Adastrea Prime
The core trade sector: main station, market and shipyard.
Merged reference data with approved Foundry revision 5 industry overlay. Game implementation is a local development build; runtime checks passed, while supply balance and full station layout review remain open.
Resources, hazards, stations and the routes between them.
The core trade sector: main station, market and shipyard.
Refinery and fabrication docks face separate long supply lanes; nickel and aluminium cutters work the northern arc.
The Compact survey station lies outside the ionised drift; the hydrogen and noble-gas arc and its mast are inside the short-range sensor curtain.
Dense asteroid belt. Ore and ice for the Prime refineries.
Jump relay at the system edge; the lane to the rest of the galaxy.
Fuel skimmers over the giant Kestrel IV.
Fuel depot and waystation.
Sparse outer sector, favoured by smugglers.
An unpoliced crossing through old wreck plate and scrap, with an intact hull section well away from the direct lanes.
Fortress cargo wharves face the north lane; licensed iron cutters work southwest of the scan line.
A licensed exchange below the battle debris, with one intact hull adrift beyond the main salvage arc.
The university looks across the silicon shoals to an isolated observatory; its approach stays clear of the ore plane.
Solar laboratories sit outside the hot inner reach, with a weather mast marking the safe return lane.
Food processors and covered gardens occupy the cool side of the system, separated from their ice supply.
The refinery hangs above a tilted metal belt; the wreck is west of the tidal crossing rather than on the arrival path.
The free port shelters crews between binary tides, with an ice supplier on the far northern arc.
A stationless tidal fissure cuts between the stars; its rare seam lies east of the largest lateral drift.
A tiny survey foothold watches precious-metal rubble beyond a radiation crossing; the beacon is the return landmark.
Helium pockets cling to the hot corona; the thermal marker is the turnaround point before shutdown.
A distant survey array guards the return bearing from the silver and gold shoals; nobody patrols the route.
A dead carrier sits beside the pulsar salvage arc; no authority promises a rescue here.
The timing mast is the only reliable landmark between the pulsar's shield-draining waves.
A tender and its wreck train lie across a quiet interval of the pulsar, a dangerous salvage run without policing.
The first hidden-lane harbour sells supplies and buys stolen cargo inside a sensor-poor cove.
A broken freight wake offers a second hidden arrival, plus concealed records of routes deeper into the Dark.
The farm anchor faces the inner gate; its water and biomass supplies lie across a long clear service lane.
A habitat and recruiting port looks down onto the garden world, with quiet residential approaches kept off the ice route.
A remote waterworks sits outside a dirty comet crossing, with a concealed freight cache behind its far ice shelf.
The Syndicate seat watches the only clear crossing toward the Graveyard; salvage crews queue away from the customs port.
A stationless wreck shoal offers a slow smuggler detour and the first clue to the hidden Sable connection.
A military supply yard covers the second crossing, with bulk metal routes approaching from below its patrol line.
Refit docks occupy the southern anchor while a discarded warship keel marks the opposite approach.
A hot industrial arc produces hull materials; the thermal mast sits on the cooling return path.
Independent crews trade outside the yards, using the southern debris gap to avoid the busiest supply lane.
A water refinery follows the clean side of the comet, with a broad dirty tail crossing to the southeast.
Greenhouses occupy the warm ice edge, apart from the distant raw-water collection arc.
A free camp supplies cutters in drifting ice, with the hidden locker tucked beyond the northern return route.
Fuel crews shelter at the exchange and cross to separate hydrogen and methane pockets during quiet storm phases.
Nitrogen refining overlooks the middle bands; a weather relay records EMP timing on the other side of the giant.
A rare helium stream passes through the hot storm eye, with no landing berth or guaranteed rescue.
The two fleets' main collision line is crossed slowly; an intact flagship section lies off the eastern end.
Cooling wreck plate and scorched ore share an isolated salvage arc, with supplies hidden outside the fastest crossing.
One small ungoverned camp offers water and a return landmark between long wreck-field legs.
A dead fortress hull hangs beyond a radiation crossing, with valuable structural salvage and no crewed seat of power.
A narrow ore trench catches the old fortress signal; rare stones reward a carefully timed shield window.
The supply vault is concealed behind broken plating, away from the direct gate-to-resource crossing.
An impossible beacon stands away from the bright star, with platinum rubble below its repeating signal.
A tiny survey post triangulates the beacon from a quiet arc and buys rare metals from the opposite shoal.
Ionised gas hides both the crystal seam and an uncharted data cache; local scanning replaces the long-range map.
A rogue mass bends the local crossing; precious crystals lie on the opposite side of the strongest tide.
A lost surveyor marks the shearing wreck arc, where engines must counter tides while cutters work.
A dark gas curtain hides the final rare-earth seam and its abandoned survey supplies.
The last staffed survey camp watches the approach to a cold, otherwise empty outer system.
A hot glass arc holds the rarest crystals, far from the staffed camp and its cooling shelter.
A remote timing mast separates a long silver crossing from the next radiation wave.
The far lens distorts the final crossing; rare ores occupy a cold shelf beyond the main tidal flow.
A fence sits at the near edge of the ionised bank; fuel lockers and cargo routes are visible only to local sweeps.
A blind gas crossing and brief EMP bursts punish high-speed pursuit; supplies are hidden off the direct lane.
The Dark's largest haven supplies refits and fences, with water incoming along a long separate freight approach.
Independent crews anchor outside the free town, with a concealed parts cache beyond the sensor-poor outer arc.