Joining the Game
Joining the game and creating a character.
| Command | Description |
|---|---|
connect <username> <password> | Log in. |
create <username> <password> <invite_code> | Register (when invite-only). |
quit / logout | Disconnect. |
list | List 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.
| Command | Description |
|---|---|
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 / d | Move 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. |
home | Go 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.
| Command | Description |
|---|---|
@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.
| Command | Description |
|---|---|
@airlock | Status: locked/unlocked, open/shut, and brief usage. |
@airlock status | Same 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 open | Open 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 shut | Shut 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 enter | Alias for @airlock board (same boarding action). |
@airlock exit | Leave 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.
| Command | Description |
|---|---|
@airlock | Helpful message and list of nearby ship airlocks (if any); no error. |
@airlock status | Status of the targeted (or autotargeted) ship’s airlock. |
@airlock <ship> status | Same; <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> open | Open the hatch (only if unlocked). |
@airlock <ship> shut | Shut the hatch (always allowed). |
@airlock <ship> enter | Enter the ship (only if the hatch is open); you are placed in that ship’s Airlock room. |
@airlock <ship> board | Alias for @airlock <ship> enter (same action). |
@airlock board | If 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).
| Command | Description |
|---|---|
@helm | Full 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 status | Same 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 stop | Set desired speed to 0 and zero velocity. |
@helm scan / @helm contacts | List 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 off | Clear 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 off | Clear approach target; nav mode FREE. |
@helm dock | Dock 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 undock | From DOCKED: state IN_FLIGHT, ship placed at site + offset, vel 0. |
@helm launch / @helm takeoff | From 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 orbit | Enter orbit; clears intercept/approach targets. |
@helm leave | Leave orbit. |
@helm routes | List 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.
| Command | Description |
|---|---|
@tactical | Status: 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 status | Full status: state, inbound locks (same danger lines), target (range + band), weapons (cooldown, max range). |
@tactical scan | List 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 unlock | Clear 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 engage | Start 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 ceasefire | Stop autofire; remove engagement. |
@tactical weapons | List energy and torpedo max range, cooldowns, ammo, and ready state. |
@tactical fire energy | Manual shot: energy weapons. Requires target in energy range, weapons power > 0, off cooldown. Hit chance by band; damage scaled by weapon power %. |
@tactical fire torpedo | Manual shot: torpedo (ammo, cooldown). Requires target in torpedo range. |
@tactical shields up | Raise shields (not when landed). |
@tactical shields down | Lower 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.
| Command | Description |
|---|---|
@engineering | Status: hull, subsystems, power allocation. Live output lists commands including fuel transfer (fuel transfer <ship>=<amount>, status, stop). |
@engineering status | Same. |
@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 status | Show active fuel transfer (inbound or outbound) for this ship. |
@engineering fuel transfer stop | Stop 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>).
| Command | Description |
|---|---|
@command | List command options. |
@command alert <green, yellow, or red> | Sets the ship's alert level. |
@command crew | Who is currently aboard (presence). |
@command crew list | Authorized 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 engineering | Transfer engineering control to Command; you can then use all @engineering commands from the Command console. |
@command lockout engineering | Prevent the physical Engineering console from accepting @engineering commands (only Command can use @engineering while transfer is active). |
@command unlock engineering | Restore the Engineering console so it accepts @engineering commands again. |
@command return engineering | Return engineering control; @engineering can only be used at the Engineering console again. |
@command permissions | Console 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 weapons | Start 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 status | Show active weapon reload state, units completed, cost, and rate. |
@command dockmaster reload weapons stop | Stop an in-progress weapon reload. |
@command market list | List 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 status | Show 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 status | Comms 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 help | Comms and docking/landing help. |
@command logs | Last 24 hours (approx.) of comms, docking, and landing activity from this ship. |
@command docking | Short help for docking (request/grant/deny and @helm dock). |
@command boarding | Boarding approvals. |
@command log | Ship 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.
| Command | Description |
|---|---|
inventory / i / inv | Show credits, things carried, items (weapons/armor/etc.), and equipped weapon/armor. Aliases: i, inv. |
who | List 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 weapon | Unequip your weapon; it stays in inventory but is no longer used for combat. |
@unequip armor | Unequip 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. |
@holster | Put away your weapon and clear combat readiness. |
@link me=here | Set your home room to the current room. |
@role | Show your assigned roles (e.g. "You are assigned roles: PLAYER, BUILDER, MODERATOR."). |
@standing list | List your own faction standings (code and value per faction). |
quit / logout | Disconnect. |
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.
| Command | Description |
|---|---|
@credits | Show 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 list | List known item markets (each line: Market: <name> <location code>; code is the landing/dock site code when set, else the room code). |
@market list here | Show 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
| Command | Description |
|---|---|
@feedback <text> | Quickly submit feedback to the staff. |
@ticket create <text> | Create a ticket with the given description (status NEW). |
@ticket list | List 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> status | Show 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. |