+
REAVER WARveterans7.5–10krep 15+
ELITE WARaces19–22krep 20+

Accept one, fly to the contested system's nav beacon, and you drop into a live battle: your faction's fighters against the enemy's, already underway. The ranks blend — not a wall of aces, but a spread topping out at the contract's tier, with a single leader a notch above. You are one ship tipping a balance, not a lone hero clearing a galaxy.

Allied kills count too — the contract is won when the enemy force is dead, whoever lands the shot. The whole force spawns on arrival; there are no reinforcements, so clear them and the zone is yours. Win and you're paid (war work pays loyalty back at double the usual rate): your standing climbs with your side and sinks with the enemy you bled.

PICK A SIDE — a war contract is a declaration. Fight enough for one faction and the other remembers it at their docks. Build your standing where you mean to make a home, Commander.

Pilot Skills

Four skills level from what you actually do (thresholds at 2, 5, 10, 18, 30, 50, 80, 120, 170 XP — ten levels):

SkillXP fromEach level gives
GUNNERYkills, combat missions−2.5% weapon heat
TRADINGprofitable trades, deliveries−1.2% on all purchases
TECHscooping & repairing components−5% repair costs
PILOTINGflying — boosts, docks, jumps+2% turn rate

A maxed Tech rating halves your refurbishing costs — the heart of the salvage business. Check your levels any time in SHIP STATUS.

The Law

Lawful systems (Confederacy and up) post police Vipers — pale blue on the scanner, POLICE on the lock — patrolling station space. They ignore clean pilots.

The Flight Dashboard

MENU slides the dashboard up over the cockpit — and the game plays on underneath — the strip at the top is a live mini-HUD (scanner blips, shield/hull/heat/fuel) so you can watch trouble closing while you work. Pick a region with the d-pad — GALAXY, SYSTEM, STATUS, SETTINGS — and A expands it; the sim keeps running inside those screens too. SETTINGS holds invert-Y, the FPS readout, and VOLUME / BRIGHTNESS sliders (left/right to adjust) — shared with the ThumbyOne lobby, so set once, applies everywhere. B or MENU returns to the stick at any moment.

The flight dashboard
Left: the console mid-slide — the real dashboard (scanner still live) rides up the screen as the instrument panels come into view: a working mini galaxy chart with your jump ring, the system schematic with your anchor marked, and the STATUS / SETTINGS buttons. Right: the cockpit with the three-row left panel — speed, kill tally, and chaff up by the weapon readout.

There is no safety net: choosing a supercruise destination or a jump target mid-dogfight is a race against the pilots shooting at you. Escapes are decisions, not pauses.

Civilian Traffic & Distress Calls

Green blips are civilians — mining vessels working the belts (watch their amber chip-beams) and cargo haulers on slow lanes near stations. They're armed, barely. Attacking one flags you an OFFENDER and it will fight back; destroying one makes you a FUGITIVE, and its spilled cargo is stolen goods — contraband, black-market only, with all the police-scan and pirate heat that implies. Piracy pays, then it costs.

A civilian under lock
Friend-or-foe colours. A locked civilian hauler wears green — readout, brackets and off-screen arrow alike. Police wear blue; red means hostile (or a friend you've made one).

Some planets and beacons in dangerous systems show DISTRESS CALL! on the system map (a red ! in the list). Arrive and you'll find a civilian under pirate attack — the wing fights them until you put a shot in, then it turns on you. Kill the pirates while the victim survives and the hail comes with a reward: credits scaled to the danger, plus local faction reputation. Dither, and you'll watch them die.

Mining

An asteroid belt
A belt up close — rocks cluster in one part of the sky (boulders up to ~40 m), so a belt is something you can SEE and fly to. The prospector lock is on the top-left rock.

Asteroid fields drift near beacons and planets — thick and frequent in EXTRACTION and REFINERY systems (the rocks are dim brown on the scanner). Fit a MINING laser (Z1, 700 cr, every armoury) and chip them: every 24 damage of chipping spills an ore canister — minerals, metals, and a 6% chance of RARE GEMS (400 cr a unit) — and cracking a rock open spills a final bonus. Every weapon damages rocks — shells, slugs and missiles included, and rocks block shots (cover!) — but crude blasting vaporizes most of the ore: standard weapons recover under half per chip. The MINING laser recovers everything, many times faster — though against ship hulls it's an industrial cutter, not a gun — rocks are finite, so the tool roughly doubles what a belt is worth.

Finding the rocks: tap LB with no hostiles or salvage about and the lock cycles to the nearest belt rock — or hold LB for 1.5 seconds (held still, not rolling) to force the target class (TGT: AUTO → SALVAGE → ROCKS) and mine straight through floating loot, or hunt salvage mid-fight. Single taps keep cycling within the chosen class — combat never steps you through a belt. The filter resets to AUTO at each new site — amber corner ticks with a ROCK 485M readout when it's in frame, an amber edge arrow pointing the way when it isn't. Rocks also show as dim brown blips on the scanner disc once you're close. Scoop the ore like any salvage (it counts toward Tech XP) and sell at market — Industrial and High-Tech stations pay best for raw materials. One warning: ore in space attracts vultures. Work a field long enough — sooner in dangerous systems — and you'll hear PIRATES INBOUND. Mine fast, scoop faster, or bring guns.

Combat Rank

Every kill counts toward the classic ladder (shown in SHIP STATUS, with a fanfare on promotion):

KillsRankKillsRankKillsRank
0HARMLESS25AVERAGE150DANGEROUS
5MOSTLY HARMLESS50ABOVE AVERAGE250DEADLY
12POOR90COMPETENT400ELITE

Critical Hits

Once a ship's shields are down, hull hits can smash systems — rare and heavy, with big blows (gauss, photon) far likelier to crit than pulse ticks. Your systems take −40 integrity a crit; at zero they're OFFLINE until repaired at a dock: a dead mount won't fire, a smashed shield generator stops regenerating entirely, a wrecked targeting computer loses its lead pip, a jammed chaff launcher won't answer. Engine crits cut your speed and turning 40% for the rest of the fight — dock technicians fix engines on arrival; everything else costs credits.

It cuts both ways: THEIR WEAPON HIT! means a pirate mount is dead, their shield regen can be silenced, their targeting scrambled, their engines crippled — and a fully disarmed pirate turns and runs. Chase it for a free kill, or let it carry the story home. Fights end in more states than "dead".

Death & Saves

GOLDEN RULE — made money? Dock. The five minutes of swagger between a big score and the station pad is where fortunes vanish.

That much is the standard policy — die insured and the Underwriter re-issues you at your last dock, the loss undone. It is the deal every pilot flies on, and most never question it. But a policy has terms, and somewhere out there the fine print is still being read. What the Indemnity restores, and to whom, may not stay so simple for the length of a long campaign. Read the DATABASE when it fills, Commander — before it reads you.

Flying Your Ship — techniques and equipment in practice

Fuel scooping

Fit a FUELSCOOP (T7+ bays, ~2,600 cr), then in supercruise just point the nose at the sun and close in until it dominates the screen. Inside roughly 4.5× the star's radius the scoop runs by itself — there's no button. You'll see a pulsing SCOOPING 14.2 LY toast counting your fuel up and the F bar refilling at 1.6 LY/s (empty to full in ~19 s). The price is star heat: every ship (scoop or not) heats inside ~6 star radii, faster the deeper you go — past the klaxon your weapons cut out, and at the redline HULL BURNING! means exactly that: 5 hull/s until you pull away or die in the corona. Skim in passes: dive, fill, run. It pays for itself in about seven tanks, but its real value is crossing station-less systems without stranding.

Railgun charge

The railgun doesn't fire on press — select it with B, then hold A to charge. Four rising tones sound and the reticle brackets close inward as it builds; at full charge (0.8 s) they snap bright white — release on that cue for the crack-and-sing report and 90 damage down a thick helix wake. Releasing early simply cancels: nothing fires, no ammo is spent.

Chaff

With a CHAFF pod fitted (T5+), the moment ! INCOMING ! flashes and the two-beep alarm sounds, hold LB and tap B. A white burst blooms behind your ship with a sharp hiss, the toast confirms CHAFF! 2 LOCKS BROKEN, and the C# counter on the dash ticks down. Blinded missiles don't vanish — they fly straight along their last heading, so step off that line. Four charges; SERVICE refills them at 20 cr each.

Tractor beam — two tools

Grappling a ship: lock a hostile (LB), close inside 300 m, select TRACTOR, hold A. A gold beam connects and shimmer dances on their hull — their speed bleeds away to a stop in ~1 s and their drives drag while you hold. Prey bigger than ~1.3× your hull barely feels it. The play: grapple, B to your gun, execute before they recover.

Reeling salvage: with no hostiles, LB locks the nearest canister (gold brackets) — hold A and watch the distance readout tick down as it's dragged to you at 26 m/s. Scoop fires automatically at 22 m.

Drift mode (flight assist off)

Tap RB and the DR light appears: your nose now turns without changing your velocity. The classic use is the strafe-by — build speed toward a target, tap RB, and turn freely: you keep sliding on the old vector while your guns track sideways across the pass. Tap RB again to re-couple and the ship leans back onto the nose. You can read the state off the bars: in drift, SP stops chasing TH.

The auto-turret (MULE / ATLAS / BASILISK)

Arming it is the non-obvious part: the turret feeds from your rack, so first get any Z1 weapon onto it (buy one, or unfit one with B), then select the TURRET row in outfitting and press A — "TURRET ARMED". From then on locking is the trigger: whenever your locked target is in range the turret fires by itself, and you'll hear its quieter report and see tracers leaving your ship at angles your nose isn't pointing. Full-sphere coverage, 60% damage, energy-fed — it never spends ammo. No lock, no turret.

The ion play

Fit ION alongside a kinetic gun and open every fight with the ion: as long as you see blue shimmer on the target, their shield is still soaking it. The moment the shield strips they're SCRAMBLED — blue arcs crawl on their hull and they can't shoot for 2.5 s. That's your window: B to the kinetic and unload into bare hull, orange sparks confirming every round counts.

Defensively: when YOUR shield breaks to ion fire you'll hear the klaxon and see SYSTEMS SCRAMBLED — your trigger is dead. Don't line up a shot; evade until it clears.

Mine laying

Select MINE and tap A: it drops astern with a soft clunk, drifts to a stop, and arms — you'll see its red light blinking behind you. Anything that comes within 18 m takes a 45-damage blast (it knows its owner; you can't trip your own). Best used while running: drop two or three in your wake through a pursuer's line and listen for the detonations. Unspent mines self-destruct after 25 s.

Wear, repair & the refurbish business

Combat wears your gear: every hull hit chips armor integrity, every shield collapse chips the generator, firing doesn't wear guns but salvaged ones arrive pre-worn. Integrity scales output (×0.6 at zero) — check the % on every status row. Repair in outfitting (A on the row; cost scales with damage and the item's value; Tech skill −5%/level).

The business: a MILITARY gauss scooped at 45% sells for a fraction of its value — repair it first and the sale price rises with integrity. Repair-then-sell beats sell-as-is whenever your Tech level keeps the repair under the value gained. That margin IS the salvage profession.

The lock chain

LB locks, in priority order: nearest hostile (red box, lock chirp) → no hostiles? nearest salvage (gold brackets + distance) → no salvage? the local station (cyan diamond, STN distance) — your compass home when you've drifted off the dock. Tap again to cycle outward through hostiles.

Boost

Double-tap RB: the BS light comes on, the engine note swells, and you get 1.8× speed for 2.2 s (4 s with an AB TANK fitted) — watch the SP needle push past the bar's normal range. One burn at a time; it must expire before the next.

Docking

Fly to a station (lock it via the chain above if you've lost it), kill your speed inside 600 m, and press LB+RB together. The docking computer takes the stick — hands off — and glides you in over a couple of seconds. On the pad, two things happen automatically: completed missions pay out, and the game saves. Everything else is a choice you pay for — REPAIR, SERVICE and REFUEL are priced line items in the services menu.

Quick-start: your first hour

  1. Take your starter ship to the local station (it's on the scanner; LB+RB in close to engage supercruise toward it, the same chord under 600 m requests docking).
  2. Check the MARKET — buy whatever's cheap that a neighbour wants. Grab a DELIVERY or EASY MARK from the board.
  3. Work the loop: deliveries + kill bounties + scooped loot. Sell salvage you can't use.
  4. First big purchase: a SPARROW (8,500) — fights and hauls. Or a PACK MULE if the trading bug bit you.
  5. Fit a shield upgrade before you fit a bigger gun. Staying alive earns more than alpha damage.
  6. Watch the chart for High-Tech systems — their yards stock the serious hardware.