New Player
What Is This Game?
The Pitch
You start on Titan and build outward across Saturn's real moons. The economy is a closed loop: every base burns one resource to make another, so what you claim decides what you can afford next. Combat is async and rewards preparation over reaction speed, and the strongest players organise in alliances.
What You Do
You claim bases, refill them with input resources, and harvest what they produce. You spend that output on more claims, troops, ships and research. Ships let you explore other moons, where Water, Magic and Culture are found, and that is the road to founding your own colony. When you are ready, you join an alliance and launch raids against other players (sieges, blockades and sabotage are currently locked while alliance PvP is paused).
Four Layers
- ›The Empire: your galaxy bases, harvests, research and trading
- ›The War: raids, NPC outposts and alien-held moons (alliance skirmishes and formal wars are currently paused)
- ›The Colony: a city you found on an exploration moon once your empire can reach one (see the Colony chapter)
- ›The Sim: a separate idle economy game that runs alongside the main game (optional)
What It Is Not
- ›Not a clicker: every harvest costs 1 energy, energy refills 1 point per hour, and your own bases can only be harvested every 48 hours
- ›Not a subscription game: gems, cards, card packs and the Commander Pass are optional
- ›Not always-on: log off and come back later; good decisions beat constant attention
Your First 30 Minutes
- 1.Start the tutorial: 33 short steps shown in a banner at the top of the game. Every step pays Gold and Action Points; the action steps (visa, permit, claim, harvest) pay the most. You can dismiss it and resume it later, and rewards are collected from the Quests panel in the header.
- 2.Buy your Lifetime Moon Visa: on the dashboard, 80 Gold, one time only. It lets you claim bases on Titan and includes 1 free permit. New accounts start with some Gold for exactly this.
- 3.Buy a permit: 85 Gold each. Every base claim uses up 1 permit.
- 4.Claim your first base: open the Moon Map, pick an unclaimed hex on Titan and choose a zone. Claiming has two parts: reserving the hex uses 1 permit (you can hold one reservation at a time), then you pay the zone's claim fee in resources (always Silver plus other Titan resources) to take ownership.
- 5.Refill it: resource bases burn an input resource on every harvest. Open the base from My Bases and hit Refill (or use Refill All on the Bases page). A fresh base stores enough fuel for 10 harvests.
- 6.Harvest it: harvesting costs 1 harvest energy. When you harvest your own base, the yield goes into that base's staked balance, which grows a little with each harvest; withdraw it from the base page when you want to spend it.
- 7.Harvest other players' bases: the Harvest page lists bases that are ready. You keep 25% of the yield and the owner gets the rest. After 3 harvests the Galaxy view unlocks.
Titan's Fuel Loop
On Titan the six resource zones feed each other in a ring, so claiming one of each keeps every base fuelled:
| Zone | Produces | Burns on Titan |
|---|---|---|
| Lunar Lab | Silver | Electricity |
| Moon Pad | Influence | Silver |
| Greenhouse | Crops | Influence |
| Office | Infrastructure | Crops |
| Quarry | Moon Bricks | Infrastructure |
| Power Plant | Electricity | Moon Bricks |
Your First Week
Steps 1-3: Claim, Refill, Harvest
- ›Covered by the tutorial (see Your First 30 Minutes)
- ›Harvest energy caps at 10 and refills 1 point per hour, so spend it on other players' bases while your own are on their 48-hour cooldown
- ›You can raise your energy cap by 1 for 100 Gold, up to 50
Step 4: Own Every Home Zone
- ›Claim one base in each of Titan's nine zones: the six resource zones from the fuel loop, plus the Training Camp (troops), Research Facility (research) and Shipyard (ships)
- ›Military zones cost much more to claim than resource zones, so build up resources first
- ›A zone's claim fee rises slightly for every base of that zone you already own on the same moon
- ›Owning 3 bases unlocks the Troops and Research pages and the Card Packs page; 2 bases unlock the card shop
Step 5: Fit Out An Expedition
- ›You need a Training Camp, a Shipyard, at least one trained troop and a Scout ship
- ›Train Sentinels first: they are the pilots, and they cost only Titan resources (Influence and Crops)
- ›Training 2 troops unlocks the Fleet page, where you build the Scout; a Scout needs 2 Sentinels as crew
Step 6: Explore And Get A Visa
- ›Send your Scout to a moon that offers Water, Magic and Culture. An exploration mission costs 75 Gold and 40 Electricity
- ›Every exploration pays 100 Gold, and the first player ever to explore a moon also gets 1,000 Gold and 50 gems
- ›To claim anything there you need that moon's visa, and only a Transport ship can get one: it needs 2 Sentinels and 4 Vanguards as crew, costs 100 Gold and 60 Electricity per visa mission, and only works on a moon you have already explored
- ›Moons still under Selenite control cannot be visited for a visa until they are liberated
Steps 7-8: Found Your Colony
- ›Claim a Water (Extractor), Magic (Shrine) AND Culture (Museum) base on that same moon
- ›Then claim the moon's Colony site (zone 50). Claiming it founds your colony
- ›Everything after that is covered in the Colony chapter
Alongside The Loop
- ›Alliances unlock once you own 5 bases and have 20 harvests. Members get harvest bonuses and access to the Xenotech Lab
- ›Operations unlock at 5 troops. New accounts get 7 days of new-player protection: other players cannot attack your bases, and you cannot attack anyone either until it ends
- ›The Exchange unlocks at 10 harvests
- ›Leagues and the Season Pass turn the Action Points you earn every week into rewards (see the Seasons chapter)
Quests, Trophies And Daily Rewards
Quests
- ›Open the Quests panel from the header
- ›The tutorial steps come first; after them, progression quests (claim bases, harvest, train troops, explore moons, win battles, research, join an alliance, trade) and social quests (link Discord, recruit a player)
- ›Progression quests complete automatically when your stats reach the target. You then claim the reward yourself
- ›Quests pay Gold, Action Points and, on a few milestones, a card pack. They never pay gems
Trophies
- ›84 trophies across 12 categories (bases claimed, harvests, battles won, defenses won, moons explored, ships built, raids launched, Exchange trades, troops trained, research, alliance strength, lifetime AP)
- ›They are checked every hour and paid automatically: the easiest tier of most categories pays Action Points only, higher tiers pay gems and AP, and the lifetime-AP (Legend) trophies pay gems only
- ›Trophies are the main free source of gems besides the daily login, first discoveries and the Season Pass
Daily Login
- ›Claim from the header once a day (a new claim opens 20 hours after the last one)
- ›A cycle runs for 7 days; days 1-6 pay a fixed reward (gems, Gold or resources) and on day 7 you pick one reward from a short list
- ›Miss too many days and the streak starts over with a new reward package
Card Packs
- ›The Card Packs page unlocks at 3 bases
- ›Each pack holds 3 cards; higher-rarity packs weight toward rarer cards
- ›Packs come from a few quest milestones or are bought with gems
- ›A card applied to a base boosts that base's harvest yield and stays active as long as it is applied: standard zone cards give +35%, the rarest cards up to 2x
Common Rookie Mistakes
- 1.Skipping the tutorial
- ›What happens: you dismiss the banner to "get to the game."
- ›Why it's bad: the tutorial pays Gold and Action Points on every step, and its action steps set up your first base.
- ›What to do instead: finish it, or resume it later from the banner.
- 2.Forgetting to refill
- ›What happens: you harvest once and the base stops producing.
- ›Why it's bad: resource bases need input fuel for every harvest.
- ›What to do instead: refill after claiming, and use Refill All on the Bases page regularly.
- 3.Never withdrawing your staked yield
- ›What happens: you harvest your own bases but your resource counters barely move.
- ›Why it's bad: your own harvests go into each base's staked balance, not your inventory.
- ›What to do instead: withdraw from the base page when you need the resources.
- 4.Letting energy sit at the cap
- ›What happens: you log off with 10 energy.
- ›Why it's bad: energy stops refilling at your cap, so every hour at the cap is a lost harvest.
- ›What to do instead: spend it on other players' bases from the Harvest page before logging off.
- 5.Claiming only one zone
- ›What happens: you claim five Quarries.
- ›Why it's bad: each base burns another base's output, and every claim fee needs Silver plus other resources. One zone type cannot fuel itself.
- ›What to do instead: claim one of each Titan zone first (Game Loop step 4).
- 6.Running out of Silver
- ›What happens: you cannot afford your next claim.
- ›Why it's bad: every zone's claim fee includes Silver, and the Lunar Lab has the lowest base yield of any resource zone.
- ›What to do instead: claim a Lunar Lab early and keep a Silver buffer for claims.
- 7.Planning an army before an expedition
- ›What happens: you open the Troops page and try to train Legionnaires and Centurions.
- ›Why it's bad: they need Culture and Water, which only exploration moons produce.
- ›What to do instead: train Sentinels, build a Scout and explore first.
- 8.Sending the wrong ship for a visa
- ›What happens: your Scout explores a moon and you still cannot claim there.
- ›Why it's bad: Scouts explore, but only a Transport can obtain a moon visa.
- ›What to do instead: build a Transport and crew it with 2 Sentinels and 4 Vanguards.
- 9.Splitting Water, Magic and Culture across moons
- ›What happens: you claim Water on one moon and Magic on another.
- ›Why it's bad: a colony needs all three on the same moon it is founded on.
- ›What to do instead: pick one exploration moon and claim all three there (see the Colony chapter).
- 10.Leaving quest rewards unclaimed
- ›What happens: quests complete but you never open the Quests panel.
- ›Why it's bad: completed quests wait for you to claim them.
- ›What to do instead: check the Quests panel whenever the header shows unclaimed rewards.
- 11.Breaking the daily login streak
- ›What happens: you skip a few days.
- ›Why it's bad: the 7-day cycle restarts, and day 7 is where you pick your reward.
- ›What to do instead: claim once a day, even on days you do nothing else.
- 12.Buying gems before knowing what to buy
- ›What happens: you spend gems on random items on day one.
- ›Why it's bad: cards and speed-ups are worth most once you know which bases and timers matter.
- ›What to do instead: play a week first.
- 13.Attacking way above your level
- ›What happens: you raid a big, well-defended base.
- ›Why it's bad: stronger defenders have more troops, upgraded defenses and better postures.
- ›What to do instead: scout first and pick targets near your own strength.
Glossary
A
Action Points (AP): points earned for almost every action (harvesting, refilling, claiming, training, exploring, fighting) and from quests and trophies. AP ranks you on the leaderboard and feeds your weekly league score and Season Pass (see the Seasons chapter).
Maxed: a troop that has reached level 5 (the maximum) with full experience. Maxed troops no longer go on missions, but they still fight and can train to restore health, energy and morale.
Armor: reduces incoming damage by 10% per point, capped at 45%.
B
Base: a hex on a moon that you own. Its zone decides what it produces or hosts.
Blockade: a 72-hour operation that blocks harvesting on the target base. Needs at least 3 troops.
Breach: the phase of an attack where attackers break through the base's defense. If they have not broken it within 5 breach rounds, the operation fails.
C
Card: a boost applied to a base that multiplies its harvest yield, from +20% (partner cards) to 2x (Founder cards). Standard zone cards give +35%. Cards stay active while applied.
Card Pack: a pack of 3 random cards, earned from some quests or bought with gems.
Catch-up Bonus: extra harvest yield for players with fewer than 10 bases. The fewer bases you own, the bigger the bonus.
Claim: taking ownership of a base in two parts: reserve it with a permit, then pay the zone's claim fee in resources.
Colony: the city you found by claiming a Colony site (zone 50) on an exploration moon where you own Water, Magic and Culture bases. See the Colony chapter.
Commander Pass: an optional $9.99, 30-day subscription with a daily gem drip and a weekly random Common card.
Crew: Sentinels and Vanguards. They fly ships: a Scout needs 2 Sentinels, a Transport 2 Sentinels and 4 Vanguards.
D
Daily Login: a 7-day reward cycle claimed from the header. Day 7 lets you pick your reward.
Debris: wreckage left by destroyed troops. It can be salvaged for 24 hours.
Defense Posture: how your defenders act each round: Fortress, Aggressive, Attrition or Counter-Strike. A base uses its own posture if set, then your default, then your alliance's doctrine, then Fortress.
E
Energy (harvest): every harvest costs 1. Starts with a cap of 10, refills 1 per hour, and the cap can be raised by 1 for 100 Gold up to 50.
Exchange: the player marketplace for resources. Trades carry a 5% tax.
Exploration: a Scout mission to a moon. It pays Gold, and the first explorer of a moon also gets a large Gold bonus and gems.
Exploration Resources: Water, Magic and Culture. They are only produced on exploration moons.
Extraction: turning a base into an NFT on the Base chain through the NFT Portal.
F
Fork: the Sim's prestige reset. On your first fork in a round you choose a Path (Production, Staking or Dark Web).
Forged Moon: a moon created by an alliance. Only members of that alliance can claim bases on it, and it cannot host a colony.
G
Game Loop: the 8-step panel on your dashboard, from claiming your first base to founding your colony.
Gems: the premium currency. Spent on cards, card packs, speed-ups, rezoning, colony conveniences and cosmetics, and Sim encryption keys. Free gems come from trophies, the daily login, first discoveries and the Season Pass.
Gold: the scarce currency for visas, permits, missions, energy upgrades and alliance costs. Earned from quests, the tutorial, exploration and more.
H
Harvest: collecting a base's output for 1 energy. Your own base can be harvested every 48 hours (longer for very large empires) and its yield goes to the base's staked balance. Harvesting someone else's base gives you 25% and the owner 75%.
I
Injection: bringing an NFT base back into the game through the NFT Portal.
L
League: a weekly Action Points ladder with 7 tiers, promotion and demotion. See the Seasons chapter.
M
Military Zones: Training Camp (zone 10), Research Facility (zone 11) and Shipyard (zone 12). They do not harvest; they train troops, research and build ships.
N
New-player Protection: the first 7 days after registering. Nobody can attack your bases, and you cannot attack other players until it ends.
O
Operation: a PvP action against another player's base: Raid, Siege, Blockade, Sabotage or Salvage.
Outpost: an NPC target that alliances attack. Outposts reset weekly.
P
Permit: bought for 85 Gold. Each base claim uses 1.
Pilot: another name for you, the commander.
Q
Quest: an objective in the Quests panel. Progression quests complete automatically; you claim the Gold, Action Points or card pack yourself. Quests do not pay gems.
R
Raid: an operation that steals stored resources from a target base. Costs 10 Influence to launch.
Refill: loading input resources into a base so it can be harvested. A base stores fuel for 10 harvests before upgrades.
Reputation: your long-term combat score. Higher tiers give small combat, intel and mission bonuses.
S
Sabotage: a covert operation run by at least 2 Vanguards, with effects such as destroying defenses or cutting production.
Salvage: collecting debris from a battle with a Transport crewed by Vanguards.
Scout: the ship that explores moons. Crewed by 2 Sentinels.
Season Pass: a reward ladder that runs over six league weeks. See the Seasons chapter.
Selenite: the alien faction holding some moons. Their moons must be liberated before anyone can get a visa or claim there.
Selenite Shards: the combat currency, spent at the Xenotech Lab.
Siege: an operation that occupies a target base for 14 days and takes part of its production. Needs at least 5 troops.
Staked Balance: the resources waiting inside a base you own, filled by harvests. Withdraw them to your inventory from the base page.
T
Transport: the ship that obtains moon visas. Crewed by 2 Sentinels and 4 Vanguards.
Trophy: one of 84 permanent achievements, paid automatically in Action Points and gems.
Tutorial: the 33-step guided introduction shown in a banner at the top of the game.
V
Visa: permission to claim bases on a moon. Titan uses the Lifetime Moon Visa (80 Gold, includes 1 permit); every other moon needs a visa mission by a Transport after you have explored it. Forged moons need alliance membership instead.
W
War: a formal alliance war. Currently paused.
War Rating: an alliance's competitive rating. Tiers from Bronze to Diamond give harvest and combat bonuses.
X
Xenotech Lab: the shop for Selenite Shards. Unlocks when you join an alliance.
Z
Zone: a base's type. Zones 1-9 produce resources, zones 10-12 are military, and zone 50 is a Colony site.