Guide

World & Maps

The sector network, bases, danger tiers and how to move around.

The map network

Each faction owns sectors 1 to 8: home space (1 and 2), mid zones (3 and 4) and the endgame chain (5 to 8). Sector 3 of each faction borders a rival empire, which is where cross-border trouble starts.

The three empires meet twice in neutral space. MEV-4 is the crossroads connecting every faction's sector 4 and sector 5. MEV-5 is the lawless deep-space sector hanging off every faction's sector 7: full PvP, elite aliens, the best farm in the game, shared with everyone who wants you dead.

Pirates have their own hidden home, P-1, reachable only from MEV-4 and only by members of the pirate faction.

  • Every sector is a 20000 by 13000 grid. Big enough to hide in, small enough to be found.

Danger pays

The deeper the sector, the stronger the aliens, the richer the ore and the harsher the death rules. Sectors 1 and 2 are safe to learn in. From sector 3 onward dying starts to cost cargo, and from sector 5 it costs everything you have not protected.

Loot quality follows the same curve: rare materials, fractures and the strongest alien species only appear in high sectors and MEV space.

  • The map edge is radioactive. Do not idle out there.

Bases

Your faction keeps full bases in sectors 1 and 8. A base has five zones: sell (cash in your ore), repair, shop, storage and marketplace, plus a blacksmith for max-durability repairs.

Docking at base drains your backpack into your inventory, which puts loot permanently out of reach of death. The rhythm of the game is runs out and dockings back.

  • Storage and marketplace are per base. Where you stash and where you sell are strategic choices.

Getting around

Portals connect adjacent sectors, and the map is a web, not a line: you can cut through rival space or through MEV-4 depending on how brave the cargo in your hold makes you.