Single-player space trade & industry

How will you make
your fortune?

One star system. Finite stock, prices that move because supply moves, and five rival companies working the same market you are working.

Choose your route
Work in progress First to 1,000,000 cr profit minus loans wins Trade radio: The Long Haul
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The Long Haul
Buy low, fly, sell high. Halcyon Exchange — goods made here are cheapest here Nutrient paste remains stable, affordable and completely unaffected by ambition Solar flare in twelve seconds. Sensors and radio scrambled until it passes Where the rivals are heading, what they are doing and how long it will take Every route costs time. Every opportunity moves.

Choose your route

Four routes.
One finite system.

You are not picking a class. You are picking where to start — and every route pays differently depending on what the system is short of today.

The Halcyon Exchange market interface, listing goods with prices, stock levels and the prices you would receive for each.
Halcyon ExchangeMarket interface

01 Trading

Buy low, fly, sell high.

Every station prices differently and stock is finite. What is cheap at Cinderhook is expensive at Halcyon — until someone else loads a hold and takes the spread. Delivering goods made elsewhere raises your standing and your margin at the same time.

  • Finite stock
  • Per-station spread
  • Reputation
  • Loans & crew
A mining drone working the surface of a dark asteroid, with the gas giant filling the background.
Ore fieldDrone drilling

02 Mining

Mine what the system cannot replace fast enough.

Drones cut ore while an Echo Sounder reads the field ahead of you and pings every rock wherever you fly. Volume is the easy part. Knowing which field is still worth working when you get there is the trade.

  • Ore scanner
  • Echo Sounder pings
  • Drone capacity
  • Echo crystal
A row of passenger liners berthed along the spine of a long orbital ring station.
Orpheus AnchorageLiner berths

03 Passengers

Fill your cabins. Set your fare. Keep them happy.

Passengers pay for the berth, not the journey. Price it too high and the cabins fly out empty while rivals undercut you on the same run. Price it too low and you carry the fuel for someone else's holiday.

  • Cabin capacity
  • Fare setting
  • Crew & wages
  • Starling runs
A job offer from the barrobot inside a station: an elite contract to read a prospector's ore field and bring a sample home.
Elite arcGhost in the Ore

04 Contracts

Read the field. Bring it home before it moves.

Standard work pays and keeps its promises. Elite arcs pay considerably more and cost you time, standing and nerve — the vein can be gone eight minutes after you arrive, and turning the job down costs you something too.

  • Missions
  • Elite arcs
  • Standing
  • Time pressure

The system

A living
economy.

Nothing in the system is scripted to be easy. Prices move because supply moves, and your rivals are moving it too. The market does not wait for you to finish deciding.

Commodity board cycle 0000

An illustrative model of how the economy behaves — drifting prices, finite stock and rival pressure. Not a live game feed.

The in-game market report screen showing goods, prices and station demand.
In buildMarket report
  • Finite stockNothing regenerates on a timer. Run a field dry and it stays dry.
  • Moving pricesWhat is wanted here is rarely wanted two stops away.
  • Rivals in the marketFive companies buy, sell and haul in the same system.
  • Consequences you can hearMarkets, the trade radio and the system map all tell you what changed.

Competition

Five companies.
Same economy.

Zenith Independent Cargo, Caldera Commercial, Blue Meridian Trading, Starling Passenger Company and Iron Lantern Industries are running routes against you right now. Fit a Rival Intel module and find out where they are going before they get there.

The in-game State of Play screen showing five rival companies, their profit, their share of the leader and where each one is now.
In buildState of Play

Standings shown are from the current development build; names and figures are the game's own. Your company is shown mid-flight, bound for Halcyon Exchange.

Your operation

Build for the work
you want to do.

Specialisation changes efficiency, not access. You are never locked out of a route — but a ship built for it makes every run cheaper, faster and further from home, and standing opens doors that credits cannot buy.

  • ShipsHull, hold and cabin layout, then fit it out.
  • ModulesOre scanners, fit kits, rival intel, more cabin seats.
  • UpgradesBuy low, fly, sell high — with a better ship.
  • ReputationStation-specific work, standing and who will deal with you.
Close view along the weathered plated hull of a cargo freighter.
HullFreighter
A ship resting on a station landing pad under work lighting.
BerthLanding pad

Trailer

Watch the long haul.

Every route costs time. Every opportunity moves — and the five companies you are working against are moving it too.

News

Work in progress.

Orbital Fortune is in active development. When there's something worth saying — a build that moves the market, a route that finally pays, a beta date that is actually real — you'll get one email. No countdown, no drip campaign, no launch date we cannot keep.

One list, one email when there's news. Unsubscribe whenever.

Back to the routes
  • Deeper economy modelling
  • More elite arc chains
  • Rival company behaviour
  • Deeper ship fitting