Greenhorn
Working draft · α
ChapterIIGame Loops · 8-beat timelines

Eight beats, every loop.


Pick a loop. Walk a guided 8-beat timeline — pick · prep · gear · ship · navigate · land · do · recover. Each beat carries 30 to 60 seconds of audio, body copy, and a few sideways tips for when things break.

tutorial OR companion · your call

Loop

II.1


Cargo

The gentlest start. Buy low, haul, sell high. Dodge pirates. Learn the rhythm of every other loop along the way.

  • 01.Pick a route
  • 02.Pick a ship
  • 03.Gear up · checklist
  • 04.Stock up at a TDD
  • +4 more

8 beats · in progressOpen file →
Loop

II.2


Mining

Scan, fracture, extract. Ship-mining (Prospector, MOLE) or handheld with the multitool — same rhythm, different scale.

  • 01.Pick rock or ROC
  • 02.Scan rocks worth your time
  • 03.Fracture to safe values
  • 04.Extract carefully
  • +4 more

8 beats · in progressComing soon
Loop

II.3


Bounty hunting

Accept contract, hunt target, collect. Clean reward loop. Pick the right tier for your ship and skill.

  • 01.Tier 0–4 explained
  • 02.Choosing a fighter
  • 03.Loadout · armor + ammo
  • 04.Quantum to mission marker
  • +4 more

8 beats · in progressComing soon
Loop

II.4


Salvage

Vulture or Reclaimer. Strip wrecks for RMC and CM. The most patient of the loops, and the most lucrative when it works.

  • 01.Find a wreck
  • 02.Approach + match
  • 03.Strip · top to bottom
  • 04.Manage canisters
  • +4 more

8 beats · in progressComing soon

More loops on deck: medical rescue, refueling, FPS bunkers, hand mining, racing. Listed roughly in the order new pilots stumble into them.