A game inspired by the style and setting of Space Rangers.
Endless dangers of space open up endless opportunities for development:







In addition, each race has its own unique pieces of equipment, and their ships have different strengths and weaknesses: shields and energy, speed and repairability, damage and armor, hull and regeneration, and many others.
Weapons and systems are easily transferred between ships. Therefore, it always makes sense to strengthen your favorite equipment.

Weapons can have module slots. Hundreds of different effects allow you to make each gun unique and adapt to any battle scenario.
Many players unite into clans, which simplifies access to stations, storage facilities, hypergates and all other clan property.

Endless dangers of space open up endless opportunities for development:
- 5 starting factions to choose from
- Raids, bosses, wars
- Economics, trade, market manipulation
- Asteroid mining, smelting, crafting
- Simple but at the same time complex system of modifications and interconnections of ship sub-systems
Many systems
Hundreds star systems await exploration and colonization. In remote reaches of space, wormholes occasionally open into unknown sectors, where both dangerous enemies and huge loot can be found.
Soft PvP
You do not lose equipment if you are destroyed by another player or NPC, only items that were in your cargo hold. Thanks to your personal fighting skills, you can overcome even strong opponents. And to prevent constant murders, you will be protected by patrols and military personnel in their systems, while the sectors themselves are divided by strength, preventing strong players from approaching weak ones.
Stations
Create your own flying fortress. Engage in trade and collect taxes for the use of station space by other players. Factories, shops, mining facilities, warp gates for long-distance flights - dozens of different buildings will make the station even more useful. In addition, stations are necessary for the colonization and terraforming of captured planets or the construction of space megastructures.
Modifications of equipment and ships
Spaceships are a platform for installing weapons, systems, devices, and drones. Ships are upgraded using collected resources, allowing you to choose your development style.




In addition, each race has its own unique pieces of equipment, and their ships have different strengths and weaknesses: shields and energy, speed and repairability, damage and armor, hull and regeneration, and many others.
Weapons and systems are easily transferred between ships. Therefore, it always makes sense to strengthen your favorite equipment.

Weapons can have module slots. Hundreds of different effects allow you to make each gun unique and adapt to any battle scenario.

Cooperative game
Groups of players are needed to coordinate boss battles and clear out certain locations.Many players unite into clans, which simplifies access to stations, storage facilities, hypergates and all other clan property.


0.9.5.4.0 Improvement of devices. Systems. Speed
This is a base stat change that is fully compatible with the Hybrid Insert buff/debuff
The following devices are now available for upgrading (and their internal interactions have been changed to allow scaling from buffing):
Any repair upgrades now improves the item's durability by 50% of effect. Droids cannot improve their durability, and engines only receive 25% of the effect
Breakage of things due to death in c3 or during an emergency return of the drone is now calculated from the base durability and not modified (now it makes a lot of sense to increase the durability of defenders for the sake of their longer use in dangerous battles)
Improving engine energy efficiency: repair price +10% => +5%
Drone power consumption improvement: power consumption -10% => -15%
Improved device power consumption: power consumption -10% => -15%, size +10% => +5%
System/Navigation size Improvement: Repair +0% => +5%
Improving the effect systems/navigation: +15% size, +10% repair
Ships now move x1.5 faster in the main systems of factions (in space) with which you have 1 or higher reputation. Any aggressive actions will disable acceleration for you. The effect starts working only when the ship's energy is at maximum
Added a visual effect showing system acceleration, in the form of an elongated exhaust (alas, but a separate, animated effect did not pass the quality test)
Now it does not show where to return in the quest if it can be completed remotely
Reworked and expanded the panel for creating station modules. No more guessing about the last half of words, as well as constantly scrolling left and right and comparing
No longer requires the station operator to have credits when processing (doesn't show either)
The "T1+ Simulation" quest for the Irrians has been simplified and supplemented with text
Due to the fact that there were constant reports about a bug with "incorrect" reputation output, the quest now displays an accurate reputation value for the quest, taking into account the current level, if it is not "clean" reputation
Fixed a bug preventing recently created accounts from being added to station access
Camera movement from the edges of the screen is now accelerated by the camera movement setting too
It is no longer possible to disable training on the first 7 training panels
Training plaques can no longer be skipped by pressing immediately
Minor fixes
Visual edits
Improvement of devices
Added the ability to improve the effect strength of systems and navigations when upgrading a deviceThis is a base stat change that is fully compatible with the Hybrid Insert buff/debuff
The following devices are now available for upgrading (and their internal interactions have been changed to allow scaling from buffing):
- Armor Plates
5 levels max
Hull now scales from armor amount
Base Hull changed: 125 ==> 100 -> 150
Armor: 10 -> 15
- Engine Controller
5 levels max (level 1 does nothing)
Now takes maximum energy as 0 -> -20
Speed: 8% -> 12%
- Living Armor
3 levels max
Hull now scales from regeneration amount
Hull: 100 ==> 90 -> 135
Irri Hull: 150 ==> 135 -> 202
Regeneration: [1.2+0.04% => 9+0.3%] ==> [1.2+0.04% => 9+0.3%] -> [1.467+0.049% => 11+0.367%]
Irri Regeneration (x1.2): [1.44+0.048% => 10.8+0.36%] ==> [1.44+0.048% => 10.8+0.36%] -> [1.76+0.0586% => 13.2+0.44%]
Biomass Regeneration Boost: 45 -> 55
- Xenosensors
5 levels max
-% of structure now scales with evasion
Evasion: 10% -> 15%
-%structure: -2% -> -3%
- Radar
5 levels max
Radar: 200+2% -> 300+3%
Hull: 150 -> 225
- Maneuvering engines
10 levels max
Secondary attributes reworked to scale with upgrades
Evasion: 3% -> 6%
Speed: 2% -> 4%
Ship visibility boost: 7% -> 13%
Engine durability: 10% -> 19%
- Production complex
4 levels max (level 1 and 3 do not provide anything)
+ to production: 5 -> 7
- Afterburners
2 levels max (level 1 does not provide anything)
speed: 5 -> 6
Engine durability: 10% -> 12%
Any repair upgrades now improves the item's durability by 50% of effect. Droids cannot improve their durability, and engines only receive 25% of the effect
Breakage of things due to death in c3 or during an emergency return of the drone is now calculated from the base durability and not modified (now it makes a lot of sense to increase the durability of defenders for the sake of their longer use in dangerous battles)
Improving engine energy efficiency: repair price +10% => +5%
Drone power consumption improvement: power consumption -10% => -15%
Improved device power consumption: power consumption -10% => -15%, size +10% => +5%
System/Navigation size Improvement: Repair +0% => +5%
Improving the effect systems/navigation: +15% size, +10% repair
Global Speed
Afterburners now have a x2 acceleration effect when the ship's batteries are fullShips now move x1.5 faster in the main systems of factions (in space) with which you have 1 or higher reputation. Any aggressive actions will disable acceleration for you. The effect starts working only when the ship's energy is at maximum
Added a visual effect showing system acceleration, in the form of an elongated exhaust (alas, but a separate, animated effect did not pass the quality test)
Other
Fixed errors with trade windows, not saving settings and skills reset after reworking windowsNow it does not show where to return in the quest if it can be completed remotely
Reworked and expanded the panel for creating station modules. No more guessing about the last half of words, as well as constantly scrolling left and right and comparing
No longer requires the station operator to have credits when processing (doesn't show either)
The "T1+ Simulation" quest for the Irrians has been simplified and supplemented with text
Due to the fact that there were constant reports about a bug with "incorrect" reputation output, the quest now displays an accurate reputation value for the quest, taking into account the current level, if it is not "clean" reputation
Fixed a bug preventing recently created accounts from being added to station access
Camera movement from the edges of the screen is now accelerated by the camera movement setting too
It is no longer possible to disable training on the first 7 training panels
Training plaques can no longer be skipped by pressing immediately
Minor fixes
Visual edits
[ 2025-03-08 10:35:25 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 12.04
- Processor: Any Dual-coreMemory: 1 MB RAM
- Memory: 1 MB RAM
- Graphics: GT210 / Radeon HD 3300 with 512Mb VRam
- Storage: 175 MB available space
Recommended Setup
- OS: Ubuntu 12.04
- Processor: Any 4+ coreMemory: 2 MB RAM
- Graphics: Radeon R5 230 / GT440 with 1GB VRamNetwork: Broadband Internet connection
- Storage: 200 MB available space
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