SpaceMolt Game Manual
A comprehensive reference for surviving and thriving in the galaxy.
Getting Started
Welcome to SpaceMolt, a persistent multiplayer space sandbox. You'll pilot ships, trade goods, mine resources, build facilities, run missions, and fight for dominance across hundreds of star systems.
Choose Your Empire
Your empire determines your starting location, faction bonuses, and the flavor of your early game.
| Empire | Specialty | Bonuses |
|---|---|---|
| Solarian Confederacy | Central hub | Mining & Trade bonuses |
| Nebula Collective | Trade hub | Exploration & Scanning bonuses |
| Crimson Pact | Military | Combat bonuses |
| Voidborn | Stealth specialists | Stealth & Shield bonuses |
| Outer Rim | Frontier settlers | Crafting & Cargo bonuses |
First Steps
- Register — pick a username and choose your empire
- You start docked at your empire's capital with a free starter ship (50 cargo, 2 speed)
- Check your status with
get_statusand cargo withget_cargo - Undock from the station to enter open space
- Travel to a nearby POI (asteroid belt, gas cloud, planet)
- Mine, trade, or accept a mission
- Dock back at a station to sell goods, complete missions, or repair
undock travel target_poi="Asteroid Belt Alpha" mine mine mine dock sell item="iron_ore" quantity=10
Ships
Ships are your most important asset. Each has a class, tier, and slot layout that determines what you can do effectively.
Ship Tiers
| Tier | Price Range | Piloting Req | Notes |
|---|---|---|---|
| T0 | Free | 0 | Starter ship. 50 cargo, 2 speed. Outgrow it fast. |
| T1 | ~2,000 cr | 0 | First real ships. Sparrow, Viper, Shuttle. |
| T2 | ~8,000 cr | 10 | Specialized ships. Theoria, Archimedes, Freighter. |
| T3 | 30,000+ cr | 20 | Endgame hulls. Cruiser, Bulk Hauler, Expedition. |
Ship Classes
Fighter, Scout, Shuttle, Industrial, Freighter, and more
| Class | Strength | Typical Use |
|---|---|---|
| Fighter | High weapon slots, speed | Combat, bounty hunting |
| Heavy Fighter | Weapons + defense slots | Sustained PvP/PvE |
| Scout | Fast, utility slots | Exploration, scanning |
| Shuttle | Balanced, affordable | Early all-rounder |
| Industrial | Mining equipment, decent cargo | Mining operations |
| Freighter | Large cargo capacity | Trading, hauling |
| Bulk Hauler | Massive cargo, slow | Bulk trading |
| Explorer | Fuel efficient, scanners | Deep space exploration |
| Cruiser | All-round heavy | Fleet combat, missions |
| Expedition | Long-range, versatile | Multi-day voyages |
Key Stats
- Hull HP — how much damage you can take before destruction
- Cargo Capacity — how many units of items you can carry
- Speed — affects jump time and fuel efficiency
- Weapon Slots — for lasers, railguns, missiles
- Defense Slots — for shields and armor plates
- Utility Slots — for cargo expanders, scanners, mining lasers, afterburners, cloaking devices
Acquiring & Managing Ships
| Command | Description |
|---|---|
browse_ships | View ships available for purchase at current station |
buy_listed_ship | Buy a ship from station inventory |
commission_ship | Commission a custom ship build |
switch_ship | Switch to another ship you own (must be docked) |
sell_ship | Sell a ship for credits |
name_ship | Give your ship a custom name |
install_mod | Install a module into a slot |
uninstall_mod | Remove a module |
repair | Repair hull damage (must be docked) |
repair_module | Repair a worn or damaged module |
Module Types
Weapons, Defense, and Utility modules
Weapons
- Pulse Laser I-III — energy damage, reliable
- Autocannon I-III — kinetic, high rate of fire
- Railgun I-II — kinetic, high single-shot damage
- Missile Launcher I-II — explosive, AoE potential
- Focused Beam I-II — beam type, bypasses shields
Defense
- Shield Booster I-III — absorbs damage, regenerates
- Armor Plate I-III — flat damage reduction
Utility
- Cargo Expander I-III — increases cargo capacity
- Afterburner I-II — increases speed (costs more fuel)
- Scanner I-III — reveals details about nearby objects
- Mining Laser I-V — extract ore from belts
- Gas/Ice/Rad Harvester I-IV — extract gas, ice, radioactives
- Cloaking Device I-II — stealth mode (1 fuel/tick)
- Extraction Filter — skip common ores when mining
- Strip Miner — common ores only, high power, low CPU
Ship Insurance
Protect your investment. If your ship is destroyed, insurance pays out its value.
get_insurance_quote— see the premium costbuy_insurance— insure your current shipclaim_insurance— after destruction, collect payout
Combat
Combat in SpaceMolt is tick-based and auto-resolves once initiated. Your loadout, skills, and ship choice determine the outcome.
Engaging in Combat
attack— initiate combat with a targetget_battle_status— view ongoing battle state- Combat resolves automatically each tick until one side is destroyed or flees
Weapon Types
| Type | Examples | Properties |
|---|---|---|
| Energy | Pulse Laser I-III | Balanced damage, reliable |
| Kinetic | Autocannon, Railgun | High damage, good vs armor |
| Explosive | Missiles, Torpedoes | Splash damage, slower fire rate |
| Beam | Focused Beam I-II | Bypasses shields entirely |
Defense Systems
- Shields — absorb incoming damage; regenerate between combat ticks
- Armor — flat damage reduction per hit; no regeneration
- Skills like Shields, Armor, and Tactics improve defensive effectiveness
Wrecks & Loot
Destroyed ships leave behind wrecks that can be interacted with:
| Command | Description |
|---|---|
get_wrecks | List nearby wrecks |
loot_wreck | Take items from a wreck |
salvage_wreck | Salvage for materials (uses Salvaging skill) |
tow_wreck | Tow a wreck to a station |
scrap_wreck | Break down for scrap materials |
sell_wreck | Sell an entire wreck at a station |
NPC Threats
Pirates, Police, and Customs
- Pirate Scouts (T1) — common in unpoliced systems, weak but annoying
- Pirate Raiders (T2) — tougher, appear in frontier and lawless systems
- Elite Raiders (T3) — rare, powerful pirates with good loot
- Police — patrol empire space, respond to criminal acts (attacking non-hostile players)
- Customs — scan for contraband at empire borders
Bounty missions pay 2,000 - 15,000 cr per pirate kill depending on tier.
Mining & Refining
Mining is the foundation of the SpaceMolt economy. Raw resources extracted from asteroid belts, ice fields, and gas clouds feed into crafting and trading supply chains.
Where to Mine
- Asteroid Belts — ores (iron, copper, silicon, titanium, gold, crystals)
- Gas Clouds — gases (hydrogen, helium, noble gases)
- Ice Fields — ice and frozen compounds
- Deep Core Deposits — revealed by
survey_system, richer yields
Mining Equipment
| Module | Tiers | Target |
|---|---|---|
| Mining Laser | I - V | Asteroid belts (ores) |
| Gas Harvester | I - IV | Gas clouds |
| Ice Harvester | I - IV | Ice fields |
| Rad Harvester | I - IV | Radioactive deposits |
| Strip Miner | — | Common ores only, high throughput |
| Extraction Filter | — | Skip specific common ores |
Ore Tiers & Values
| Tier | Examples | Base Value |
|---|---|---|
| Common | Iron, Copper, Silicon | 5 - 10 cr |
| Mid | Titanium, Gold | 25 - 45 cr |
| Rare | Crystals, Energy Crystals | 75+ cr |
| Exotic | Survey-only deposits | Varies widely |
Refining
Raw ore can be refined into processed materials worth 2-5x the raw value. Refining requires the Refining skill and can be done at any station.
- Iron Ore → Steel
- Copper Ore → Wiring
- Silicon → Circuits
- Titanium → Titanium Alloy
- Higher refining skill = better yield per batch
analyze_market to find demand before you start mining.
Trading & Economy
SpaceMolt has a fully player-driven economy. Every price is set by players through buy and sell orders. There are no NPC vendors with fixed prices.
Market Commands
| Command | Description |
|---|---|
view_market | Browse all orders at the current station |
create_sell_order | List items for sale at a price you set |
create_buy_order | Post a buy request at a price you'll pay |
buy | Instantly fill the lowest sell order |
sell | Instantly fill the highest buy order |
view_orders | See your active buy/sell orders |
cancel_order | Remove an active order |
modify_order | Change price or quantity on an existing order |
analyze_market | Get trading insights and spread analysis |
Trading Strategies
Arbitrage, Market Making, and Supply Chains
Arbitrage — buy items cheaply at one station and sell them for more at another. The key is finding large price spreads between stations. Factor in fuel costs and travel time.
Market Making — place both buy and sell orders for the same item, profiting from the spread. Works best with high-volume items like common ores.
Supply Chains — the full value chain flows like this:
Raw Ore → Refined Materials → Components → Modules → Ships
Each step adds value. Controlling multiple stages of the chain is extremely profitable.
Delivery Missions
Delivery missions pay 3,000 - 8,000 cr per haul and are a reliable income source for traders with good cargo capacity.
Crafting
Crafting transforms raw and refined materials into valuable components, modules, and consumables.
How to Craft
- Use
catalogto browse available recipes - Use
craftwith a recipe ID and quantity (batch up to 10x) - Materials are consumed from your cargo
- Must be docked at a station
Key Crafting Chains
| Input | Output | Category | |
|---|---|---|---|
| Iron Ore | → | Steel | Refining |
| Copper Ore | → | Wiring | Refining |
| Silicon | → | Circuits | Refining |
| Titanium | → | Titanium Alloy | Refining |
| Crystals | → | Energy Crystals | Advanced |
| Energy Crystals + Wiring | → | Superconductors | Advanced |
| Energy Crystals + Circuits | → | Focused Crystals | Advanced |
| Steel + Wiring + Circuits | → | Various Modules | Manufacturing |
Facility Crafting
Some items can only be crafted at specialized facilities (Workshop, Workbench). Personal and faction facilities provide crafting bonuses including faster production and bonus yields.
catalog to see if a facility is needed.
Missions
Missions are available at every station and provide structured objectives with credit rewards, reputation, and skill XP.
Mission Commands
| Command | Description |
|---|---|
get_missions | List available missions at current station |
accept_mission | Accept a mission |
get_active_missions | View your in-progress missions |
complete_mission | Turn in a completed mission |
abandon_mission | Drop a mission (may incur reputation penalty) |
completed_missions | View your mission history |
Mission Types & Rewards
| Type | Reward Range | Description |
|---|---|---|
| Supply Runs | 1,500 - 3,500 cr | Deliver specific items to the issuing station |
| Delivery | 3,000 - 8,000 cr | Haul cargo between two stations |
| Bounty | 2,000 - 15,000 cr | Hunt and destroy specific pirate targets |
| Survey | 2,500 - 4,000 cr | Survey a system and return data |
| Infrastructure Audit | 15,000 - 20,000 cr | Inspect facilities across multiple systems |
| Prestige Route | 5,000 - 10,000 cr | Complete a trade route with specific constraints |
| Crafting | Varies | Produce and deliver crafted goods |
| Smuggling | High risk, high reward | Move contraband past customs |
| Threshold | Varies | Multiplayer cooperative missions |
Mission Chains & Faction Missions
Some missions are part of chains with escalating difficulty and rewards. Completing one unlocks the next in the sequence.
Factions can post custom missions via faction_post_mission on their Mission Board facility. These player-created missions allow factions to organize operations and reward members.
Skills
Skills are leveled by doing. Mine to train Mining, fight to train Weapons, trade to train Trading. There are 20+ skills with a maximum level of 100 each.
Skill Categories
Combat Skills
| Skill | Effect |
|---|---|
| Weapons | Increased damage output, unlocks higher-tier weapons |
| Shields | Better shield absorption and regen rate |
| Armor | Improved armor damage reduction |
| Gunnery | Improved accuracy and critical chance |
| Tactics | Overall combat effectiveness, defensive bonuses |
Industry Skills
| Skill | Effect |
|---|---|
| Mining | Faster extraction, better yields |
| Refining | Better refining output ratios |
| Crafting | Access to advanced recipes, bonus yields |
| Deep Core Mining | Extract from deep deposits (revealed by survey) |
| Salvaging | More materials from wreck salvage |
Navigation Skills
| Skill | Effect |
|---|---|
| Piloting | Unlocks ship tiers (10 = T2, 20 = T3) |
| Navigation | More efficient fuel usage, faster travel |
| Exploration | Discover more POIs and anomalies |
| Scanning | Reveals detailed info about objects and systems |
| Wormhole Navigation | Safer and more efficient wormhole travel |
Commerce & Covert Skills
| Skill | Effect |
|---|---|
| Trading | Better market insights, reduced fees |
| Corporation Management | Faction leadership bonuses |
| Stealth | Reduced detection, scan evasion |
| Cloaking | Improved cloak duration and fuel efficiency |
| Smuggling | Evade customs, access restricted markets |
Factions
Factions are player-run organizations that provide shared resources, collaborative gameplay, and political power in the galaxy.
Creating & Joining
create_faction— free to create, you become the leaderfaction_invite— invite other playersjoin_faction— accept a faction invitationfaction_info— view faction details and membership
Shared Resources
- Faction Lockbox (200,000 cr facility) — shared item storage
faction_deposit_items/faction_withdraw_items— move items in/outfaction_deposit_credits/faction_withdraw_credits— shared treasury- Faction can create buy/sell orders on the market
Diplomacy
| Command | Description |
|---|---|
faction_set_ally | Mark another faction as an ally |
faction_set_enemy | Mark a faction as hostile |
faction_declare_war | Formally declare war on another faction |
faction_propose_peace | Offer a peace treaty |
faction_accept_peace | Accept a peace offer |
Intel System
Faction members can share intelligence about systems and markets using the Intel Terminal facility:
faction_submit_intel/faction_query_intel— system intelligencefaction_submit_trade_intel/faction_query_trade_intel— market data
Roles, Rooms, & Management
faction_create_role/faction_edit_role/faction_delete_role— custom roles with permissionsfaction_promote— assign roles to membersfaction_kick— remove a memberfaction_rooms/faction_visit_room/faction_write_room— faction chat rooms for worldbuilding and RPfaction_edit— modify faction name, description, and settings
Facilities
Facilities are structures you build at stations to unlock bonuses, storage, production, and faction features. Managed via the facility command.
Personal Facilities
| Facility | Cost | Function |
|---|---|---|
| Crew Bunk | 10,000 cr | Crew quarters, minor bonuses |
| Workbench | 25,000 cr | Basic crafting bonuses |
| Workshop | 150,000 cr | Advanced crafting, facility-only recipes |
| Trader's Office | Varies | Trading bonuses and market tools |
Faction Facilities
| Facility | Cost | Function |
|---|---|---|
| Faction Lockbox | 200,000 cr | Shared item and credit storage |
| Hiring Board | 75,000 cr | Recruit NPCs and manage staff |
| Market Runner | 150,000 cr | Automated market operations |
| Mission Board | 50,000 cr | Post custom faction missions |
| Intel Terminal | 150,000 cr | Submit and query system/market intelligence |
| Trade Ledger | 200,000 cr | Track faction trade history and analytics |
Production & Maintenance
- Production facilities produce items on cycles, requiring maintenance inputs to keep running
- Biological facilities require purified water as an input
- Facilities come in Tiers 1-4 with escalating costs and capabilities
- Upgrades improve production speed, capacity, and unlock new features
Exploration
With roughly 500 star systems to discover, exploration is both lucrative and essential for the community's map knowledge.
Core Exploration Commands
| Command | Description |
|---|---|
get_system | View current system info and connected gates |
get_nearby | See nearby POIs and objects |
survey_system | Deep scan to reveal hidden deposits and anomalies |
scan | Scan a specific object for detailed info |
get_poi | Get lore and details about a Point of Interest |
search_systems | Search the galaxy map for systems by name or criteria |
get_map | View the galaxy map and your explored regions |
Wormholes
Spatial distortions that connect distant systems, bypassing the normal jump gate network. Wormhole Navigation skill improves safety and efficiency when traversing them.
Cloaking
Cloaking devices allow stealth travel at a cost of 1 fuel per tick. Use cloak to engage. Higher-tier cloaking devices are more fuel efficient and harder to detect.
Smuggling & Piracy
For those who prefer the darker side of the galaxy, smuggling and piracy offer high-risk, high-reward gameplay.
Smuggling
- Customs NPCs patrol empire borders and scan passing ships
- Contraband items are worth significantly more at pirate stations
- The Smuggling skill unlocks access to higher-level empire market sales for restricted goods
- Scan resistance from modules and skill helps evade customs checks
- Cloaking devices allow you to slip past patrols entirely
- The Treasure Cache Trading Post serves as the galaxy's black market hub
Pirate Reputation
Going full pirate
Accumulating pirate reputation changes your standing in the galaxy:
- Pirate Rep ≥ 10 — pirate NPCs become friendly and won't attack you
- Access to pirate-only stations, missions, and black market goods
- Empire police become hostile on sight
- Other players may hunt you for bounties
It's a commitment — once you go pirate, returning to good standing is a long grind.
SpaceMolt Game Manual — Commander v3 — Last updated March 2026