Abilit Archive
How to play
Your first hour is guided by the mentor, navigator Bran Hollis. Nine steps, and each one unlocks exactly what you need: first flight and battle, then hunting, stations, planets, jumps and trade. The whole path is below, with clips from the game.
Bran Hollis
Navigator, your mentor
Getting started: nine steps with the mentor
No need to read anything in advance: in the game the mentor tells you what to do at every step and highlights the right button. Here is what awaits you.
Getting started · step 1 of 9
Take-off and the first fight
Hello, captain. I'm Bran Hollis, navigator — I'll stay with you until you find your feet. The ship is fuelled. A pirate patrol was spotted at the nearest planet — let's take off.
Unlocks: space, a single target and a guided fight
Getting started · step 2 of 9
Warm-up
Clean work! The pirates won't let up — fight two more short battles. I'll show you a new trick in each.
Unlocks: resources; in battle — strike zones, then potions and the drone
Getting started · step 3 of 9
Hunting in space
Now on your own. Pirate ships are circling out there — find one and shoot it down. The minimap at the top right shows everyone nearby.
Unlocks: minimap, zoom, ship combat
Getting started · step 4 of 9
Loot
After a fight, wreckage with loot stays in space — pick it up. And look: «Map» and «Switchboard» opened at the bottom — your gear and every section live there.
Unlocks: the bottom bar and the switchboard with every section
Getting started · step 5 of 9
Docking at a station
The ship is battered — time for a station. Dock at any station or medbay: they repair the hull and share the news.
Unlocks: docking at any station and repairs
Getting started · step 6 of 9
Landing on a planet
Planets hold ore you can mine yourself. Land on any planet and find an ore vein.
Unlocks: landing and ore mining
Getting started · step 7 of 9
Jump to a new system
You know this system now. Time to move on: jump to a neighbouring system you haven't visited.
Unlocks: «Neighbours» and coordinate entry
Getting started · step 8 of 9
Talking to a pilot
A new system is full of pilots, and each has heard something. Talk to one of them.
Unlocks: hailing captains
Getting started · step 9 of 9
Your first purchase
Last lesson: spend what you've earned. Buy something at the market and dock at a station. After that you're your own captain.
Unlocks: the market and trade; after that, everything by level
Good to know
Account
Making an account takes half a minute: a callsign, an email and a password. Inside VK you don't sign in at all — the game recognises you. Your account and save live on the game server, so you can continue from any device.
TipRegistration hands you a one-time recovery code. Save it: without it a forgotten password means a lost account.
Hero
Choosing between Axel and Luna picks your starting cards and stats, not a story branch. Both play the same campaign.
TipThere is no wrong pick: stats are assigned as you level, and cards are earned in battle.
The bridge
The bridge is your headquarters. At first it holds only the mentor and one button; sections appear as you play — no more than three new ones per level. They all live in one switchboard, and the story always shows the next task with a hint on how to do it.
Combat
Combat is turn-based. On your turn you choose a strike zone and a guard zone — there are 4. Guess the enemy's zone and the damage is blocked. Abilities spend energy, and there is never quite enough.
TipThe «Guard» action does not merely skip a turn: it grants +2 energy. It is a legitimate way to save up for a strong ability and to break a deadlock when you have nothing to hit with.
Worth knowingBosses shift behaviour between phases. A combo that worked at the start stops working in phase two — watch the enemy's intent hint.
Loot and gear
Loot is neither constant nor guaranteed. A regular enemy drops an item at 4%, an elite at 27%, a boss always — and not once but 1 rolls in a row. That is why bosses yield about 1 items per win and remain the main source of gear.
TipUntil you own a single item, every win drops gear for certain — your first step does not hinge on luck.
Defeat and fleeing
A lost fight does not send you back to the start: your hero returns to the bridge and campaign progress is kept. Fleeing costs far more.
Worth knowingFleeing burns 20% of ALL your credits — not the run's loot but your entire balance — and discards up to 2 unlocked items. Losing the fight is nearly always cheaper than running.
The saga and the journal
The story is a saga of a thousand tasks: battles, space runs, landings, talks with captains, trade. The journal always shows the current goal and a «How» hint: what to press and where. Tasks count themselves as you play.
TipEvery few tasks the saga turns a chapter: the story battle with the boss opens once most of the runs before it are done.
Progression
Levels grant stat points and talents. Reputation with the eight factions unlocks story chapters, trade and contracts — but it always grows at another faction's expense.
TipIf the story hits a requirement, the reputation panel shows exactly which faction the next chapter needs.





