The setting

History & Game Rules

Earth is no longer a memory anyone can trust. In 3624, humanity lives among scattered sectors whose cultures grew apart for centuries before Warpzones brought them back into contact.

Overview

A history in fragments

The collapse survives through incomplete archives, inherited stories, and the institutions each faction built afterward.

Routes reopened

Warpzones ended centuries of isolation. They also turned travel corridors into strategic ground that every power watches closely.

Life between sectors

Captains make a living by reading routes, managing a ship, trading with others, and knowing when a dangerous opportunity is worth the risk.

Rules

Core loop

Recorp unfolds across persistent sectors. You read the route, scout what lies ahead, gather, craft, trade, fight, and prepare the ship for places that are less forgiving.

  • Your current ship defines your movement, cargo, defenses, weapon reach, and equipped modules.
  • Most active actions spend action points, while movement spends the ship movement reserve.
  • Progression comes from using the relevant skill in real situations, not from assigning free points.
  • Destroyed ships, overloaded cargo, missing modules, and missing action points block the related action.
Progression
Skills advance from level 0 to 100.
Main resources
Action points, movement, cargo space, hull, and shields.
Main goals
Explore sectors, secure resources, upgrade ships, and survive encounters.

Action points and timing

Action points measure what the crew can still do right now: scan, fire, gather, start a craft, or commit to another active decision.

  • An action checks every requirement before it spends AP.
  • If a target, module, recipe, or ship state is invalid, the action fails before spending resources.
  • Queued systems such as crafting reserve the result and resolve after their own timer.
  • A completed action can award XP when the related skill has a valid difficulty score.
Failed validation
No AP is spent when the action is rejected before execution.
Queued work
Craft jobs run one after another in the active ship queue.

Ships, sectors, and cargo

The map uses a grid, but a ship is never just a point on it. Its footprint, cargo, movement reserve, and fitted modules all matter when an action is checked.

  • Movement consumes the current ship movement reserve by the accepted path length.
  • Ship footprint matters for range checks and collision checks.
  • Cargo capacity counts resources that take inventory space, stored modules, stored ships, and reserved craft output.
  • A ship over capacity can block high-impact actions such as warping.
Movement skill
The steering skill depends on the hull class.
Range model
Combat uses edge-to-edge footprint distance.
Cargo rule
Reserved craft output is counted before a new craft starts.