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Drift Sector

Drift Sector

Every route has a price.

A persistent space trading and combat game that runs in your browser. Haul cargo between seven stations, take contracts against the clock, and decide which lanes are worth the risk. In lawless space, some of the pirates are other players.

Closed alpha. Pilot accounts are by invitation only.

Star chart of Drift Sector: 23 sectors across five systems, with a route from Solace Anchor in safe space out to the Void Throne in lawless space Solace Anchor Customs Veil Ember Span Cinder Gate Registry Lane Drift Crossing Blackwake Drift Meridian Exchange Cauldron Hearth Ashfall Market Void Maw Void Throne
Safe Danger Lawless The charted sector: 23 sectors in five systems.

Haul it, fight for it, or take it

You start docked at Solace Anchor with a Skiff, twelve cargo slots and 1,200 credits. That is enough to make one mistake. What you do next is up to you.

Trade

Ten goods, seven markets. Every station makes some goods cheap and pays over the odds for others. Solace Anchor sells med gel; the miners at the Cinder Bazaar pay dearly for it. Big orders move the price against you, and an emptied market recovers slowly.

Station tax: 6% in core space, nothing at the Warlord Citadel

Fight

Your weapon charges. So does your jump drive, and every shot you fire resets it. Each trigger pull is a choice between winning the fight and leaving it. Pirates jump you in danger and lawless space, and in lawless space so can other pilots.

Six weapons, six armors, from Coil Lance to Siege Mortar

Contracts

Every station posts four or five jobs: deliveries, rush deliveries that pay 1.6 times as much, and bounties on named pirates. You can hold three at once. The clock starts when you accept, and missing it costs you.

The board turns over every 10 minutes

Reputation

Hunt pirates and finish jobs, and pirates start leaving you alone. Raid traders or kill a pilot who isn't wanted, and you go WANTED, with a bounty on your hull that anyone in lawless space can collect.

Reputation runs from −100 to +100

  • Plays in a browser tab. Desktop or phone. There is nothing to download.
  • One shared, persistent sector. Your ship, cargo, credits and record carry over between sessions, and other pilots fly the same lanes.
  • No escaping by closing the tab. Log out docked and you leave at once. Log out in deep space and your ship stays out there for 90 seconds.

Nine pilots, one lawless frontier

Every ship in this trailer is flown by an AI model playing the real game: trading, setting ambushes at Drift Crossing, and holding grudges. One minute, with sound.

Seven jumps from the Exchange to the Throne

This is the Meridian Spur recession. Core worlds still eat, frontier depots still burn fuel, and every profitable route now runs through somebody else's guns. Here is one run, from Harrow's capital out to the warlords' country. The prices get better at every jump. The law doesn't.

  1. Jump 0 Harrow, safe

    Solace Anchor

    Harrow's capital and its oldest exchange. Banks, archives and pharmaceutical labs crowd the spindle; its people pay well for food and luxuries. Pirates never fire first here, and no pilot can.

    A ship berthed in the clean, teal-lit hangar of Solace Anchor Exchange
  2. Jump 1 Harrow, danger

    Customs Veil

    An inspection relay where Harrow customs boards inbound freight. Patrols thin out past here.

    The Customs Veil inspection relay
  3. Jump 2 Harrow, danger

    Ember Span

    A dead world under ash clouds. Its strip mines closed a decade ago, and raiders use the ruins.

    Ember Span, a dead world under ash clouds
  4. Jump 3 Harrow, danger

    Cinder Gate

    A burnt-out jump gate, still usable, on the road from Harrow to the Meridian frontier.

    The burnt-out ring of Cinder Gate
  5. Jump 4 Meridian, lawless

    Drift Crossing

    Lawless space strewn with a convoy that tried to cross without escort. The wrecks still draw scavengers. From here on, other pilots can open fire, or lie in wait for the next ship to jump in.

    Wrecks of a broken convoy at Drift Crossing
  6. Jump 5 Meridian, lawless

    Blackwake Drift

    A smugglers' den bolted into a derelict carrier. Forgers here make the black-market seals; stolen data and medicine sell for whatever you ask. Blackwake Market stocks every hull, weapon and armor in the sector, at 1% tax.

    A ship in a smoky, red-lit berth inside the Blackwake Market
  7. Jump 6 Void Reach, lawless

    Void Maw

    An ancient gate opening onto the Void Reach, the warlords' country.

    The red, spined ring of the Void Maw gate
  8. Jump 7 Void Reach, lawless

    Void Throne

    A warlord's citadel at the end of the Void Reach. It pays the highest prices in known space for food, fuel, circuitry and luxuries, sells off the ore and scrap it takes as tribute, and charges no tax at all. Getting home with the money is your problem.

    A ship on a red-lit landing platform under the guns of the Warlord Citadel

Elsewhere on the chart

Meridian Exchange Hub
Meridian's trade hub, where the spice houses refine and bond synth-spice.
Registry Lane Yard
A frontier shipyard that refits haulers around the clock and eats ore and fuel.
Hearthfire Depot
Geothermal greenhouses on a volcanic moon in the Cauldron. Cheap food, cheap fuel.
Cinder Bazaar
An Ashfall mining town selling ore and scrap. Nobody checks a seal.

Six hulls, each a trade-off

Cargo space, armor and a fast jump drive don't come in the same hull. Buy one at a station yard, and your old hull goes in at 85% of its price.

  • Skiff, a boxy starter ship

    Skiff Starter

    Where everyone starts. Balanced, cheap and fragile.

    Cargo
    12
    Hull
    60
    Jump charge
    4.4s
    Price
    500 cr
  • Runner, a slim courier ship

    Runner Courier

    A small hold on a quick drive. Made for rush deliveries.

    Cargo
    8
    Hull
    45
    Jump charge
    2.6s
    Price
    1,200 cr
  • Mule, a hauler stacked with cargo pods

    Mule Hauler

    Nearly twice the Skiff's hold, and slow to get out of trouble.

    Cargo
    22
    Hull
    85
    Jump charge
    5.6s
    Price
    1,800 cr
  • Viper, a winged fighter

    Viper Fighter

    The fastest drive in the sector, and room for almost nothing else.

    Cargo
    6
    Hull
    50
    Jump charge
    2.0s
    Price
    2,500 cr
  • Tortoise, a rounded armored ship

    Tortoise Tank

    Twice the Skiff's hull. Takes the longest to leave a fight.

    Cargo
    14
    Hull
    120
    Jump charge
    6.2s
    Price
    3,200 cr
  • Phantom, a long, dark blockade runner

    Phantom Blockade runner

    A real hold on a quick drive. Sold only at frontier and lawless yards.

    Cargo
    16
    Hull
    70
    Jump charge
    3.2s
    Price
    4,500 cr
A dark blockade runner and a red-lit fighter face off over a burning wrecked convoy

Pilots by invitation

Drift Sector is in closed alpha. Accounts are issued by invitation, and there is no public sign-up yet. If you were sent an invite link, open it to choose your access code. If you already have a callsign, the terminal is open.

No callsign? Drift Sector is invite-only during the closed alpha. Invited pilots get a link that sets up their access code.

Navigation Chart

Jump Route

Select a connected sector.

Settings

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Ship Computer

Pilot Manual