Click when the marker crosses the green zone - 3 rounds
| Pilot | PvP Kills | NPC Kills | Deaths | Credits |
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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).
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.
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.
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.
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.
Live per-system markets swing with supply - a mining colony sells ore cheap, an industrial world pays dear for it.
Ore, metal, tech and volatile rock. Scanners find the rich veins, drones speed up the yield, greed costs you the fuse.
Pirates raid, troopers respond, turrets guard the stations. Get wanted enough and the whole galaxy starts looking for you.
Claim planet bases, run contracts, and build standing with a faction that actually remembers what you did for them.
Cheap all-rounder. Nimble, lightly armed - forgiving enough to learn on, cheap enough to lose.
Live per-system stock, not a fixed price list. Buy low in a mining colony, sell high in a trade hub, chase a rush event while it lasts, or refine ore into metal on the spot - the better your standing, the better the yield.
Eleven hulls to grow into, from a free Skiff to a Zenith capital freighter or an Executioner warship - once you can afford one.
Cargo, mining, weapons, shields - pour credits and scavenged materials into whichever one your playstyle actually needs.
Crew quarters, farms, solar arrays, warehouses, even a defense platform to fight off raiders while you're off doing something else.
Real rewards on the board - haul contracts even read the live market, paying out on genuine scarcity - plus standing with the faction watching you do it, the same reputation that moves prices everywhere else.
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.
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.
Standing Orders is a solo hobby project, built in the open and still growing.