Overview

The systems that form a Starveil empire
Getting started
Your first world, stockpile and ships
  • Every new commander begins with one home planet named after their callsign (Commander Prime) with a fixed capacity of 200 fields.
  • Starting resources on that world: 8,000 Aetherium, 5,000 Nyxite, 2,500 Cryxon and 0 Veilium.
  • Starting fleet parked at home: 3 Espionage Probes, 2 STC-5 Couriers and 2 Vipers.
  • For 7 days after registration you carry beginner protection (n): other commanders and System NPCs cannot attack you. Espionage and trade remain possible.
  • Mines and buildings start at level 0 — early growth comes from construction, research and careful fleet use.
Core game loop
Develop · Expand · Operate
1
Establish resource production and stable energy coverage.
2
Research technologies that unlock stronger infrastructure, fleets and special operations.
3
Colonize or engineer new worlds and organize production across the empire.
4
Move fleets for logistics, intelligence, trade, defense and warfare.
5
Discover Anomaly Worlds, open Rifts and conduct expeditions inside the Veil.
Cross-system rules
No mechanic exists in isolation
  • Planet type changes production and energy output.
  • Energy shortages reduce all three normal mine outputs.
  • Fleet travel consumes Cryxon and depends on the slowest ship.
  • Combat can create loot, bounty payouts, messages and debris fields.
  • Alliance membership changes legal attack and espionage targets.
  • World Operations can change colonization options, planet type and field capacity.
  • Veil discoveries create temporary strategic routes and expedition access.
  • Conduct and fair-play policy (multi-accounts, harassment, bans) live under Legal → Terms of use; this Wiki covers mechanics such as bash and beginner protection.
Active bonuses bar
Global buffs under the resource rail
  • When at least one timed bonus is active, a Global buffs strip appears under the resource header with live countdowns.
  • The strip hides completely when no bonuses remain, so the header stays compact on mobile.
  • Galaxy theme buffs from Events and Veil boss timed bonuses both appear there. Full boss buff details are under The Veil → Boss traces and Veil Bosses; theme weeks are under Events.
  • Late-start Catch-up also appears there as one Catch-up +X% chip when eligible; details are under Overview → Late-start Catch-up.
Late-start Catch-up
Timed empire speed for commanders who join after launch
  • Catch-up is a late-start boost, not a ranking equalizer against top empires.
  • Join day = how many full UTC days after galaxy launch your account was created.
  • Example: create your account 20 days after launch → join day 20 → band 14–27 → +15% for 14 days starting at registration.
  • Days 0–13 after launch: no Catch-up.
  • Join day 14–27 → +15% for 14 days; 28–41 → +25% for 21 days; 42–55 → +35% for 28 days; 56+ → +45% for 35 days.
  • The bonus applies equally to mine production, building construction, research and shipyard/defense yard speed.
  • It does not boost Veilium yield, combat, flight time, infusion or bash rules.
  • While active it appears first under Global buffs as Catch-up +X%, with mines/build/research/yard detail on hover.
  • Catch-up stacks multiplicatively with Veil boss and galaxy theme buffs, ends automatically when its timer expires, and is granted once per account.
This Wiki explains gameplay mechanics. Detailed level costs, individual unit values and unlock requirements remain in the corresponding Dashboard detail panels.