
Home
Your claimed planet. Build a base, place defenses, and run idle production that ticks while you're offline. The one place that's truly yours.
Everything you need to claim a planet, farm the worlds, build a starship, and fight for your corner of the galaxy. Browser-based, real-time, no download. This manual documents what's live right now — roadmap items are clearly marked Coming.
Space Cadet is a real-time, multiplayer voxel space MMO that runs in your browser — no download, no install. Connect your Solana wallet, claim a planet, and you’re in a shared galaxy alongside other live players (or spectate free, no wallet).
You start as a Pioneer, arriving on a bare Home planet in a one-shot Landing Pod — no house, no gate, just you and the land. You gather resources, craft a tool, build your House, then build a Jump Gate to unlock travel — and from there construct a starship, explore other worlds, and test yourself in PvP, all on an isometric voxel surface that updates live as other players move and fight around you.
Desktop or mobile, click the link and go. Nothing to download or patch.
A shared, server-authoritative galaxy. Other Pioneers are out there, live.
Your claimed Home planet, levels, and vaulted loot persist — and stay safe.
Land bare → Gather resources → Craft a tool → Build your House & Jump Gate (the gate unlocks travel) → Travel to new worlds → build a starship → Fight in PvP → bank your gains in the Vault and grow.
Your first step is the Pioneer configurator — pick a name and customize your look.
Playing requires connecting a Solana wallet — a one-time signature (it moves no funds, approves no transaction) that ties your pilot, progress & inventory to your wallet so you can reconnect on any device. Just want to look around? Spectating is free and needs no wallet.

A guided onboarding track teaches the game by doing — and a visible goal list always tells you what to do next.
Your first session is a guided onboarding on a bare Home: move, gather Wood & Stone, craft an Axe, build your House, then build your Jump Gate — which unlocks travel and sends you off to Verdis. After that, an on-screen goal track keeps surfacing the next worthwhile objective so you're never staring at a blank galaxy wondering where to start.
Everything you need to build the Jump Gate is gatherable right on Home. The first House and first Gate are earned — and the goal track points you straight at them.
Watch the live galaxy before you commit a single click — no character, no account, nothing saved.
Hit Spectate on the home page (it opens the game with ?spectate) to drop in as a passive viewer. You skip character creation entirely and arrive in a populated shared world with a free camera — drag to orbit, scroll or pinch to zoom.
Chips up top hop between the shared worlds — Verdis, Ferros, Tidewater, Crucible, Void — rebuilding the live scene you're watching.
Cycle through the live players and server AI with the ‹ › arrows, or click an entity to track it. Release to free roam any time.
Hit the big ▶ PLAY button whenever you're ready — it drops the spectate flag and starts a normal session so you can create your Pioneer. You're invisible to players while watching and can't affect the world.
Hybrid controls that feel right on both a phone and a desktop. The same game, two input styles.
Click to move where you point. WASD or the arrow keys for direct movement. The action bar drives combat and abilities.
Tap to move, or use the on-screen thumb joystick to steer. Tap targets to engage; the combat action bar sits within thumb reach.
Combat is driven by a combat action bar — no targeting: run up to a foe and press Attack to swing at whatever's in front of you (it auto-fires while you're adjacent), plus Dash, Block and Medkit. Bodies are solid (no overlapping), and your equipped weapon & armor show on your character. Players only fight each other in the Crucible & the Void; mobs can be fought anywhere. See Combat & PvP for the full breakdown.
Each world has its own resources, mood, and danger. Some you farm, some you fight on, one is yours to keep.

Your claimed planet. Build a base, place defenses, and run idle production that ticks while you're offline. The one place that's truly yours.

Fuel & organics, wrapped in the living Bloom cycle — the world blooms and recedes, changing what's ripe to harvest.

Metals & crystal in oxblood canyons. Slow salvage drones guard the richest veins — fight or sneak past them.

The chill spot. Fishing and a calmer pace — a place to unwind and stock fish between runs.

An on-foot PvP arena with a Bastion safe zone, AI duelists, loot crates, and an objective. Opt in when you're ready to throw down.

Ship-vs-ship PvP space. Your starship is your avatar out here — hunt, get hunted, and watch for AI pirates.

Pay to enter, fight for the bounty. A solo wave-survival arena — defeat escalating waves of strong enemies for a scaling Credits + XP bounty, plus a rare drop for a full clear. See The Gauntlet.
Additional PvE variety, world events, and the lore of "the Quiet" are on the roadmap. See Roadmap.
Getting around is part of the game. There are two ways to move between worlds — a free gate, and a ship you build.
A portal linking Home ⇄ Verdis. You build the Home gate yourself early on — it's your headline first goal and what unlocks travel. After that it's free to use both ways, your lifeline between base and the fuel world.
Craft your own starship on Verdis. It's required to reach Ferros, Tidewater, the Crucible, and the Contested Void.
Jumping between worlds plays a short travel cinematic — a flight sequence that covers the transition between surfaces, so the galaxy feels connected rather than menu-driven.
Until you build your starship on Verdis, you're limited to Home and Verdis via the Jump Gate. The ship is your key to everything else.
Resources are the lifeblood of everything you build. Each is harvested with the right tool — and respawns based on how dense the area is.
| Resource | Where | Used for |
|---|---|---|
| Wood | Surface foliage | Starter tools & structures |
| Stone | Rock formations | Tier-2 tools & walls |
| Metal | Ferros veins | Weapons, armor, ship parts |
| Fuel | Verdis (Bloom) | Travel, idle production |
| Crystal | Ferros (deep) | Top-tier gear (Crystal Lance) |
| Titanium · RARE | Ferros deep field — titanium veins (Excavator T1 + Lv 8) | Excavators, Aether-tier gear, capstone hulls |
| Aether · RARE | Verdis aether crysts, richest near full Bloom (Excavator T2 + Lv 15) | Aether-tier weapons/tools/armor, Phantom hull |
| Fish | Tidewater | Food & trade goods |
At the Crafting Bench you turn raw resources into gear. Each track is a deep ladder — you craft tier N-1 before tier N — and the high tiers are crystal-heavy goals worth hours of stocking. The weapon ladder is the clearest example of progression-through-crafting:
Axe, pickaxe, drill — now five tiers each (the T5 Aether tier needs Titanium + Aether), plus the 3-tier Excavator line that mines the rares.
Seven tiers: Club → Maul → Blade → Lance → Pike → Reaver → Aether Blade.
Six tiers up to the Aether Aegis & Aether Carapace — survive longer in PvP.
Heal up between fights and during raids.
Every Aether-tier recipe — the Aether Blade, T5 tools, T6 shield & armor, the Singularity Excavator — requires a built Arc Forge on your Home. It's a build that unlocks the very top of the craft tree: the long-game interlock.
Playing earns XP and levels, and leveling earns perks that actually change how you play. Power is always earned, never bought.
Every meaningful action grants XP. As you level up, you earn points to spend across perk/skill tracks. The Character panel is where you review your stats, allocate perks, and see your growth.
Spread points or specialize. Your Character panel reflects the Pioneer you've grown — and that progress is protected even when you die in PvP.
No targeting, no lock-on. Run up to something and swing — whatever's in front of you takes the hit. Simple on a phone, fast on desktop.
There's no target to select. Move into range, face the enemy, and attack — the swing hits whatever's in front of you. Use the action bar:
Every button gives instant feedback: a swing, a sound, or a toast explaining why it can't fire yet (e.g. "Craft a Shield to Block"). Enemies and players show floating HP bars and names.
You can't stand on top of another player or enemy — they push apart. Position matters: circle a foe, keep your facing on them, and don't get backed into a corner.
The weapon and armor you've equipped are visible on your avatar — and everyone else's. In PvP you can read an opponent's loadout at a glance (a bigger, glowing blade = a higher weapon tier; heavier plating = better armor). Armory skins restyle them without touching the stats.
Only in the Crucible and the Contested Void. On Verdis, Ferros (the fire planet), Tidewater, and your Home, players cannot attack each other — a green 🛡 SAFE ZONE — NO PvP badge confirms it, and a red ⚔ PVP — OTHERS CAN ATTACK YOU badge appears in the arenas. Mobs (drones) can still be fought anywhere — their HP bars are amber, other players' are red.
The Crucible is opt-in, structured player-vs-player combat:
Out in the Void, your ship is your avatar. It's open ship-vs-ship PvP space patrolled by AI pirates — hunt other pilots, contest the space, and watch your cargo. Your ship class sets how your ship fights out here.
Six ship hulls, each a distinct stat profile for the Void — earned by playing, never bought. You build a hull at the Crafting Bench with gathered resources + a level gate (plus a small Credit cost) — the same "earn it" rail as weapon and armor tiers. You equip one active hull; its HP, damage, speed, and cargo capacity apply to your ship in the Void.
Balanced baseline — medium HP & damage, fast, small cargo. Free once your starship is built.
Glass cannon — high damage & speed, low HP. Crafted, level 5.
Cargo tank — high HP & cargo, low damage, slow. Crafted, level 4.
Frontline tank — high HP, medium damage, slow. Crafted, level 8.
Capital tank — massive HP & cargo, low damage, very slow. Crafted, level 14 (Metal 200, Titanium 80, Crystal 60).
Glass cannon — extreme damage & speed, very low HP, tiny cargo. Crafted, level 20 (Titanium 120, Aether 90).
Hulls are crafted with resources + a level gate, never bought with money or crypto. Your ship's HP and damage in the Void are derived on the server from the hull you actually own and equipped, so a stronger hull can't be faked. Hulls are a functional axis, fully separate from cosmetic ship skins (visual only) — any owned hull can wear any owned skin.
When you're defeated in PvP you only drop the loot you're carrying. You never lose your planet, your levels, your buildings, or anything you've stored in your Vault. Risk is limited to what you choose to carry.
A drop-in co-op wave-survival arena — land with other pilots, ready up, and fight escalating waves together for a scaling bounty + a rare drop. The bigger the squad, the bigger the waves.
Travel to The Gauntlet from your ✈ Starship travel menu (Starship-only, like Ferros). Flying there is free — you land in a shared staging arena with every other pilot present. No waves start until someone readies up. Hit ⚔ PAY 150 Cr — READY UP to pay your entry (validated server-side) and join the next launch; a 10-second countdown then runs so others can ready too.
Everyone who readied fights the same server-spawned mobs at once, so you genuinely help each other. The more pilots ready up, the more enemies each wave throws at you — and every pilot banks the full per-wave bounty (it isn't split). Round up friends on the planet before the countdown ends.
The enemies hit hard. If your HP hits zero you're defeated and sent Home — but every bounty you already banked stays with you. You can also leave anytime via Travel (you forfeit the current wave; banked bounties are kept). A compact ⚔ WAVE x / N banner tracks your progress and bounty while you fight.
The in-game economy runs on Credits — earned by playing. The Exchange lets you trade resources, and the Vault keeps your gains safe.
The in-game currency. Earn them by playing — they drive the whole player economy.
Buy and sell resources. A real sink and source so resources have value beyond self-crafting.
Secure your loot at Home. Only what you carry is at risk in PvP and raids — vaulted assets are safe.
Sell fish at the Exchange (sell-only, by rarity: Minnow ✦6 → Aurora Koi ✦80), or cook them into food buffs at the bench.
Every fish you catch on Tidewater is worth Credits at the Exchange — or cook it: 🍢 Seared Fish (regen), 🍲 Glimmer Stew (+gather), 🍱 Aurora Plate (+damage). Watch for the 🐟 FISH FRENZY event, when the shoals surface for faster bites and rarer catches.
This is the core tension of Space Cadet. Your Home, levels, buildings, and vaulted goods are protected. The loot in your pack is the only thing on the line — so every run is a real decision about how much to carry.
Build a base that produces while you sleep — and defend it from other Pioneers in capped, vault-safe raids.
Home starts bare — you arrive in a Landing Pod with no house and no gate. Your first two builds are the 🏠 House (a cheap claim-the-planet beat) and the ⟁ Jump Gate, which unlocks travel off Home. Both cost only Wood & Stone you gather on Home, so you can never be stranded. They can be relocated but never demolished — your home and your way out stay safe.
From there you build out a base with idle production and defensive structures:
Auto-fires at incoming raiders. Your first line of defense.
Slows attackers and shapes how a raid plays out.
The heart of your base — what raiders are ultimately after.
Titanium & Aether unlock a tier of functional structures — all placed in the constrained, defensible build core (no spamming unlimited turrets):
Idle-refines Titanium (~0.02/s) while you're away. Metal 150, Titanium 60.
Idle-condenses Aether (~0.008/s). Titanium 120, Aether 40, level 16.
Unlocks all Aether-tier crafting — a build that gates the top of the craft tree. Metal 200, Titanium 100, Aether 20, level 18.
Raid-defense capstones: the Bastion Core (+70 defense) and Shield Pylon (+45 defense).
An alternate fast-travel unlock — building it opens Home travel like the Jump Gate. Metal 100, Crystal 50, Titanium 30.
Decorating Home is the game's deepest cosmetic Credit sink, and it's P2W-clean: every decor prop has zero stats — no yield, no defense, no buff. Pure flex.
A legendary shrine on your planet says you put in the hours — it never grants a single stat. Show-off only, the same as suits and ships.
When you first claim Home you choose its biome — the kind of world it is. Biomes are purely cosmetic: they recolor the ground, sky, and moat only, and never change yields, defense, or any gameplay number. Lava and ice are art, not hazards — Home is always your safe zone.
The biome is how your planet looks like no one else's — combinatorial identity, the spatial twin of your astronaut and ship cosmetics. It buys zero advantage.
Raids are asynchronous — you attack a snapshot of a rival's defended base rather than needing them online. Crucially, they're built to avoid toxicity and protect your progress:
Deeper, more interactive raids are on the roadmap. Today's raids are async snapshots with capped, vault-safe loot.
Look the part. Cosmetics let you style your astronaut and ship — and they're strictly cosmetic, never power.
Cosmetics — suits, ships, weapon & armor skins, and home decor alike — change only your appearance. They never grant stats, speed, defense, or any in-game advantage. Power in Space Cadet is always earned through play.
See how you stack up against every pilot in the galaxy. Open 🏆 Ranks from the dock to view the global top 25.
Rank by overall progression — the pilots who've climbed the highest.
Rank by total foes defeated across the arena, the Void, and the worlds.
Rank by total resources harvested — the galaxy's most relentless miners.
Your own row is highlighted in every category. Rankings are global and refresh whenever you open the panel (the server recomputes at most once a minute). Public stats only — name plus level/kills/gathered. Connect to the galaxy to see them.
Your Home planet is the one place that's truly yours — so show it off. Browse a directory of other pilots' planets, tour one as a guest, leave a like, and sign their guestbook.
Open 🪐 Visit to browse ★ Featured and recent public planets. Search by pilot name; each card shows the owner, biome, and like count.
Tap Visit to drop into a solo, read-only tour built from a live snapshot. You walk and look — building, gathering, combat, the Vault, and travel are all disabled.
A VISITING banner shows whose planet you're on. ← Return Home pops you back to your own planet exactly as you left it — a visit never touches your save.
From the banner's 📖 Guestbook, like a planet (one per pilot) and sign a short message that sticks to the host's home for everyone.
Set your own planet 🌐 Public (listed & tourable) or ⛔ Closed (hidden, you-only) from the top of the Visit directory.
Visiting is an online feature. Likes and guestbook entries are cosmetic social signals — they grant no gameplay advantage.
There's always a reason to log in. Daily quests refresh objectives; achievements reward the long haul.
Fresh objectives each day to point you at worthwhile activities and keep Credits flowing. New rare-resource dailies include Deep Driller (mine 12 Titanium) and Aether Seeker (condense 6 Aether).
Milestone goals that recognize the big moments — your first ship, your first PvP win, and beyond. Dozens of parallel tiers keep you chasing many goals at once.
After the Crucible, your Goals track becomes a long end-game ladder that surfaces the Wave-2 systems one step at a time — the same Titanium → Fabricator → Arc Forge → Aether → capstone-hull loop, now a guided chase with scaling XP & Credit rewards:
Alongside it, long-term achievements give you many things to chase in parallel — Titanium Miner / Baron (50 / 250 Titanium), Aether Adept / Master (20 / 100 Aether), Warlord (200 kills), Mass Driller (gather 20,000), Magnate (sell 2,000), Master Crafter (craft 50), Champion & Void Ace (10 arena wins each), Raid Lord (10 raids), and Master Angler (catch 100 fish). Every counter is server-tracked and saved, so progress never desyncs.
It's a real MMO under the hood: the server is the source of truth, so the playing field stays level.
Linking a Solana wallet (Phantom or any Solana wallet) ties your account to your wallet so you can pick it up on any device. It stores only your public key — see $SPACE & Crypto.
$SPACE is Space Cadet's Solana token. It's a premium, cosmetic layer on top of the game — not a power-up, and not required to play.
The token is live on Solana devnet only right now — it has no real value yet. Mainnet launch happens when the game is fully playable. Everything below is real and testable today on devnet.
Connect a Phantom (or any Solana) wallet to link your account. It's entirely optional — it makes your account portable across devices. The server stores only your public key and never holds private keys; all signing happens in your own wallet.
| Credits | $SPACE | |
|---|---|---|
| What it is | In-game currency | Solana token (premium layer) |
| How you get it | Earned by playing | Held in your wallet |
| Runs the economy? | Yes — the in-game economy | No — cosmetic/premium only |
| Buys power? | No | No |
Supply Drops are premium cosmetic drops bought with $SPACE. Every purchase carries a 50% burn — half the spent $SPACE is permanently destroyed, shrinking supply over time. Supply Drops are cosmetic-only; they never contain stats or power.
Every $SPACE spent on a Supply Drop splits 50% burned / 50% treasury. Cosmetics in, supply out.
A gate requiring you to hold ≥ 1 $SPACE to play is built in the engine — but it's currently off. During testing the game is open to everyone, no token needed. If it's ever enabled at launch, it would only ever gate access, never sell power.
$SPACE and cosmetics never buy stats. Power in Space Cadet is always earned through play. The crypto layer is for ownership, portability, and cosmetics — full stop.
Want to try the crypto layer? It runs end-to-end on Solana devnet today — with a faucet, so it costs you nothing.
# Solana cluster network = Solana Devnet faucet = in-game $SPACE panel → "Get test $SPACE" value = test-only — no real value gate = OFF (open to everyone) burn = 50% on every Supply Drop
Test $SPACE has no value and exists only on devnet. Never send real funds; the faucet gives you everything you need to test for free.
What's live today versus what's coming. We document honestly — if it's not built, it's marked Coming.
Claim & build your Home, gather & craft, travel (Jump Gate + Starship), the Crucible & Contested Void PvP, Credits + Exchange + Vault, async raids, progression, social, quests — and the devnet crypto layer.
More ship hulls and classes — bigger range, more weapons and modules.
Richer, more interactive raid encounters beyond today's async snapshots.
New enemy types, dynamic events, and the payoff of the galaxy's deeper mysteries.
$SPACE moves from devnet to Solana mainnet once the game is fully playable. A config flip, not a rebuild.
The quick answers.
Yes. Space Cadet is free and open to everyone during testing. No payment, no subscription, no download.
Yes — to play you connect a Solana wallet and sign a one-time message (no funds move). It saves your pilot & progress to your wallet so you can reconnect anywhere. Spectating is wallet-free — watch the live galaxy with no wallet at all.
No. Power is always earned through play. $SPACE and cosmetics are strictly cosmetic/premium and never buy stats or advantage.
Solana. It's currently in devnet testing (no real value); mainnet launch comes when the game is fully playable.
Yes. Space Cadet runs in your mobile browser with a thumb joystick and a touch-friendly action bar — the same game as on desktop.
You only drop the loot you're carrying. Your Home planet, levels, buildings, and anything in your Vault are never at risk.
💬 Social
Space Cadet is a shared galaxy — team up, form crews, and talk across the right channels.
Crews / Guilds
Form a crew with its own tag and roll together.
Parties
Group up for runs, raids, and arena fights.
Chat channels
World, crew, and party channels keep the right conversation in the right place.