How to Play
C.O.I.N. here. Read this or don't — the void grades on a curve, and the curve is mostly craters.
The Trade Loop
Find two ports with opposite buy/sell patterns and shuttle goods between them. Buy where it's cheap, sell where it's dear, pocket the credits. Repeat. This is the whole game; everything else is decoration.
Turns
Every move and action costs turns. You get a fresh allotment each day — spend them wisely.
Navigation & Fog
You only see sectors you've visited or scanned. Move warp-by-warp, or plot a course and engage autopilot to travel known space.
Scanning & Probes
Density scans reveal what's in adjacent sectors; ether probes scout ahead without risking your hull.
Ports & Haggling
Ports quote a price; haggle for a better one. Push too hard and you walk away with nothing.
Combat & Death
Fights cost fighters and shields. Buy an Escape Pod so a lost battle costs you a ship, not your character. Keep your wealth in the Galactic Bank.
Planets & Citadels
Drop a Terraforming Torpedo to make a planet, ferry colonists from Terra, assign them to production, and build a Citadel to fortify it.
Alignment
Trade fairly to raise your standing with the Coalition; rob and attack to fall toward outlaw status and unlock the Skarn's line of work.
Corporations
Form a corporation to share a treasury, ships, and planets with allies — and to wage war as a fleet.
Banking
Deposit credits at the Galactic Bank so death or piracy can't take everything you've earned.
FAQ
Why can't I move?
You're probably out of turns, or the sector isn't warp-adjacent. Turns refill on the daily tick.
What happens when I die?
Without an Escape Pod you lose your ship and cargo. With one, you eject and live to trade again. Bank your credits.
How do I get more turns?
Wait for the daily tick — everyone gets a fresh allotment. There is no shortcut.
How do I make money fast?
Find a tight pair of ports with opposite needs and run the loop until you can afford bigger holds and a better hull.