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Stations, bounties and trade: ports in the dark.
Many worlds have a station hanging over them. Dock there to trade, take bounties and trade runs, and find rock to mine and wrecks to strip.
Finding a station
About two in five worlds have a station over them, and about three in ten moons do. The arrival world of every universe always has one. In home, its station is the Reach Exchange. Fly close to a station slowly and dock with N. Your ship is held there while you trade.
The five kinds of station
| Station | What it deals in |
|---|---|
| Trade exchange | Luxuries and electronics. The general market, where most goods can be bought and sold. |
| Mining works | Cheap ore: iron, copper, nickel, titanium, platinum metals, ice and carbon. Dear food, water and machinery. |
| Frontier outpost | Cheap food and water. Dear fuel, iron, copper and luxuries. |
| Research station | Dear relics, helium-3 and machinery. Cheap electronics. |
| Gate station | Dear fuel, relics and luxuries. Stands by the Space Gate. |
Each station stocks a few goods in quantity and has a price for each. Prices shift with the day, a little each way, and with what you have taken or put in.
Buying, selling and the hold
- Buy goods at the station's buy price, and sell them at a lower sell price. The gap is the station's profit.
- Load and unload your hold from the bag, so cargo stays where you put it.
- Taking a lot of a good out of a station makes what is left dearer. Putting it in makes it cheaper.
- Refuel and repair your ship at the station's yard, while you are docked.
The bounty board
Each station has a board of four bounties, renewed each day. You can hold up to three at a time.
- Raiders: beat two to four raider craft, anywhere.
- Wanted captains: find a named captain's ship in space and bring her down. Alive is not required.
- Legend: bring down one of the ten legends. Each is named on the board with a hint about where to find it.
Each bounty's pay depends on the station's standing and on the size of the task.
Trade runs
A station offers up to three trade runs a day. Each asks you to carry a set number of tonnes of one commodity to a station somewhere else. Runs pay more than selling the same goods where you stand, and the pay grows with the distance. A run to another system takes the Vector Drive.
Mining and rock fields
Some worlds have a field of rock in their space. Rock is stony, metallic, icy or carbonaceous, and each field is thick or thin and rich or poor. Fly the ship's mining beam at a rock (hold B at the helm in space) to dig ore out of it. The first world of every universe has a small field close by to learn on.
Wrecks and salvage
Some worlds have wrecks adrift in their space: a drifting freighter, a dead probe, an abandoned liner, a gutted warship, or an alien relic. A wreck is worth salvage, but raiders are drawn to it. Fly close, use the scanner to find a signal, and strip the wreck with the salvage beam. The first world of each universe has no wrecks.
Tips
- Dock at a few stations before you buy anything, and compare the prices.
- Take a run that fits your route, and give yourself time to get there.
- Carry fuel. A station's yard will refuel you, but a long run burns more than you expect.
For the worlds these stations hang over, read Planets and habitability. For the ship that carries your cargo, read the fleet.
← Back to the wiki · Last updated 25 October 2026. Mantlenaut is in alpha, so things change.