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Command

Crew coordination

Set shared priorities, draw useful routes, and put drones and map information to work.

Practice: Priority Relay Drill

Command keeps the crew looking at the same priorities. Draw route lines, mark objects for specific stations, inspect contacts, and put available drones or gathered resources to work. A useful mark is short, timely, and easy for its receiving station to act on.

Command station showing tactical map, controls, and drone panels
Shared map and operations
  1. The tactical table is where Command plots routes and places station-directed markers.
  2. The left controls switch between drone and resource work areas.
  • In Plot mode, left-drag on the tactical map to draw a route line. Click an existing line to remove it. In Pan mode, left-drag moves the view; right-drag pans in either mode. Mouse wheel zooms, and Center restores the ship-centered view.
  • Right-click a supported object to open its menu. Publish a marker for Flight, Defense, Intelligence, or Weapons; a hostile ship can also offer a local hail action. Keep old markers and routes cleared when priorities change.
  • Use the drone controls to launch or recall unlocked drones. The build panel can queue missiles and mines from resources when the corresponding crafting upgrade and Weapons rack are installed.
Default keyboard controls. Bindings can be changed in the game Settings menu.
ActionDefault key
Map zoom in+
Map zoom out
Center map0
Cycle left tabR
Toggle map toolT
Clear priority,
Launch drone 1A
Recall drone 1Shift + A
Launch drone 2S
Recall drone 2Shift + S
Launch drone 3D
Recall drone 3Shift + D
Launch survey droneF
Recall survey droneShift + F
Increase standard buildZ
Decrease standard buildShift + Z
Increase tracking buildX
Decrease tracking buildShift + X
Increase heavy buildC
Decrease heavy buildShift + C
Increase breacher buildV
Decrease breacher buildShift + V
Increase blast field buildB
Decrease blast field buildShift + B
Increase disruptor buildN
Decrease disruptor buildShift + N
Build selected ordnance rowsEnter

Gatherer Drones harvest asteroids, Tow Drone moves a towable object, and Survey Drone extends scan coverage from its deployed position. Command map notations are shared with the receiving station. The number of actions available depends on ship upgrades and the current objects on the map.

Gatherer Drones

100 credits

Unlocks Gatherer Drones that harvest resources from asteroids.

Use it: Assign a clear asteroid and monitor the drone lane before redeploying.

Tow Drone

450 credits

Unlocks a drone that can tow an asteroid or other towable object.

Use it: Choose a safe tow target and keep its path clear of the ship.

Survey Drone

900 credits

Unlocks a deployable drone that extends scan checks from its position.

Use it: Send it where the ship cannot safely inspect, then recall it when done.

Missile Crafting

1,500 credits

Unlocks missile production from gathered resources when a missile rack is installed.

Use it: Match the build queue to the Weapons station's selected missile needs.

Requires Missile Rack

Mine Crafting

1,000 credits

Unlocks mine production from gathered resources when a mine layer is installed.

Use it: Replenish the mine type the crew expects to deploy next.

Requires Mine Layer

Map Notations

500 credits

Unlocks shared route lines, priorities, and station-directed map markers.

Use it: Keep marks current; remove stale routes so the crew sees the active intent.

  • Draw the next useful route segment, not a maze of competing lines. Flight needs one clear intent at a time.
  • Place markers on the object the receiving station should inspect or attack, and remove them when the call is stale.
  • Watch drone lane status before sending another task; recall a drone when its work is complete.

The ship starts stationary with five marked points of interest across the map. Draw route lines to guide it through them; the ship clears a point when it gets close enough. Hostiles become active as the ship enters their range. In this challenge, Command markers for Weapons can trigger helper beam fire when a target is in range and arc, and Intelligence markers can trigger a helper hack. Flight and Defense markers remain coordination practice. The run ends after all five points clear. Score is based on time, with a small penalty for shield damage and a larger one for hull damage.

Practice goal: keep the route simple, mark the right threat for help, and avoid sending the ship through unnecessary damage.