Ships are the transportation system of the game. If you do not have the materials to craft something yourself you will either need to fly to another asteroid to obtain the materials you desire, or someone will need to deliver materials to a marketplace on the asteroid you inhabit.
Ships in our game are integral to the flow of resources, but not all players need them. However, we suspect most players will want to obtain one in time. As our game progresses more and more ship designs will be created/discovered, eventually leading us to our final release of “Conflict” where players can compete in full-scale space warfare.
Ships are massive and in this game, players create everything from raw material to finished products, including ships. You will either need a robust network of trade or manufacturing to complete a ship, or you can purchase them from others on the open market within the game.
During our first release Exploitation three ships with varying capabilities are available to travel around the Belt. Additionally, the Escape Modules that are built into ships, designed to support up to five Crewmates each, are capable of emergency flights when required.
A small ship designed to transport Crewmates around the belt. It has minimal cargo capacity but can carry up to three full crew complements. It requires a Spaceport to land on an asteroid's surface.
Crew Capacity |
15 Crewmates (3 Escape Modules) |
Empty Mass |
100. tonnes |
Max Cargo Capacity |
50 tonnes / 65 m3 |
Max Propellant |
1000 tonnes |
Engines |
1 nuclear lightbulb engine |
A small cargo ship that is uniquely capable of landing on any empty surface lot, without the use of a Spaceport.
Crew Capacity |
5 Crewmates (1 Escape Module) |
Empty Mass |
185 tonnes |
Max Cargo Capacity |
2,000 tonnes / 1,500 m3 |
Max Propellant |
2,000 tonnes |
Engines |
2 nuclear lightbulb engines |
A cargo ship capable of carrying roughly six times the mass of the Light Transport. It requires the use of a Spaceport to land on an asteroid's surface, and carries up to a single full crew complement.
Crew Capacity |
5 Crewmates (1 Escape Module) |
Empty Mass |
970 tonnes |
Max Cargo Capacity |
12,000 tonnes / 9,000 m3 |
Max Propellant |
12,000 tonnes |
Engines |
9 nuclear lightbulb engines |
Escape Modules are living quarters for crews that are designed to attach to a ship, and detach in emergencies. They are only capable of being flown independently in emergencies and can use their integrated engine and minimal propellant reserves to reach nearby asteroids with available Habitats or owned and un-crewed ships. Escape Modules are capable of providing life support for Crewmates for up to 1 Adalian year (~2 real weeks), placing an upper limit on their effective range.