v1.20.0 NOW AVAILABLE — See what's new

sys.broadcast // galactic_network v4.2

BIG BANG
SMUGGLERS

Turn-Based Space Trading

TRADE. FIGHT.
SMUGGLE.

Two factions. Three commodities. 250 turns every 4 hours.Every 30 days, the galaxy resets.

$ cat gameplay.log

How It Plays

[TRADE]

Trade Routes

Three commodities: fuel, organics, equipment. Buy where prices are low, sell where they're high. Better ships carry more per run. Better routes mean bigger margins.

[COMBAT]

PvP Combat

Attack rival captains in neutral or pirate sectors. Win and loot up to 25% of their credits and 30% of their cargo. Fighters, shields, and torpedoes decide the outcome.

[PLANETS]

Planet Development

Claim an unclaimed planet. Deploy workers. Build factories and warehouses. Collect daily production and sell it. Build a Trading Post for passive income.

[BOUNTY]

Bounty Hunting

Post a price on a rival captain. Anyone who defeats them collects the reward. Or hunt wanted players yourself and claim the payout at the contract office.

> query galaxy_params

No Two Galaxies Are the Same

Procedurally generated. Seasonally reset. Your choices shape every run.

01

Federation or Pirate

Start neutral. Run Federation trade routes and your alignment shifts toward law. Smuggle contraband through pirate havens and it shifts the other way. Your faction affects prices, port access, and how NPCs treat you.

02

Three Territories

Federation space is safe, taxed, and PvP-free. Neutral sectors are the frontier — mixed risk, PvP-enabled. Pirate space has no law, high NPC aggression, and the only ports that deal when your rep is in the red.

03

30-Day Seasons

Every season starts in a new procedurally generated galaxy. Sectors, prices, and planets all reset. XP earns rank. Your season record persists permanently. Final standings lock when the galaxy closes.

04

Corporations

Form or join a corporation. Corp membership shows on the leaderboard. Leaders hold faction-specific titles. Coordinate planet defense, territory control, and the seasonal standings together.

# shipyard manifest

Your Ship. Your Rules.

Six Lines · Five Tiers

Federation and Pirate yards build differently. Federation ships favor cargo capacity and defense. Pirate ships lean aggressive — more fighters, better escape ratings.

> Fed: Trading, War, Balanced
> Pirate: Smuggling, Raider, Corsair
> T1 open to all. T5 requires 60,000 XP
> Upgrade holds, shields, fighters, warp

SHIP PROGRESSION

Frontier Scout

Tier 1 · 0 XP

· · ·

Federation Galleon

Tier 5 · 60,000 XP

— OR —

Pirate Leviathan

Tier 5 · 60,000 XP

! changelog // v1.20.0

What's New in v1.20.0

The Limpet Tracker brings intelligence-gathering to the deployable layer, proximity mines now detonate on warp entry, and the Hangar becomes a visitable location with better trade-in terms — plus four critical bug fixes.

[CINEMATICS]

19 Custom Scenes — Complete

Every placeholder is gone. 19 scenes (navy/teal palette) cover docking, landing, stores, warp, wormholes, combat, ship purchase, missions, level-up, corp join, and season end. Per-store variant art included.

[CONTROLS]

Tap to Skip. Toggle Off.

Tap any cinematic scene the moment it appears to skip it. Or disable the system entirely under Settings → Cinematic transitions.

[FIX]

Planet Rename Sync

Renaming a planet now updates the trading post name atomically in the same transaction. The old name no longer lingers on the post after a rename.

[POLISH]

Card Styling & Nav Tab

My Planets and Corp Planets cards now match the navy palette used across the app. Stray emoji removed from the Warp Drive header on the Nav tab.

Transmission Incoming

v1.20.0 — Limpet Tracker & Deployable Mines

A new tracking deployable that latches onto passing ships, proximity mines that now detonate on warp entry, a relocated Hangar with a 64% sell payout, and four critical bug fixes.

sys.status // season_active

250 Turns. Two Factions.

One galaxy. Thirty days. Make it count.