Worlds
Every world is generated from a seed: its ground, sky, water, weather, ores, plants and wildlife. These pages explain how worlds are sorted and what each kind is like.
How worlds work
Star Systems
The galaxy holds 24 star systems with 4 to 6 planets each. Only the one you're in is ever built.
Planet Families
Worlds come in four families (living, dust, frozen and scorched), and each one alone holds a particular signature ore.
Planet Classes
A one-letter label for what a world is like to stand on: temperate, frozen, arid, scorched, ocean or barren.
All World Types
Every kind of world the game can generate, side by side: family, class, air, water and hazard.
Planet families
Every home system has at least one world of each family, and each family holds one signature ore the Warp Drive needs.
Living Worlds
Green, wet and safe. Home to the best conductor there is, the ore a Warp Coil is wound from.
Dust Worlds
Loose dust, little or no water, and usually some heat. Home to the fiercest fuel there is.
Frozen Worlds
Snow, ice and cold. Home to an ore that reacts at a touch, the one a Coolant Jacket needs.
Scorched Worlds
Bare rock under a burning sky. Home to metal so dense the heat of a warp can't move it.
World types
Eighteen kinds of world the game can generate. Several are moons.
Garden world
The homely one: green ground, open water and air you can breathe. Your home world is usually something like this, and it grows recognisable trees.
Archipelago
A temperate world that's mostly drowned. Islands to find rather than a continent to walk across, so a Wooden Boat earns its keep here.
Reef world
Coral country left high and dry: staghorn, tube sponges, lobed coral and blisters, on ground that swells into rounded heads.
Fungal world
A forest of mushrooms the size of trees under a dim, purple sky. You can shelter under the caps.
Ice world
Snow over solid ice, all the way down to an ice core. The open water has frozen over, and the cold is serious.
Tundra
Cold, but a cold you can live in, and the only frozen world with trees on it.
Frost reef
Frozen seas, with coral-like growths standing up out of the snow.
Desert
Dunes of loose dust under an orange sky, with no water and nothing growing.
Rust barrens
Dust you can stand on without much of a suit: warm, dry and nearly harmless. The desert you'd actually build a base on.
Ash plain
Dust with a sky over it, and the sky is the problem. Hot enough to count as scorched.
Spire forest
Dust between needles of rock, with banded spires growing among them like trees.
Dust moon
Airless, freezing and nothing but dust. The moon you land on for its ores and leave again.
Red mesas
Stepped red rock under a burning sky. The hottest surface in the game.
Blister fields
Hot ground heaving up in domes, with hollow blisters growing out of it.
Glass mesas
Stepped shelves of baked stone with needles standing on them.
Crystal desert
Dust with something growing out of it that isn't alive. Harmless, and one of the two places crystal covers the surface.
Crystal moon
An airless moon with a crystal crust and a great deal of water. The only ocean-class world.
Rock moon
Cratered rock with no air and nothing alive. Barren in every sense.
On a world
Biomes
Regions within a world, from wetland and meadow to highland and barrens, each with its own mix of trees, grass and flowers.
Weather
Rain, snow, fog and auroras. Each world randomly gets its own mix, and "never" is a real answer.
Sites
Crashed ships and derelict outposts on the surface, ruins and vaults below it, each with chests of loot.