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Orbit

The open star system — rings and zones, stations and trade, modules, aiming with auto-aim and the way to the Core.

In Orbit you don’t fly upward — you roam freely through an entire star system. The Core sits at the center and keeps pulling you inward: barely noticeable at the edge, an enemy of its own near the middle.

The game itself is in German; in-game names are given in parentheses where it helps.

The three rings

Ring Zone Plague while unsecured Mandatory contract
Outer The Scrapyard (Die Halde) Interference fog: tracking reaches only half as far Salvage quota: deliver ore to a station
Middle The Shipyard (Die Werft) Scatter field: the shield recharges sluggishly Smoke out: destroy the reported nests
Inner The Ember (Die Glut) Spore fields: toxic clouds eat through the shield Contain: destroy the three spore mothers

Further in, ore gets more valuable and enemies tougher. The outer ring is a refuge: no reinforcements arrive there.

Stations

The trading posts are large space stations. Fly into the docking ring to open the station; Escape undocks. Every station is surrounded by a safe zone — nothing spawns there, and pursuers turn away.

The contract panel below the timeline shows your progress, an arrow at the screen edge points to the next location. N (controller: Y) switches to the next contract.

Modules

Tokens only buy ship modules. The ship has six slots; the radio receiver is built in, everything else you buy. A flight starts without a system map — the first token usually buys it.

Module Tokens Effect
System map 1 Core, rings and locations within tracking range, bottom left
Tracking 1 All the small arrows at the screen edge: locations, wrecks, pickups, guardians, squadrons
Tractor booster 1 Loot, ore and XP cores are pulled in from 60 % further away
Ore scanner 2 Asteroids yield one and a half times as much ore
Shield capacitor 2 Shield +25 %, starts recharging 40 % sooner
Reactive armor 2 Against kinetic hits: only 20 % get through the shield
Long-range tracking 2 Map and tracking reach one and a half times as far, even in interference fog

There are more modules than slots. Anything without a free slot goes into storage; swap modules in and out in the SHIP tab (Tab, then 2).

Aiming and auto-aim

In Orbit your ship fires wherever its nose is pointing.

In focus the cone narrows to about a third and turns magenta — see Focus. Arcade has no aiming cone.

Dangers

Loot

Zones, keys and the Core

A zone is secured once its mandatory contract is done. That strengthens you and weakens the Core:

Zone For you For the Core
Scrapyard Ore counts one and a half times, wreck parts give one more boon Its armor falls — otherwise it takes only 15 % damage
Shipyard A captured ship flies with you, repairs in secured zones are free It no longer calls guardians for help
Ember Solar wind and toxic clouds do half damage, your fire breaks obsidian No meltdown

Once the Scrapyard and the Shipyard are secured, the Shipyard guardian reports in with key half I. Once the Ember is contained, the Ember guardian appears there with half II. Both wait at their posts and only attack when you get close. With both halves the gate opens at the center — the Core waits only behind it.

After the Core you jump to the next system: new map, new nests, new keys; skill tree, boons and weapons stay. If you haven’t opened the gate after 30 minutes, you are recalled — the flight ends normally and you keep your loot. A banner warns you from minute 25.

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