Online manual
How a run works
Pick a pilot and a hull, then chart a hostile sector. Clear a room to reopen its stargates. Haul cargo between docks. Spend scrap when the run offers an upgrade. The hull you launch with is the one you keep until it breaks.
Controls
Keyboard and mouse. A gamepad uses the left stick to fly, the right stick to aim, and the triggers to fire.
| Action | Default |
|---|---|
| Fly | W A S D, or the arrow keys |
| Aim | Mouse |
| Fire | Left mouse button |
| Secondary weapon | Right mouse button |
| Afterburner | Space |
| Warp | Q |
| Loadout | Tab |
| Pause | Esc |
Pilots
- Mercenary. More weapon damage.
- Scientist. Lighter haul penalties, and a chance to restore a shield when a room is cleared.
- Engineer. Less hull damage taken, and stronger hull repair.
Hulls
- Corsair Freighter. Trader. One weapon, three secondary slots, 14 cargo, 110 hull, 4 shields. Starts with a Basic Pulse Laser and a Basic Reactor.
- Mercantile Outrider. Hybrid. Two weapons, one secondary, 8 cargo, 120 hull, 5 shields. Starts with a Basic Pulse Laser and a Basic Reactor.
- Interceptor. Fighter. Three weapons, one secondary, 4 cargo, 80 hull, extra speed and a chance to dodge. Starts with a Basic Pulse Laser and a Basic Reactor.
Fight
Hostile quadrants seal the exits. Destroy the hostiles, then take a stargate. Some rooms name a custodian that has to fall before the dock or the gate will open.
Haul
The Galactic Exchange prices each good as surplus, fair, or in demand. Buy the surplus, carry it, and sell where a later station is short. Esc or Back leaves the exchange and returns you to the dock.
Build
Between fights the run can freeze combat and offer one upgrade: a weapon, an enhancement, or a stat. The price is scrap. Open the loadout with Tab to see what is mounted.
When it ends
A run ends when the hull does. Early Access opens on Steam on November 12, 2026.