ADASTREA WIKI

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.

Sectors

Resources, hazards, stations and the routes between them.

Adastrea Prime

The core trade sector: main station, market and shipyard.

Alpha Reach

Refinery and fabrication docks face separate long supply lanes; nickel and aluminium cutters work the northern arc.

Beta Drift

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.

Cinder Belt

Dense asteroid belt. Ore and ice for the Prime refineries.

Outer Relay

Jump relay at the system edge; the lane to the rest of the galaxy.

Varos Gauntlet

An unpoliced crossing through old wreck plate and scrap, with an intact hull section well away from the direct lanes.

Syndicate Hold

Fortress cargo wharves face the north lane; licensed iron cutters work southwest of the scan line.

Scrapyard Ring

A licensed exchange below the battle debris, with one intact hull adrift beyond the main salvage arc.

Lumen Academy

The university looks across the silicon shoals to an isolated observatory; its approach stays clear of the ore plane.

Solar Array

Solar laboratories sit outside the hot inner reach, with a weather mast marking the safe return lane.

Lumen Shade

Food processors and covered gardens occupy the cool side of the system, separated from their ice supply.

Twin Belt

The refinery hangs above a tilted metal belt; the wreck is west of the tidal crossing rather than on the arrival path.

Corvid Haven

The free port shelters crews between binary tides, with an ice supplier on the far northern arc.

Corvid Rift

A stationless tidal fissure cuts between the stars; its rare seam lies east of the largest lateral drift.

Thule Outpost

A tiny survey foothold watches precious-metal rubble beyond a radiation crossing; the beacon is the return landmark.

Thule Corona

Helium pockets cling to the hot corona; the thermal marker is the turnaround point before shutdown.

Thule Farreach

A distant survey array guards the return bearing from the silver and gold shoals; nobody patrols the route.

Derelict Field

A dead carrier sits beside the pulsar salvage arc; no authority promises a rescue here.

Nyx Storm

The timing mast is the only reliable landmark between the pulsar's shield-draining waves.

Nyx Echo

A tender and its wreck train lie across a quiet interval of the pulsar, a dangerous salvage run without policing.

Sable Cove

The first hidden-lane harbour sells supplies and buys stolen cargo inside a sensor-poor cove.

Sable Wake

A broken freight wake offers a second hidden arrival, plus concealed records of routes deeper into the Dark.

Meridian Gardens

The farm anchor faces the inner gate; its water and biomass supplies lie across a long clear service lane.

Meridian Hab

A habitat and recruiting port looks down onto the garden world, with quiet residential approaches kept off the ice route.

Meridian Reach

A remote waterworks sits outside a dirty comet crossing, with a concealed freight cache behind its far ice shelf.

Halt Gate

The Syndicate seat watches the only clear crossing toward the Graveyard; salvage crews queue away from the customs port.

Halt Shoals

A stationless wreck shoal offers a slow smuggler detour and the first clue to the hidden Sable connection.

Halt Watch

A military supply yard covers the second crossing, with bulk metal routes approaching from below its patrol line.

Brand Yards

Refit docks occupy the southern anchor while a discarded warship keel marks the opposite approach.

Brand Forge

A hot industrial arc produces hull materials; the thermal mast sits on the cooling return path.

Brand Roadstead

Independent crews trade outside the yards, using the southern debris gap to avoid the busiest supply lane.

Tamsin Comet

A water refinery follows the clean side of the comet, with a broad dirty tail crossing to the southeast.

Tamsin Thaw

Greenhouses occupy the warm ice edge, apart from the distant raw-water collection arc.

Tamsin Drift

A free camp supplies cutters in drifting ice, with the hidden locker tucked beyond the northern return route.

Orrin Skims

Fuel crews shelter at the exchange and cross to separate hydrogen and methane pockets during quiet storm phases.

Orrin Bands

Nitrogen refining overlooks the middle bands; a weather relay records EMP timing on the other side of the giant.

Orrin Eye

A rare helium stream passes through the hot storm eye, with no landing berth or guaranteed rescue.

Ashfall Line

The two fleets' main collision line is crossed slowly; an intact flagship section lies off the eastern end.

Ashfall Cinder

Cooling wreck plate and scorched ore share an isolated salvage arc, with supplies hidden outside the fastest crossing.

Ashfall Respite

One small ungoverned camp offers water and a return landmark between long wreck-field legs.

Requiem Bastion

A dead fortress hull hangs beyond a radiation crossing, with valuable structural salvage and no crewed seat of power.

Requiem Trench

A narrow ore trench catches the old fortress signal; rare stones reward a carefully timed shield window.

Requiem Vault

The supply vault is concealed behind broken plating, away from the direct gate-to-resource crossing.

Vigil Beacon

An impossible beacon stands away from the bright star, with platinum rubble below its repeating signal.

Vigil Listen

A tiny survey post triangulates the beacon from a quiet arc and buys rare metals from the opposite shoal.

Vigil Veil

Ionised gas hides both the crystal seam and an uncharted data cache; local scanning replaces the long-range map.

Hollow Orbit

A rogue mass bends the local crossing; precious crystals lie on the opposite side of the strongest tide.

Hollow Shear

A lost surveyor marks the shearing wreck arc, where engines must counter tides while cutters work.

Hollow Night

A dark gas curtain hides the final rare-earth seam and its abandoned survey supplies.

Solace Approach

The last staffed survey camp watches the approach to a cold, otherwise empty outer system.

Solace Glass

A hot glass arc holds the rarest crystals, far from the staffed camp and its cooling shelter.

Solace Silver

A remote timing mast separates a long silver crossing from the next radiation wave.

Solace Far

The far lens distorts the final crossing; rare ores occupy a cold shelf beyond the main tidal flow.

Murk Bank

A fence sits at the near edge of the ionised bank; fuel lockers and cargo routes are visible only to local sweeps.

Murk Ambush

A blind gas crossing and brief EMP bursts punish high-speed pursuit; supplies are hidden off the direct lane.

Lantern Town

The Dark's largest haven supplies refits and fences, with water incoming along a long separate freight approach.

Lantern Anchorage

Independent crews anchor outside the free town, with a concealed parts cache beyond the sensor-poor outer arc.