Your first orbit
Design a hull, fit components, fly, mine and fight pirates. Bring materials back into the same economy that builds houses on the ground.
Engineering and freight have recorded test journeys. Availability depends on the current build.
A LOOK AT WHAT WE'RE BUILDING
Your first ship gets you into orbit.
The people you meet give you a reason to go further.
A floating home. A familiar pilot. A distress call you answer.
Our plan for a frontier worth coming back to.
Design preview · September 2026
Personal flight has a foundation. Inhabited ships and hoods are planned.
Build a ship capable of going further.
Build a crew worth going with.
01 / THE FRONTIER
Learn close to home. Venture out under your own power. Find a fleet and discover another life inside the same world.
Design a hull, fit components, fly, mine and fight pirates. Bring materials back into the same economy that builds houses on the ground.
Engineering and freight have recorded test journeys. Availability depends on the current build.
Run supplies. Learn a route. Turn a larger ship into a home with a berth, a workshop and a departure schedule people remember.
Stay independent, travel with friends, or find work aboard a ship you come to know.
Open a temporary hood around an expedition. Support scouts and haulers, work richer fields, and hold your position against the danger there.
The larger capital fleets are the long view. One inhabited heavy ship is the first destination.
02 / KEEP THE NEXT ROUND WITHIN REACH · PLANNED
A hood is a temporary neighborhood: a funded window to explore, gather and fight with a ship supporting the expedition. Opening it takes energy. Newer pilots help earn it.
You can gather its opening supplies alone, at a slower pace. Or welcome newer pilots whose useful work makes a major contribution to the charge.
Once the timer starts, scouting, hauling and completing objectives help earn more. An active crew can put enough toward the reserve to secure another round.
Players choose their contribution. Their own rewards stay theirs. A bigger guild roster alone produces nothing.
Each round ends. The next departure is a fresh choice. Newer players get an important early role; experienced crew stay useful as everyone grows.
A teaching model, not game balance. It counts active work, uses example weights, and predicts neither victory nor live rewards.
Next opening covered, with a little in reserve.
Field charge funds the timer. Ammunition, repair supplies and surviving the fight remain separate responsibilities.
03 / FIND YOUR PLACE · PLANNED
Live aboard one ship, keep your guild, and help another expedition today. Each relationship means exactly what you chose.
Scout & occasional cargo runner
An example of the planned relationship model.
Save its published return address. Follow its departures. Request a berth or use the public workshop. None of those choices changes your guild.
Temporary work has its own invitation and rewards. Taking a side in a fight is a separate, explicit commitment.
Share selected observations with an expedition. Keep private belongings and guild information under their own permissions.
04 / SOMEBODY WILL KNOW WHAT TO DO WITH THIS · PLANNED
Loot, inventory and crafting carry the expedition home. One person's discovery becomes another person's best work.
Gets around the asteroid. Spots the exposed drive. Marks a field worth working.
Brings the salvage back. Chooses what fits, what weighs too much, and what deserves an escort.
Recognizes a damaged assembly. Repairs it at a physical workshop. Leaves their mark on the finished part.
Uses the part, commissions another, and knows who to call when it matters.
Food, medicine, farming and engineering can change how an expedition tackles a hazardous place. Buy preparations, make your own, or bring someone who knows the work.
Ore for repaired drives. Salvage for workshop time. Record the agreement, keep each person's share clear, and build a trade relationship over several trips.
Restore a public berth. Stock a tool library. The next newcomer gets useful facilities because people before them built and supplied them.
AN UPGRADE WITH A SECOND LIFE · PLANNED
Trade your previous engine toward a better fit. The craftsperson can resell a valuable drive, repair a worn one, or recover useful parts from something past its best.
A used engine keeps its actual qualities and history. Compare the deal, choose what to hand over, and let a good component keep flying.
Agree on the new engine, your trade-in and the difference in price.
Resell intact, refurbish, use compatible RE, or recover materials.
Your former drive becomes their next step. Both of you know who supplied it.
OPEN THE ENGINE COMPARTMENT · PLANNED
Filters, pumps, bearings, heat exchangers and control parts each tell a different story. Hard use moves the service meter faster. A worn pump means less cooling; a clogged filter means less flow.
Hire a mechanic or learn the checks yourself. Service the part that needs it. The engine keeps its lifetime reading and repair history when it changes hands.
Example readings, not final intervals. Actual engine hours are recorded separately. Powered-down engines do not accumulate running wear.
KNOW THE SOUND OF TROUBLE · CONCEPT PREVIEW
Hear a symptom. Find the affected circuit. Make the next check. These are illustrative cues for the planned engine compartment and cockpit console.
Highlighted areas suggest where to inspect. A symptom can have more than one cause.
Choose a symptom to explore its sound, location and first diagnostic check.
The preview moves only the diagram. Planned flight feedback will offer camera shake down to zero, readable warnings, localized sound and sparse electrical sparks. Sample sounds are synthetic sketches.
05 / THE RISK IS REAL · PLANNED
Funding the timer gets the expedition started. Taking on more than your ship and supplies can handle can leave your large ship disabled.
Then the little ships matter all over again: evacuate people, fetch a replacement part, answer the distress call, and help get a familiar home moving.
The plan preserves the hull and personal lockers in this recovery loop. Combat cargo is declared separately. Broader capital capture and loss rules remain open.
06 / A FINISH LINE WE CAN REACH
First: one inhabited heavy ship, a working construction yard, two hood difficulties, useful small craft, and a full journey through reward, defeat and recovery.
Existing code and recorded tests are the starting point. This page does not certify every feature on today's live build.
Home, guild, followers and temporary work.
One larger ship with rooms, storage and a workshop.
Newer pilots, charging supplies, discovery and useful work.
Recovery, chosen PvP sides, specialist trade and a better start for newcomers.
These expedition features are planned. Bigger capital classes, huge fleets and new planetary frontiers follow the first complete, tested journey.
07 / FURTHER ON THE HORIZON · DESIGN CANDIDATES
These ideas extend the first expedition. Their exact shape is still being worked out.
Repair, salvage, mining, freight, recon, combat, carrier aviation and construction. Learn a useful job in a small craft, then grow toward a specialist ship. A mobile repair yard can be somebody's whole career.
Debris hides a target. Radiation changes your approach. A station's air needs treatment or working ventilation. A medic, engineer or well-prepared pilot can find a different way through.
Original hosts, strange local stories, departure notices and ads for actual player shops. Tune in with your crew, keep the volume your own, and hear a place becoming familiar over several trips.
Farther out: civilian worldships, mobile foundries and distant biomes reached through more than one route. Scale and build times need testing before they become promises.
THE MOMENT WE'RE BUILDING TOWARD
“Where are we going tonight?”Explore the rest of DETOX
“Same ship. New people. Further out.”