Reference hub

Wiki

Clear rules, readable systems, and practical references for the main parts of Recorp.

The setting

History & Game Rules

The old home world is gone. By 26879, humanity had long since forgotten Earth. Collapse scattered the last great survival fleets, centuries of isolation broke the old links, and jump portals later forced the sectors back into contact.

Open section

Political map

Factions and politics

The known space is divided between the Helion Alliance, the Vantara Consortium, the Synod of Aurelis, and the Free Explorers. Their borders shape every route, but they do not decide your fate.

Open section

Progression

Skills & progression

A skill between 0 and 100 should feel like a major jump. Low values should be highly impactful, while high values refine your edge.

Open section

Engagements

Combat

Combat mixes ship stats, offensive skills, defensive skills, detection, and signature masking.

Open section

Resource flow

Gathering

Gathering output is driven by the equipped gathering module, then adjusted by any ship subtype gather bonus.

Open section

Production

Industry

Industry covers crafting, repair, and enhancement, with time and efficiency as the main levers.

Open section

Equipment

Modules

Modules decide what a ship can actually do in space. Weapons, shields, mining tools, probes, repair systems, and crafting stations all start here.

Open section

Interface

HUD & interfaces

The HUD groups chat, inventory, map, tasks, faction tools, and options so the player can stay in flow.

Open section