NPCs & factions
Meet visiting traders, settlements and the native inhabitants of other worlds. Species, faction and attitude are different: a familiar species can arrive as a trader or a raider.

Castaways
First bring a castaway two nutrient canisters and one Med-Gel for 120 credits. Then provide eight circuits, four cells and six reinforced plates for an advanced processor. The rescued trader becomes a technician or biologist with a broader stock.
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Courier Robot
A hovering robot of the Free Traders carrying goods between worlds. Peaceful visitors barter and operate credit markets; broadcasting can also attract hostile raiders. Attacking one harms your reputation with the faction, and a fleeing trader can defend itself when cornered.
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Chitin Caravans
Four-legged insect traders carrying cargo on their shells. They cross the desert in groups of three, exchanging precision glass and chitin for electrolyte and electronics.
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Frost Nomads
Inhabitants of icy plains wearing insulated mantles and heat reservoirs. Their groups of three seek ceramics, cells and nutrients, and offer cryogenic supplies.
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Sentry Constructs
Sentry constructs of the Silent Wardens, holding watch over alien ruins. They do not chase — they guard: step into their ground and they turn on you, keep out and they are statues. They take a whole magazine to bring down, and they have nothing to trade; a machine built to keep things out does not haggle.
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Silicon Herders
Shy herders of the barren worlds, crossing the wastes in small herds that share one goal. They run faster than you walk — startle the herd and it scatters, and you will not catch one on foot. They carry what can be traded across biomes: sand, stone and salt for glass and medicine. Cornered, though, they still defend themselves.
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Mycelians
Peaceful walking colonies beneath broad fungal caps. They stay in groups of three and barter medicine, nutrients and regenerative membranes for glass and technical supplies.
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Reefkin
Coastal inhabitants with shell plates and unequal claws. Pairs inhabit the land of ocean worlds, selling electrolyte and seeking structural parts and membranes.
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Resonants
Tall, three-legged inhabitants of crystal worlds communicating through light. They offer stabilizers and optics in exchange for coils and circuits. They respect trade but defend themselves against attacks.
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Rust Scavengers
Rusting pickers that crawl over the wrecks and strip them for parts. Cowards by design — a startled scavenger runs before it fights, so whether you catch one is always your choice. They trade what they hoard: plates and glass for wire and circuits, rarity for rarity. They will not touch ore or ingots — salvage is not a shortcut around mining.
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Slagkin
Lava artisans with broad ceramic shells. They travel in pairs, barter refractory products for coolant and filters, and defend themselves if attacked.
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Vitriol Pack
A fast pack that hunts the lowlands of toxic worlds. It defends a shared territory: drawing the attention of one hound can bring the whole pack. These native predators are faction-based NPCs and have no barter offers.
View entryTrade & contracts
Friendly traders offer barter, credit purchases, buyback and delivery contracts. Stock is finite and shared by the crew; it rotates every two home-world game days. Reloading or time spent outside the game does not refill it. Advanced goods still require research and expedition milestones.
Reputation & encounters
Reputation belongs to the whole faction. Trades and requested gifts improve relations; attacks and kills worsen them. Both friendship and hostility drift towards neutral over time. Broadcasting makes your base visible to visitors, including raiders; it does not summon a guaranteed friendly trader.
Contracts
You can accept up to six contracts. Deliver the requested goods to a trader of the same faction to receive credits and reputation. Accepted contracts survive a stock refresh. Each player tracks their own completed deliveries.
Backpack MK2 reward
Complete eight contracts for at least three factions, make your first flight and wear a MK1 backpack. You can then claim the MK2 backpack once as a loyalty reward through the trade panel.
Equipment ↗Helping castaways
First bring a castaway two nutrient canisters and one Med-Gel for 120 credits. Then provide eight circuits, four cells and six reinforced plates for an advanced processor. The rescued trader becomes a technician or biologist with a broader stock.
Castaways ↗