Begin your journey

Dreams Gate · World open · 250

THE CAPTAIN’S PATH

Manual

A field manual for the frontier. Start with your first hour — eight steps from the debris field to a colony — then go deeper: the map, modules, the fleet, loot. No marketing: only the laws of the world and the numbers you can lean on.

5 Sections · 15 pages · Updated November 11, 2026

01

Start

Your first hour on the frontier: what to do, step by step, and how to keep the controls straight.

  1. Your first hourEight steps from the debris field to your first colony: what to do, how to fly, and how to check yourself.
  2. ControlsEvery key for the map, flight, combat and hangar, plus the mobile sticks and shared rules.
02

World

250 systems, fog, planets and the four powers dividing the map.

  1. Star map250 systems, fog states, search, travel and security — how to read the map.
  2. Planets and surfacesInspecting a world, orbit, landing and choosing a 32×32 plot for a colony.
  3. FactionsFederation, Seth, Sokar and Free Worlds: how they differ, what they fight for, and what territory decides.
03

Colony

The command post, twelve modules, power and the daily price of a colony.

  1. Base and command postBuild radius, queue, power, upkeep, repair and the RUINED state.
  2. ModulesAll twelve modules: cost, upkeep, build time and the effect of every level.
  3. EconomyCredits, ore, crystal, energy, salvage, the market and artifacts — where the money comes from.
04

Fleet

Hangar, flight, combat, sieges and the road from a loaner cutter to fleet contracts.

  1. Ships and the hangarA 44-part constructor, the design library, MK.1–3 weapons and what a hull costs.
  2. Flight and combat6DOF, two cameras, opponents, boarding and sieges with shield vulnerability windows.
  3. The captain’s pathFrom debris to fleet contracts: six milestones, with artifacts and blueprints as the long goal.
05

Reference

Loot, world persistence, short answers and the frontier glossary.

  1. LootEvery loot source, drop ranges, the five artifacts and the low-security bonus.
  2. Online and the worldGuest entry, what the world remembers, what survives a season boundary and how to behave on the frontier.
  3. FAQIs it paid, do I install anything, what about phones, and why the base stopped working.
  4. GlossaryThe Gate, frontier, relay, salvage, siege window and other game terms.

HOW TO READ THIS MANUAL

Three rules of the road

The manual runs from the first hour to the full picture of the world. Read it in order, or open the page you need.

  1. 01

    The path first, the numbers second

    The Start pages lead you by the hand: short steps, checks and links onward. Exact figures live in Colony, Fleet and Reference — go there when you need to count.

  2. 02

    The world remembers every action

    Every capture, every unpaid upkeep bill and every jump into a foreign system leaves a mark. The manual describes the laws of the world, not a screen: when a rule changes, the page changes with it.

  3. 03

    One page, one job

    Every page answers a specific question and links to its neighbour. You never have to read everything to understand one thing.

YOUR FIRST FLIGHT

Manual read. The Gate is open.

Guest entry works immediately — keep the first page handy as you play.

Begin your journeyOpen the archive

The frontier is young and grows with you. Come in, look around, find your place — there are still plenty of free stars.