SYSTEM - - HULL 100% SPEED 0 CARGO 0/100 CREDITS 0 PILOTS 1
⚡ JAMMED - handling and damage cut
M - galaxy map · V - scan for signals · K - killboard · Enter - chat

DERELICT HACK

Click when the marker crosses the green zone - 3 rounds

STATION

GALAXY MAP

KILLBOARD

PilotPvP Kills NPC KillsDeathsCredits
Live · 15 systems · 3 factions

STANDING ORDERS

A persistent space economy that keeps running whether you're logged in or not.

Trade across live markets, mine belts worth fighting over, take contracts, and build standing with whichever faction earns it. Everything - credits, ships, reputation, bases - saves to your callsign.

Free to play, runs in your browser - nothing to install.

Runs smoothest on Chrome, Edge or another Chromium-based browser with hardware acceleration on. Firefox works too, but may need hardware acceleration enabled by hand (Settings → Performance).

Mouse steersClick firesSpace mines F interactM mapK killboardEnter chat
THE GALAXY
Three factions, one galaxy

Pick your territory, or work all three

Core Worlds

Policed & developed High Sec

Trade hubs and industrial worlds with real law. Two turrets guarding every station, gate turrets, three troopers and a disruptor interceptor on patrol. Safer margins, dearer prices - a good place to learn before you owe anyone standing.

The Frontier

Rich, rough, contested Mid Sec

Mining colonies that pay for ore because they produce so much of it. One station turret, gate turrets, two troopers, no disruptor - thinner law, heavier raids. The belts are worth more because fewer pilots last out here.

The Reaches

Fringe, isolated, thin law Low Sec

Ruins, isolated stations, old wrecks and hidden signals worth scanning for. One station turret, no gate turrets, a single trooper - still a faction, still policed, just barely, and a long way from anyone who'd notice.

The Blackreach

Not a faction. A warning. No Sec

Six systems wedged between the three real regions - no stations, no law, no turrets, nobody coming. Rival pirate bands hold it and fight each other as much as they fight you. The only place in the galaxy Umbral Ore can be mined - and there's no market out here to sell it. You haul it out through this, or you don't sell it at all.

What you'll actually do

No single win condition - just a life out here

TRADE

Buy low, sell high

Live per-system markets swing with supply - a mining colony sells ore cheap, an industrial world pays dear for it.

MINE

Cut the belt

Ore, metal, tech and volatile rock. Scanners find the rich veins, drones speed up the yield, greed costs you the fuse.

FIGHT

Earn the bounty

Pirates raid, troopers respond, turrets guard the stations. Get wanted enough and the whole galaxy starts looking for you.

BUILD

Make it count

Claim planet bases, run contracts, and build standing with a faction that actually remembers what you did for them.

Eleven hulls, four tiers

Fly what fits the job - then upgrade to what doesn't

Starter · Free

Skiff

Cheap all-rounder. Nimble, lightly armed - forgiving enough to learn on, cheap enough to lose.

Standard · 1,800 - 9,500cr

Five working hulls

  • Prospector - purpose-built miner, big hold, heavy rig
  • Vantage - fast interceptor, heavy guns, thin hold
  • Mule - fat cargo hauler that hauls a fortune
  • Lance - patrol corvette, quick and tough enough to trade fire
  • Aegis - armoured cruiser, tanky and dangerous
Elite · 16,000 - 36,000cr + materials

Built to end fights

  • Reaver - outguns anything its size, runs down what it can't
  • Omen - a pirate lord's flagship
  • Executioner - built for one thing, and it's not trade
Capital · 52,000 - 68,000cr + materials

Enormous. Slow. Absurd.

  • Zenith - a moving warehouse, 1,200 cargo - bring an escort
  • Imperial - nothing in the Reaches will stand in front of it
Every station, fully worked

Dock up and get to business

MARKET

Prices that actually move

Live per-system stock, not a fixed price list. Buy low in a mining colony, sell high in a trade hub - or chase a rush event while it lasts.

SHIPYARD

Trade up when you can

Eleven hulls to grow into, from a free Skiff to a Zenith capital freighter or an Executioner warship - once you can afford one.

OUTFITTING

Four upgrade tracks

Cargo, mining, weapons, shields - pour credits and scavenged materials into whichever one your playstyle actually needs.

BASES

Claim a planet, build it up

Crew quarters, farms, solar arrays, warehouses, even a defense platform to fight off raiders while you're off doing something else.

CONTRACTS

Bounty, escort, delivery

Real rewards on the board, and standing with the faction watching you do it - the same reputation that moves prices everywhere else.

REPAIR

Patch up before you undock

The belt, the raiders and the trip home don't care how you got there - top off the hull before you fly back out into it.

The galaxy, charted

Fifteen real systems, not a random map

This is the actual star chart - the same fifteen systems, the same gate links, the same layout you'll see in-game. Every station runs its own market, every belt its own mix of ore, and every system its own status with troopers, pirates and raids to match. The six dim red systems forming a ring around everything else are the Blackreach - no station marker on any of them, on purpose.

Core Worlds - Sol, Vega, Ceres High Sec
The Frontier - Kepler, Helios, Tortuga Mid Sec
The Reaches - Erebus, Styx, Nyx Low Sec
The Blackreach - Scourge, Malice, Wraith, Blight, Ruin, Husk No Sec

Standing Orders is a solo hobby project, built in the open and still growing.