Player's manual
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 gameA match is 10–15 minutes long and it is the same four moves, over and over, under a clock that never stops.
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.
Everything is playable on all three: keyboard and mouse, a gamepad, or a touchscreen. No verb is missing from any of them.
| 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.
Two settings decide how the ship handles. Both are changeable at any time, from Settings or from the pause menu, on every device.
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.
The HUD only shows things you act on. From the corners inward:
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.
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.
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.
| 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.
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.
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.
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.
| 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. |
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 phase — the 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.
Ore is conserved exactly. Nothing you mine, drop or loot ever quietly disappears.