1What it's about
You run a trading house. You start with a single Ant freighter and 250,000 thalers in the sector capital. Every planet produces something and needs something else — your job is to carry goods from where there is a surplus to where they are scarce. Out of the profits you buy more ships, found colonies that pay taxes, and fund research.
The game is turn-based: in one turn (a cycle) you may issue as many commands as you like — buy, sell, dispatch ships, build. When you press Next cycle, the rivals move, ships fly and the economy is settled.
Endless world — the default mode
There is no finish line — what counts is your place in the ranking and how far your house gets. Bankruptcy doesn't throw you out: the Guild takes over your debts and gives you a ship and 120,000 thl for a fresh start. A house that falls far behind receives Guild support.
Campaign — 60 cycles
A closed game for learning and quick sessions. Goal: 3,500,000 thl in wealth (more if you have bought extra sectors). Bankruptcy ends the game.
Maps
Classic — the hand-built Perseus Sector (15 planets) and the paid Hyades (8 planets). Random — two sectors generated from a seed, with different names, positions and resources every time. Large random — four sectors, 88 planets (Captain's Licence pack).
2The game screen
- 1Status bar — thalers in the till, wealth, last cycle's result, debt; below it the goal bar (campaign) or the distance to the leader (endless world).
- 2Distance to the leader and your place in the ranking.
- 3Guild adviser — where your ship is docked (or where it is heading) and what pays off right now: what to sell on the spot, or what to buy and where to haul it. Prices are worked out for the whole hold, with fuel deducted. The button opens the market on the right goods row and the right side of the trade; × turns the hints off.
- 4Sector tabs — switch the map; a padlock marks a sector from a pack.
- 5Sector map — click a planet and the map travels to it and opens the panel. Drag, pinch or use the wheel to zoom.
- 6Fleet bar — your ships: where they are docked, where they are heading, what they carry. Tap to jump to a ship.
- 7Panel — the planet with its portrait, the market, the ship in port, the shipyard, the colony. On a phone it slides up from the bottom.
- 8Tabs Fleet · Colonies · Research · Ranking; Finances, Chronicle and Shop are in the Fleet tab and in the ≡ menu.
- 9Next cycle — settles the turn. Online it shows a countdown to the cycle, because the server settles it.
3Your first voyage, step by step
You start in the sector capital, and the Guild gives you a full hold of ore to begin with — so your first move is a sale (about 12,700 thl), not a purchase. After that you repeat the same run over and over: food from an agricultural world to a metropolis. The agricultural world has a surplus of it (price ~20 thl), the capital produces nothing and buys at ~250 thl.
- Sell the starting freightYou are docked at the capital with a full hold of ore. The short way: press Sell on the adviser bar below the header — it opens the market on the Ore row, on the selling side, with the whole hold selected. By hand it is the same: click the Ore row, press "all" and Sell. The trade box switches to selling on its own whenever you carry the goods.
- Pick a destinationIn the planet panel, above the market table, press Set course. The list shows flight time, fuel and — when you have a fresh report — the best price for your cargo there. Choose the nearest agricultural world.
- Settle the cyclePress Next cycle. A ship in transit appears on the map as an arrow on a dashed line. When it arrives, the panel jumps to the planet the ship has reached.
- Buy goodsClick the Food row. A quantity slider appears with 10 / 25 / 50 / all buttons. Below the slider you see the cost, the price per unit and the port commission. Buy a full hold.
- Fly back and sellSend the ship to the sector capital (the planet with a gate — a rotating ring), settle the cycle, click Food, "all", Sell. The message shows the takings and the profit of the voyage. Done — you have capital for the next, bigger run.
4Where prices come from
The price of goods on a planet depends solely on how much of them is in the warehouse relative to the normal level. An empty warehouse — the price can reach 3.4× the base price. An overflowing one — the price drops to 0.38×. Your deals really do move the market: buying empties the warehouse and pushes the price up; selling drives it down.
| Goods | Base price | Who produces them | Who pays most |
|---|---|---|---|
| Ore | 42 thl | mining worlds | industrial worlds |
| Food | 58 thl | agricultural worlds | metropolises, mining worlds |
| Components | 150 thl | industrial worlds | tech worlds, metropolises |
| Modules | 390 thl | tech worlds | metropolises, industrial worlds |
| Contraband | 880 thl | free ports | free ports (Smugglers' Guild pack) |
Price fog
You see exact prices only where your ship is docked or where you have a colony — a report stays valid for 5 cycles. The rest is an estimate based on the planet type: everyone knows a mining world sells ore cheaply, but not whether somebody has just flooded it with food. The Long-range scanner research lifts the fog from the whole sector.
5World types
Every type has its own look on the map and a coloured line under the name — the map can be read without captions.
A gate (a rotating ring around a planet) links sectors: a jump through the gate costs as much as a flight across half a sector. The black market (red mark) is a port where you can sell contraband. An unsettled world (dashed outline) is waiting for colonists.
6Ships and the shipyard
- Cargo hold
- 40 units
- Speed
- 3.4
- Guns / shield
- 0 / 1
- Hull
- 14
- Price
- 78,000 thl
- Upkeep
- 1,000 thl / cycle
- Cargo hold
- 130 units
- Speed
- 2.4
- Guns / shield
- 1 / 2
- Hull
- 24
- Price
- 165,000 thl
- Upkeep
- 1,900 thl / cycle
- Cargo hold
- 360 units
- Speed
- 1.5
- Guns / shield
- 1 / 3
- Hull
- 42
- Price
- 395,000 thl
- Upkeep
- 4,200 thl / cycle
- Cargo hold
- 30 units
- Speed
- 3
- Guns / shield
- 7 / 6
- Hull
- 48
- Price
- 310,000 thl
- Upkeep
- 4,400 thl / cycle
- Cargo hold
- 220 units
- Speed
- 1.8
- Guns / shield
- 0 / 2
- Hull
- 30
- Price
- 240,000 thl
- Upkeep
- 2,600 thl / cycle
- Cargo hold
- 280 units
- Speed
- 2.2
- Guns / shield
- 4 / 5
- Hull
- 56
- Price
- 540,000 thl
- Upkeep
- 5,800 thl / cycle
- Cargo hold
- 60 units
- Speed
- 2.8
- Guns / shield
- 12 / 9
- Hull
- 72
- Price
- 660,000 thl
- Upkeep
- 7,900 thl / cycle
- Cargo hold
- 90 units
- Speed
- 2.2
- Guns / shield
- 20 / 14
- Hull
- 115
- Price
- 1,250,000 thl
- Upkeep
- 14,500 thl / cycle
You buy ships at a shipyard — there is one in every metropolis and on every industrial world, and in your own colony once you build one. That is also where you repair the hull and fit upgrades (each up to 3 levels):
| Upgrade | Cost of level 1 | Effect per level |
|---|---|---|
| Enlarged cargo hold | 62,000 | +18% cargo capacity |
| Afterburner | 74,000 | +15% speed |
| Guns | 88,000 | +2 firepower |
| Shield | 80,000 | +2 shield |
| Cargo hideaways | 120,000 | customs inspection 28% → 13% (Smugglers' Guild pack) |
Every flight costs fuel (depending on distance and ship size), and every ship costs fixed upkeep each cycle. On top of that comes the trading house office: 2,600 thl + 450 per ship. An idle ship in port is a loss — keep the fleet moving.
7Colonies
A colony means steady tax income, your own production which you buy from yourself commission-free, and a piece of the map in your colour.
- Recruit colonistsOn a populated world (≥ 30 m inhabitants) use the Recruit colonists button. One unit is a thousand people; founding a colony takes 8, at about 1,100 thl per unit. Colonists take up space in the hold.
- Carry them to a free worldUnsettled worlds have a dashed outline; the Colonies tab shows their soil and deposits. Good soil favours farms, rich deposits favour mines.
- Found the colonyOnce there: Found a colony. From then on the population grows, as long as it has something to eat — ship food in or build a farm.
- Build it upIn the colony panel you put up facilities (each up to 3 levels). Further colonists can be settled — the population grows at once.
| Facility | Cost | Upkeep / cycle | Gives |
|---|---|---|---|
| Farm | 95,000 | 2,800 | +20 food per cycle (× soil) |
| Mine | 130,000 | 4,200 | +27 ore per cycle (× deposits) |
| Factory | 240,000 | 7,600 | +10 components, consumes 22 ore |
| Laboratory | 400,000 | 13,000 | +3.4 modules, consumes 7 components |
| Warehouse | 85,000 | 1,600 | bigger stock, steadier prices |
| Shipyard | 310,000 | 9,500 | buying, repairing and upgrading ships at home |
| Defence battery | 170,000 | 5,200 | defends the colony against takeover |
8Research
One project at a time, paid up front, with the effect arriving after a few cycles. It applies to the whole fleet and all colonies.
| Research | Cost | Cycles | Effect |
|---|---|---|---|
| Long-range scanner | 130,000 | 2 | live prices across the whole sector |
| Modular cargo holds | 165,000 | 3 | +25% cargo capacity for the whole fleet |
| Class II drives | 195,000 | 3 | +25% speed for the whole fleet |
| Contract network | 210,000 | 4 | port commission 3% → 1% |
| Ion cannons | 230,000 | 4 | +40% firepower |
| Deflector shields | 250,000 | 4 | +40% shields |
| Terraforming | 430,000 | 6 | colonies grow twice as fast |
| Shielded cargo hold | 270,000 | 4 | customs inspection only 5% (Smugglers' Guild pack) |
The best first choice for a trader: the Scanner — cheap, quick, and it turns guesswork into planning. For a coloniser: Terraforming.
9Guild contracts, trade routes and milestones
Three things that give you a reason to come back even in cycle one hundred: contracts set a short goal with a deadline, routes take the repetitive clicking off your hands, and milestones measure your house's progress.
Guild contracts
Every few cycles the Guild proposes: "deliver 60 units of food to Cetus Prime by cycle 24, payment 18,400 thl". You see the contract in the cycle report, at the top of the Fleet tab and as a golden marker above the planet on the map; the header next to your house name counts them. The payment is the market value of the batch plus a 15–35% premium — and the goods go to the Guild's warehouses, so they do not depress the planet's price. Deliver with a docked ship: the card "Guild contract to deliver here" → Deliver (partial deliveries are fine). The advisor bar suggests the delivery itself when you carry the right goods. A contract you miss simply lapses, no penalty; you can also abandon one to free a slot (at most two at a time). Each completed contract raises your Guild reputation.
Trade routes (autopilot)
In a docked ship's card click Trade route: pick port A and port B and the good to buy in each (or "nothing — just sell"). The window shows known prices, margin per unit, flight time and fuel. Once started, the ship shuttles on its own: on arrival it sells its cargo, buys the chosen good with cash above the 25,000 thl reserve and flies on. Every step appears in the cycle report ("Route: Wolf at Demeter bought 130 pcs of food…"), and the map draws the route as a thin dashed line. Remember the market reacts: the same run earns a little less each time, so several routes for different goods pay off. "Take off the route" in the ship card returns manual control.
Milestones
Twelve badges in the Ranking tab: Trader (10 transactions), Colonist, Shipowner (3 ships), Route Runner, Guild Contractor (3 contracts), Patron of Science (3 research projects), Millionaire, Wholesaler (100 transactions), Governor (3 colonies), Fleet Admiral (6 ships), Guild Supplier (15 contracts), Magnate (5 million). Each is awarded once and brings a small Guild bonus — the same for everyone, so it does not touch the fairness of online worlds.
10Smuggling, combat and the protection period
Smuggling
Contraband (Smugglers' Guild pack) can only be bought and sold in free ports — the margin is the highest in the game. Docking anywhere else with an illegal cargo risks a customs inspection: a 28% chance of confiscation, a fine of 55,000 thl and a loss of reputation. Hideaways cut the risk to 13%, a shielded hold to 5%. Guild patrols (an event) multiply the risk.
Combat
A ship with guns can attack a foreign ship docked in the same port (planet panel → Foreign ships in port). An engagement is three exchanges of fire: damage = firepower × 2.2 × luck − the target's shield. The winner seizes up to 75% of the loser's cargo, and the loser's hull goes for scrap. A freighter with a single gun won't scratch a corvette — without upgrades there is no point trying. Every attack lowers your Guild reputation (and with it your colony taxes).
A rival's colony can be raided (planet panel → Foreign colony): a defence battery repels attacks, and a takeover requires 4 units of people on board.
Guild rules — the same for players and the computer
- A new house gets 12 cycles of protection: nobody will attack it, but it cannot attack either.
- Whoever fires first loses protection at once.
- You may not attack a house whose wealth is less than 45% of yours.
- After an engagement a ship needs 3 cycles before it can strike again.
Attack by order (online worlds)
In an online world an attack is not resolved the moment you click. The Order: attack button records the order, and the shots are fired when the cycle is settled, together with everybody's moves. If the target flies off in the meantime it has escaped; if you fly off, the order lapses. The order is visible in the ship panel and can be cancelled. This way nobody gets shot up "in the night" without a chance to move, and a defender who looks in on the game has a real chance to run. Computer rivals play by the same rules. In a solo game engagements are resolved immediately.
The Guild Exchange — trade between houses
Goods can be sold not only to a planet but also to another house — through the Guild deposit. While docked in port you list an offer (planet panel → Guild Exchange → List goods): the goods leave your hold for the warehouse on that planet, and a ship of another house that arrives there will buy them. A house with a colony can order a delivery: it leaves the cash, and whoever brings the goods to the colony gets paid. Every offer in the galaxy is visible in the Exchange panel (Fleet → Exchange, key G). Cash can also be transferred to another house (Finances → Transfer thalers).
Rules of the exchange and transfers
- The Guild takes 6% commission from the seller and 10% on a transfer.
- The exchange price must lie between 50% and 200% of the local market price.
- You may only transfer to a house with no more than 2× your wealth, and at most 25% of your wealth per cycle — the Guild lets you support the weaker, not the richer.
- Houses in a protection period neither trade on the exchange nor make transfers.
- An uncollected offer expires after 12 cycles: the goods go to the planet's market, the cash comes back.
- Every transaction is public in the chronicle.
11The endless world
In the default mode the game has no finish line. The bar under the statistics shows the distance to the leader, and the Ranking tab shows the full table with the number of ships, colonies and bankruptcies.
Bankruptcy = a fresh start
When your cash falls below zero, an emergency loan saves you first, then the sale of your weakest ship and colony. When nothing is left, the Guild takes over the debts, gives you a freighter, 120,000 thl and a new protection period. The bankruptcy count stays in the ranking.
Guild support
A house whose wealth is below 55% of the median of all houses receives up to 35% higher colony taxes and a cheaper office. It won't win for you, but it lets you catch up with the field — including if you joined the world late.
12Playing live with other players — persistent worlds
Online worlds live on the server. The server settles the cycles every set number of minutes (typically 60–120), whether or not you are in the game. You look in whenever you like, issue commands, and the button in the bottom right corner counts down to the next cycle.
- Create an accountGo to gwiezdnykupiec.pl; on the start screen use the Online play card → "Create account": e-mail, house name, password (at least 8 characters). An activation link (valid for 48 hours) is sent to that address — click it and the account goes live with you logged in straight away. Without activation you cannot log in; if the mail hasn't arrived, use "Send the link again" (check your spam too). This guide is also linked from the start screen.
- Join a worldThe list shows the worlds: cycle, pace, number of planets, players and the leader. "Join" founds your house — with a freighter, starting capital and 12 cycles of protection from the moment you enter. You may join a world that has been running for a long time.
- PlayEvery decision goes to the server at once. After a cycle is settled you get a report: your result, ship arrivals, engagements, events. You trade with other players through the Guild Exchange, and attacks are issued as orders carried out at the cycle (chapter 10).
- Talk to the othersAn online world has a world channel — the speech-bubble icon in the top right corner (a dot means new messages). Every player of that world writes there: about routes, prices, joint ventures. Someone else's message carries "report" and "mute player"; the administrator removes abusive messages and withdraws the right to write from persistent offenders. Web addresses do not pass through the channel — do not post contact details there.
- Forgotten your password?"Forgot my password" sends a link to your e-mail for setting a new one (valid for one hour).
Rivals when there are few players
A world is never empty: when creating it the administrator sets the number of computer rivals (say 6), and they play from the first cycle like any other house — trading, colonising, growing. Whether one player joins or none, there is still competition; and when it gets crowded, the administrator can add or remove rivals along the way. People join as further houses, without waiting for a full roster.
For the administrator
The server owner has an administrator panel (admin.html): they create worlds (map, sectors, computer rivals, cycle pace, player limit), pause them, settle a cycle by hand, manage accounts (roles, packs, blocks, new password, granting officer licences by hand) and see the event log — including every transaction between houses and every licence — as well as pending password resets.
13Shop and packs
One-off packs, no ads, no premium currency, no paid speed-ups. You buy content, not an advantage: a purchased sector also raises the victory threshold in the campaign, and your rivals play with the same content as you. Online worlds have everything unlocked.
| Pack | What it gives |
|---|---|
| Captain's Licence | the Whale, Galleon, Frigate, Cruiser and Wasp, large random maps (4 sectors), up to 8 rivals, three save slots |
| Hyades Sector | a second sector beyond the gate: eight worlds including Hyperion — the richest market in the game |
| Smugglers' Guild | contraband, hideaways, shielded cargo hold, free ports start to pay off |
| Crests and fleet colours | purely cosmetic: one of 12 crests (on the house bar and in the ranking), one of 12 colours (your ships and colonies on the map), your own fleet name |
You choose your crest and colours in Menu → Crests and fleet colours (or in the Shop next to the pack). In online worlds every house can do it right away. Computer rivals have crests of their own — a crest tells you faster whose colony is in your way.
Guild officers — 30-day licences
The only paid thing that also works in online worlds. The model comes from OGame's officers: modest percentages for a limited time, nothing that cannot be earned without paying. A licence belongs to the player's account, so it works in all worlds and in solo play at once; bought again, it extends from the end of the previous one. The protection period, the protection of weaker houses and catch-up support all stay unchanged — an officer will not help you attack anyone the Guild protects.
| Officer | Effect | Price |
|---|---|---|
| Navigator | +10% speed for the whole fleet | PLN 9.99 |
| Engineer | +10% cargo capacity for all ships | PLN 9.99 |
| Governor | +15% colony taxes | PLN 9.99 |
| Broker | port commission 3% → 2%, exchange 6% → 4% | PLN 9.99 |
| Technocrat | research one cycle shorter and 15% cheaper | PLN 9.99 |
| Admiral | one ship free of office costs, 10 offers on the exchange instead of 6 | PLN 9.99 |
| Guild Staff | all officers at once | PLN 24.99 |
The table lists prices in Polish złoty. In a browser you can also pay in euros or dollars — you pick the currency in the Shop (the game language suggests one) and the amounts come straight from Stripe. In the Google Play app the currency follows your Google account’s country.
How to pay
In the app from Google Play — through Google Play. In a browser — by card through Stripe: you have to be logged in to your game account (the "Online play" card), because the licence is saved to the account; after payment you return to the game page and the licence is already active. The server confirms every purchase with the provider itself. Active licences and their expiry dates are shown in the Shop.
14Tips and shortcuts
Ten tips for the start
- The first 10 cycles: trade only, a full hold, short runs.
- Sell where there is a shortage; buy where there is a surplus — watch the colour of the price bar.
- Don't leave a ship in port: every idle cycle is upkeep with no income.
- Keep about 30,000 thl in reserve for fuel and upkeep.
- Buy your second freighter out of your own cash — a loan for a ship eats interest faster than the ship earns.
- The Scanner as your first research: it turns guesswork into planning.
- A colony with a farm on good soil feeds itself — the most reliable income there is.
- Modules fetch the highest price but have the smallest markets: 30 units flood a world.
- Customs never look into your own colony or into free ports.
- Events (drought, patrols, inflation) are in the Chronicle — a good merchant reads it every cycle.
Keyboard shortcuts
| Space / Enter | next cycle |
| F K B R G | Fleet · Colonies · Research · Ranking · Exchange |
| + / − | zoom the map in / out |
| Esc | close a window or panel |
| mouse wheel | zoom at the cursor |
On a phone
Drag to move the map; pinch with two fingers to zoom; the ⤢ button returns to the whole sector. The panel slides up from the bottom and scrolls independently of the map.
Light theme
The game has two themes: dark (the default) and light. The switch is on the start screen ("Light theme") and in the game under Menu → Theme. The map always stays dark — it is space — while panels, windows and the start screen turn light. The choice is remembered in the browser.