MISSION
Three levels, one ship. Level 1: chart 40 systems across the Milky Way, then dive into the core. Level 2: chart 100 of its 160 systems and dive again — this time your ship crosses into Andromeda. Level 3: chart 1,010 systems across a galaxy three times the size of the one you left, then dive into its core to win. You have 3 ship reserves — spend them wisely. Credits, upgrades, and your ship carry over between levels.
CONTROLS
WThrust forward
SBrake
A / DTurn left / right
SpaceClimb up
ShiftDive down
FFire laser
RRecharge shields for credits — Triangulum onward (shields don't self-heal there)
CCycle camera (Chase › Cockpit › Orbit › Top-Down)
UOpen Hangar — pause & switch hull
MMute / unmute sound
HOpen / close this manual
POpen / close Settings
EscClose any open panel
THE GALAXY
The Milky Way's spiral arms act as a river current that naturally carries your ship. Ride the blue flow streaks to travel faster — fight them to go your own way. Fly close to a dim star icon to chart it. Charted systems turn bright and earn you +5 credits. Chart enough systems and the galactic core unlocks.
FACTIONS — ALL HOSTILE
Every faction is hostile. Cross into their territory and their fighters engage on sight — no negotiation, no allies. Their space is marked by coloured zones on the minimap; enter at your own risk, chart fast, and get out.
●Solari Concord — gold territory
●Vexx Dominion — red territory
●Aurel Collective — cyan territory
●Nyx Ascendancy — violet territory (rises in Andromeda)
●Kryll Hive — green territory (rises in Andromeda)
●Emberwake Clans — orange territory (rises in Sculptor)
●Cindral Swarm — magenta territory (rises in Sculptor)
A brief grace window after launching or respawning lets you clear the area before defenses lock on.
GUARD SQUADS & THREAT
Many star systems are guarded. Approach one and a defence squad scrambles and opens fire — the system cannot be charted while its guards live. Destroy the whole squad to unlock the chart (kills pay +15 credits each), or break off and leave it for later — the guards re-form if you return.
Three hostiles stalk every galaxy — and all of them grow deadlier the deeper you fly: Kamikaze drones arrive in waves and detonate on your hull — shoot them down on approach (+8 credits each). Shielded guardians raise an energy dome that must be broken before the hull takes damage — leave them alone and the dome regenerates. Sniper turrets dig in around contested systems: their targeting beam means a heavy shot is coming — break range, dodge, or destroy the turret (+20 credits). A contested system stays locked until the turrets fall along with the squad.
Your THREAT meter (top-right) climbs as you chart toward the goal — and every faction grows more savage with it: fighters chase from farther, fly faster, shoot quicker, and hit harder; guard squads field more ships with heavier armour. The closer you are to finishing a level, the harder the galaxy fights back. Levels beyond the first begin at elevated threat.
BLACK HOLES
Gravity wells warp your trajectory and bend the blue flow streaks. ⚠ GRAVITY WELL flashes red when you're inside a gravity field. Fly past at speed for a slingshot boost. Too close to the event horizon = ship lost. Detected black holes appear as purple rings on the minimap.
ANDROMEDA LEVELS 3–8 Neighbouring Galaxy
Diving into the Level 2 core sends your ship across the void to Andromeda — three times the size of the Milky Way, wrapped in a vast, unseen dark matter halo (the faint purple-blue mist and slow-drifting currents surrounding everything — mysterious background energy, not a hazard). Expect a dense golden-white core, four sweeping spiral arms threaded with dark dust lanes, glowing nebulae, ring structures, ancient stellar streams, globular clusters, and a handful of dwarf satellite galaxies adrift in the outer halo. Two new hostile powers — the Nyx Ascendancy and the Kryll Hive — rise here, bringing the faction count to five. Your credits and ship carry over — only the star chart resets.
Andromeda is six levels deep. Your chart keeps climbing across all of them — each core dive advances you to the next: 120 → 280 → 430 → 550 → 670 → 800 systems. Clear Level 8 at 800 and the core sends you on to Sculptor.
SCULPTOR LEVELS 9–16 Neighbouring Galaxy
Dive Andromeda's core and your ship crosses into the Sculptor Galaxy (NGC 253) — twice the size of Andromeda and utterly different: a slender, edge-on starburst choked with dust. Its gold core fades to silvery-blue at the rim through flocculent, broken spiral arms — patchy and chaotic, never clean. Watch for glowing magenta H II star-forming regions, heavy dark dust lanes that slice across and eclipse the core, and the galactic superwind: two faint red plumes of gas venting straight up and down out of the core. The rim is haunted by 15 quasars — supermassive black holes, each wrapped in a glowing amber storm of gas, dust and lightning, now spread well apart across the disk. The storm cloud is harmless to fly through, but it marks the gravity well: its center will pull you in and crush you at the event horizon. They show on the minimap as amber haze discs. Chart 2,200 systems, then dive its core. Two more hostile powers — the Emberwake Clans and the Cindral Swarm — stake out the dust here, bringing the faction count to seven. It looks rough and disordered — but the current still carries you smooth.
⇆ Wormholes. Two glowing gates drift in the Sculptor disk, separate from the quasars — a cyan gate and a violet gate, linked to each other. Fly into either one and you're instantly flung out of its partner clear across the galaxy — a shortcut through Sculptor's vast oval (and a fast escape from a quasar's pull). Both show on the minimap as bright ringed dots.
TRIANGULUM LEVELS 17–25 Neighbouring Galaxy
Dive Sculptor's core and you arrive at the Triangulum Galaxy (Messier 33) — a compact spiral, twice the size of the Milky Way but far smaller than the giants behind you. It is a pure-disk, bulge-less galaxy: no bright central bulge, no bar, and (like the real M33) no central black hole — the density just rises smoothly to a soft, warm yellowish-white core. Its arms are flocculent: loosely wound and broken into fragmented, fleecy star-forming patches rather than clean sweeping lines. They blaze with electric-blue young star clusters, punctuated by deep magenta H II pockets and threaded by fine dark dust filaments. One nursery dominates — the giant NGC 604 in a northern arm, far larger than any other cloud (a magenta landmark on the minimap). The whole outer disk is warped, its edges tilting up and down out of plane — the tidal scar of Andromeda's pull. Chart 1,100 systems, then dive its core.
⚠ The gauntlet. Triangulum is the deadliest of the three neighbouring galaxies: the entire galaxy is under enemy occupation. There is no neutral space — the moment you arrive you're already near lockdown threat, hostiles hunt you from anywhere on the map (not just inside their zones), and every enemy hit lands about twice as hard as anywhere else — harder still as the threat meter climbs, when the factions also grow more aggressive and their downed fighters return faster.
🛡 Shields don't self-heal here. Unlike every other galaxy, your shields do not regenerate on their own in Triangulum. Press R to buy a shield recharge with credits — and it's expensive (2 credits per point). Chart systems and down hostiles to bankroll it. Bring your best hull, heaviest shields, and a fat credit balance.
OUTER GALAXY LEVELS 26–33 Distant Frontier
Beyond the galaxies proper lies a dark frontier ruled by two supernovae. A core-collapse giant sheds its onion shells and detonates; a thermonuclear white dwarf devours its companion until it obliterates — both on an endless loop. A wormhole links the two, so you can travel between them. Sized to match the Milky Way; chart 400 of its 600 systems, then dive the core.
🛡 Out here your shields no longer self-heal — press R to buy a recharge with credits (2 cr per point), same as Triangulum.
🪐 Crushing gravity. The gravity out here is so heavy that the ships you flew through the earlier galaxies are crushed if you keep flying them — their hulls crack and implode: the Drifter in ~5s, Ironclaw ~10s, Ezno ~15s, and the Death Row & SB-5 Bomber in ~30s. A red countdown warns you — open the Hangar (U) and switch to a gravity-hardened deep-space ship before it fails.
🚀 The deep-space fleet. Five new hulls — Graviton, Aquaris, Dogfighter, Dark Spark and the flagship Ark — are built to survive that gravity. They stay locked until you clear Triangulum, then unlock in the Hangar from the Outer Galaxy onward. They are the only craft that can fly the deep safely.
MAGNETAR LEVELS 34–41 The Ultimate Magnet
The deepest region yet: a lone magnetar — a city-sized neutron star spinning hundreds of times a second, wrapped in a 10¹¹-Tesla magnetic field, the strongest in the known universe. Its ultra-dense iron core blazes blinding blue-white inside a razor-thin crystal crust, while its dipole field streams in vast loops — electric violet at the poles, stretching to neon cyan along the outer arcs. The whole star spins on an inclined axis, slowly dragged by a cosmic "brake."
⚡ The starquake. Watch the field lines wind up and twist, dragging the rigid crust with them until it snaps — and the instant it does, a gamma-ray flash erupts from both poles alongside a shockwave blasting across the equator (the real 2004 SGR 1806-20 event, powerful enough to reach across thousands of light-years). It's a harmless spectacle from your cockpit — chart 640 of its 960 systems, then dive the core at the magnetar's heart. This galaxy is 1.5× the size of the Milky Way.
🛡 As with the Outer Galaxy and Triangulum, shields don't self-heal here — press R to buy a recharge with credits (2 cr per point).
COMBAT
Press F to fire your laser. In the first three galaxies shields regenerate automatically after 3 seconds without being hit — but from Triangulum onward (Triangulum, Outer Galaxy, Magnetar) shields do NOT self-heal; press R to buy a recharge with credits (2 cr per point). Hull never regenerates once damaged. Every faction fighter and guard is hostile; each kill earns +15 credits.
HANGAR U
Opens the hangar and pauses the game — switch to any hull you've already unlocked. Ships can't be upgraded with credits; each hull flies on its own fixed stats.
MINIMAP LEGEND
▲Your ship, pointing in your current heading
●Galactic core — your ultimate destination
■Charted star system
○Detected black hole
◎Quasar + its amber cloud/dust region (Sculptor) — the glow is harmless; only the core hole bites
◍Wormhole gate (Sculptor) — fly in to teleport to its paired gate across the galaxy
●NGC 604 — the giant star-forming nebula in Triangulum's northern arm
■Faction patrol fighter
HUD GUIDE
◧Top-left — Speed, current strength, core distance, hull & shield bars, credits & reserves
◨Top-right — Star chart progress bar + minimap
▬Top-center — Active objective
◬Left side — Faction standing (NEUTRAL / ALLIED / HOSTILE)
TIPS
- The current is strongest in the spiral arms — let it carry you between systems.
- Faction space is hostile — dip in, chart fast, and dodge out before the swarm closes in.
- Guarded systems pay double: +15 per guard destroyed, then +5 for the chart.
- Use Top-Down camera (C three times) to get a map view of your surroundings.
- Each hull flies differently — switch in the Hangar (U) to fit the fight.
- Black holes bend the blue flow streaks — follow the bends to spot them early.
- Chart systems in all 4 spiral arms, not just one — 40 is a big target.
- You keep your credits and charted systems after dying — reserves aren't wasted.