The words that show up in the game, the interface and the documentation. Alphabetical, not by importance.
A — D
Artifact — a rare find with a permanent effect. You can hold at most five; a duplicate turns into 750 cr.
Blueprint — a permanent unlock: a new ship or module. It is never sold.
Boarding — taking a freighter from close range. It starts at 120 m; while the escort lives, nobody gets aboard.
Capture — bringing a foreign base or relay under your control. Without a beacon capture stops at 99%.
Command post — the anchor of a base. Occupies 6×4 cells at (13, 14), sets a 12-cell build radius and collects 40 cr of upkeep a day.
Contract, fleet — work for a specific reward: a patrol leader, a derelict, a convoy, a colony capture.
Corporation — a union of pilots for 5,000 cr: a tag of up to five characters, roles and a shared treasury.
Credits (cr) — the universal currency: construction, upkeep, ships, services.
Cutter — the free Loaner Cutter. It cannot be sold or deleted, and always comes back after a loss.
E — K
Escort — a ship guarding a convoy. It must die before you can board the freighter it protects.
Fog — the state of the map before a system is known: unknown, detected, charted, surveyed, visited, claimed.
Frontier — the settled edge of the galaxy: 250 systems, about 60% of them unsurveyed.
Guest — a name without a password. A guest name is tied to the device, so another device needs an account.
Hold — a ship’s cargo space. The starter cutter carries 40 units.
Integrity — the structural health of a base. At zero the plot becomes RUINED.
Jump — travel from one system to another through the Gate network.
L — O
Market — the exchange of ore for credits, with a 5% fee and quotes repriced every five minutes.
Mining plant — a base module that produces credits and power while it runs and is paid for.
Module — a structure on a base, up to level three. Each level raises both its effect and its upkeep.
Offline protection — rules that keep an absent player’s base from being destroyed: integrity not below 25, capture not above 75.
Ore — the basic material for hulls, structures and ammunition.
P — S
Power — a local base resource. In a deficit, production is halved and shields and defences switch off.
Relay — a map node captured jointly. It changes colour once taken.
RUINED — the state of a plot at zero integrity. It does not work until the command post is repaired.
Salvage — components from debris. Used for repair and rare parts.
Season — an era of the world. At its boundary territory and stockpiles begin again, while blueprints, standing and artifacts remain.
Security — a system rating from 0 to 100. At 40 and below loot gains +10%; above 60 no colony can be founded; above 50 no foreign base can be captured.
Shield — a base’s defence against orbital bombardment. It has integrity, regenerates 5 points a minute and opens a 10-minute window when broken.
Siege window — the permitted attack time: two hours open, four closed. Openings at 00:00, 06:00, 12:00 and 18:00 UTC.
Standing — a faction’s attitude to you. It unlocks blueprints, contracts and services, and crosses the season boundary.
T — Z
Upkeep — the daily fee for base modules. Unpaid upkeep costs the base power and integrity.
Victory node — a map point that decides the fate of territory. A faction holding 60% of them at season end takes the territory.
Vulnerability window — the 10 minutes after a shield breaks, before it begins two hours of recovery.
What next
- Your first hour — if you’re new.
- Base and command post — base mechanics in detail.
- Story — where the Gate and the frontier came from.