Player's manual

How to Play
Space Rush: Miners

You fly one ship and you own one mining station. Your mining gun is also your weapon, so every second you spend chipping ore out of the field is a second you are not defending your station or attacking somebody else's. One ship, three jobs, never enough time. The last reactor standing wins.

▶ Play the game

1. The loop

A match is 10–15 minutes long and it is the same four moves, over and over, under a clock that never stops.

  1. Mine. Fly to the asteroid field and hold fire on a rock. The same shot that bites a hull chips a rock into ore — one weapon, one trigger. Chunks drift to you on their own if you are close enough.
  2. Bank. Your hold is small — 2 ore to start. Fly home and simply enter your station's collection field: the hold drains steadily into your safe banked total while you are inside it, and stops the instant you leave. No docking, no parking. Banked ore is safe. Held ore is not.
  3. Spend. Close in on your own station to open the Build & Upgrade wheel and turn ore into turrets, shields, reactor repairs, or a better ship.
  4. Fight. Besiege a rival station, or hunt loaded miners out in the open field where the ore is.

The whole game is the triangle: mine, defend, attack. You cannot do all three at once, and the ore field runs dry. Every death, every purchase, and every alarm moves you around that triangle — and deciding where to be, every few seconds, is the game.

2. Controls

Everything is playable on all three: keyboard and mouse, a gamepad, or a touchscreen. No verb is missing from any of them.

Every action, on every device
Action Keyboard & mouse Gamepad Touch
Thrust / steer WASD Left stick Left virtual stick — put your thumb anywhere on the left half
Aim Mouse cursor Right stick Right virtual stick (Manual aiming only)
Fire / mine Left mouse button Right trigger Right stick while engaged, or the hold-to-FIRE button under Auto-aim
Build & Upgrade E, near your own station Y / Triangle The BUILD button, which appears near your own station
Minimap: corner ⇄ full M M Tap the minimap
Pause / menus Escape Start Tap

On a phone the two sticks are dynamic: they appear under your thumb wherever it lands, rather than sitting in a fixed spot you have to find. The left half is always thrust. The right half changes shape with your aiming setting — see below.

On desktop a controls strip runs along the bottom edge listing the live bindings, and it swaps automatically the moment you pick up a pad. On touch there is no strip: the visible sticks and buttons are the legend.

3. Aiming & steering styles

Two settings decide how the ship handles. Both are changeable at any time, from Settings or from the pause menu, on every device.

Aiming — Auto-aim or Manual

Steering — Tap Commander or Sticks

Neither pair is a beginner mode and an expert mode. Auto-aim leads better than most people do; the sticks dodge better than any standing order can.

4. Reading the screen

The HUD only shows things you act on. From the corners inward:

The one rule that reads every health ring

A whole ring in the owner's colour is the health that remains, and threat red fills it clockwise from twelve o'clock in proportion to the health lost. A completely red ring is death, exactly. Reactor and shields share the rule, so a station under siege reads outermost-first: the shields redden and die before the reactor even starts to fill.

Every station's ring reads true at every range, whoever owns it. Red is only ever damage — never the station — so an enemy home still reads in its owner's colour while it burns.

The alarm

When your reactor, shield or turrets take sustained damage you get one unmistakable klaxon and a screen-edge arrow pointing home. The klaxon sounds once per attack — it does not nag — but the arrow stays for as long as the attack does. It rings for your side's station only, never for anyone else's.

That moment — deep in the field, hold half full, alarm going — is the game asking you the only question it ever asks.

5. What you can build

Everything is bought in one place: the Build & Upgrade wheel, opened at your own station. Five segments, each named in words — four of them spend on your station and one on your ship. Your live ore total sits in the hub. A segment's only number is its cost — yellow if you can pay it, red if you cannot.

The five segments
Segment What it does Limits
TURRET Auto-fires at enemies in range. Once the ring is full, the same segment upgrades your weakest turret one mark — Mk I → Mk II → Mk III. Each mark is tougher, hits harder, fires faster and, crucially, aims better. 4 per station. Takes about 10 seconds to assemble.
SHIELD A regenerating bubble over your reactor. It only starts regenerating after about 8 seconds without being hit. 2 per station. Takes about 15 seconds.
REPAIR REACTOR 1 ore restores 15 reactor HP, instantly and in full — there is nothing to interrupt. It repairs your station, never your ship. This is the one segment that also prints the HP it will give you. 15-second cooldown per station, counted down live on the wedge. It is per station, not per player — a teammate patching the same reactor waits on the same clock.
RADAR A satellite that orbits your station and lifts the minimap's fog of war around it. 1 per station. Takes about 12 seconds.
UPGRADE SHIP ▸ The one segment that spends on your ship rather than your station. It opens a second wheel — your upgrade ladders. See the next section. Carries an arrow instead of a price; costs escalate with each rung.

Construction takes time, and queued construction counts against the cap. Defenses are something you buy before the attack, not during it. A ship hull, by contrast, is never repairable at all — ships are cheap and respawn free.

How a station actually dies

So: attacking a station whose owner is home is usually a mistake. Pulling them away from it — or noticing that their alarm has gone unanswered — is the skill.

6. Ship upgrades

Behind UPGRADE SHIP is the same radial control, speaking the same language. Each track shows how far up its ladder you are, as pips, and one number: the cost. A finished ladder reads MAX. Upgrades multiply your hull's base stats, and they survive respawning.

Every ore in your hold has five competing uses: a turret, a shield, a repair, a ship upgrade, or the bank. The ore field is finite. That standing argument with yourself, repeated all match under a clock, is the strategy layer.

7. The four hulls

You pick a hull before the match, on the SHIP SELECT screen, and it is locked once the match starts. It sets your speed, acceleration, turn rate, hull HP, weapon power and cargo. Every tile shows its stats as pips and as numbers.

Relative to the Vanguard
Hull Speed Accel Turn Hull HP Power Cargo Plays like
Interceptor 130% 120% 140% 35 8 2 Scout and miner-hunter. Catches loaded ships in the open; melts on turrets.
Vanguard 100% 100% 100% 50 10 2 All-rounder, and the pre-selected default. Second-best at everything.
Excavator 90% 100% 80% 55 13 2 Mining engine and close-range bruiser. Out-earns everyone; cannot run away.
Hauler 85% 80% 85% 70 9 3 Logistics and siege tank. Hauls three ore and soaks a siege; arrives late.

8. Waves, the Crush, and the end

The claim sits in a decaying asteroid belt that is eating itself. Ore arrives in five timed waves, and each one spawns closer to the centre than the last — so as the match runs on, everybody left alive is squeezed into a smaller and smaller contested space with everybody else.

When the last wave is spent, the claim closes in. This is the collapse phasethe Crush — and it is not an enemy, it is a vice:

The match cannot stalemate. That is a rule, not a hope. A stockpile spent on staying alive is a stockpile that is simply gone when the Crush starts, and nothing regenerates any more.

You win by owning the last surviving reactor — on a team, by being the last side with one standing. If the last two die on the same tick, whoever died last wins.

9. Dying, respawning, wrecks

Ore is conserved exactly. Nothing you mine, drop or loot ever quietly disappears.

10. Matches, teams and bots

11. Ten things worth knowing

  1. Bank early and often. A base hold is 2 ore. Dying with it full gives it all to whoever killed you.
  2. Buy cargo first. +2 hold per tier changes the length of every trip you make for the rest of the match.
  3. You do not have to stop to bank. Flying through your own collection field drains the hold. Fly the long way home through it.
  4. One turret is not a wall. It buys you the seconds it takes to fly back. Answer the alarm.
  5. Repair is rationed. 15 seconds between taps, per station. Do not plan to out-heal anybody.
  6. Break contact to get your shields back. Eight quiet seconds. Drive them off, then repair.
  7. Upgrade a turret when the ring is full. A Mk III tracks a strafing attacker far better than a Mk I does — you are buying accuracy, not just damage.
  8. Shots have travel time. Yours, theirs, and the turrets'. Keep moving sideways and a low-mark ring will miss you.
  9. Camp the wreck, not the field. A dead player's fortune is on the ground and too big to carry in one trip.
  10. Watch the wave clock. Each wave lands nearer the centre than the last, and after the fifth there is no more ore, no repair and no shield regen — ever. Spend what you were saving before the Crush spends it for you.