⚓ Your Mission
You command a void sailing vessel for the International Earth Federation (IEF), launching from Refuge Station — a hidden IEF forward base. The known spheres are under threat from the Trull Overmind Flagship, drifting through The Far Dark and consuming all conscious life in its path.
Your orders: travel the Drift, recover all six Navigation Cores hidden across six spheres, assemble the completed chart, unlock The Far Dark, and destroy the Flagship before it reaches the inner worlds. Each Core is guarded — find clues at each sphere's dock before you can locate and fight for them.
🔷 Currency — Topazine Shards (TS)
The currency of the Known Spheres is the Topazine Shard (TS) — named for the yellow gems the ancient dragons of Fentheris used as trade tokens during their reign. The topazine dragons had shimmering yellow scales and were masters of storms; their shards became the universal medium of exchange long after the last dragon vanished.
TS is earned from combat loot, selling cargo, and completing quests. Spent on hull repairs, crew, weapons, ship upgrades, and supplies. Each sphere's dock and quartermaster sets its own prices — Thousand Sails Freeport charges freeport rates. Ironhaven on Korreth charges dwarven rates. Plan accordingly.
Other Fentheris currencies exist — Emerine, Rubine, Sapphirian Shards, and the ultra-rare Thermian Crest — but Topazine Shards are what the Drift runs on.
🗺 Navigation & The Map
The main screen shows the Drift — the space between spheres. Spheres appear as glowing circles. Lanes connect them across the void.
To travel: tap any sphere to chart a course. Your ship animates across the Drift.
To dock: arrive at a sphere — you'll automatically enter its local space.
Locked spheres show a lock icon — some require story progress or Navigation Cores to reach.
Drift Flow Rivers — each lane carries a current. Watch which way the glowing particles drift — that is the flow direction. Travelling with the current is faster and costs fewer days. Travelling against it takes longer.
Waypoints — small icons in the Drift — are supply caches, relay stations, and derelict vessels. Tap one to intercept it for supplies, air, or crew.
Air Supply counts down during travel. Reaches zero? Your crew suffocates — voyage over. Always refill before long journeys.
🌐 Local Space
Arriving at a sphere automatically opens its Local Space — a top-down exploration zone where you pilot your ship directly.
Moving: WASD keys, virtual joystick (mobile), or tap/click anywhere to set a destination.
Points of Interest: approach any POI to interact with it. The dock, NPC ships, fragment sites, and hazard zones all have their own interactions.
The Dock (⚓): Approach and tap Dock for hull repair, air resupply, crew hire, and the sphere's Quartermaster shop. A 🔷 pulsing amber ! on the dock means you have a cargo mission ready to turn in there — tap Deliver Cargo Mission.
NPC Ships: Exclamation marks (!) above a ship mean they have a quest available or ready to turn in. Approach and hail them. QM NPCs show their shop via an Open Shop button after the quest dialog.
Fragment Sites (🔮): Approach to attempt to claim the Navigation Core. A guardian stands in your way — you'll enter combat. Come prepared.
Hazard Zones (⚠): Enemy-heavy regions. Enemies spawn more frequently here. Avoid if your hull is low.
Enemies patrol the outer fringes. They have vision cones — if they see you, they give chase. Get intercepted and combat triggers. Enemies respawn every 30 days.
Tap outside any open panel to dismiss it and move simultaneously — one-tap workflow on mobile.
🧩 Navigation Cores
Navigation Cores must be hunted down — they are not simply collected by visiting spheres.
Step 1 — Find the Clue. Dock at a sphere and speak to the dockmaster. They know something. Accept their clue to mark the Fragment Site on your chart.
Step 2 — Locate the Site. The Fragment Site appears in local space as a glowing 🔮 marker. Navigate to it.
Step 3 — Defeat the Guardian. Each Core is guarded by a named, unique enemy. These are significantly tougher than standard encounters. Stock up first.
Step 4 — Claim the Core. Defeat the Guardian and the Core is yours. Collect all six to unlock The Far Dark.
📊 Your Four Resources
Losing any one of these ends your voyage:
⚔ Hull — Ship structure. Reaches 0 = broken apart. Repair at dock or use hull items mid-combat.
👥 Crew — Your sailors. Reaches 0 = helm goes dark, ship drifts. Lost to boarding attacks. Hire crew at dock.
💨 Air Supply — Consumed during travel. Runs out mid-voyage = suffocation. Always refill before leaving.
🔷 TS (Topazine Shards) — Currency of the Drift. Earned from loot and cargo sales. Spent on everything. Never goes negative — but you can run out.
⚔ Combat — The Basics
Random encounters fire during travel. Combat is strictly turn-based — you act first, then the enemy, then back to you.
Left panel — Your Weapons: tap any ready weapon card to fire it. Green glow = ready. Dimmed with a number = reloading.
Right panel — Enemy Systems: named weapons with threat ratings (◆◆◆◆◆). High-threat weapons are worth disabling.
Hull bars track both ships. The enemy also shows a crew bar — drain their crew to 0 and their specials go offline.
⚔ Combat — Your Actions
🔥 Fire Weapon — Tap a weapon card. Each has a reload time in rounds. Ballista fires every round; heavier weapons take 1–5 rounds.
🌀 Evasive Maneuver — 50% chance to dodge the next enemy attack entirely. Seeking weapons cannot be dodged.
🔧 Emergency Repair — Spends 2 Crew to restore up to 25 Hull. Only appears when hull is damaged and crew > 2.
Item Buttons — Any usable item in your hold appears here. Tap to use instantly.
💨 Flee — 50% chance of escape. On failure the enemy still attacks. Emergency Beacon guarantees escape.
⚔ Combat — Special Upgrades
Purchase from dock shops to unlock powerful combat options:
🎯 Linked Fire (Fire Control System) — Fire two ready weapons simultaneously once per few rounds.
🌊 Volley Fire (Volley Array) — Fire all ready weapons at once. Replaces Linked Fire.
⚡ Chain Reaction Crystal — Every hit has a 30% chance to trigger a free bonus shot. Exclusive to Varuun (Thousand Sails Freeport).
🔄 Rapid Reload — All weapon cooldowns permanently reduced by 1 round.
🚀 Ship Signature Abilities
Each ship class (except the starting Pinnace) has a built-in signature ability with three upgrade tiers:
🦑 Void Runner — Tentacle Grapple: Halves enemy attack damage for 2 turns. Tier 2 adds 8 damage. Tier 3 stuns for one turn + 15 damage. Cooldown: 5–6 rounds.
🔨 Ironhull — Siege Ram: 2d10–4d10 impact damage but you take 2–5 hull damage from the collision. Tier 3 permanently reduces enemy max hull by 10. High risk, high reward. Cooldown: 5–6 rounds.
⚓ Sovereign — Starfire Broadside: Fires all ready weapons simultaneously. Tier 2 adds +20% damage. Tier 3 suppresses enemy's next attack. Cooldown: 5–7 rounds.
👁 Dangerous Enemy Weapons
Threat ratings run from ◆ (low) to ◆◆◆◆◆ (extreme). Prioritise disabling these:
Sentinel Drone — Disintegration Beam ◆◆◆◆◆ — Permanently reduces your max hull per hit. Disable immediately.
Shell Drifter — Psionic Lancer ◆◆◆◆ — Stuns your crew, skipping your next turn.
Astral Leviathan — Void Breath Cannon ◆◆◆◆◆ — Adds +2 reload rounds to all your weapons.
Harvester — Web Cannon ◆◆◆ — Disables a random player weapon for 2 rounds.
Trull Command — Rage Cannon ◆◆◆◆◆ — Damage escalates every round. Kill or disable fast.
Void Rift Stalker — Reality Shear ◆◆◆◆◆ — Ignores all your damage resistance.
Trull Overmind — Void Singularity ◆◆◆◆◆ — Pierces resistance AND permanently shreds max hull by 8 per hit.
⬡ Disabling Enemy Weapons
Use a Phase Disruptor or Phase Disruptor Mk.II from your cargo to enter targeting mode. Enemy weapon cards glow — tap the one you want to disable. Goes dark for 2–3 turns.
Always disable the highest-threat weapon first. A disabled Disintegration Beam or Rage Cannon is worth more than any damage you could deal instead.
💀 Permanent Hull Damage
Certain weapons permanently reduce your maximum hull — not restored by repairs or items.
Sentinel Drone — Disintegration Beam: −4 max hull per hit.
Trull Overmind — Void Singularity: −8 max hull per hit.
World Bosses — Sphere Unmaking Pulse: −8 max hull per hit.
Restore lost max hull via:
🔩⚡ Void Welder — Consumable. Restores 20 max hull. Rare loot from Sentinel Drones.
⚙️ Structural Drydock — Available at Refuge, Fentheris System, and Vael. Fully restores max hull for 8 TS per lost point.
⚓ Ports, Docks & Quartermasters
Each sphere has its own dock with a Quartermaster (QM) who stocks sphere-specific items. Shops restock every 30 in-game days.
Services at every dock: hull repair, air resupply, crew hire.
Sell Cargo: convert trade goods, components, and artifacts to TS. Usable items can also be sold via the Sell Usable Items section.
Deliver Cargo Missions: if you have a mission cargo item for this sphere, the 📦 Deliver button appears with an amber ! — tap it to complete the delivery without leaving local space.
Sphere QM highlights:
• Refuge Station — Starter upgrades: Hull Plating, Speed Engine, Crew Quarters, Air Recycler.
• Fentheris System (Realm) — Light Cannon, upgrade components, full supplies.
• Korreth (Grey) — Super Ballista, Siege Bombard, heavy forge-grade gear.
• Varuun (Cluster) — Void Ram, Force Cannon, Chain Reaction Crystal (exclusive).
• Vael, Thyss, Serath — Endgame weapons and upgrades as you explore further out.
🚀 Ship Classes
Upgrade your ship at port shipyards. Larger ships have more weapon slots, higher hull, and bigger crews:
Pinnace — Starting ship. 2 weapon slots, 65 hull, 6 crew. No signature ability.
🦑 Void Runner (350 TS) — 3 slots, 80 hull, 8 crew. Tentacle Grapple.
🔨 Ironhull (700 TS) — 4 slots, 100 hull, 12 crew. Siege Ram.
⚓ Sovereign (1,400 TS) — 5 slots, 130 hull, 16 crew. Starfire Broadside.
Upgrade when you have reliable income and at least one solid weapon already purchased. Crew Quarters (Refuge QM) doubles your crew capacity on any ship — buy it early.
🔫 Weapons Guide
Each weapon occupies one slot. Mix fast low-damage with slow high-damage for best results:
Ballista — Free. Fires every round. 1d6. Reliable baseline — never skip a turn.
Light Cannon — 1 round reload. 2d6. Good second weapon for Pinnace.
Heavy Ballista Mk.II — 0 reload. 3d6. Upgraded Ballista — fires every round, higher damage.
Heavy Cannon — 2 round reload. 3d8. Strong mid-game weapon.
Super Ballista — 0 reload. 3d6. Elven-forged, never jams. Korreth exclusive.
Siege Bombard — 5 round reload. 4d10. Hull-cracker. Reward from Korreth quest.
Void Sailing Ram — 4 round reload. 5d6. Bone-shattering impact. Varuun exclusive.
Force Cannon — 3 round reload. 4d8. Heavy shot. Varuun market.
Psionic Lance — Attacks enemy crew directly. Suppresses specials.
Inferno Cannon — Applies burn DoT for 3 rounds.
Null Bolt — Suppresses enemy specials for 2 turns plus hull damage.
Void Rift weapons — Extreme damage. Endgame power at cost of hull stability.
📦 Cargo & Usable Items
Hull Repair:
🔩 Emergency Repair Kit — +20 hull | 🧪 Leviathan Blood Vial — +30 hull | ⚗️ Astral Forge Elixir — +50 hull, clears burn
Crew Restore:
🍺 Crew's Courage Mead — +3 crew | 💉 Void Sailer Stimpack — +6 crew | 🎖️ IEF Surge Rations — +10 crew
Combat Utility:
🔮 Psionic Amplifier — Stuns enemy, skips their next action
💥 Null Sphere Grenade — Stuns enemy + 15 direct damage
⬡ Phase Disruptor — Disable one enemy weapon for 2 turns
⬡ Phase Disruptor Mk.II — Same, 3 turns
🔔 Emergency Beacon — 100% guaranteed flee
🩹 Alchemist's Mend — +20 hull AND +1 crew simultaneously
🫧 Void Salve — Clears burn, +15 hull
Equippables (install from Cargo Manifest → permanent buffs):
Hull Plating (+50 max hull), Speed Engine (+2 speed), Crew Quarters (double max crew), Air Recycler (double air supply), Resist Plating (−3 damage), Thrall Binding Ring (+3 max crew), Anti-Magic Shard (−3 incoming damage).
📋 Quests — Local & Cargo
Local Quests — Each sphere has NPCs with side missions. Approach and hail them in local space. Quest types:
• Delivery — Bring a specific item from your cargo to the NPC.
• Combat — Defeat a number of specific enemy types in the lanes.
• Explore — Travel to another sphere and return to the NPC.
Cargo Missions — Offered by roaming NPC ships during travel. Accept a mission to pick up a package at one sphere and deliver it to another. Cargo missions refresh every 10 in-game days after completion — the same route can appear again once the cooldown expires.
Delivering cargo in Local Space — when you arrive at the target sphere and have the cargo, the dock shows a pulsing amber ! and a 📦 Deliver button. Tap it to turn in the mission without leaving local space.
Faction Reputation builds separately with IEF, Trull, Merchants, and others. Higher rep unlocks better prices and exclusive dialogue. Negative rep means surcharges.
📡 Roaming NPC Ships
During travel, friendly faction ships may appear approaching from various directions. You can hail them or let them pass.
Hailing triggers a diplomatic exchange — the faction ship stands down and may:
• Offer a cargo mission if one is available for that faction
• Share a piece of Fentheris world lore if no mission is available
• Open a small trade stock of faction-specific items
Each faction's roaming ships carry different lore. IEF ships discuss the Collapse and Fentheris history. Merchant ships discuss trade routes and Fentheris geography. Trull ships speak of the Overmind. The Void Rift Touched discuss what presses through from the other side.
Hailing improves faction reputation slightly. It costs nothing and often grants information you won't find anywhere else.
💾 Saving & Loading
The game auto-saves every time you arrive at a new sphere or leave port. Manually save anytime via the 💾 Save button in the header. Three manual save slots available.
Load a saved voyage from Main Menu → Load Game. Auto-save is always overwritten by the latest session.
💡 Captain's Tips
• Buy Crew Quarters at Refuge first. It doubles your crew capacity on every ship — the single most impactful early purchase.
• Never leave port with less than 15 air. Long voyages kill captains who forget to refill.
• Sell cargo before buying supplies. You may already have enough TS.
• Crew matters as much as hull. 0 crew = defeat even at full hull.
• Disable the scariest weapon first. Disintegration Beam and Rage Cannon get exponentially worse the longer they fire.
• Evasive Maneuver before a known big hit — wasted after the attack lands.
• Hail every roaming NPC ship. It's free rep and free lore.
• The ! markers in local space tell you where to go. Amber ! on the dock = cargo delivery ready. Yellow ! on an NPC = quest available or ready to turn in.
• Enemies on the fringes of local space are tougher per sphere. Hazard zones are marked — don't wander into them at low hull.
• Drain enemy crew with the Psionic Lance — 0 crew disables all enemy specials and reduces damage.
• Sovereign Broadside on a full reload cycle deals more burst damage than any other single action — save it for boss fights.