star-scan
Procedural Star Systems
Sectors generate with resource distributions locked to orbital mechanics. Neutron stars hold rare isotopes. Water ice collects in the outer rings. You scan it, map it and plan around what's actually there.
station-module
Modular Station Construction
Build your orbital base by snapping modules into frames. Extractors feed into refineries. Refineries push resources to storage. Any link breaks and the whole thing stalls. What you build determines what you can hold.
logistics-flow
Supply Chain Logistics
Resources travel along real routes between modules and stations. A raider hits your fuel convoy and everything downstream dies. So you either sppread your nodes out or concentrate production and live with the risk.
raid-alert
Procedural Raid Events
Every week and a half or so, raiders come. Could be pirate swarms, hired mercs, or territorial pushes. The system looks at your base and finds the weak spots. Difficulty doesn't scale to your level. It just keeps coming.
territory-map
Territory Control Mechanics
Hold the right systems and you get resource bonuses. A contested asteroid belt might give you a third more minerals. Territory wars happen at the supply line level, not just fleet count. Cut someone's fuel and they lose.
mechanics-open
Transparent Game Systems
You see the raid timer. You see build times. You see what research unlocks what. Randomness is in what appears, not how it works. Every number is there. Nothing hidden behind percentages.
season-cycle
Seasonal Progression and Resets
Seasons run for about half a year. All bases wipe when a season ends. Cosmetics and rank stick around. The meta gets reset every cycle so late-game players can't just sit on their advantage forever.