Welcome to the Ship Owner’s Manual! This guide is a reference for crewmembers who are still unaccustomed to the operations aboard a starship. It covers topics such as class roles, the specific functions of each ship system, and basic strategies to employ when faced with combat or other confrontations. Any keys and buttons mentioned in this guide are based on the “Default Bindings”.

DEV NOTES: Are notes that inform about potential features that are not yet implemented.

UPDATED: When you see green text, it means the information above has been updated!

General Controls

Movement - WASD
Look around - Mouse
Unlock cursor control - Space bar
Use Personal Flight Pack - Double-tab Space bar and hold.
Interact with switches or screens - Left Click
Interact with control station / piloting console - R
Picking up an Item or Entering and exiting a station or structure - R
Swap equipment - 1, 2, 3, 4, 5, 6
Use item / equipment - Left Click
Enter message into chat box - Enter
Use Flashlight - F
Open / Close Starmap - M
Open / Close TAB menu - tab key
Escape menu - Esc

Class Overview

Many starships consist of a five person crew, each assuming an essential role onboard the ship. Teamwork and coordination are of the utmost importance when embarking on a mission, and can make the difference between success and failure. As such, all crewmembers must be prepared to perform their individual tasks, follow directives from their captain, and even fill the roles of other crewmembers if they should become incapacitated.

The Captain holds a position of leadership. His or her word should be considered absolute, as the Captain’s orders are often necessary to coordinate and support the roles of every other class. Click here to learn more.

The Pilot controls the movement and rotation of the ship itself: dodging enemy fire, positioning the ship to allow turrets to fire clear shots, as well as aligning the ship to warp to new sectors. Click here to learn more.

The Engineer manages the ship’s reactor, facilitates power allocation to the various systems, and repairs any damage inflicted to those systems. Click here to learn more.

The Scientist oversees use of the ship’s programs and viruses, as well as sensors. He or she may scan for potential hidden objects in a sector and view acquired information about other vessels’ statuses and components. Click here to learn more.

The Weapons Specialist wields an arsenal of powerful weapons in order to ensure the survival of the ship and its crew within combat situations. He or she has access to advanced turrets, missiles, as well as the occasional nuclear device. Click here to learn more.

General HUD

The general HUD elements give each crewmember a quick understanding of the condition of the ship, as well as other ships that lie within range of their sensors.

Top right of the screen - This information pertains to all ships within sensor range, including the ship you are currently on. The name of your vessel is highlighted with a blue box. The currently targeted ship is highlighted with a red box.

To the right of the vessel’s name, there are two bars. The top bar represents the total percentage of that vessel’s shields. The lower bar represents the hull. When damage is dealt the bars will drain from left to right.


The colored box to the right of the ship name illustrates the ship’s current alert level:

Green - No current threat to the ship.
Yellow - Potential threat. Caution is advised.
Red - Imminent or ongoing danger to the ship and crewmembers.

To the left of the screen, players can see their HP. If health is depleted to zero, it will result in death. O2 indicates the amount of oxygen in a player’s environment. If this value reaches zero, the player will begin to suffocate, depleting HP.

The round icon represents the amount of fuel for your character's personal flight pack. The tank depletes and replenishes itself fairly quickly. The flight pack is used to help navigate difficult surroundings.

The bottom left of the screen is the chat box. Press ENTER to begin typing a message, and press ENTER again to send your message to other players. AI bots and automatic messages from the ship itself will occasionally use the chatbox to provide information to the crew.


The bottom right of the screen will display the current version of the game. It will also name the item you currently have equipped. If that item is a weapon, it will display the current charge.

The TAB Menu


By pressing TAB, the overview menu will open. This menu will display stats for the current voyage, a crew roster, and the ship’s current alert level, as well as allow players to navigate tabs of additional information.

The Crew Roster displays the names of the crew members currently in the game.
Below the name is the class, and to the right is their current HP.

The Captain can add bots to the game. To the right of “Role Available” you will see an “Add Bot” button. Clicking this will spawn a bot. Once a bot is spawned, you will see options to remove it as well as customize its AI Priorities.

The Priorities System is a simple yet powerful tool the Captain can use. Each Priority is displayed with 5 nodes. From left to right, they signify: Ignore, Low, Medium, High, Max. The purpose of this system is to adjust the decision making process of each AI Crew member. By adjusting these priorities, AI crewmembers will act differently in certain situations and with enough time under the Captain’s supervision, they can become a unique entities.

DEV NOTES: This system will continually be improved throughout development. Some of the priorities don’t function yet. It’s still quite early for these guys!.

Crew Orders are designed to be a quick way to relay crucial information to the entire ship. The Captain has the ability to change the order, and once an order is changed, everyone is notified via a text effect on the top of the screen. The order will slowly fade from view. If a player ever forgets the order, they simply need to open the TAB menu and it will be displayed at the top!

DEV NOTES: AI is still quite early and as a result, won’t respond much to this new order system. This will change as they improve over time!.

From here the Captain can also target a discovered ship in the current sector.

Clicking on the name of the vessel will open a drop down menu that will allow you to select a new target or none at all. The automated turrets and AI will focus on the target ship.

The Captain can add credits to a crew-wide spending pool. The blue credits highlight how much is available for the crew to spend. The Captain can increase and decrease this amount in 100 Credit intervals. If a crewmember sells an item, the amount they sold it for will automatically be added to the crew spending pool. The white credits illustrate the total amount of credits amongst the crew, which includes whatever amount is allocated to the spending pool.


The Ship and Crew Stats can be found in the overview menu as well. The entire crew levels together. From here you can view your crew's level and the amount of XP needed to reach the next level.

Under Game Info you can see a variety of stats regarding the ship's progress, the galaxy seed, as well as Ping and the average FPS.

Galaxy Chaos is also displayed here. The galaxy continually grows and develops over time. Because of this, chaos grows as well. The higher the number, the more unpredictable and dangerous the galaxy becomes.
The maximum chaos rating is 6.  The galaxy chaos rating will never decrease, however players can work to slow the spread of chaos.
The chaos level indicator will blink slowly when it is close to rising.

Comms Tab

Allows the player to view other vessels within sensor range and potentially communicate with them. Other vessels could hail your ship, or vice versa. The Captain makes the final dialogue decision during a hail, but crewmembers may vote on different options to help the Captain choose the best approach. Based on the other vessel and the chosen dialogue, your crew may be able to open a trade. 

DEV NOTES: Comms are still quite early!.

The trading menu can be accessed through the Comms tab. Initiating a trade will open up the interface shown below

When initiating trade though the Comms tab, the menu will display items pertinent to your ship. Such things include ship components, missiles, coolant and fuel.

From the top players can choose to display items that are on sale through the “BUY” tab. They can also choose to display items in their cargo bay to sell through the “SELL” tab.

You can sort through the displayed items through three arrangements:
Name - Sorts the items in alphabetical order
Type - Groups types of items together (turrets, reactors, warp drives)
Price - Sorts the items from cheapest to most expensive

When purchasing an item, multiple options may appear. These options illustrate the different ways you can purchase the item. If you have the credits, you can simply buy the item. However, if you have a component of the same type currently installed on the ship, you can sometimes be given the choice to trade that item and add its value to the transaction.

Example: In the visual above, I cannot currently afford to by the processor by itself. Instead I am given the option to trade one of the three processors that are currently installed on my ship. The first two options would still cost me credits. The third option would be to trade a very valuable processor; this transaction would actually give us credits (this is illustrated with the “-” before the credit amount).

To the right you can purchase fuel, coolant (in 5% increments), and missiles for the currently installed silos on the ship.


The main features of the Inventory consist of three separate sections. The Equipment section illustrates what types of equipment you can quickly switch between using the number keys. You can rearrange, add new items or take unequip items by dragging and dropping the item names.
The Inventory section displays all the items your character is currently carrying, which includes the items in the Equipment section. Every item has weight value, and exceeding the total weight value in the Inventory section can be detrimental to your character. 
The final section displays lockers and the other inventories of your crewmembers. Each crewmate has access to their own locker on their ship. Lockers can be seen as a bottomless reservoir for items you don’t always want to carry around.
If there is an empty class slot, you will still be able to see their locker with their starting items in it. If you are viewing a crewmember’s inventory, you will see both the items they are carrying as well as the contents of their locker.

To move items to the different sections you simply click and drag the desired item to the desired location. Crewmembers can give any of their items to any other crewmembers freely. Only the Captain can take and redistribute someone else’s items. These systems should ensure that most crews cooperate together when managing inventories, and allow the Captain to take an authoritative stance if necessary.

To the right of the Inventory sections you will see a smaller area designed to provide specific information about the currently selected item. 

At the top there is a 3D object viewer and the name of the object. Left-clicking and dragging on the object will rotate it around. Scrolling the mouse wheel will zoom in and out. Below the object viewer there is a description of the object, the objects weight value and any other important pieces of information.

Players can sometimes perform actions with certain items in the inventory. The specific actions will be based on the item. For example: As seen on the left, a food item has been selected. The player can choose to eat this item if desired.

ote: Players can only perform these actions if the item is currently in their inventory. You cannot eat an item that is in your locker.







The Starmap illustrates the crew’s location on a galactic scale. Pressing SPACE BAR will move the camera to your current location. Information on discovered sectors will be available to view. Holding the right mouse button and moving up or down will zoom in and out of the map; you can also use a scroll wheel. The Captain can chart a future course by right clicking on a sector to add a waypoint. Right clicking on another sector will add a multi-step course. To remove a waypoint, right click on it again. To remove all waypoints, right click on the ship’s current sector. The large blue circle surrounding the ship’s current sector illustrates the range of the currently installed warp drive. This range is also used to calculate an appropriate path.

When zooming out, specific points of detail will scale in size to help you and your crew approximate distances and find important locations quicker. The three main sectors displayed are the Shops and Repair Depots, Sector Commanders, and the Colonial Union Warp Network. You can toggle these sectors on and off




The display on the upper right of the Starmap displays the percentage of control each faction has over the galaxy. This is an approximation, however it can be a useful resource for determining the current state of the galaxy.

DEV NOTES: Named systems contain planets! Sector Commanders are very difficult opponents. The Starmap is still a work in progress.



Players can apply talent points that they have earned through combat and exploration. There are class-specific talents that will improve the efficiency of actions related to that role, as well as general talents that can be useful in almost any situation. Talents for other classes can also be viewed from this tab. Players gain XP from defeating enemies and exploring unvisited sectors. When enough XP is gathered the entire crew will level up, and each crewmember will receive a number of talent points to spend how they see fit!
Players can also view the talent points of other crewmembers. The Captain must manually assign talent points for any bots in the game.

-Most of the Captain’s “Class-Specific” Talents are attributes that benefit the entire crew.
-We plan on adding various talents throughout development. There should be quite a bit to choose from when the system is complete!


The Missions tab is where the Captain and crew can view information about their accepted missions. Each mission has a title and list of objectives, as well as the effects and rewards earned if completed. You can also read a description of the task if you need more information.
Missions are sorted in a list and only one can be maximized at a time. The tab allows players to view completed and abandoned missions as well.

The Captain can abandon a mission by clicking the red X.

Sometimes the effects of completing a mission will be a change the reputation among a number of factions. For example: helping the Colonial Union take down an unregistered WD factory would likely have a positive reputation effect with the CU faction, but a negative one with the WD Corp. With enough positive or negative reputation, people and factions may end up treating you and your crew differently, provide access to high-security areas or missions, or hunt you down for revenge.

DEV NOTES: Reputation does not yet have an effect on the galaxy. Furthermore, since missions are still an early feature they will not necessarily be faction restricted. When more missions are built, we will add more restrictions and move towards a more influential reputation system.

The ExoSuit


The ExoSuit is considered to be the all-in-one solution for exploring and surviving in extremely hazardous environments. It can function in extreme heat or cold, toxic atmospheres, and zero-oxygen environments. It is a bulky device, so movement and vision are slightly restricted. As such, it was not designed for combat purposes in mind.

The suit will provide temperature readings and other warnings for the type of environment you are currently in.

This concludes the introduction of the game, HUD and overview menu! If you would like to learn more about the specific classes, click on the following resources. If you would like to learn about the galaxy, visit the General Galaxy Information page below.