Gameplay Guide

Galaxy is a slow burn by design. The solar system is full-scale with real orbital mechanics — but brachistochrone (continuous-thrust) trajectories keep flight times manageable. An Earth-to-Moon transfer takes about 3 hours, Mars about 2 days. The automation system handles brachistochrone guidance, rendezvous, and maneuvers while you’re offline, and time acceleration compresses long transits further. Future updates will add jump gates and more spawn locations to open up the system.

Orbital Mechanics Basics

Galaxy uses realistic orbital mechanics. Your ship doesn’t fly like an airplane — it follows orbital paths determined by gravity and thrust.

Key Concepts

  • Orbit: Your ship is always in an orbit around something (Earth, the Sun, etc.). The game automatically tracks which body you’re orbiting based on gravitational influence (sphere of influence).
  • Prograde/Retrograde: Prograde is the direction you’re moving. Thrusting prograde raises your orbit on the opposite side; thrusting retrograde lowers it.
  • Periapsis (Pe): The lowest point of your orbit — closest approach to the body you’re orbiting.
  • Apoapsis (Ap): The highest point of your orbit — farthest distance. Only exists for elliptical (closed) orbits.
  • Eccentricity: How elongated your orbit is. 0 = perfect circle, 0–1 = ellipse, 1+ = escape trajectory.
  • Inclination: The tilt of your orbital plane relative to the reference plane.

Orbital Maneuvers

Raising your orbit:

  1. Press P to orient prograde
  2. Wait for your ship to align (settling time ~8 seconds)
  3. Tap + to add thrust — watch your apoapsis rise in the Orbit Diagram window (I)

Lowering your orbit:

  1. Press Shift+P to orient retrograde
  2. Tap + to add thrust — watch your periapsis drop

Changing orbital plane:

  1. Press J (normal) or Shift+J (antinormal) near the ascending or descending node
  2. Apply thrust to change your inclination

Escaping a body’s gravity:

  1. Orient prograde and apply enough thrust to raise your eccentricity above 1.0
  2. The orbital path will show an ESC marker where you leave the sphere of influence

Orbit Diagram Window

Press I to display the Orbit Diagram window, which shows:

Element Meaning
Reference Body The body you’re currently orbiting
Speed Your velocity relative to the reference body
Altitude Height above the reference body’s surface
Periapsis Lowest orbital altitude
Apoapsis Highest orbital altitude (elliptical orbits only)
Eccentricity Orbit shape (0=circle, <1=ellipse, ≥1=escape)
Inclination Orbital plane tilt
RAAN Right ascension of ascending node
Arg. of Periapsis Orientation of the orbit within its plane
True Anomaly Your current position along the orbit
Period Time for one complete orbit
Orbital Energy Specific orbital energy (conserved quantity)
Angular Momentum Specific angular momentum (conserved quantity)

Attitude Modes

Your ship’s autopilot can maintain orientation toward specific directions:

Mode Use Case
Hold (H) Stops all rotation. Good for manual maneuvering.
Prograde (P) Point nose along velocity. Use for orbit-raising burns.
Retrograde (Shift+P) Point nose against velocity. Use for braking or orbit-lowering.
Normal (J) Point nose perpendicular to orbital plane. Use for plane changes.
Antinormal (Shift+J) Opposite of normal. Also for plane changes.
Radial (K) Point nose away from body in orbital plane.
Antiradial (Shift+K) Point nose toward body in orbital plane.
Local Horizontal (L) Point nose along the horizon.
Local Vertical (Shift+L) Point nose toward/away from body center.
Target (G) Point nose toward selected target. For rendezvous approach.
Anti-Target (Shift+G) Point nose away from selected target. For departure burns.
Target Prograde (Y) Align with relative velocity toward target. For fine approach.
Target Retrograde (Shift+Y) Oppose relative velocity toward target. For braking at target.

Target modes require a selected target (ship, station, or Lagrange point). Select targets with X / Shift+X.

The attitude controller is critically damped — it reaches the target orientation with no oscillation. Settling time depends on ship class: ~8 seconds for the fast frigate, ~27 seconds for the cargo hauler.

Thrust and Fuel

Ship Classes

Property Cargo Hauler Fast Frigate Long-Range Explorer
Dry mass 100,000 kg 8,000 kg 50,000 kg
Fuel capacity 60,000 kg 15,000 kg 120,000 kg
Total mass (full fuel) 160,000 kg 23,000 kg 170,000 kg
Main engine thrust 400 kN 600 kN 200 kN
Specific impulse 15,000 s 20,000 s 50,000 s
Fuel consumption rate 2.72 kg/s 3.06 kg/s 0.41 kg/s

The default ship class is Fast Frigate. Ship class is selected at spawn. The Long-Range Explorer trades thrust for extreme fuel efficiency — its high specific impulse and large fuel capacity give it the highest delta-v budget of any class.

Managing Fuel

  • Thrust level is shown in the Ship Systems window (U)
  • Fuel is displayed as a percentage gauge
  • Fuel consumption scales with thrust level — 50% thrust uses half the fuel rate

Docking at Stations

When you approach a space station within proximity range (50 km), a proximity warning appears. Stations are passive orbital objects — they orbit their parent body but don’t maneuver. When within 100 meters, press F to dock. Docking refuels your ship. Press F again to undock.

Spawn Locations

Press R to open the Spawn Location Selector, which shows a hierarchical list of celestial bodies. Select any body to spawn in orbit around it at a curated altitude. Press Shift+R to instantly respawn at Earth LEO.

Using the Map View

Press M to switch to the map view for a system-wide perspective:

  • Drag to rotate the camera, scroll to zoom
  • Click any body, ship, or station to select it and view its details in the info panel
  • The info panel shows the selected object’s name, type, mass, radius, and orbital elements
  • Toggle the system browser tree with B for a hierarchical list of all objects

Distance Display

Body markers (B) show distances using appropriate units:

  • Under 1 km: meters (m)
  • Under 1,000 km: kilometers (km)
  • Under 1 Gm: megameters (Mm)
  • Under 0.01 AU: gigameters (Gm)
  • 0.01 AU and above: astronomical units (AU)

HUD Indicators

Orbital Path and Event Markers

Press N to display your predicted orbital path as a cyan line. Event markers appear along the path:

Marker Color Meaning
Pe Green Periapsis — closest approach, with altitude and time
Ap Cyan Apoapsis — farthest point, with altitude and time
AN Purple Ascending node — where orbit crosses reference plane going north
DN Purple Descending node — where orbit crosses reference plane going south
ESC Orange SOI escape — where you leave the current body’s gravitational influence
IMPACT Red Surface impact — periapsis is below the surface

Velocity Vector

Press V to display a 3D arrow showing your velocity direction. The arrow color indicates speed relative to orbital velocity:

  • Green: Slow (below 38% of surface orbital velocity)
  • Yellow: Moderate (38–88%)
  • Orange: Fast (88–139%)
  • Red: Very fast (above 139%)

Angular Velocity Vector

Press O to display a 3D arrow showing your rotation axis. The color indicates spin rate:

  • Cyan: Slow (<1 °/s)
  • Magenta: Moderate (1–5 °/s)
  • Yellow: Fast (5–15 °/s)
  • Red: Very fast (>15 °/s)

Tracers

Press T to enable tracer lines showing recent position history (last 10 minutes). Your ship’s tracer is green; other ships appear in orange. Tracers are stored relative to the reference body, so they accurately show your orbital path.

Crosshair

Press C to toggle a green center crosshair. Useful for manual attitude alignment.

Target Selection

Select targets to track other ships and stations. Target data enables rendezvous operations and target-relative attitude modes.

Selecting Targets

  • X: Cycle forward through available targets
  • Shift+X: Cycle backward
  • Escape: Deselect current target
  • Click on ship or station indicators in cockpit or map view
  • Select from the system browser tree in map view

Targets include other ships, stations, and Lagrange points.

Target Dashboard (Shift+T)

When a target is selected, press Shift+T to open the Target Dashboard:

  • 3D view: Real-time rendering of the target
  • Distance: Current separation
  • Relative velocity: Speed difference between you and the target
  • Closing rate: How fast you’re approaching (positive) or separating (negative)
  • ETA: Estimated time to intercept if approaching

Target Attitude Modes

With a target selected, four additional attitude modes become available:

Mode Key Use Case
Target G Point toward target. Use during final approach.
Anti-Target Shift+G Point away from target. Use for departure burns.
Target Prograde Y Align with closing velocity. Use for fine trajectory adjustments.
Target Retrograde Shift+Y Oppose closing velocity. Use for braking at target.

Typical rendezvous approach: Use Target Prograde (Y) during approach to align with your relative velocity, then switch to Target Retrograde (Shift+Y) to brake when close.

Chat

Press Shift+C to open the chat window. Chat allows real-time communication with other players.

Channels

Channel Scope Prefix
Global All connected players [G] (white)
Local Players orbiting the same body [L] (cyan)
Direct Private message to one player [D] (yellow)

Use the channel dropdown above the message input to switch channels. For direct messages, enter the recipient’s player name in the “To:” field.

Usage

  • Type your message and press Enter to send
  • Maximum message length: 256 characters
  • Messages are rate limited to prevent spam
  • When the chat window is closed, an unread indicator (red dot) appears in the menu bar if new messages arrive
  • Message history shows the last 200 messages
  • Messages are color-coded by channel and prefixed with [G], [L], or [D]

Automation

The automation system lets you create rules that trigger actions based on ship and orbital conditions. Press Shift+A to open the Automation window.

Creating Rules

Each rule has:

  • Name: A descriptive label (up to 64 characters)
  • Mode: Once (triggers once then disables) or Continuous (triggers every tick while conditions are met)
  • Priority: 0–99 (lower numbers evaluate first)

Conditions

Rules trigger when all conditions are met (AND logic). Up to 5 conditions per rule.

Field Description Unit
ship.fuel Fuel fraction remaining 0–1
ship.thrust Current thrust level 0–1
ship.speed Orbital speed m/s
ship.distance_to Distance to a body m
orbit.apoapsis Apoapsis altitude m
orbit.periapsis Periapsis altitude m
orbit.eccentricity Orbit eccentricity
orbit.inclination Orbital inclination degrees
orbit.period Orbital period seconds
orbit.true_anomaly Position in orbit degrees
orbit.angle_to_pe Angle to periapsis degrees
orbit.angle_to_ap Angle to apoapsis degrees
orbit.angle_to_an Angle to ascending node degrees
orbit.angle_to_dn Angle to descending node degrees
game.tick Current tick number
immediate Always true

Operators: <, >, <=, >=, ==, !=

Actions

Each rule can have up to 5 actions:

Action Parameter Description
set_thrust 0–1 Set thrust level
set_attitude mode name Set attitude mode (prograde, retrograde, normal, etc.)
circularize Begin automated circularization maneuver
set_inclination degrees Begin automated inclination change
rendezvous target Begin automated rendezvous with a ship or station
alert message Display an alert message (up to 128 characters)

Limits

  • Maximum 10 rules per ship
  • Maximum 5 conditions per rule
  • Maximum 5 actions per rule

Maneuvers

The circularize, set_inclination, and rendezvous actions start automated maneuvers. Only one maneuver can be active at a time. The Automation window shows the active maneuver’s type, phase, ETA, and a button to abort.

Circularize: Points your ship prograde and burns until eccentricity is near zero. Completes automatically.

Set Inclination: Burns at the optimal node to change your orbital inclination to the target value.

Rendezvous: Autonomous transfer to reach another ship or station. Two strategies are available:

  • Hohmann (efficient): Multi-phase orbital transfer using classical Hohmann maneuvers — plane change, orbit adjustment via impulsive burns at apsides, phase matching, and final approach. Most fuel-efficient for targets sharing the same reference body. Also supports cross-SOI transfers (e.g., Earth orbit → station at Mars) via automatic escape, interplanetary transit, and capture phases.
  • Brachistochrone (direct): Continuous thrust toward the target using closed-loop ZEM/ZEV guidance. Fastest but uses more fuel. Supports cross-body transfers (e.g., Earth orbit → station at Luna). Flight time depends on distance and thrust — Earth to Moon is roughly 3 hours. Includes periapsis protection and automatic sphere-of-influence transitions.

You can abort any active maneuver from the Automation window.

Advanced Navigation

Brachistochrone Transfer

A brachistochrone transfer is the fastest way to travel between two points — thrust continuously toward the target, then flip and brake at the midpoint. Galaxy’s automation system handles this automatically:

  1. Open the Automation window (Shift+A) and create a new rule
  2. Add a rendezvous action, select the brachistochrone strategy, and choose your target (ship or station)
  3. Set the trigger to immediate (or any condition you prefer)
  4. Enable the rule — your ship will begin the transfer automatically

Brachistochrone transfers work across different reference bodies (e.g., departing Earth orbit to reach a station at Luna), with automatic SOI transitions along the way. Flight times scale with distance and your ship’s thrust-to-weight ratio:

Route Fast Frigate (~3g) Cargo Hauler (~0.25g) Long-Range Explorer (~0.12g)
Earth LEO → Luna ~3 hours ~10 hours ~14 hours
Earth → Mars (opposition) ~2 days ~1 week ~2 weeks

Tip: Brachistochrone is fastest but burns the most fuel. For fuel-efficient transfers to targets orbiting the same body, use the Hohmann strategy — it uses impulsive burns at optimal points in your orbit.

Hohmann Transfer

A Hohmann transfer is the most fuel-efficient way to move between two circular orbits. The automation system can handle this automatically — select the Hohmann (efficient) strategy when creating a rendezvous rule.

To perform one manually:

  1. At your current orbit, burn prograde to raise your apoapsis to the target orbit altitude
  2. Coast to apoapsis (the orbit path marker shows time to Ap)
  3. At apoapsis, burn prograde again to circularize

Tip: Use the Orbit Diagram window (I) to monitor your apoapsis and eccentricity during the burn.

Earth to Moon Transfer

The easiest way to reach the Moon is to set up a brachistochrone rendezvous targeting a lunar station (like Lunar Gateway). The automation handles departure, transit, SOI transition, and arrival automatically in about 3 hours.

For a manual transfer:

  1. Spawn at Earth LEO (or use Shift+R to reset there)
  2. Orient prograde (P) and increase thrust to raise your apoapsis toward the Moon’s orbit (~384,000 km)
  3. When your orbital path shows an ESC marker, you’re on an escape trajectory
  4. After escaping Earth’s sphere of influence, you’ll enter a solar orbit
  5. Time your burn so you intercept the Moon’s position — the Moon is visible as a body marker (B)
  6. As you enter the Moon’s sphere of influence, burn retrograde (Shift+P) to capture into lunar orbit

Manual Rendezvous

To manually rendezvous with a target without automation:

  1. Select the target with X to see it in the Target Dashboard (Shift+T)
  2. Match orbital planes: burn normal/antinormal (J / Shift+J) at the ascending or descending node
  3. Adjust your orbit to intercept: burn prograde/retrograde to match the target’s orbital altitude
  4. As you close in, use Target Prograde (Y) to align with your approach direction
  5. Switch to Target Retrograde (Shift+Y) to brake — reduce relative velocity toward zero
  6. Fine-tune with small thrust adjustments until you’re within station-keeping distance

Fuel Management

  • Monitor fuel in the Ship Systems window (U), which shows remaining delta-v and burn time
  • Fuel consumption scales linearly with thrust — 50% thrust uses half the fuel rate
  • The Cargo Hauler has more fuel but lower thrust and efficiency
  • The Long-Range Explorer has the highest delta-v budget thanks to extreme fuel efficiency (50,000 s Isp)
  • Dock at a station (F when within 100 m) to refuel

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Galaxy — Kubernetes-based multiplayer space game

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