Help Overview

Use Planet Services

Find local trade, ship, module, repair, and parking options at supported celestial bodies.

Use as active ship

Switch ships on planets, moons and dwarf planets for 1 navigation point. Cargo and contracts move with you. Ships keep their installed modules; only the Rusty Shuttle returns its modules to inventory.

Buying a ship activates it and costs 1 navigation point. Your cargo must fit in its hold.

Used navigation points are retained when switching. Cancel active autopilot first.

The Rusty Shuttle becomes permanently defective after your first ship purchase and remains in your fleet.

Find Available Services

Open Planet Services while at a planet, moon, or dwarf planet. Suns and waypoints have no shops.

Each port has its own stock and facilities. The page also shows your credits, level, available cargo space, ship damage, and remaining steps.

If a ship, module, or service is unavailable, check another location. Not every port provides every offer.

Buy Goods, Ships, And Modules

Buy goods from local stock and sell goods carried in your hold. Check the price and remaining cargo capacity before confirming.

A shipyard lists only the hulls available at the current location. Every purchased ship requires a permanent name. Rare or powerful ships are more likely in remote areas, dangerous regions, or major trade centers.

Module availability varies by location and rarity. To buy and install one, you need its required level, a free slot, enough credits, and one navigation step.

Verify Requirements Before Confirming

You cannot buy an out-of-stock item, sell cargo you do not carry, or exceed your ship's effective cargo capacity.

A module requires a free slot and its listed minimum level. Review all penalties as well as its bonuses.

Repairs restore missing shield and hull, cost credits, and use one navigation step. A fully repaired ship requires no payment or repair action.