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How to Play

Joining the Game

Joining the game and creating a character.

CommandDescription
connect <username> <password>Log in.
create <username> <password> <invite_code>Register (when invite-only).
quit / logoutDisconnect.
listList your characters (after login). Banned characters appear with <BANNED> and cannot be selected.
play <name>Play a character (banned characters cannot be selected).
create <name>Create a new character (after login).

Getting Around

Movement and Control Basics

Movement, looking around the room, picking up or dropping things, roleplaying and communicating with other players, and boarding or leaving ships.

CommandDescription
look / l [<thing or person or item>]Describe current room, exits, characters, things, and items (with descriptions if set). Use look here for the room, look me for yourself, or look <name> for a thing, character, or item.
go <direction> / n / s / e / w / u / dMove through an exit by name or common direction. You can also type just the exit shortcut or full name (e.g. E or engineering for <E>ngineering) without typing go.
homeGo to your home room (set with @link me=here).
get <thing>Pick up a thing in the room (subject to lock).
drop <thing>Drop a carried thing into the room.

Communication

Roleplaying and communicating with other players.

CommandDescription
@desc me=<description>Set your own description (shown when others look at you).
say <message> or "<message>Speak to everyone in the room. Quote shortcut: "hello = say hello.
pose <text> / : <text>Emit an action to the room: *Name* *text* (e.g. *Alice waves*).
semipose <text> / ; <text>Emit action with possessive: *Name's* *text* (e.g. *Alice's waving*).
@emit <text> / \ <text>Emit raw text to the room (no name prefix).
page <character> <message>Send a private message to another character (if online).

Airlock / hatch — inside the ship

At the ship’s Airlock room. When the ship is disabled, the airlock is treated as unlocked (no passcode required). @hatch is an alias for @airlock.

CommandDescription
@airlockStatus: locked/unlocked, open/shut, and brief usage.
@airlock statusSame as @airlock (hatch status).
@airlock lock <passcode>Lock the hatch; it cannot be opened without the passcode.
@airlock unlock <passcode>Unlock the hatch (passcode not required if ship is disabled).
@airlock openOpen the hatch; allows use of @airlock exit. Blocked if locked (unless ship disabled). Allowed only when the ship is landed, docked at a station, or docked to another ship (safety interlocks).
@airlock shutShut the hatch; prevents @airlock exit.
@airlock board [<ship_ref>]Boarding: Move from your ship into the defender ship's interior. Allowed only when your ship is docked to that ship and the target ship is DISABLED.
@airlock enterAlias for @airlock board (same boarding action).
@airlock exitLeave the ship. If docked at a station (or landed at a landing site), you go to that site's surface room; if docked to another ship (per @command docking), you go to that ship’s Airlock. Only valid when the hatch is open; ship must be landed, docked at a station, or docked to another ship.

Airlock / hatch — at a landing or dock (outside)

From the surface or docking room where a ship’s airlock opens. <ship> can be full name or unique partial name; omit it only when exactly one boardable ship is present.

CommandDescription
@airlockHelpful message and list of nearby ship airlocks (if any); no error.
@airlock statusStatus of the targeted (or autotargeted) ship’s airlock.
@airlock <ship> statusSame; <ship> may be full name, unique partial name, or #<entity_id>.
@airlock <ship> lock <passcode>Lock the ship’s airlock with a passcode. Only when the airlock is currently unlocked (any player can lock it).
@airlock <ship> unlock <passcode>Unlock the airlock with the correct passcode.
@airlock <ship> openOpen the hatch (only if unlocked).
@airlock <ship> shutShut the hatch (always allowed).
@airlock <ship> enterEnter the ship (only if the hatch is open); you are placed in that ship’s Airlock room.
@airlock <ship> boardAlias for @airlock <ship> enter (same action).
@airlock boardIf exactly one ship airlock is available here, board/enter that ship. If zero or multiple ships are present, you get a clear message and must specify the ship.

Ship Console Commands

Use these when your character is in a ship interior room (e.g. Bridge, Engineering).

Console authorization: Use of @helm, @tactical, @engineering, and @command is restricted to authorized crew: you must be on the ship’s crew roster, or the ship owner, or the active lessee. Exception: When the ship is DISABLED, non-crew may run only @command cargo status and @command cargo jettison. @airlock / @hatch is not gated by crew.

@helm

Helm uses the 3D fixed-point spatial model: sector-local integer coordinates, speed in units/tick. Navigation modes: FREE (manual heading), INTERCEPT (auto-heading toward locked contact), APPROACH (auto-heading toward site), DOCKED, LANDED, TRANSIT (during jump). Heading: Course 000–359° (000 = +X); mark −90..+90° (+90 = +Z).

CommandDescription
@helmFull status: sector, pos/vel, desired course/mark/speed, ship stats (max_speed, accel, turn_rate), nav mode, target, nearest site. Landing/docking sites are listed only if within 1000 units; otherwise the message is "No sites within 1000 units." (Direct approach to a site by code still works from any distance.)
@helm statusSame as above.
@helm set course <000-359>Set desired course. Values wrap mod 360.
@helm set mark <-90..+90>Set desired elevation.
@helm set speed <0-max>Set desired speed (max = engine power % from @engineering).
@helm stopSet desired speed to 0 and zero velocity.
@helm scan / @helm contactsList contacts in scanner range: planets and other ships (with codes). Shows range, bearing and elevation. For planets within 1000 units, also lists that planet's landing/docking sites and their codes.
@helm scan <planet>List landing zones for a planet (by 3-character code or name; code match is case-insensitive).
@helm intercept <contact> [--speed <n>] [--burn]Set nav mode INTERCEPT; target by ship id or name. Each tick desired course/mark point at target. --speed sets desired speed; --burn sets max speed each tick.
@helm intercept offClear intercept target; nav mode FREE.
@helm approach <code>Set nav mode APPROACH. Code is a 3-character navigation code (planet, station, landing site, or docking site); input is case-insensitive. Resolves to a planet or landing site in your sector. Each tick desired course/mark point at target; at arrival desired speed set to 0. Direct site approach works from any distance.
@helm approach #<id> / @helm approach <id>Set nav mode APPROACH to a cargo contact (id from @helm scan). At 500 units desired speed set to 0; then use @command cargo recover <id>.
@helm approach offClear approach target; nav mode FREE.
@helm dockDock at a landing site: valid when IN_FLIGHT, within a site's interaction radius, and stopped. Default radius is 100 units. Sets state DOCKED; moves crew to site surface room.
@helm dock <contact>Dock to another ship: valid when IN_FLIGHT, stopped, and within 1000 units of the contact. Requires docking clearance if the target ship has policy CONTROLLED (or is DISABLED/alert RED); use @command request dock and grant dock.
@helm land <site_code>From IN_FLIGHT: at site and stopped → LANDED. site_code is the 3-character landing site code (case-insensitive). Default landing range is 500 units. From ORBIT: land at site. Fails if the landing site has policy CLOSED. Landing is allowed by default (OPEN).
@helm undockFrom DOCKED: state IN_FLIGHT, ship placed at site + offset, vel 0.
@helm launch / @helm takeoffFrom LANDED: state IN_FLIGHT, ship at site + offset, vel 0.
@helm plot <sector>Plot course to sector. Sector is matched case-insensitively; partial match by code or name. One match proceeds; no match or multiple matches fail with a clear message. Requires engine power > 0.
@helm orbitEnter orbit; clears intercept/approach targets.
@helm leaveLeave orbit.
@helm routesList jump routes (adjacent sectors by code).
@helm jump <sector_code>Valid when IN_FLIGHT, stopped, and route exists. Moves ship to destination sector at entry position; clears intercept/approach.

@tactical

When landed, only @tactical and @tactical status are available. Shields lower automatically when entering LANDED and do not come up automatically when leaving. Tactical uses the same spatial model as helm; range bands and combat rules apply as in the command reference.

CommandDescription
@tacticalStatus: tactical state (SAFE / ENGAGED), shields, hull, torpedoes; inbound locks (one line per ship locking you: "DANGER: <name> has locked weapons."); if target set: range, band, weapon range yes/no, weapon readiness.
@tactical statusFull status: state, inbound locks (same danger lines), target (range + band), weapons (cooldown, max range).
@tactical scanList contacts in tactical scanner range. Per contact: id, name, range, band. Use target <id or name or contact code> to lock.
@tactical target <spec> / @tactical lock <target>Set tactical target (same sector). <spec> resolves by ship display name or contact code (#id or id): case-insensitive, partial match supported; exact match beats partial. On success: target's tactical console room receives "DANGER: <your ship> has locked weapons."; your tactical console room receives "Weapons lock established on <target>."
@tactical unlockClear target lock. On success: target's tactical console room receives "INFO: <your ship> has terminated weapons lock."; your tactical console room receives "Weapons lock on <target> terminated."
@tactical engageStart autofire on current target. Creates engagement; each sim tick your ship will fire energy/torpedo when in range and off cooldown. Fails if no target or target out of weapon range.
@tactical ceasefireStop autofire; remove engagement.
@tactical weaponsList energy and torpedo max range, cooldowns, ammo, and ready state.
@tactical fire energyManual shot: energy weapons. Requires target in energy range, weapons power > 0, off cooldown. Hit chance by band; damage scaled by weapon power %.
@tactical fire torpedoManual shot: torpedo (ammo, cooldown). Requires target in torpedo range.
@tactical shields upRaise shields (not when landed).
@tactical shields downLower shields.

@engineering

Use at the Engineering console, or at the Command console (Bridge) after @command transfer engineering. If the Engineering console is locked out (@command lockout engineering), only Command can use @engineering until @command unlock engineering.

CommandDescription
@engineeringStatus: hull, subsystems, power allocation. Live output lists commands including fuel transfer (fuel transfer <ship>=<amount>, status, stop).
@engineering statusSame.
@engineering allocate <system> <percent>Allocate power (weapons, shields, engines, lifesupport). Weapons 0% = cannot fire. Shield power sets effective shield max and recharge rate depends on life support %. Engine power sets max speed and is required for plot/takeoff.
@engineering repair <system>Assign that subsystem for passive repair. Only one at a time; rate = 10 pts per 15 ticks at 100% life support (proportional, rounded up). Timer resets when you change subsystem. Repair stops when the subsystem reaches 100%.
@engineering fuel transfer <ship>=<amount>Start ship-to-ship fuel transfer to the given ship (by name or contact). Both ships must be docked (e.g. docked to each other or same station).
@engineering fuel transfer statusShow active fuel transfer (inbound or outbound) for this ship.
@engineering fuel transfer stopStop an in-progress outbound fuel transfer from this ship.

@command

Use from the Command console (Bridge). Engineering transfer/lockout/unlock/return must be used from the Command console. @comms is an alias for comms subcommands (e.g. @comms hail <contact>).

CommandDescription
@commandList command options.
@command alert <green, yellow, or red>Sets the ship's alert level.
@command crewWho is currently aboard (presence).
@command crew listAuthorized crew roster (with tags: owner, lessee, crew, onboard).
@command crew add <name>Adds a character to the crew roster.
@command crew remove <name>Removes a character from the crew roster.
@command broadcast <message>Ship-wide message.
@command transfer engineeringTransfer engineering control to Command; you can then use all @engineering commands from the Command console.
@command lockout engineeringPrevent the physical Engineering console from accepting @engineering commands (only Command can use @engineering while transfer is active).
@command unlock engineeringRestore the Engineering console so it accepts @engineering commands again.
@command return engineeringReturn engineering control; @engineering can only be used at the Engineering console again.
@command permissionsConsole access is governed by the crew roster; use crew list / add / remove.
@command dockmaster purchase fuel <amount>Purchase fuel from the station/planet. Only when docked or landed. <amount> is a positive number or 100% (fill tank to capacity; fails if already full or insufficient credits). Current pricing: 100 credits per 1000 fuel units (rounded up). Mutually exclusive with weapon reload.
@command dockmaster reload weaponsStart torpedo reload from the dockmaster (fill magazines to max). Only when docked or landed. Charge up front; 60 ticks prep then 1 torpedo per 10 ticks. Mutually exclusive with fuel transfer.
@command dockmaster reload weapons statusShow active weapon reload state, units completed, cost, and rate.
@command dockmaster reload weapons stopStop an in-progress weapon reload.
@command market listList commodities at the current location's market (buy/sell price, stock). Only when docked or landed.
@command market <code>Show one commodity (buy/sell price, stock).
@command market buy <code>=<qty>Start a cargo load: reserve stock, charge credits, then 60 ticks prep and 100 units/tick transfer to ship. Only when docked or landed. Cannot undock/launch during transfer.
@command market sell <code>=<qty>Start a cargo unload: credit seller, then 60 ticks prep and 100 units/tick transfer to market. Only when docked or landed.
@command cargo / @command cargo statusShow ship cargo: capacity, used, free, manifest (commodity code and qty), and any active transfer.
@command cargo jettison <code>=<qty>Remove qty from manifest and create a space cargo contact at the ship's position (same sector). Contact appears on @helm scan; use @helm approach #<id> then @command cargo recover <id> to recover.
@command cargo recover <id>Recover cargo from a space cargo contact. Ship must be within 500 units of the contact (approach first). Adds recovered commodities into ship manifest.
@command statusComms status: open channels, selected channel, pending dock requests (sent and received).
@command hail <contact>Open a comms channel to a ship contact (same sector, within comms range; use @helm scan for contacts). Target ship receives a hail message.
@command comms open <contact>Explicitly open a channel to the contact (same as hail for opening).
@command comms close <contact>Close the channel to that contact. Closing revokes any docking grants between the two ships.
@command comms select <contact>Set the active channel for say (must be open).
@command comms say <message>Send a message over the selected channel. Or: comms say <contact>=<message> to specify contact inline.
@command request dock <contact>Request docking permission from the target ship. If the host requires permission (CONTROLLED policy or DISABLED/alert), a pending request is created; otherwise you see "Permission not required; docking permitted."
@command grant dock <contact> [--reason ...]Grant a pending dock request from that contact (you must be the target ship).
@command deny dock <contact> [--reason ...]Deny a pending dock request from that contact.
@command request land <site_code>Request landing clearance for a site. Landing is allowed by default unless the site is closed; this creates a record for RP.
@command helpComms and docking/landing help.
@command logsLast 24 hours (approx.) of comms, docking, and landing activity from this ship.
@command dockingShort help for docking (request/grant/deny and @helm dock).
@command boardingBoarding approvals.
@command logShip log; use @command logs for comms/dock/land activity.

Player Options

General Commands

Help, ground combat, inventory, economy, tickets, and session options — everything in the general player reference that is not ship-console or basic movement.

CommandDescription
inventory / i / invShow credits, things carried, items (weapons/armor/etc.), and equipped weapon/armor. Aliases: i, inv.
whoList characters currently in the world (in a room).
help [<command>]Show help summary, or help for a specific command (e.g. help @emit). If the command is unknown, says so.
@equip weapon <name or id>Equip a weapon from inventory; use @draw to ready it for combat. One weapon slot.
@equip armor [<name or id>]Equip armor from inventory (counts for combat defense). No argument: remove equipped armor. One armor slot.
@unequip weaponUnequip your weapon; it stays in inventory but is no longer used for combat.
@unequip armorUnequip your armor; it stays in inventory but no longer counts for defense.
@draw [<weapon>]Ready your equipped weapon, or the named weapon. Blocked in NO_FIGHTING/SAFE.
@holsterPut away your weapon and clear combat readiness.
@link me=hereSet your home room to the current room.
@roleShow your assigned roles (e.g. "You are assigned roles: PLAYER, BUILDER, MODERATOR.").
@standing listList your own faction standings (code and value per faction).
quit / logoutDisconnect.

Credits, economy, and markets (on foot)

@market here is for planet-side item markets while you are in a room. Ship cargo markets use @command market from the bridge. Staff-only credit grant/deduct commands are omitted; see the full command reference.

CommandDescription
@creditsShow your current credit balance (ledger-derived).
@credits transfer to <player_#id> <amount>Transfer credits to a player
@pay <player> <amount>Same as @credits transfer to <player> <amount> (alternate syntax; name-only recipient).
@ledger [last [n]]Show your recent ledger entries.
@market listList known item markets (each line: Market: <name> <location code>; code is the landing/dock site code when set, else the room code).
@market list hereShow buy/sell prices for the market in your current room (must be standing in that market).
@market list <code>Look up another market by landing site code, dock code, room code, or legacy market_code (same layout as list here).
@market buy <item> [qty] / @market sell <item> [qty]Buy or sell at the market in your current location only.

Support tickets

CommandDescription
@feedback <text>Quickly submit feedback to the staff.
@ticket create <text>Create a ticket with the given description (status NEW).
@ticket listList tickets you can see (excludes CLOSED). Staff see "Tickets assigned to you" first, then "All other tickets", grouped by status (NEW, ASSIGNED, OPEN).
@ticket <id> statusShow full ticket: opener, assignee, thread of messages, and (for staff) assignment note; (for opener) close note. Assignment note is visible only to the assignee and wizards.