Guides
One guide per gameplay capability. Each explains the shape of the thing, the game mechanics behind it, how to read it, and the traps worth knowing.
Start with identity if you are new: almost every read begins by working out whose data you are asking for.
The spine
Section titled “The spine”How you find anything at all.
- Identity — wallets, profiles, and characters
- Fleets — fleet state, and where a fleet actually is
- Moving a fleet — plan, sign, execute, and refresh one move
- World — systems, planets, and asteroids
What fleets carry and do
Section titled “What fleets carry and do”- Cargo — what a fleet holds, and why quantities are bigint
- Mining — extraction as a rate rather than a total
- Combat — combat status, loot, and the outlaw flag
- Scanning — patterns, state, and derived cooldowns
Places and production
Section titled “Places and production”- Starbases — your own state at a starbase
- Crafting — recipes, habs, and processes
- Claim stakes — claims on bodies, and their lifecycle
- Markets — order books, and why prices are local
Standing and rewards
Section titled “Standing and rewards”- Factions — the three factions, standing, and diplomacy
- Loyalty — epochs, contributions, and ATLAS banks
- Rewards — versioned configuration and treasuries
A note on entry points
Section titled “A note on entry points”Identity, world, fleets, cargo, starbases, claim stakes, mining, crafting, and
markets are composed into the root client, so sage.fleets and friends work.
Combat, scanning, rewards, factions, and loyalty are capability-only: they are stable public entries, but you import them directly and pass the context. Each of those guides shows the import.