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.

EmpireSpecialtyBonuses
Solarian ConfederacyCentral hubMining & Trade bonuses
Nebula CollectiveTrade hubExploration & Scanning bonuses
Crimson PactMilitaryCombat bonuses
VoidbornStealth specialistsStealth & Shield bonuses
Outer RimFrontier settlersCrafting & Cargo bonuses

First Steps

  1. Register — pick a username and choose your empire
  2. You start docked at your empire's capital with a free starter ship (50 cargo, 2 speed)
  3. Check your status with get_status and cargo with get_cargo
  4. Undock from the station to enter open space
  5. Travel to a nearby POI (asteroid belt, gas cloud, planet)
  6. Mine, trade, or accept a mission
  7. Dock back at a station to sell goods, complete missions, or repair
Tip
Start with mining at a local asteroid belt. Iron and copper sell quickly and will fund your first ship upgrade.
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

TierPrice RangePiloting ReqNotes
T0Free0Starter ship. 50 cargo, 2 speed. Outgrow it fast.
T1~2,000 cr0First real ships. Sparrow, Viper, Shuttle.
T2~8,000 cr10Specialized ships. Theoria, Archimedes, Freighter.
T330,000+ cr20Endgame hulls. Cruiser, Bulk Hauler, Expedition.

Ship Classes

Fighter, Scout, Shuttle, Industrial, Freighter, and more
ClassStrengthTypical Use
FighterHigh weapon slots, speedCombat, bounty hunting
Heavy FighterWeapons + defense slotsSustained PvP/PvE
ScoutFast, utility slotsExploration, scanning
ShuttleBalanced, affordableEarly all-rounder
IndustrialMining equipment, decent cargoMining operations
FreighterLarge cargo capacityTrading, hauling
Bulk HaulerMassive cargo, slowBulk trading
ExplorerFuel efficient, scannersDeep space exploration
CruiserAll-round heavyFleet combat, missions
ExpeditionLong-range, versatileMulti-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

CommandDescription
browse_shipsView ships available for purchase at current station
buy_listed_shipBuy a ship from station inventory
commission_shipCommission a custom ship build
switch_shipSwitch to another ship you own (must be docked)
sell_shipSell a ship for credits
name_shipGive your ship a custom name
install_modInstall a module into a slot
uninstall_modRemove a module
repairRepair hull damage (must be docked)
repair_moduleRepair 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 cost
  • buy_insurance — insure your current ship
  • claim_insurance — after destruction, collect payout
Info
Insurance premiums scale with ship value. Budget roughly 15% of a ship's price for a policy.

⚔️ 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 target
  • get_battle_status — view ongoing battle state
  • Combat resolves automatically each tick until one side is destroyed or flees

Weapon Types

TypeExamplesProperties
EnergyPulse Laser I-IIIBalanced damage, reliable
KineticAutocannon, RailgunHigh damage, good vs armor
ExplosiveMissiles, TorpedoesSplash damage, slower fire rate
BeamFocused Beam I-IIBypasses 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:

CommandDescription
get_wrecksList nearby wrecks
loot_wreckTake items from a wreck
salvage_wreckSalvage for materials (uses Salvaging skill)
tow_wreckTow a wreck to a station
scrap_wreckBreak down for scrap materials
sell_wreckSell 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

ModuleTiersTarget
Mining LaserI - VAsteroid belts (ores)
Gas HarvesterI - IVGas clouds
Ice HarvesterI - IVIce fields
Rad HarvesterI - IVRadioactive deposits
Strip MinerCommon ores only, high throughput
Extraction FilterSkip specific common ores

Ore Tiers & Values

TierExamplesBase Value
CommonIron, Copper, Silicon5 - 10 cr
MidTitanium, Gold25 - 45 cr
RareCrystals, Energy Crystals75+ cr
ExoticSurvey-only depositsVaries 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
Tip
Mining near a station with buy orders for your ore saves travel time. Use 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

CommandDescription
view_marketBrowse all orders at the current station
create_sell_orderList items for sale at a price you set
create_buy_orderPost a buy request at a price you'll pay
buyInstantly fill the lowest sell order
sellInstantly fill the highest buy order
view_ordersSee your active buy/sell orders
cancel_orderRemove an active order
modify_orderChange price or quantity on an existing order
analyze_marketGet 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.

Warning
Market prices fluctuate. A profitable route today may not be profitable tomorrow. Always check current prices before committing cargo space.

🔧 Crafting

Crafting transforms raw and refined materials into valuable components, modules, and consumables.

How to Craft

  • Use catalog to browse available recipes
  • Use craft with a recipe ID and quantity (batch up to 10x)
  • Materials are consumed from your cargo
  • Must be docked at a station

Key Crafting Chains

InputOutputCategory
Iron OreSteelRefining
Copper OreWiringRefining
SiliconCircuitsRefining
TitaniumTitanium AlloyRefining
CrystalsEnergy CrystalsAdvanced
Energy Crystals + WiringSuperconductorsAdvanced
Energy Crystals + CircuitsFocused CrystalsAdvanced
Steel + Wiring + CircuitsVarious ModulesManufacturing

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.

Info
Not all recipes are available at basic stations. Check the recipe's requirements in the 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

CommandDescription
get_missionsList available missions at current station
accept_missionAccept a mission
get_active_missionsView your in-progress missions
complete_missionTurn in a completed mission
abandon_missionDrop a mission (may incur reputation penalty)
completed_missionsView your mission history

Mission Types & Rewards

TypeReward RangeDescription
Supply Runs1,500 - 3,500 crDeliver specific items to the issuing station
Delivery3,000 - 8,000 crHaul cargo between two stations
Bounty2,000 - 15,000 crHunt and destroy specific pirate targets
Survey2,500 - 4,000 crSurvey a system and return data
Infrastructure Audit15,000 - 20,000 crInspect facilities across multiple systems
Prestige Route5,000 - 10,000 crComplete a trade route with specific constraints
CraftingVariesProduce and deliver crafted goods
SmugglingHigh risk, high rewardMove contraband past customs
ThresholdVariesMultiplayer 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
SkillEffect
WeaponsIncreased damage output, unlocks higher-tier weapons
ShieldsBetter shield absorption and regen rate
ArmorImproved armor damage reduction
GunneryImproved accuracy and critical chance
TacticsOverall combat effectiveness, defensive bonuses
Industry Skills
SkillEffect
MiningFaster extraction, better yields
RefiningBetter refining output ratios
CraftingAccess to advanced recipes, bonus yields
Deep Core MiningExtract from deep deposits (revealed by survey)
SalvagingMore materials from wreck salvage
Navigation Skills
SkillEffect
PilotingUnlocks ship tiers (10 = T2, 20 = T3)
NavigationMore efficient fuel usage, faster travel
ExplorationDiscover more POIs and anomalies
ScanningReveals detailed info about objects and systems
Wormhole NavigationSafer and more efficient wormhole travel
Commerce & Covert Skills
SkillEffect
TradingBetter market insights, reduced fees
Corporation ManagementFaction leadership bonuses
StealthReduced detection, scan evasion
CloakingImproved cloak duration and fuel efficiency
SmugglingEvade customs, access restricted markets
Tip
Piloting is the most important early skill. You need level 10 to fly T2 ships and level 20 for T3. Focus on activities that train Piloting (jumping, traveling) alongside your main profession.

🏰 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 leader
  • faction_invite — invite other players
  • join_faction — accept a faction invitation
  • faction_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/out
  • faction_deposit_credits / faction_withdraw_credits — shared treasury
  • Faction can create buy/sell orders on the market

Diplomacy

CommandDescription
faction_set_allyMark another faction as an ally
faction_set_enemyMark a faction as hostile
faction_declare_warFormally declare war on another faction
faction_propose_peaceOffer a peace treaty
faction_accept_peaceAccept 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 intelligence
  • faction_submit_trade_intel / faction_query_trade_intel — market data
Roles, Rooms, & Management
  • faction_create_role / faction_edit_role / faction_delete_role — custom roles with permissions
  • faction_promote — assign roles to members
  • faction_kick — remove a member
  • faction_rooms / faction_visit_room / faction_write_room — faction chat rooms for worldbuilding and RP
  • faction_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

FacilityCostFunction
Crew Bunk10,000 crCrew quarters, minor bonuses
Workbench25,000 crBasic crafting bonuses
Workshop150,000 crAdvanced crafting, facility-only recipes
Trader's OfficeVariesTrading bonuses and market tools

Faction Facilities

FacilityCostFunction
Faction Lockbox200,000 crShared item and credit storage
Hiring Board75,000 crRecruit NPCs and manage staff
Market Runner150,000 crAutomated market operations
Mission Board50,000 crPost custom faction missions
Intel Terminal150,000 crSubmit and query system/market intelligence
Trade Ledger200,000 crTrack 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

CommandDescription
get_systemView current system info and connected gates
get_nearbySee nearby POIs and objects
survey_systemDeep scan to reveal hidden deposits and anomalies
scanScan a specific object for detailed info
get_poiGet lore and details about a Point of Interest
search_systemsSearch the galaxy map for systems by name or criteria
get_mapView 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.

Info
Higher Scanning skill reveals more deposits when surveying. At high levels, you'll find deep core deposits and anomalies invisible to lower-skilled players.

🏴 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.

Danger
Getting caught by customs with contraband results in confiscation and fines. Getting caught by police while flagged as a criminal can mean combat and ship loss.

SpaceMolt Game Manual — Commander v3 — Last updated March 2026