CAPTAIN'S MANUAL

The complete, searchable guide to Sectorum gameplay.

Maintained by Sectorum Galactic Command · Reviewed

Welcome to Sectorum

Sectorum is a persistent browser-based space trading, exploration, combat, and colonization game. You join a galaxy (a shared game world), command a ship, trade at ports, colonize planets, fight pirates and aliens, form corporations, and build wealth and reputation over days and weeks of play.

Each galaxy runs on a daily cycle called the Exturn (typically once per day around midnight Eastern Time). Between Exturns your turns regenerate, trade routes run, planets produce goods, and the universe evolves whether you are online or not.

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What makes Sectorum different from a safe mode: Even in cooperative PvE galaxies, pirates, aliens, navigation hazards, and hostile objectives can still destroy your ship. Planning, escape pods, and smart navigation matter everywhere.

Getting Started

Quick Start#

1. Create an account and log in#

From the home screen, choose Sign in with Google for the quickest start. Sectorum signs you into the account already associated with that verified Google email, or creates a new account automatically on first use. You can still create and use a traditional Sectorum account with a unique Login ID, password, and email verification. Traditional passwords may contain punctuation and are limited to 100 characters when an account is created or its password is changed. For compatibility with accounts created through the classic client, both clients also recognize passwords that the classic field stored at its former 25-character limit.

If you forget a traditional-account password, request a reset email from the sign-in screen. The link is valid for 30 minutes and can be used only once. Completing a reset signs that account out everywhere, so sign in again on each device with the new password. For privacy, the request screen gives the same confirmation whether or not an account matches the entered address.

2. Choose a galaxy#

The galaxy list shows active galaxies with badges:

BadgeMeaning
PvP (red)Classic competitive rules — other players can attack you
PvE (green)Cooperative rules — real players cannot harm each other

Galaxies may also be public or private (password required), and may use different elimination modes (see Death and Recovery).

The home screen's Recent Activity panel shows public galaxy events with local date and time. Select its refresh icon to request the current activity feed. If an individual activity record is malformed, the panel marks that entry unavailable while the rest of the home screen remains usable.

3. Join the galaxy#

When joining, you provide:

4. Complete First Flight#

Dockmaster Jax greets new captains at Stardock with the First Flight tutorial. Follow his five-part quest line to learn navigation, trading, scanning, combat, and ship upgrades. Tutorial rewards include credits, a Gravity Scanner, a Bloom Missile, and more. In Part 5, a successful purchase of holds, shields, fighters, or ship equipment at Stardock completes the objective immediately so its 2,500-credit reward can be claimed.

5. Seven habits of successful captains#

  1. Master the Nav Computer and Starmap — they are your primary navigation tools.
  2. Trade — buy low, sell high at ports.
  3. Upgrade your ship — holds, fighters, shields, and equipment at Stardock.
  4. Claim a planet — colonists and citadels build long-term wealth.
  5. Watch your alignment — your actions shape how the galaxy treats you.
  6. Carry an Escape Pod — it preserves experience when your ship is destroyed (in most modes).
  7. Bank excess credits — ship credits are vulnerable; bank balances survive ship loss.

Core Concepts#

TermWhat it means
GalaxyA game instance with its own map, economy, and players
SectorOne location on the map, connected to others by warps
TurnThe action budget for warping, combat, trading, and most commands
WarpMoving from one sector to an adjacent sector
PortA trading and services hub in a sector
PlanetA colonizable world that produces fuel, organics, and equipment
ExturnThe daily galaxy tick — production, routes, loans, NPC movement
AlignmentYour moral standing (−1000 evil to +1000 good)
ExperienceYour combat and activity record; determines level and rank title
CorporationA player group sharing planets, fighters, mines, and ships

Galaxies & Your Player

Galaxies#

Galaxy types#

Public and private galaxies#

Galaxy badges and settings#

When selecting a galaxy, look for:

Starting choices: Origin stories#

When joining, choose one of three origin stories:

OriginShipStarting creditsDebtNotes
Standard StartGalactic Marauder300 (galaxy default)NoneBalanced starter; 20 holds, 30 fighters
The SmugglerGalactic Freighter10,00050,000 to LennyMassive cargo; 10 fighters; repay in 3 days
The MercenaryNebula Sprinter10,00050,000 to LennyCombat ship; 100 fighters; repay in 3 days

All origins receive an Escape Pod in inventory. Smuggler and Mercenary origins activate Lenny's Repo Challenge — a 50,000 credit debt with a 3-day window (see Banking and Recovery).

Imperial Space (Sectors 1–10)#

The galactic core — also called Federation Space in older references — is heavily policed:

Good-aligned captains (alignment ≥ 100) may use a Worm Drive into Imperial Space without requiring a fighter beacon in the destination.

Your Player#

Captain name and ship name#

Set when joining a galaxy. Your captain name appears in logs, mail, and combat reports. Ship names identify your vessels in sector view. At Stardock, open Services & Drydock to rename the active ship. Its first rename is free; later renames charge the displayed registration fee. Tavern Wall announcements are included in galaxy news as Someone posted without identifying the author.

Player level and experience#

Experience is earned from combat, successful port robberies/steals, adventures, quests, trades (+1 XP per trade), and PvE objective kills. Experience is lost on failed rob/steal attempts.

23 levels exist on good/neutral and evil tracks, each with a rank title. Examples:

LevelGood titleEvil title
1RecruitTroublemaker
5LieutenantThreat
10GeneralOutlaw Mastermind
15Rear AdmiralInfamous Raider
20Galactic LeaderFoe of Humankind
22Galactic LegendUltimate Evil

Higher levels require exponentially more experience.

Alignment#

Alignment ranges from −1000 (evil) to +1000 (good):

Alignment affects: alien reactions, Void Market access, rob/steal eligibility (must be ≤ −100), bank tax (good players with >1,000,000 bank credits pay 5% daily), Police HQ access, and kill/raid consequences.

Commissioned players#

At Stardock → Imperial Police HQ (requires alignment ≥ 100 to enter), open APPLY FOR COMMISSION when your alignment is at least 500:

Federation Flight Permit (Rookie Protection)#

⚠️

Corrected to match current behavior: applies in all galaxies.

New captains receive temporary protection while all of these are true:

Protection effects:

To engage in full combat, wait for the permit to expire or exceed level/alignment thresholds.

Turns & Exturn

Turns and Time#

Turn regeneration#

SettingDefault
Daily allowance2,000 turns
RegenerationEvery 30 minutes
Per tick~41 turns
Maximum bank4,500 turns

Turns are your most important resource. Most actions — warping, attacking, deploying fighters, port upgrades — cost turns.

Turn costs (common actions)#

ActionTurns
Dock at port0
Leave port (disengage)1
Land on planet1
Leave planet0
Standard warpShip's turnsPerWarp (often 2–4; −1 with Chief Engineer)
Attack ship / raid5
Attack port5
Rob / steal port5 each
Deploy or recover fighters/mines/beacons1
Gravity scan0
Spectrographic scan1
Subspace probe1

Towing increases effective warp cost: turnsPerWarp + towed ship's turnsPerWarp (Chief Engineer reduction applies to your base only).

Login streak bonus#

Awarded at Exturn based on consecutive login days:

StreakBonus turns
2 days+5
3 days+10
7 days+20
30 days+50

Exturn#

The Exturn runs once per day (configurable: full, half, or quarter day fractions). During Exturn:

Online players receive warnings before and messages after Exturn.

Daily bonuses (experimental galaxies only)#

In galaxies with experimental features enabled:

Daily Systems and Exturns#

See Turns and Time for regeneration and Exturn phases.

Key overnight outcomes:

Commanding Your Fleet

Ship class roles#

Each ship class has distinct stats. Key fields:

StatMeaning
HoldsCargo capacity (fuel, organics, equipment, colonists)
Max fighters / shieldsCombat capacity
Turns per warpMovement cost per sector
Offensive oddsFighter effectiveness multiplier in combat
CapabilitiesWorm Drive, stealth, photon missiles, scanners, etc.

Purchasable ship classes (Stardock)#

ClassBase costHoldsMax FightersMax ShieldsTurns/warpOddsWormStealthNotes
Galactic Marauder41,30020–752,50040031.0Starter ship
Wayfarer33,40030–6536060020.8Fast trader
Pulse Explorer15,95010–2537510022.0YesFast scout; no escape pod slot
Rocket Cruiser100,80012–607,50040031.3Scanners enabled
Galactic Freighter63,60050–17530060030.5Best cargo hauler
Nebula Sprinter72,50020–807,50075031.4Combat trader
Nova Vanguard61,30020–735,0002,00031.4Balanced warship
Huntsman42,25030–601,12575021.1Versatile
Terran Sentry47,50010–502,5004,00041.0Defensive
Starstrider79,00012–5010,0003,00031.2YesWorm capable
Dreadnought88,50016–8015,00075041.6Heavy combat
Titan Cargo51,95050–2004002,00040.8Bulk freighter
Pioneer Carrier63,60050–2502001,00060.6Fighter transport
Gravitron539,00010–40120,0004,800151.2Super-capital
Executive Leviathan163,50020–8524,0001,80031.2YesCorp CEO only
Imperial Sovereign329,00040–15060,0002,40041.5YesCommission required

Non-purchasable classes (hidden from shipyard): Training Drone, Escape Pod, Imperial Cruiser (NPC).

Buying, trade-in, and selling#

The shipyard reports the actual reason when a purchase is blocked. It shows your current credits and the required price when funds are insufficient. The Imperial Sovereign also requires an Imperial Commission from Police HQ.

Escape pods#

The Escape Pod item is the most important piece of equipment. When your current ship is destroyed:

Without an escape pod in Standard elimination mode: you receive a new starter ship at Sector 1 and are marked dead until next Exturn. In Hardcore mode: permanent elimination from the galaxy.

Ship passwords and boarding#

In Ship Ops → Security, set, change, or clear the password for your commanded ship. A persistent red header warning appears while that ship is unprotected; click it to open the Security tab directly. For a corporate-owned hull, only the corporation CEO can change or clear the password. The password itself is never displayed back to the browser. Set a password on unmanned ships to prevent theft. Other players must board or tow with the correct password before the operation. Your personally owned ships and ships owned by your corporation do not require password entry for towing or boarding. In sector views and Ship Contact modals, corporate vessels display corporate ownership exclusively; an unpiloted corporate hull does not display a personal owner, and an active pilot row is shown only when the vessel is actively commanded. When an authorized owner boards a personal or corporate vessel, the boarding modal confirms authorized ownership and boards directly without requesting an access code, preserving existing ship passwords. An explicit claim option (CLAIM PERSONAL or CLAIM CORPORATE) allows changing ownership, which clears the password. Changing or taking ownership clears it and displays a warning to set a new password. Corporate and captured ships: The captain who disables a ship becomes its owner immediately, and members of that captain's corporation can view and transfer all contents—including credits—without towing first. Operational captured NPC ships can be boarded normally; disabled hulls must be repaired first. Passwords still apply for players outside the corporation.

Mass transfer#

The ship-to-ship transfer picker groups eligible contents into Credits, Fighters & Shields, Crew, Artifacts, Commodities, trade goods, and portable equipment. Crew rows show the function first with the crew name in parentheses. The ALL CONTENTS button moves all eligible cargo, crew, trade goods, artifacts, transferrable equipment, and credits to the other ship. Use the direction toggle arrow to select which ship is the source. Contents move sequentially with credits last; if interrupted, the status message reports partial completion so you can reopen Ship Contact and review what remains.

Cargo jettison#

Click a cargo tile in the ship-status panel to open its details. Enter how many units to release, or choose Use Maximum, then confirm Jettison. The cargo is discarded into the current sector with no credit refund. Jettisoning is unavailable in Imperial/Federation Space (Sectors 1–10) and Safe Zones. Releasing colonists lowers alignment by 1 for every colonist released.

Commanded vessel profile#

Click the COMMANDED VESSEL card in the ship-status panel to view the ship artwork and profile. The modal shows current shields, fighters, cargo, and credits, then compares those values with the ship class's maximum holds, fighter and shield limits, combat odds, warp and transport limits, mines, beacons, missiles, and red matter capacity. Its systems section identifies class capabilities such as Planet Scanner, Worm Drive, Long Range Scan, Photon Missiles, Escape Pod Support, Stealth, and towing; equipment-backed capabilities include an EQUIPPED tag when that item is installed on the current ship.

Towing and disabled ships#

See Death, Escape Pods, Disabled Ships, and Recovery and Disabled Ships.

The Merchant Life

Ports#

Port types#

TypePurpose
StandardTrade, own, upgrade, rob/steal (if evil)
Class-0Terra and spaceport hubs — restricted management
StardockShips, repairs, casino, loans, crew, commission
Lenny's Repo DepotBuy repossessed equipment at 75% market value
Artifact ExchangeSell artifacts for credits (THE RELIQUARY, ARCHON'S VAULT)
Void MarketCriminal marketplace and tip board (Smuggler's Den)

Special ports block: rob, steal, upgrade, buy/sell ownership, rename. No fighter or mine deployment in special-port and spaceport hub sectors.

Port classifications (standard ports)#

Each standard port buys (B) or sells (S) fuel, organics, and equipment:

CodeFuelOrganicsEquipment
SBBSellBuyBuy
BSBBuySellBuy
BBSBuyBuySell
SSBSellSellBuy
SBSSellBuySell
BSSBuySellSell
SSSSellSellSell
BBBBuyBuyBuy

Find ports that sell what you want to buy and buy what you want to sell. Before docking, UNIT PRICE shows the current rate that will be used for any quantity in your next trade. An EMPTY badge shows that a selling commodity has no stock, while a FULL badge shows that a buying commodity has reached port capacity and cannot accept more.

When docked at a standard or Class-0 port, the port screen is arranged as a goods table and metrics panel. The metrics show trade liquidity, robbable or port credits, upgrade status, security, and defense; owner-only views also show owner profit and productivity. Upgrade status includes the general and Fuel, Organics, and Equipment queues together, so the displayed remaining days match the complete port queue. Port Info reloads current server balances when opened. Owners can withdraw available profit to their bank through Ship Ops → Withdraw Profit while docked. Use DISENGAGE PORT in the port screen or persistent ship telemetry when you are ready to leave; a rejected request reports the reason and leaves the control ready to retry. Specialized ports keep their existing menus, with long menus scrolling within the port window. Docked Stardock screens omit the general port-status footer so the location menu can use the available space.

Hold, shield, and fighter prices at Class-0 ports and Stardock are shown from the current server quote. Enter a quantity, then request the quote; editing the quantity does not interrupt typing. Upgrade quantities are limited by the ship class's remaining capacity rather than the standard commodity trade limit. A Cargo Specialist discount is included in the displayed hold price when applicable; the confirmation quote remains authoritative.

Port trading#

Price formula (per unit):

p0 = roundHalfUp(basePrice × (1 + dailyVariance / 100))
sellToPlayerMultiplier = 1.20 - 0.50 × stockRatio
buyFromPlayerMultiplier = 1.30 - 0.50 × stockRatio
unitPrice = clamp(roundHalfUp(p0 × multiplier), 1, 4 × basePrice)
tradeTotal = unitPrice × quantity

Base prices (defaults): Fuel 24, Organics 91, Equipment 50. Daily variance is deterministic per galaxy, port, and UTC date and ranges from −5% to +5%. The current stock level determines the advertised unit price. That rate stays fixed while you adjust the quantity for the pending trade; a completed trade can change the unit price shown for the next transaction.

The trade screen shows how many units are available, lets you select a quantity of at least one, and calculates the exact You Pay or You Receive total before you trade. The displayed unit rate and total come from authoritative port and ship records and already include supply, artifacts, crew benefits, cargo or port capacity, and available credits. The price is read-only: the server recalculates it under lock and commits only the total you reviewed. A genuine concurrent change refreshes the displayed total for review without requiring you to undock. Select a quantity and click once to trade; only a reduced available quantity or genuinely refreshed price requires another choice.

Buying from or selling to a port: choose the quantity and submit the trade once. A dialog appears only if the port cannot fulfill the requested quantity and offers a reduced trade. If another transaction or market-date change alters the market before settlement, no cargo or credits move and you can retry.

Port ownership#

Buy unowned standard ports (not in Imperial Space or safe zones):

Port upgrades#

UpgradeWhoEffect
Upgrade PortAnyone dockedPending upgrade days increase max holds and productivity % (up to 100%). Cost: 15,000 credits/day (12,000 for owner)
Upgrade SecurityOwner onlyRaises security level (max 50); increases rob/steal bust chance
Upgrade DefenseOwner onlyRaises defense level (max 50); more fighters/shields when attacked

Port construction#

Build new standard ports in eligible sectors. Requires turns and multi-day build time. Fun port names are assigned; you may rename on creation.

Port defense in combat#

Port fighters and shields scale with defense level:

portFighters = 10,000 + 10,000 × (defenseLevel / 50)
portShields  = 5,000 + 5,000 × (defenseLevel / 50)
portOdds     = 1 + 2 × (defenseLevel / 50)

Robbing and stealing (evil only)#

Requires alignment ≤ −100. Costs 5 turns each.

Safe rob amount: approximately experience ÷ 16.7 (at default settings)

Safe steal amount: approximately experience ÷ 15

Exceeding safe amounts increases bust chance (base 2%, modified by port security). Failure costs XP and goods. Repeat steal from same port = automatic bust.

Failed robberies that leave unpaid credit penalties may trigger an auto-bounty (2× unpaid remainder, 7-day expiration).

Trading#

Basics#

  1. Find a port that sells a commodity cheaply
  2. Buy with ship credits and hold space
  3. Travel to a port that buys that commodity
  4. Sell for profit

Prices change daily. Watch port stock levels — low stock raises buy prices; high stock lowers sell prices. While landed, open Planet → Advanced → Planetary Trade Agreement to activate or deactivate the agreement and edit its settings. Exports are available only for commodities the co-located port buys, and purchases only for commodities it sells. Set each purchase allocation as a percentage of settled export proceeds; the percentages may total up to 100%, and unallocated proceeds remain in the planet treasury. Unsupported fields are disabled. A planet without a co-located port cannot activate an agreement; it can still save a deactivation if an old agreement is active.

Trade routes (automation)#

Unmanned ships run trade routes once per Exturn:

Setup:

  1. Starmap → Trade Route button
  2. New → select unmanned ship in highlighted sector
  3. Click adjacent sectors to build path
  4. Save → name route, set fuel/organics/equipment allocation %
  5. Startup cost: holds × 50 credits

Operation:

💡

Strategy: Short routes between complementary ports (one sells fuel, another buys it) are most fuel-efficient.

Colony routes#

Deliver colonists from Terra (Sector 1) to your planets:

  1. Starmap → Colony Route button
  2. Ship must be unmanned and in Sector 1
  3. Build path to planet's sector
  4. Select target planet; startup cost: holds × 50 credits
  5. 1 colonist per hold carried; colonists are free from Terra

No crew commission on colony routes. Overpopulation (>50% capacity) increases death rates — plan deliveries carefully.

Economy & Law

Banking, Loans, and Credits#

Galactic Bank#

Access at any port via bank transactions:

💡

Tax strategy: Store wealth in a citadel treasury (4% nightly interest, no bank tax).

Stardock casino loans#

SettingValue
Interest10% per day on outstanding balance
Max days before repo5
Evil alignmentHalf ongoing interest

Taking a loan adds upfront interest to balance (30% of principal for good/neutral; 7.5% for evil).

Repo Man (day 5+): Lenny confiscates credits (leaving 500), fuel, organics, equipment, holds, fighters, and shields at 25% of base commodity prices.

Mafia flag: Debt 8+ days past max may mark you wanted; extreme debt can destroy your ship.

Casino loans use net worth (ship value + bank) rather than standard credit checks.

Lenny's Repo Depot#

Located in Ring 1. Buy repossessed equipment at 75% of market value. Stock changes as Lenny seizes items from delinquent captains. Auto-docks on arrival.

Lenny's origin-story debt#

Smuggler/Mercenary origins: 50,000 credit debt, 3-day window.

Stardock and Special Ports#

Stardock#

Your home base. Services include:

Artifact Exchange#

1–2 per galaxy in Ring 2 or deeper. Look for THE RELIQUARY or ARCHON'S VAULT on the starmap. Sell artifacts for fixed prices (see Artifacts). Auto-docks on arrival.

The Exchange also holds crew and artifacts recovered from destroyed player ships. Each eligible item has an independent 50% preservation chance and remains available only to its owner for seven real-world days. Artifacts cost their normal Exchange value; recovered crew cost 75,000 credits.

Void Market (Smuggler's Den)#

⚠️

Corrected: available on all galaxies, not experimental-only.

Galactic Hub#

Sector 1 (Terra) serves as the colonist source for colony routes and the heart of Imperial Space.

Corporations#

Forming and joining#

Corporation Directory#

The View Corporations directory displays corporations as tiles with their logo, corporation name, CEO, and a CEO mail shortcut. Select a tile to open a larger detail view with the full member list. Use the refresh control to retrieve current corporation and membership information.

Custom Corporation Logos

Subscribers with an active Private Galaxy entitlement can upload a custom logo for their corporation. The logo is displayed to all players anywhere your corporation appears in the game.

Uploading a Logo

Replacing a Logo

Applying and Removing

Subscription and Grace Period

Deleting Your Logo

Limits

Corporate assets#

Asset typePersonalCorporate
PlanetsOnly you manageAny member can manage
Fighters / minesYour deploymentAny corp member can recover/manage
ShipsYour password rulesShared access per corp rules

Corporate ownership uses blue starmap indicators. CEO required for Executive Leviathan purchase. Effective ownership changes on corporate ships requested by a non-CEO appear in Corporation → Management for the current CEO to approve or reject. Requests expire after 72 hours; the requesting member can cancel a pending request and must retry boarding after approval. Corporate ship password changes and clears remain CEO-only.

Casinos#

Located at Stardock. Minimum wager: $100.

Currently available in the React client: Korva's Vault, Zygon's Gambit, Drift Racer, Blork Flork Scimitars, Zetrona Wheel, and Procyon. Active wagered games can safely resume after a refresh; leaving Zetrona with QUIT closes the server session, an untouched Zetrona session is cleared instead of being reopened, and a rejected Zetrona start returns to the game selector. Procyon is a server-authoritative head-to-head card game: the player selects a card, places a capture card on its own array first, then chooses a highlighted capture target (or uses PLAY CARD when no target is available), and may forfeit for a zero payout. Chromium-based browsers use click-to-select/click-to-place mode because of Chromium issue 547549661; Firefox retains drag-and-drop. The action controls keep a fixed layout while cards are selected, so choosing different cards does not resize the casino window. Occupied board stacks show their card counts and summed point totals so players can compare moves. Played cards appear on their arrays before captured stacks animate away together, replacement cards animate from the player deck using their face artwork, and House plays animate from the hidden hand to the selected stack before the next player action is enabled. Commander advantage is marked for the current owner. A third Supernova explodes while the holding pile moves to the active player's score. Wins pay twice the wager; ties and losses pay zero. Stale commands refresh the authoritative game state. The active round status stays inside its status panel, and completed games show the final score and return action in a result panel over the table. Procyon also has a PRACTICE GAME option on its wager screen; practice uses a local sample board and never wagers or changes credits.

Gambler's Advantage: Casino loans based on net worth, bypassing standard credit checks. Repay at Stardock or face Lenny's Repo Man.

Bounties#

Post and claim at Imperial Police HQ (Stardock, alignment ≥ 100):

Destroying a wanted player's ship lets you claim the bounty. Bounty Hunter crew: +50% payout.

Auto-bounties: Failed port robberies with unpaid penalties spawn bounties at 2× remainder, announced in galaxy news.

Logs, Mail, Rumors, and News#

ChannelUse
Galaxy logPublic events — upgrades, arrivals, combat, bounties
Personal logMessages directed at you and retained return-news records (up to 30 days)
Subspace mailPrivate captain-to-captain email; replies retain one RE: subject prefix
Subspace broadcastMessage to all captains in galaxy
Tavern / tipsVoid Market tip board; galaxy rumors
News since last loginSummary on return; reopenable from the cockpit header, with the retained history available under React Comms → Personal News

Filter the galaxy log to find your port upgrades or track rival activity. In the React client, open Comms → Personal News to review your private return-news records from the last 7, 15, or 30 days. These records are kept for 30 days and the archive does not change whether the return dialog considers them viewed. Brief database-contention collisions during player loading are retried automatically; persistent failures remain available to administrators in the server error log.

Planetary Management

Planets#

Planet classes#

ClassTypeBest for
MEarth-likeBalanced; strong equipment production
KDesertFuel ore production
OOceanicOrganics production
LMountainousBalanced fuel and organics
CGlacialLow-yield; lore placeholder; expensive fighters
HVolcanicExceptional fuel; zero organics
UGaseousNon-colonizable

Claiming planets#

Planet lists in the React sector view, planet selector, scan results, and personal/corporation registries are sorted A–Z by the visible planet name. The active PLANET tab shows the class key before the name (for example, (M) LAHINES); supporting lists show the readable planet type with its class key (for example, Earth Like (M)) and, where available, the current number of defensive fighters stationed on each planet.

Land on an unowned planet and claim it. Corporation members may choose personal or corporate ownership. In PvE galaxies, other players cannot claim your planets.

Landing warnings#

Landing on Terra, a planet you personally own, or one that belongs to your current corporation proceeds without a confirmation prompt. Other-owned and hostile alien homeworlds always warn that continuing will activate any planetary shields, ion cannons, and fighters. Unowned planets warn captains below level 5 and ships making their first landing. Any other non-owned landing also warns when the ship lacks a Planet Scanner, because surface ships and defenses cannot be inspected first.

Orbital planet telemetry: A Planet Scanner reveals colonist assignments and resource inventories before landing unless the planet has a Level 5+ Citadel with active planetary shields. Owners and corporation members additionally see defense reaction percentages, fighter and commodity production rates, Citadel upgrade progress, vault value, and Medical Officer / Operations Expert bonus status. Shielded telemetry is explicitly marked as restricted rather than displayed as zero.

Ownership administration: After landing on a planet you own personally or through your corporation, the Administration tab supports direct transfer to either ownership mode. You do not need to abandon the planet first.

Colonist assignment#

Assign colonists to fuel, organics, or equipment production. Production per Exturn:

units = floor((assignedColonists / colonistsNeeded) × exturnPct)
capped at maxProduction × exturnPct
+10% if Production Bonus active

Population: Birth rate ~18/1000, death rate ~8/1000. Overpopulation (>50% capacity) increases deaths. A planet's permanent Medical Officer bonus halves death rates and tunes growth; use PLANET → Advanced to suspend or reactivate that population-control effect without removing the permanent bonus.

Terra adds 2,000 free colonists per day (× exturn fraction).

Excess colonists or goods above class caps are lost at Exturn — rebalance before the tick.

Stored inventory: While landed on a planet you own personally or through your corporation, use Overview → Stored Inventory to move crew, artifacts, trade goods, and portable equipment between the active ship and the planet. Items use the same ship-transfer category groups and player-facing alphabetical sorting; crew shows its function before the crew name, and artifacts use their clean names. Transfer fields accept an explicit amount; the double-arrow controls move all available eligible units in that direction. Transfers are performed in batches of up to 100. The persistent ship telemetry also exposes LEAVE PLANET while landed. Leaving the planet returns the React cockpit to Sector view; it does not open a separate orbit overview. If you open a port while landed, the Dock action asks you to LEAVE PLANET & DOCK and then requests a berth automatically.

Fighter production#

With citadel level 2+ and the toggle enabled, planets produce fighters from assigned colonists using TW-style fig factors. Fighter assembly does not consume Fuel Ore, Organics, or Equipment; those commodities continue to accumulate from their assigned production lines. An active planetary trade agreement may sell or purchase commodities separately, which is independent of fighter assembly. Toggle pauses fighter creation without stopping commodity accumulation.

Planetary bonuses (permanent)#

Land once with specialized crew on a planet you personally own, or one owned by your corporation, to unlock permanent planet flags. The ship's registration does not affect eligibility.

CrewBonus
Medical OfficerHalves death rates; growth tuning; population control can be suspended
Operations Expert+10% resource production per Exturn

Bonuses persist through takeoff, sector travel, port activity, crew changes, and ship destruction. Suspending Medical Officer population control changes only the active effect; it does not remove the permanent planet bonus.

Citadels (levels 1–6)#

LevelUnlock
1+Citadel treasury (4% daily interest)
2+Fighter production; combat computer
3+Ion cannons
4+Planetary worm drive
5+Planetary shields
6Tractor beam

Construction takes multiple days (varies by planet class and level).

Rush production — once per Exturn day, pay to subtract 1 construction day:

LevelRush cost
125,000
275,000
3200,000
4500,000
51,000,000
62,500,000

Planetary defenses#

1 planetary shield ≈ 10 ship shields in combat. Ion cannons fire on sector entry and during landing. Combat computers intercept attackers. Tractor beams (level 6) can prevent hostile ships from leaving; hostile planetary ion cannons may damage a trapped ship on every attempted move, and the resulting fighter and shield losses appear immediately in ship stats.

Trade agreements#

Your planet auto-trades with a port in the same sector during Exturn:

Planetary worm drive (citadel level 4+)#

Warp the planet (and docked ships) to a visited sector:

Red Matter#

Obliterates a planet after a deployment delay. The destroyed planet and its landed ships disappear immediately from the sector view. Blocked in Imperial Space, safe zones, PvE player planets, and under rookie protection.

Homeworlds#

Alien homeworld planets spawn with citadel 6, massive resources, and fighter pools. Alien communications refresh homeworld metadata when you enter a galaxy and query the alien class's database-linked planet directly, including legacy homeworlds without newer classification markers; an exact homeworld-name lookup can restore a cleared link. If the planet is genuinely missing, aliens describe it as lost, but its historic homeworld sector remains discoverable and entering that sector still counts toward Homeworlds Reached. Landing displays a danger confirmation when that alien species is hostile to you. Friendly and neutral homeworlds follow the standard ownership, new-captain, and scanner warning rules. Conquering clears the homeworld flag and is a major achievement.

Colonists and Production#

See Planets above for assignment, growth, caps, and bonuses.

Colony route workflow: Unmanned ship in Sector 1 → path to planet → delivers 1 colonist per hold per Exturn cycle → returns to Terra.

Medical Officer is the most valuable crew member for long-term colony health.

Combat & Survival

Combat#

Space combat is fast and lethal. Understand each combat type before engaging.

Core combat formula#

attackerStrength = ceil(fightersUsed × (offensiveOdds + tacticalBonus))
defenderStrength = ceil(defenders × (offensiveOdds + tacticalBonus))

Tactical Officer: +0.5 offensive odds.

Unpiloted ships: defend at 50% offensive odds; destroying them grants no kill XP or alignment to the attacker.

Disable vs destroy: If damage exceeds (maxFighters + maxShields) × 5% threshold → destroyed; otherwise → disabled.

Kill rewards: ~16% of victim XP, ~33% of victim alignment (×33% if victim escapes in pod).

Starting a fight: +10 XP, −10 alignment for attacker (before resolution).

Ship-to-ship combat#

Movement is blocked while an attack is actively resolving and becomes available immediately after the combat result is complete.

Where: Both ships must be in the same sector and in open space, or both must be on the same planet surface outside the citadel. Ships docked at a port are protected from ship attack and raid.

Cost: 5 turns. Cannot attack: cloaked ships, ships being towed, your own ships, rookie-protected players, PvE allies.

Raid (5 turns): Steals credits, goods, fighters, shields, and inventory up to a cap based on experience and raid type. Successful loot appears on your ship as soon as the raid report arrives; leaving and re-entering the galaxy is not required. Nebula Cloak doubles raid odds; Security Chief halves them. After a successful raid, there is a 5-minute cooldown before you can raid the same target again. If the raid fails, the defending ship executes an emergency evasion maneuver and immediately warps away into open space.

Surrender: Only available vs defensive or toll fighters on sector entry — not in ship-to-ship combat.

Ship attack quantity: In the React client, choose the number of fighters with the slider, the exact-count field, or the calculator keypad. The value is limited to the legal maximum for the attack; ATTACK requires at least 1 fighter, while RAID does not use a fighter quantity. A disabled BOARD or TOW control remains visible in Ship Contact and provides the reason it cannot currently be used.

Sector entry combat (phase order)#

When you warp into a sector:

  1. Nav hazard damage (if triggered)
  2. Tracking mine attaches (hidden; one at a time)
  3. Sentry mines detonate (50% of mines, rounded down; Mimic Crystal halves detonations)
  4. Ion cannons from hostile planets (citadel 3+)
  5. Offensive fighters auto-attack
  6. Defensive fighters — ATTACK / RETREAT / SURRENDER
  7. Toll fighters — PAY (5 credits/fighter) / ATTACK / RETREAT / SURRENDER
  8. Stay or go — if threats remain

In the React cockpit, live sector notices announce player-ship arrivals and departures, planet captures or releases, and planet destruction. Movement reports that include an ion-cannon salvo or tractor beam are shown as dedicated planetary-defense notices; the sector display refreshes from the server-authoritative result.

Retreat returns you to your previous sector at warp turn cost.

Surrender to fighters: entire ship transfers to fighter owner; you get an escape pod with 0 credits.

Direct fighter attack: Use sector display to attack offensive/defensive/toll fighters without re-warping.

Port combat#

Where: Wild space (not Imperial Space or safe zones). Attacker in space.

Planet landing combat#

Landing on a hostile planet triggers automatic defense:

  1. Air ion cannon salvo
  2. Planetary shields (citadel 5+)
  3. Ground ion cannon
  4. Offensive fighters (ground odds 2.0×)
  5. Defensive fighters (ground odds 3.0×)
  6. Successful landing

Planet surface combat#

Ships landed on the same planet may attack/raid each other if neither is inside the citadel. Citadel grants immunity.

Colonist bombing#

attackcolonists from planet surface: kills 700–1,000 colonists per fighter used. Alignment penalty. Blocked in protected spaces, PvE player planets, and rookie protection.

Planet conquest#

Clear planetary defenses and claim ownership. Ships inside the citadel do not block claiming, but are evicted to orbit upon successful claim.

PvE hostile objectives#

Pirate Nests and Alien Outposts appear in PvE galaxies (red threat frame). Attacking requires fighters, the normal ship-combat turn cost, and fuel. Fortified bases return fire against shields first and then fighters; defenses scale with remaining integrity, PvE threat level, and base type, with Alien Outposts hitting harder. Guards may also spawn. Clearing grants credits and XP (scaled by threat level), and an objective remains cleared during its cooldown—even if players leave and return to the sector—before respawning.

PvE Contract Board#

In PvE galaxies, dock at a standard space port and open its Contract Board, or dock at Stardock and open Imperial Police HQ → PvE Contracts, to accept bounties. Each eligible port offers up to 3 contracts, and a player may hold up to 5 accepted contracts. Only one active contract for the same objective type and target may be held at a time. Contracts can cover general Pirate or Alien hunts, a specific hostile target, or clearing Hostile Objectives. Newly generated multi-kill contracts add a 15% completion premium for every required target beyond the first. Targeted Pirate Captain and Alien Commander contracts identify the hostile by name and show its currently reported sector. Every contract card shows the port and sector that issued it. Progress is tracked automatically. Return to the issuing port to claim a completed contract; attempting to claim or cancel it elsewhere explains where to return. Use the close icon in the board header to return to port operations.

PvE Regional Escalation#

Player actions in PvE galaxies—including Pirate and Alien kills, nest damage, and objective clears—cause Regional Escalation to accumulate within local box sectors. Escalation naturally decays during exturns. Areas with high escalation feature increased NPC activity and spawning pressure. Escalation levels for visited or active-contract target sectors and active discovered objectives are displayed dynamically on the Starmap (where escalated sectors feature highlighted borders and known objectives show custom icons) and under the sector title in the Sector HUD.

PvE Corporation Objectives#

Corporations in PvE galaxies can collaborate on shared Corporation Objectives (accessible via the Corporation screen's "Objectives" button). The system maintains 3 active corporation-wide goals and replaces completed goals automatically. Contributions from qualifying members are tracked dynamically. To prevent camping, members can contribute to an objective at most 3 times from any single sector. Completed objectives remain claimable for 48 hours; contributors receive a bounded share of the credits and XP based on their credited contribution, while zero-contribution members receive no reward.

Battle reports#

Combat results appear in Battle Report dialogs (sector entry report, landing report, ship contact). Read them for exact losses, pod/disable outcomes, and remaining threats. The Victory banner stays above the scrollable tactical transcript so it does not cover the report text, and the transcript opens automatically. When a successful attack disables a target hull, its card is shown as CAPTURED · DISABLED even if the defeated pilot result is reported separately. Select Continue to keep the report open while you review it or choose another available action; select Close to dismiss it.

Fighters, Mines, and Sector Defenses#

Fighter deployment modes#

Ship and colonist attacks require at least 1 fighter. In the React ship attack dialog, the deployment slider, exact-count field, and MIN button are clamped to a minimum of 1 fighter up through the legal maximum (the ATTACK button remains disabled when 0 fighters are available). Use Cancel or Close to abandon the attack. A one-fighter attack is useful when trying to disable and capture a ship without applying unnecessary damage.

ModeBehavior
OffensiveAuto-attack entering hostile ships
DefensiveOpens a required decision dialog to attack or retreat
TollDemand 5 credits per fighter; opens a required decision dialog to pay, fight, or retreat

The deployment dialog explains the selected mode. For Toll mode it previews the resulting demand using the active galaxy's configured rate multiplied by the projected total toll fighters after deployment.

Entry decision dialogs show the required choice first. Select View full entry report only when you want the complete tactical transcript.

One owner's fighter stack per sector. Personal fighters hostile to other players; corporate fighters hostile to other corporations. Sector cards label corporate fighters and mines with CORP: corporation name so they are distinct from personal deployments. The Personal asset registry excludes corporate deployments, while the Corporation asset registry shows corporate deployments only.

Recovering deployed fighters is limited by the current ship's fighter capacity. If the ship is already full, the game reports that no fighters can be recovered instead of opening a quantity panel.

Deployment blocked: Imperial Space, safe zones, all special ports and spaceport hubs.

NPC deterrence: Hostile NPC ships (pirates and enemy aliens) will not spawn in sectors containing deployed fighters, sentry mines, or tracking mines. NPCs that are relocated into a defended sector during the daily Exturn face the full sector-entry defense pipeline — mines detonate, ion cannons fire, and fighters engage — potentially destroying or damaging them before they can threaten you.

Mines#

TypeBehavior
SentryDetonate on sector entry; 20 damage each (50% of mines fire, rounded down)
TrackingInvisibly attaches to entering ship; reveals movement history

The sector cap is configured by the galaxy (default 99 total sentry/tracking mines per sector, with Ring 1 limited to 10%). The deployment screen shows the current cap and remaining slots, and will not accept more than the ship carries or the sector can hold. For sentry mines, it also previews how many mines in the resulting stack will detonate, their raw damage before target-specific defenses, and how many will remain. A lone mine uses a percentage chance, which the preview identifies. Oversized requests are rejected instead of being silently reduced. Cannot mix another player's sentry stack in the same sector.

Marker beacons#

Leave one message beacon per sector. Required as warp target for planetary worm drive. Good-aligned captains use marker beacons for safe Imperial Space worm jumps.

Photon missiles#

Disable sentry mines, fighters, and ion cannons for ~60 seconds without destroying them.

Mine disruptors#

Destroy all mines in an adjacent sector. In PvE, cannot clear other real players' mines.

Bloom missiles#

Create a random planet type in your current sector and consume up to 5 percentage points of navigation-hazard debris there, when present. The success notice reports how much NavHaz was cleared. Heavy crowding in a sector skews results toward gaseous/glacial planets (junk drift). The tutorial Bloom Missile is guaranteed to generate an Earth-like planet. Blocked in Imperial Space, safe zones, and Protected Space.

Red Matter#

Obliterates any planet after deployment delay. Use with extreme caution. Each ship class has a maximum number of Red Matter Devices it can carry — smaller ships carry fewer (or none), while capital ships can carry more. Check the ship class stats when purchasing to see the limit.

Galaxy Administration

Administrators can select Configure beside a galaxy on the Active Galaxies screen to manage its settings. Settings are grouped into named tabs. The configuration screen displays a loading indicator while retrieving the full property list. Use Big Bang to generate the configured galaxy, Run Exturn to process a daily tick, or Close to return to the galaxy list. In the privileged in-game debug menu, Create Planet asks for a configured planet type before creating the planet in the current sector.

Private Hosted Galaxies

Sectorum supports player-hosted private galaxies for a monthly subscription fee. This allows you to run your own persistent retro space-trading galaxy for your friends, corporation, or small community.

Features & Limits#

On the React galaxy-selection screen, use PRIVATE GALAXY HOSTING to subscribe, open the Billing Portal, create a hosted galaxy, or open its dashboard. Stripe confirmation and galaxy generation are checked in the background; if either check times out, use REFRESH STATUS. You may close the generation screen after it has been running for a few minutes and return later.

Galaxy Presets#

When creating a private galaxy, you can choose from safe configuration presets:

PresetSectorsPortsTurns/DayPvP StatusPvE Threats
Casual Friends5002001,000DisabledStandard
PvE Friendly1,0004002,000DisabledExtreme
Classic PvP1,0004002,000EnabledOff

Billing & Lapses#

If you cancel your subscription, your galaxy remains active and playable until the end of the current billing period. Once the period expires, or if your subscription lapses due to payment failure, your hosted galaxy will be locked and unavailable for play, but it will not be immediately deleted. You can restore access by updating your billing information via the Manage Billing portal.

PvE Galaxies

PvP galaxies (classic)#

AllowedDetails
Player combatAttack, raid, board
Deployed assetsFighters, mines threaten other players
Planet warfareClaim, colonist bomb, Red Matter
BountiesPost and claim on players
AlignmentKill/raid/rob consequences apply

PvE galaxies (cooperative)#

Blocked vs real playersStill dangerous
Ship attack and raidPirates
Player fighters, mines, ion cannons, tractorsAliens
Planet claim, colonist bomb, Red MatterNPC captains
Mine disruptors clearing player minesNav hazards
PvE objectives (nests/outposts)

Private property still matters — PvE prevents harm, not access to others' assets.

Roaming pirates: When encountered in eligible open space, pirates may warp away or remain and attack. An attack countdown warns you without blocking navigation, so you can warp away before it expires. A departure message means the server has persistently moved that NPC; returning to the sector will not restore it. Hostile roaming pirates and aliens also trigger deployed mines, fighters, and planetary defenses when entering a defended sector. Defense owners receive relevant alerts; the NPC's internal sector-entry transcript is not shown in Recent Activity.

PvE threat levels#

LevelExperience
NormalBaseline NPC pressure
AggressiveMore enemies; better rewards
ExtremeHighest density and recovery; for experienced groups

Direct PvE kill rewards are capped (e.g. up to 60 XP / 12,000 credits at high threat).

Quests & Artifacts

Quests and Tutorials#

First Flight (Dockmaster Jax)#

Standard on all galaxies.

PartTaskReward
1 Shakedown RunVisit sectors 1–10300 credits
2 HaulerSell ≥10 organics at Sector 14 (Jax's Outpost); sales are cumulativeGravity Scanner
3 ScannerGravity-scan adjacent sectors; find Jax's hidden cargo cacheBloom Missile
4 DefenderDestroy Training Drone in Sector 121,000 credits
5 UpgradesBuy any hold/shield/equipment upgrade at Stardock2,500 credits

Tutorial objects spawn automatically when quests are active. If a step seems missing, re-open the quest dialog or revisit the target sector — the game can repair missing tutorial objects.

Training Drone: Tutorial-only target in Sector 12. Completing Part 4 prevents respawn. Attack works in protected space.

Caprica quest#

Spoiler-safe: follow fragment clues on the starmap; the quest tracks progress in your quest log. Caprica tablets and map fragments appear in-sector as QUEST ITEM markers and are informational quest discoveries, not recoverable owned deployments. Once the Caprica quest is completed or Caprica has been discovered, clue markers are automatically cleared from your sector view and scanner results.

Quest UI#

Active and completed quests appear on the Operations / Quests screen. Dialog NPCs offer accept/complete flows with reward popups, and quest reward items are displayed with friendly player-facing names such as Bloom Missiles or Gravity Scanners.

Aliens and NPCs#

Alien species#

Ten alien factions (Gorgon, Veloix, Craw, Nyx, Krell, Yykkllyyxx, Eebeeb, Vortron, Zephyr, Zorax) with alignment tendencies (good, evil, neutral) and unique trade goods. In PvP galaxies, entering an alien homeworld sector for the first time displays a welcome story and records the visit; landing is optional, and the sector still counts if its original homeworld planet was conquered or destroyed.

Alien relationships#

Friendly (heart icon) if any:

Hostile (red !) if:

The Profile screen shows each species' persistent Standing separately from its Current Behavior toward your active ship. If crew, cargo, a Diplomat, or a Cosmic Resonator makes a hostile species act friendly, the hostile standing remains visible and the temporary modifier is named. Your planets and deployed defenses use persistent standing, not protections carried aboard your active ship. Enemy status is temporary — hostility debt decays over time or through trade.

Alien commerce & ship trade#

When contacting an alien vessel in your sector, select the TRADE action to open the Alien Commerce interface. Captains can purchase the species' unique trade good for $10,000 if the encountered vessel has one in stock, or sell sought commodities carried in ship cargo for $25,000 each. Completing a purchase or sale immediately establishes trade alliance standing with that species and improves behavior.

Hostile alien behavior#

~2.5 second delay after sector entry, then:

Blocked by Diplomat crew, Imperial/safe space, or Cosmic Resonator. One action roll per visit.

Alien communication#

Ship-to-ship conversation: When AI hail conversations are enabled for the server, suggested prompts, custom alien-window messages, and RESPOND on an incoming NPC or alien hail all use the same generated conversation. Named NPCs and every alien race retain their own personality, remember the recent exchange, and reply after a brief subspace delay of at least five seconds. They know their identity, culture, and the visible conversation—not private player information, hidden locations, quest solutions, or administrative data. Generated conversation adds personality only: it cannot award items, alter relationships, move ships, change combat, or override normal game rules. The channel reports when AI hails are unavailable, sent too quickly, or temporarily at capacity. An accepted hail that receives no reply reopens after 25 seconds without inventing an NPC response, and ordinary gameplay continues.

Pirates and police#

Pirates roam, attack, and respawn. Their non-blocking attack countdown leaves navigation available so you can attempt to flee. If the attack occurs, its battle report remains open across cockpit views until you dismiss it; Continue keeps the report open, while Close dismisses it. If detailed telemetry cannot be interpreted, the original combat result remains available in a fallback report. An enemy escape-pod result means the pirate captain escaped the destroyed vessel; your own movement and survival are reported separately. When pirates are relocated or respawned during the daily Exturn, they face any sector defenses (fighters, mines, ion cannons) at their destination — well-fortified sectors may destroy them on arrival. Police enforce order in Federation space. Both are NPC threats unaffected by PvE player-protection rules.

Other NPCs#

Karen, Scraps, Tinfoil Tom, and Blorp are recurring NPC characters with unique behaviors. Tinfoil Tom flees rather than fighting.

Artifacts#

Finding artifacts#

Sector adventures (navhaz searches), quests, and exploration rewards. Adventure investigations must be started from open space; leave the planet or port first.

Artifact effects (examples)#

ArtifactEffect
Fortune's Beacon+10% credit rewards
Merchant's Amulet−10% commodity buy prices
Mimic CrystalHalves mine detonations
Nebula CloakDoubles raid success odds
Stellar Forge40% disabled ship repair discount
Celestial CompassJump to any visited sector without fuel
Gravity SphereOthers pay +25% fuel to leave your sector
Quantum KeySteals 25% of credits from leaving ships (not corp members)
Cosmic ResonatorPacifies hostile entities
Voltaic StonePassively scans all vessels in current sector, revealing fighters, shields, holds, and inventory without manual scans

Selling at Artifact Exchange#

TierPrice rangeExamples
Common37,500–62,500Fortune's Beacon, Merchant's Amulet, Mimic Crystal, Voltaic Stone
Uncommon100,000–150,000Nebular Prism, Celestial Eyestone, Cosmic Resonator, Nebula Cloak
Rare225,000–275,000Solar Matrix, Stellar Forge, Mind Melder
Legendary400,000–500,000Celestial Compass, Gravity Sphere, Quantum Key

Consider keeping artifacts with strong passive effects rather than selling.

Artifacts are displayed by their proper names (e.g. Fortune's Beacon, Quantum Key) without redundant "Artifact" prefixes across Ship Ops, transfer lists, and planet stored inventory.

Death & Recovery

Elimination modes#

ModeShip destroyed without escape pod
EasyAlways receive escape pod
StandardNew starter ship at Sector 1; marked dead until next Exturn
HardcorePermanent elimination from galaxy

When your ship is destroyed (with escape pod)#

When a ship is destroyed, each crew member and artifact aboard has a 50% chance to be secured by the Artifact Exchange for seven days. This recovery does not apply to disabled ships because their inventory remains with the salvageable hull.

When your ship is disabled

Recovery checklist

  1. TRANSFER valuables off disabled ship via Ship Contact
  2. Get a tow-capable ship (escape pods cannot tow)
  3. TOW to Stardock
  4. Repair (20% base cost) or sell (50% payout) at Ship Ops
  5. Restock fighters, shields, and new escape pod

Salvaging others' disabled ships#

If you deliver the disabling blow, ownership transfers immediately so you can secure the contents before towing. Tow the hull to Stardock to repair it for your fleet or sell it for profit. Unrelated disabled salvage can still change ownership when another captain begins towing it.

Lenny and casino recovery#

Pay debts before repo deadlines. Lenny's Repo Depot may have your seized equipment at discount.

UI & Workflow

Key screens#

AreaPurpose
Login / HomeAccount login, galaxy list with PvP/PvE badges. Session persists across page refreshes.
CockpitMain game view — sector, ship status, persistent current-ship credits, and MFD pages
Sector ViewShips, planets, ports, fighters, mines in current sector
Nav Computer (MFD)Warp selection, dock/land actions, scanners
StarmapGalaxy map, autopilot, trade/colony routes, map notes
Ship DataDetailed ship stats, turn costs, capabilities
OperationsQuests, planets, ships, ports, fighters, mines, routes
Planet screenColonists, production, citadel, defenses, trade agreements
Port screenTrade, upgrades, ownership, bank, casino (at Stardock)
CorporationForm, invite, manage shared assets
LogbookGalaxy log and personal messages
Subspace mailPrivate email between captains
SettingsAccount and display preferences
Battle ReportCombat outcome details after fights

Recent Activity: The public activity panel shows recent non-personal galaxy events, including commander arrivals, with the newest entries first. Events are labeled by type, including Travel/Entry for arrivals and movement and Combat for hostile actions such as PvE threat clears and Quantum Key credit theft. When you enter a joined galaxy, your arrival is added to this feed. Leaving removes your active presence but does not create a public departure notice. The panel refreshes automatically while the login screen is open and reloads when you return to it.

Cockpit navigation order: Sector, Starmap, Ship Ops, Port, Planet, Corp, Quests, Comms, and Profile.

Status MFD pages: Page 1 ship status, Page 2 navigation, Page 3 ship inventory (crew and equipment).

Ship Ops Inventory: The Inventory tab in Ship Ops organizes your vessel's contents into distinct groups: Hardware, Crew Roster, Alien Artifacts, and Misc Cargo. Crew members are listed as Role (Name) (or role alone when no name is assigned), and artifacts are listed cleanly by their unique names without redundant "Artifact" prefixes.

Planet stored inventory: The landed planet Overview uses the same grouped, sorted transfer picker as Ship Ops for eligible stored items. Hull-bound ship systems remain on the ship.

Ship password: Open Ship Ops → Security to set, change, or clear the password protecting your commanded ship from unauthorized boarding or towing. Corporate-owned ships can only have their passwords changed or cleared by the corporation CEO, including password arguments sent by legacy boarding callers. Authorized personal and corporate owners bypass access code requirements when boarding or towing, preserving the existing ship password upon boarding. Enter the access code without extra spaces when boarding or towing outside ships. The clickable header warning opens Security directly while no password is set.

Ship transfers: Use the SEND and RECEIVE tabs to choose the source ship. Transferable contents are grouped into Credits, Fighters & Shields, Crew, Artifacts, Commodities, trade goods, and portable equipment; rows are sorted by player-facing name and crew rows show the function first with the crew name in parentheses. Select a row to choose its transfer amount; the selected item’s details appear below the list. Escape pods, scanners, drives, and other hull-bound systems remain on their original ship; ALL CONTENTS also moves available commodities and credits.

Ship transfer location: Transfer, boarding, and towing are available only when both ships are in the same sector and share the same port or planet location, including both being in open space. The ship contact actions explain when a target is at another location. The transfer window can beam contents in either direction, including fighters and shields up to the destination hull's capacity. A successful ship scan—or carrying the Voltaic Stone artifact aboard your active ship—reveals the vessel's stored inventory, cargo holds, shields, and fighters in Ship Contact.

Location controls: While docked, the persistent ship telemetry shows DISENGAGE PORT; while landed, it shows LEAVE PLANET. Successful departure returns the cockpit to Sector view. The same label appears on the Port and Planet screens, so LEAVE PLANET describes leaving the surface rather than promising a navigation overview. Requesting a berth from a landed ship opens a LEAVE PLANET & DOCK confirmation.

Compose mail: The To Player picker lists the other real commanders in the active galaxy; NPCs and alien factions are excluded. Click a name or type to filter the list without regard to letter case.

Mail alerts: When you enter a galaxy, unread mail is checked and announced in the feedback bar. The COMMS navigation tab shows the current unread inbox count, and the client checks periodically for additional mail while you are playing.

Profile / Personal: Shows commander statistics, every alien relationship, and the current bank balance in the Personal Finances panel. It separates persistent standing from current ship-modified behavior and explains active crew, cargo, Diplomat, or Cosmic Resonator protection.

Web clients: The React client is the default at game.sectorum.net/. The classic Flutter client remains available at /old/; its Launch New action returns to the default React client.

Stretch UI: The interface adapts to landscape and portrait; tooltips on ship portraits explain piloted/friendly/hostile status. NPC ships (Police, Karen, Scraps, Tinfoil Tom, Blorp) are never labeled hostile.

News and Roadmap: These main-menu controls are currently unavailable.

Common workflows#

Find a port: Starmap search, spectrographic scan adjacent sectors, or explore outward from Sector 1.

Trade goods: Dock (0 turns) → buy/sell commodities → check hold space and port credits.

Buy a ship: Stardock → Shipyard → select class. New hulls receive a random ship name automatically when no name is supplied. Leave Trade in current ship unchecked to keep flying your current hull while the new ship waits unmanned at the Stardock, or select it to switch to the new ship and permanently surrender the old hull for trade-in credit.

Buy fighters and shields: Stardock commodity menu or any port selling them.

Explore safely: Gravity scan (free) → Standard autopilot → Nav Sentinel → avoid red warps until ready.

Claim a planet: Land → claim dialog → assign colonists → start citadel.

Trade route: Starmap → Trade Route mode → unmanned ship → path → save with allocation %.

Colony route: Starmap → Colony Route → ship in Sector 1 → path to planet → select target.

Join/form corporation: Operations or corporation menu → form (100 credits) or accept invite.

Recover fighters/mines: Operations → FIGHTERS or MINES tab → select sector → recover.

Read combat reports: After sector entry or battle, review the open tactical transcript. Use Continue to keep the Battle Report available for other actions, or Close to dismiss it before choosing RETREAT/STAY.

Recover after death: Escape pod → warp to Stardock → buy ship → reinstall escape pod.

Recover disabled ship: Transfer valuables → tow → Stardock → Repair in Ship Ops.

Tips from the Universe

Tips for New Captains#

Advanced Strategy#

Glossary

TermDefinition
AlignmentMoral standing from −1000 to +1000
AutopilotAutomated multi-sector navigation
Big BangGalaxy world generation process
CitadelPlanetary fortress with treasury and defenses
Class-0 PortTerra/spaceport hub
CorporationPlayer organization sharing assets
Escape PodItem preserving XP on ship destruction
ExturnDaily galaxy processing tick
Fedspace Ship LimitPer-sector occupancy cap (10 open-space ships) in sectors 1–10
FightersOffensive/defensive space combat units
GalaxyGame instance/world
Galactic HubTerra / Sector 1
HoldsCargo capacity units
Imperial SpaceSectors 1–10; heavily policed core
Marker BeaconSector message and worm-drive anchor
Nav HazardSector environmental damage risk
Nav SentinelPre-warp threat scanning system
Planet ClassWorld type (M, K, O, L, C, H, U)
Port ClassificationBuy/sell pattern (e.g. SBB)
Protected SpaceRing 1; fighters/mines cleared each Exturn
PvEPlayer-vs-environment galaxy mode
PvPPlayer-vs-player galaxy mode
Safe ZoneDesignated non-combat sectors
SectorSingle map location
ShieldsDamage absorption before hull/fighters
StardockPrimary port at Sector 1
Toll FightersSector fighters demanding payment
TurnsAction budget for commands
Void MarketCriminal player marketplace
WarpMove between linked sectors
Wild SpaceUnrestricted space outside special zones
Worm DriveLong-range jump to visited sectors

Frequently Asked Questions

Why can't I attack this player?#

Possible reasons: PvE galaxy protection, rookie protection (Federation Flight Permit), target in Imperial Space with good alignment, target is cloaked, you are towing/been towed, or target is an ally/NPC type blocked by rules.

Why can't I dock here?#

Void Market requires alignment ≤ −100. Some ports are restricted by game state. Cleanhands cannot dock at Void Market.

Why can't I claim this planet?#

Planet may be NPC-owned, already owned, protected in PvE, or you lack landing rights. Homeworlds require defeating defenses first.

Why did autopilot stop?#

Standard mode stops at points of interest, Nav Sentinel warnings, mines, fighters, or hazards. Express mode ignores ordinary ships, ports, and planets but still resolves damaging hazards. The halt dialog shows how many ships are in the sector and labels genuinely hostile ones (pirates, enemy aliens, opposing players). After an entry attack, review the battle report before choosing to continue the remaining route or stop. Friendly NPCs like Police, Karen, Scraps, and Tinfoil Tom are not counted as hostile.

Why did my trade route fail?#

Ship aborted due to mines, aliens, enemies, or insufficient turns/fuel. Assign a Captain crew to the route ship to reduce aborts.

Why did my colony route fail?#

Ship not in Sector 1 at Exturn start, path blocked, or insufficient turns. Verify route configuration in Operations.

Why did I lose my ship?#

Destroyed in combat, nav hazard, mine detonation, casino repo, Lenny repo, or hardcore elimination. Check battle report or galaxy log.

Why am I in an escape pod?#

Your ship was destroyed or disabled and you had an escape pod (or Easy mode). Pod spawns at last sector with minimal armament.

Why is my ship disabled?#

Damage exceeded disable threshold but not destruction. Fighters/shields zeroed; repair at Stardock.

Why are some sectors unsafe?#

Nav hazards, deployed mines/fighters, hostile aliens, pirates, or PvE objectives. Scan before entering.

Why can't I deploy fighters or mines here?#

Imperial Space, safe zones, special ports, and spaceport hubs block deployment. Protected Space also clears fighters/sentry mines each Exturn.

Why was my ship relocated by Federation Traffic Control?#

Federation sectors (1–10) enforce an open-space occupancy regulation (default 10 ships). While active navigation is always permitted, leaving unpiloted hulls or logging out in an overcrowded Fedspace sector triggers automatic traffic-control relocation to an adjacent or available Fedspace sector. An informative notice is delivered to your log when you next log in.

Why does a port have negative credits?#

NPC ports can accumulate debt when buying from players. Future sales repay it. Player-owned ports cannot go negative.

Why did my casino loan get repossessed?#

Loan unpaid for 5+ days. Lenny seizes goods. Repay at Stardock before day 5 to avoid repo.

What is the difference between PvE and PvP?#

PvP allows full player combat and conquest. PvE blocks real-player harm but NPC threats remain significant.

What does alignment affect?#

Alien reactions, rob/steal access, bank tax, Police HQ, Void Market, commission eligibility, and kill penalties.

What does experience affect?#

Level, rank title, safe rob/steal amounts, and some alien reactions.

What should I do first?#

Log in → join galaxy → talk to Dockmaster Jax → complete First Flight → trade at ports → install escape pod → explore outward from Sector 1.

Does upgrading a port only increase security?#

No. Upgrade Port increases capacity and productivity. Security and Defense are separate owner-only upgrades.

Can I resume autopilot?#

Yes. When a route is paused by an entry hazard or battle, use Close to dismiss the battle report if present, then choose Continue in the autopilot halt dialog. Choose Stop Here to end the route at the current sector.

Where are events that happened while I was away?#

After you return to a galaxy, the client shows a News Since Last Login log for personal events such as bank tax, mine damage, ship destruction, Imperial Space towing, or loaner-ship repossession. In the React cockpit, closing the log does not discard it: choose NEWS SINCE LOGIN in the header to reopen it during the current session, or open Comms → Personal News to review the retained history for up to 30 days. The server records entries as viewed when the return log is fetched; the Personal News archive is read-only and does not clear or mark them.

Where do I see my crew?#

Ship Inventory (Status MFD page 3), transfer screens, and hire menus at ports.

Is there any point to cloaking when landed on a planet?#

Yes. If you land on a planet and do not cloak, you are visible on the planet surface to other players scanning the sector, who can then land and attack or raid your ship (unless you are inside a Citadel). Cloaking completely prevents other players from attacking or raiding you while you are offline, and hides your ship from standard scans and sector/planet displays. Note that cloaking requires fuel and has a daily failure chance overnight.

© 2026 Sectorum Galactic Command. This manual reflects current game behavior; mechanics may vary slightly per galaxy configuration.