Rules
Concepts And Mechanics
Planets, moons, queues, combat, loot, protection, alliances, rankings, and testnet limits.
Planets And Coordinates#
Planets live at galaxy:system:position. A settled player starts with a home planet and can add colonies through Colonize missions. Planet slots affect fields, temperature, and resource bias.
Fields limit how many building levels can fit on a body. Terraformer and Lunar Base add fields where applicable.
Moons#
Moons are separate bodies attached to planets. They have their own resources, ships, defenses, buildings, fields, and Jump Gate state. Moon fleets can use moon resources and moon ship inventory. Jump Gates move moon fleets only and do not carry resources.
Moons may also be granted by burning Burning Chicken NFTs through the Moon page. The UI verifies the typed Chicken ID is owned by the connected wallet on Base mainnet before opening the burn transaction. The moon appears after the game confirms the burn. Any Chicken NFT can be burned for a moon at any planet.
Resources And Queues#
Spending happens when your transaction succeeds. Completed work appears in your current levels and inventory automatically; queues show the work remaining. If current resources are unavailable, wait for them to refresh before starting another action.
| Queue | Scope | Examples |
|---|---|---|
| Building | Per planet or moon body | One building upgrade at a time |
| Ships | Per planet | Active ship production and queued orders |
| Defenses | Per planet or moon body | Active defense production and queued orders |
| Research | Per player | Technologies |
| Missions | Fleet route | Attack, Transport, Deploy, Harvest, Colonize, Missile, ACS |
Combat#
Combat compares attacker ships, defender ships, stationed defenders, and static defenses. Battle reports show outcome, loot, losses, debris, and participants when known.
Combat uses attack, shield, and hull stats. Weapons Technology scales attack. Shielding Technology scales shields. Armor Technology scales hull. Shields refresh each round. Damaged hull can explode during battle. Some units have rapidfire where cataloged by the combat engine.
Destroyed ships create debris. Defense repair is applied after battle according to contract rules.
Loot And Debris#
Attack loot is capped by available cargo after fuel. The app previews lootable resources and lets you choose a metal/crystal/deuterium loot ratio. A practical raid needs enough cargo and fuel after the selected speed and route.
Harvest missions use recyclers to collect debris. Recycler cargo capacity and route fuel determine how much debris can be recovered.
Protection, Bashing, And Inactive State#
Attack protection prevents invalid or abusive launches. The mission screen shows protection status for the current target.
- New or low-score protection: below 50,000 score, attacks are limited to a 1.5× gap. From 50,000 to 499,999, the limit is 10×.
- Same alliance: blocks hostile attacks against current allies.
- Bashing window: tracks repeated attacks by attacker, defender, and planet in the 24 hour window.
- Inactive defender: may remove some protection gates when the defender is marked inactive.
- Live Rift extraction: a planet with resources locked in the Rift can be attacked through new or low-score protection and the bashing window, but never by its own alliance. When the attack is only allowed because of the lock, raiders can take only the locked resources.
The Rift#
The Rift moves resources between your planets and your wallet. Metal, Crystal and Deuterium also exist as tokens, vMETAL, vCRYSTAL and vDEUT (their addresses are under Contracts And Tokens). One token equals one unit in the game, so extracting 500,000 Metal pays out 500,000 vMETAL.
A planet uses the Rift once it has a Rift Stabilizer. The Stabilizer needs Robotics Factory 4, Research Lab 2, Energy Technology 5 and Hyperspace Technology 1, and every planet needs its own. Open the Rift page with that planet selected.
Injecting is instant. You approve the game to take exactly the amount you inject, then inject it, and the planet's resources rise in the same transaction. Injected resources are spent like mined ones. You can only inject into your own planets; to help a friend, send them tokens and let them inject.
Extracting is slow and public on purpose:
- Starting an extraction takes the amount from the planet and locks it there for 28 days. Each planet runs one extraction per resource at a time, and an extraction can't be cancelled.
- While it is locked, every player sees it in the Raid Finder under Rifters, and the planet can be attacked even when new or low-score protection or the bashing window would normally stop the attack. Your own alliance still can't attack you, and moon attacks can't reach a planet's Rift lock.
- A winning attack takes its normal loot first and then fills any spare cargo from the lock. The lock has no 50% raid ceiling, so a fleet with enough cargo can take all of it.
- After 28 days you finalize the extraction on the Rift page, and whatever survived is paid to the planet owner's wallet as tokens. Until you finalize, raiders can still take it.
Extracted tokens are ordinary ERC-20 tokens that you can hold, send to another player, or inject into any of your planets with a Stabilizer. The Rift page lists the active extractions of all your planets with their countdowns, and its history shows every injection, extraction, payout and raid. A wallet delegate injects from its own wallet, while finalized tokens always go to the planet owner.
Alliances And ACS Defend#
Alliances support invitations, membership, and coordinated action. ACS Defend lets allied fleets station at a defended planet until a hostile attack arrives. Holding fuel is based on fleet composition and hold time. Alliance Depot support can cover part of that fuel from the defended planet's depot level.
Rankings And Highscore#
Rankings reflect public game state. Scores cover economy, research, fleet, defense, and protection-relevant totals. Rankings also surface attackability context such as protection and inactive state where available.
