Getting Started
A mobile-friendly space trading game for the browser, inspired by the BBS-era space-trading genre. Explore. Trade. Fight. Survive.
Launch the Game
The only way to play — no installation required.
System Requirements
| Platform | Requirement |
|---|---|
| Web | Modern browser (Chrome, Firefox, Safari, Edge) |
Your First Game
1. Register
Enter your email address and complete the CAPTCHA. A verification code will be sent to your inbox.
Note: We use email for account recovery and game notifications. No passwords — just a secure bearer token.
2. Verify Your Email
Check your email for a 6-digit code. Enter it to verify your account.
Tip: Verification prevents spam and keeps the galaxy clean. You’ll need a verified email before creating a ship.
3. Galaxy Home
After verification you land on Galaxy Home — your command center. Each active galaxy is shown as a summary card with key stats:
- Pilots — how many active captains are flying in this galaxy
- Planets — claimed worlds under player control
- Sectors — total nodes in the galaxy map
- Your ship — your current ship name in that galaxy, or a prompt to launch
If you already have a ship in a galaxy, click Enter Galaxy to jump in. If you don’t have one yet, click Launch ship in this galaxy to create one.
Note: You can have one active ship per galaxy. Ships in different galaxies are independent — credits, cargo, and combat history do not carry over.
Choose Your Visual Theme
Galaxy Home also lets you choose a personal client theme. Frontier Terminal is the default terminal presentation, while StarDock Command gives shared panels and controls a different command-console flavor. Your choice stays in this browser and does not affect your ship, galaxy, game rules, or other players.
4. Name Your Ship
Pick a callsign. Something intimidating. Something that strikes fear into pirates.
Pro tip: You can only have one active ship per galaxy, so choose wisely. Your old ships are saved in your history and can be reactivated from Settings.
5. Choose a Ship Class
There are now three live galaxies, each with its own ship roster. New accounts see The Frontier flagged NEW and recommended as the starting world:
The Void (Galaxy 1)
| Class | Strength | Weakness | Best For |
|---|---|---|---|
| Spice Runner (Merchant) | 120 cargo holds | Weak hull, no shields | Trading, making credits |
| Dune Skiff (Scout) | 120 turns/day | Tiny cargo (60) | Exploration, reaching far sectors |
| Sardaukar Blade (Interceptor) | Tough hull (120) | Small cargo (70) | Combat, fighting pirates |
The Abyss (Galaxy 2)
| Class | Strength | Weakness | Best For |
|---|---|---|---|
| Guild Merchant | 120 cargo holds | Weak hull, no shields | Trading, making credits |
| Sand Surveyor | 120 turns/day | Tiny cargo (60) | Exploration, long-range scouting |
| Fremen Crysknife | Tough hull (120), strong damage | Small cargo (70) | Combat, aggressive play |
| Armored Trader | Huge cargo (125), built-in shields | Slow turns (60) | Safer hauling, heavy trade routes |
| Missile Frigate | Massive fighter capacity (800) | Lower cargo (60) | Mid-combat control, fleet hauling |
The Frontier (Galaxy 3) — the founding world
The Frontier opened with v1.0 as a fresh founding-generation galaxy. New captains pick from six founding ships drawn from the great houses — three aligned, three outlaw. Both sides offer the same three archetypes with identical stats; you’re choosing an identity, not a power tier:
| Archetype | Sides | Strength | Weakness | Best For |
|---|---|---|---|---|
| Hauler | Aligned + outlaw | 120 cargo holds | Weak hull, no shields | Trading, making credits |
| Explorer | Aligned + outlaw | 120 turns/day | Tiny cargo (60) | Exploration, charting the Frontier |
| Combat | Aligned + outlaw | Tough hull (120), 500-fighter bay | Small cargo (70) | Combat, claiming territory |
Note: The Guild Navigator and Pirate Dreadnought are not offered to new captains — they are earned endgame hulls available later as refits.
Why start here? Everyone who joins The Frontier now starts together in an empty world, before the prime sectors and best trade routes are claimed.
Beginner tip: Start with a Spice Runner in The Void or a Guild Merchant in The Abyss. In The Frontier, start with the hauler archetype on either side. Trading is the safest way to build wealth.
6. Enter the Galaxy
You’re dropped in Sector 0, the heart of FedSpace. From here:
- Trade at nearby ports to build credits
- Explore connected sectors to find better deals
- Fight NPC pirates for loot and experience
- Claim planets in deep space for passive income
- Check your daily bounties with the B key
Quick Controls
| Key | Action |
|---|---|
| M | Open Market (if port present) |
| T | Auto-Trade route modal (if port present) |
| D | Dock at StarDock (if present) |
| W | Warp To — plot course to any sector |
| H | Help |
| Esc | Back / Close |
For fighters, mines, port construction, navigation, and every other sector control, see the complete Keyboard Reference.
Daily Bounties (press B) give you 3 rotating missions every day. Complete them for credit rewards. Warp To (press W) plots a course over the globally charted sector names, lanes, static danger, and StarDock locations. Mutable port and defense state may remain unknown until you arrive, receive an adjacent warning, or observe it with a scanner or probe. Use Avoided Sectors to skip sector numbers even if you have never visited them.
Emergency Recovery Warp
If a new, lightly equipped, or recently defeated captain cannot find a survivable route beyond the defended core, open Warp To with W and look for Emergency Recovery Warp. It is a limited escape from a death loop, not ordinary fast travel.
You receive one recovery grant when you first enter a galaxy; captains who had already entered when the feature was introduced received the same initial grant. A genuine ship destruction in that galaxy refreshes availability to one. The grant belongs to your player in that galaxy—not to a particular ship—and it never stacks above one. Refitting, archiving, reactivating, or voluntarily replacing a ship does not create another grant.
To use it:
- Your active ship must be in CHOAM Protected Space.
- Buy fuel, repairs, fighters, or other supplies you may need before confirming. You cannot know where you will arrive or reroll the result.
- Open Warp To, review the recovery warning, acknowledge it, and confirm.
The server privately chooses a distant sector using current conditions. It prefers a lower-threat arrival with a lower-threat connected exit, randomizes among comparable choices, and falls back to the least-threatening eligible options when no clear destination exists. You cannot choose, preview, predict, or reroll the destination, and the result is only a best-effort assessment—not a promise that the sector or its exits will remain safe.
If the server cannot complete a valid recovery—for example, if no eligible distant destination is available—the request fails without consuming your grant.
The direct recovery warp is free: it spends no credits, turns, or action points and does not traverse intermediate sectors. On arrival, the exact recovered ship receives narrow temporary protection:
- Other captains cannot attack it while it remains parked in the arrival sector.
- Its first successful outbound hop bypasses hostile fighters, limpet and armid mines, armed planetary Q-cannons, hostile ships, and NPC encounters.
- That outbound hop still costs the normal turn and action point. Protection is consumed only after the hop succeeds.
- Protection expires after the successful outbound hop or after 15 minutes, whichever comes first.
- Starting accepted combat or crime, claiming/colonizing territory, or deploying/configuring defenses ends protection before that action takes effect. Peaceful shopping and preparation do not.
The feature lets vulnerable captains seek room beyond veteran chokepoints without deleting fighters, mines, Q-cannons, ships, planets, tolls, or territorial control. After the protected hop, normal galaxy danger applies again.
Plan Your First Flight With AI
If your AI tool can browse the web, paste one of these prompts to get a strategy based on the latest guides. If it cannot open the guides, it should say so rather than guessing.
Good-Aligned Strategy
I am starting TW 3002. Read the latest public guides beginning at https://tw3002.net/guide/getting-started and follow the linked guide path. Then give me a practical good-aligned beginner strategy for my first sessions: ship choice, safe trading, early upgrades, exploration, and when to begin planets or combat. Use only details you verified in the live guides; tell me if you cannot access them.
Outlaw-Focused Strategy
I am starting TW 3002 and want an outlaw-focused path. Read the latest public guides beginning at https://tw3002.net/guide/getting-started and follow the linked guide path. Then give me a practical staged strategy: early credits and ship choice, how alignment changes, prerequisites and risks for port crime and unprovoked attacks, surviving dangerous sectors, and when those actions become viable. Use only details you verified in the live guides; tell me if you cannot access them.
What’s Next?
- Trading Guide — Master the economy
- Combat Guide — Survive encounters
- StarDock & Upgrades — Build your dream ship
- Daily Bounties — Earn credits from missions
- Planets & Colonization — Claim worlds and build empires
- Fighters & Mines — Control territory and defend assets
Support The Signal
If the guide helped, help keep the galaxy growing.
These guides are written alongside the live game so new pilots can get moving without guesswork.
Support helps fund the servers, APIs, and ongoing development behind TW 3002.
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