Solar Wake
weapon · sector 3+ · Helios Facility
Weapon hits burn for 12 damage over 2 seconds. Further hits refresh the burn; burns cannot crit or stack.
DocsSpace explorationStart playing Understand the stakes before entering the facility.
Explore the first galaxy. Pass holders enter free; other wallets burn the configured XSCAPE amount for each new deployment. Resuming an active deployment is free. Pass rules.
| Outcome | What happens |
|---|---|
| Extract alive | Keep collected equipment, all materials and earned experience. |
| Die or abandon | Lose unbanked equipment and materials. Keep habitat inventory, equipment, permanent upgrades and earned experience. |
| Save and quit | The deployment stays open. Resume its server-confirmed state later. |
Equipment does not break or disappear on death in the current rules. There is no durability system.
The plasma cutter, repeater and plasma launcher are free attack styles. Equipment fill your weapon, armor and module slots. The catalog has 54 ordinary equipment types and 18 Mythics.
Ordinary items progress through Worn, Uncommon, Rare and Exalted. Mythics carry a fixed special property with a particular build in mind. Rarity, base quality, affix type, affix tier and each affix’s value make separate parts of a good drop.
Worn items have no affixes, Uncommon one, Rare two, Exalted four, and Mythic three plus its fixed property. Exalted gear can suit a build better than a Mythic.
Each sealed cargo crate holds one equipment. Keepers, bosses and marked elites each drop one equipment. Cargo crates guarantee Uncommon or better; keepers, elites and bosses guarantee Rare or better. Other enemies have an 18% chance to drop a piece of equipment.
Eligible ordinary types from the current biome have twice the selection weight of other types. A boss Mythic roll gives each eligible Mythic in that boss’s family four times the selection weight of other eligible Mythics. This changes which Mythic you find, not the chance of a Mythic drop. Bosses appear on sectors 3, 5, 6, then every third sector. Biomes repeat every nine sectors.
Base strength and affix tiers stop increasing at sector 9. Deeper sectors remain more dangerous. A particular item is never guaranteed.
These percentages apply after a piece of equipment drops. Each roll is independent, with no pity counter or duplicate protection. This first table is for an ordinary enemy’s equipment.
| Sector | Worn | Uncommon | Rare | Exalted | Mythic |
|---|---|---|---|---|---|
| 1–2 | 50.8% | 35% | 13% | 1.2% | 0% |
| 3–5 | 44.485% | 35% | 18% | 2.5% | 0.015% |
| 6–8 | 37.47% | 35% | 23% | 4.5% | 0.03% |
| 9+ | 29.94% | 35% | 28% | 7% | 0.06% |
Cargo crates promote Worn results to Uncommon. Keepers, elites and bosses promote Worn and Uncommon results to Rare. Bosses have their own Exalted and Mythic odds:
| Sector | Enemy / sealed cargo crate Mythic | Custodian / elite Mythic | Boss Exalted | Boss Mythic |
|---|---|---|---|---|
| 1–2 | 0% | 0% | No boss | No boss |
| 3–5 | 0.015% | 0.08% | 12% | 0.3% |
| 6–8 | 0.03% | 0.15% | 18% | 0.5% |
| 9+ | 0.06% | 0.25% | 24% | 0.8% |
Each item has base quality from 1 to 100. This sets its main stat between 80% and 100% of the base’s peak at that rarity and sector, subject to rounding. Quality is fixed when found.
Each affix independently chooses an eligible type, tier and value. An affix type cannot repeat on the same item, but may match its main stat. T1 is the best tier. Only tiers unlocked by the item’s sector can be rolled, including during crafting.
| Tier | First sector | Weight | Chance at sector 9+ |
|---|---|---|---|
| T5 | 1 | 48 | 48% |
| T4 | 3 | 30 | 30% |
| T3 | 5 | 15 | 15% |
| T2 | 7 | 6 | 6% |
| T1 | 9 | 1 | 1% |
Before sector 9, available weights are normalized: floor-1 affixes are all T5; floor-3 affixes are T5 or T4. Every tier has 20 equally likely roll positions across 75–100% of its maximum, rounded to the displayed precision. Adjacent positions can yield the same value. Your inspector shows the tier, value range and roll position.
Affixes: Life, Damage, Armor, Critical chance, Move speed, Attack speed, Evade recovery, Critical damage, Burn damage, Boss damage, Damage after evade, Med injector healing, Life on kill. Med injector healing rolls on armor and modules; life on kill rolls on weapons and modules. Other types can appear in any slot.
| Equipment | Slot | Main stat | First sector |
|---|---|---|---|
| EVA Cutter | weapon | Damage | 1 |
| Hull Splitter | weapon | Damage | 1 |
| Ceramic Fang | weapon | Critical chance | 1 |
| Thermal Hook | weapon | Damage | 1 |
| Microblade | weapon | Attack speed | 1 |
| Salvage Lance | weapon | Damage | 1 |
| Thermal Shroud | armor | Life | 1 |
| Pressure Plate | armor | Armor | 1 |
| Custodian Suit | armor | Life | 1 |
| Composite Shell | armor | Armor | 1 |
| Survey Harness | armor | Armor | 1 |
| Mobility Rig | armor | Evade recovery | 1 |
| Beacon Chip | charm | Move speed | 1 |
| Targeting Lens | charm | Critical chance | 1 |
| Reserve Cell | charm | Life | 1 |
| Impact Amplifier | charm | Damage | 1 |
| Cycle Regulator | charm | Attack speed | 1 |
| Vector Coupler | charm | Evade recovery | 1 |
| Breach Hammer | weapon | Damage | 2 |
| Grapple Edge | weapon | Critical chance | 3 |
| Patrol Shell | armor | Life | 2 |
| Vacuum Liner | armor | Armor | 3 |
| Survey Optic | charm | Critical chance | 2 |
| Impulse Relay | charm | Evade recovery | 3 |
| Equipment | Slot | Main stat | First sector |
|---|---|---|---|
| Induction Edge | weapon | Damage | 4 |
| Thermal Needle | weapon | Critical chance | 4 |
| Reactor Breaker | weapon | Damage | 4 |
| Heatshield Vest | armor | Armor | 4 |
| Ablative Mantle | armor | Life | 4 |
| Conduction Suit | armor | Attack speed | 4 |
| Ignition Cell | charm | Damage | 4 |
| Armor Controller | charm | Armor | 4 |
| Pulse Timer | charm | Attack speed | 4 |
| Fusion Edge | weapon | Attack speed | 5 |
| Corona Lance | weapon | Damage | 7 |
| Ceramic Aegis | armor | Armor | 5 |
| Thermal Mesh | armor | Life | 7 |
| Reactor Optic | charm | Damage | 5 |
| Ignition Timer | charm | Attack speed | 7 |
| Equipment | Slot | Main stat | First sector |
|---|---|---|---|
| Cryo Edge | weapon | Damage | 7 |
| Memory Lance | weapon | Critical chance | 7 |
| Recovery Sickle | weapon | Attack speed | 7 |
| Cryogenic Shell | armor | Armor | 7 |
| Archivist Suit | armor | Life | 7 |
| Vector Weave | armor | Evade recovery | 7 |
| Inertial Navigator | charm | Move speed | 7 |
| Resonance Sensor | charm | Critical chance | 7 |
| Recovery Clock | charm | Evade recovery | 7 |
| Silent Orbit | weapon | Critical chance | 7 |
| Data Spike | weapon | Damage | 9 |
| Cryo Veil | armor | Evade recovery | 7 |
| Deep-Space Shell | armor | Life | 9 |
| Transit Lens | charm | Move speed | 7 |
| Black Box | charm | Critical chance | 9 |
Find the expanded Mythic catalog in the facility. The referral pilot can also award one of its three current Mythics from its separate compatibility pool. Properties stay fixed through tempering and affix crafting. Base quality and three affixes vary. The family column tells you which boss favors the item: Survey Complex is titan-03, Helios Facility is HELIOS Core, and Cryogenic Vault is the Archivist.
weapon · sector 3+ · Helios Facility
Weapon hits burn for 12 damage over 2 seconds. Further hits refresh the burn; burns cannot crit or stack.
weapon · sector 3+ · Survey Complex
Weapon hits deal 25% more damage to enemies above 80% life.
armor · sector 3+ · Survey Complex
Block the first damaging hit on each sector. Restoring a session does not recharge it.
armor · sector 5+ · Cryogenic Vault
Injectors restore 75% of maximum life instead of 50%.
charm · sector 3+ · Cryogenic Vault
+25% evade recovery, but 15% less maximum life. Total evade recovery is capped at +50%.
charm · sector 5+ · Helios Facility
Weapon hits deal 20% more damage while you have 35% life or less.
weapon · sector 5+ · Helios Facility
Hits ignite for 18 damage over 3 seconds. Burning kills ignite nearby enemies. Direct hits deal 15% less damage.
weapon · sector 3+ · Survey Complex
Kills restore 4 extra life. Maximum life is reduced by 10%.
weapon · sector 7+ · Survey Complex
Deal 40% more hit damage below 30% enemy life, but 15% less above 80%.
armor · sector 3+ · Survey Complex
Gain 30% more armor. Move 10% slower.
armor · sector 7+ · Survey Complex
Take 20% less damage while at or below 35% life.
armor · sector 5+ · Cryogenic Vault
Injectors grant a barrier equal to 20% maximum life for 5 seconds, but heal 15 percentage points less.
charm · sector 5+ · Helios Facility
Hits within 1.2 seconds after dodging ignite for 18 damage over 3 seconds.
charm · sector 7+ · Cryogenic Vault
Deal 25% more hit damage within 1.2 seconds after dodging. Evade recovery is reduced by 10 percentage points.
charm · sector 7+ · Survey Complex
After standing still for 1 second, deal 25% more hit damage. Moving ends the bonus.
armor · sector 9+ · Cryogenic Vault
Med injector overhealing becomes a 5-second barrier, capped at 30% maximum life.
weapon · sector 9+ · Cryogenic Vault
Deal 25% more hit damage beyond 200 distance, but 15% less within 80.
charm · sector 9+ · Helios Facility
Critical hits gain 50 percentage points of extra damage. Maximum life is reduced by 15%.
All materials must be extracted to keep them. They do not use equipment slots. Death or abandonment loses all unbanked materials.
| Material | Source and use |
|---|---|
| Fabrication Dust | Fuel for every fabrication recipe. |
| Raw Alloy | Mined in the facility. Refine into ingots. |
| Refined Alloy | Refined Raw Alloy for advanced crafting. |
| Circuit Fragment | Salvage Rare or Exalted gear to reshape affixes. |
| Thermal Compound | Helios Facility encounters and HELIOS Core. Targets plasma affixes. |
| Structural Composite | Survey Complex encounters and TITAN-03. Targets defense affixes. |
| Cryogenic Fluid | Cryogenic Vault encounters and MNEMOS Array. Targets recovery affixes. |
| Custodian Core | Bosses from sector 5. Required for selective crafting. |
| Exotic Core | Dismantle a Mythic. Used for rare finishing crafts. |
From sector 3, each raw alloy deposit has a 6% chance of an extra Refined Alloy. Keepers and elites have an 18% chance of the current biome’s essence; bosses have a 65% chance of their own family’s essence. Bosses from sector 5 also have a separate 25% chance of a Custodian Core.
Salvaging a new Rare gives one Circuit Fragment, Exalted four, and Mythic eight, in addition to fabrication dust. Any Mythic, including existing equipment, also yields one Exotic Core. Other existing equipment retains its ash-only salvage.
Refinement recipes: 10 Raw Alloy + 20 Fabrication Dust → 1 Refined Alloy; 5 Refined Alloy + 60 Fabrication Dust → 1 Circuit Fragment. You may order 1–100 batches. Essences, Cores and Mythic Embers cannot be made from common materials.
Temper: five ranks, each adding 10% of the original main stat on new equipment. It does not improve affixes, base quality or the fixed property. Existing gear keeps its previous tempering rules.
Reshape: replaces one affix’s type, tier and value. Attune: uses an essence to choose the defense, plasma or recovery family; tier and value remain random. The first reshape, attunement or ascension permanently selects that one crafting slot. Other affix types and tiers remain fixed. Results can be worse and can repeat.
Ascend: rerolls that affix at T2 or better. Sector 7 is required; T1 requires sector 9 and has a 1-in-7 chance on an ascension. Its type is random. It consumes two Custodian Cores, one Exotic Core, five Ingots, eight Shards and rarity-scaled fabrication dust.
Recalibrate: rerolls every affix value together. Types, tiers, chosen crafting slot, base quality and main stat stay fixed. There is no way to lock high values and perfect the others one at a time.
Transmute: consume three unminted, unequipped, unlisted equipment of the same rarity for one of the next rarity, up to Exalted. The lowest ingredient sector determines the output pool and strength. Mythics cannot be transmuted.
Each reshape, attunement, ascension, recalibration or refinement order burns 8 XSCAPE in the paid game, plus the displayed materials. Refinement’s token fee covers the order, not each batch. Preview uses habitat credits; offline practice uses materials only. Existing tempering, transmutation and permanent-upgrade token fees stay unchanged. Random paid outputs are committed only after payment finalizes; the review does not expose a future result.
Dismantle NFT: return deposited equipment to your wallet, cancel any listing, then choose Dismantle. The review identifies the NFT and material return. A signed on-chain burn permanently destroys the NFT and its equipment; materials arrive after confirmation. This has no XSCAPE fee, but SOL network fees apply. It never returns a duplicate equipment.
Attack speed and evade recovery each cap at +50% across gear and properties. Burns cannot crit; burn-damage affixes scale their ticks. Boss damage applies to bosses and keepers. Damage after evade lasts 1.2 seconds. Barriers absorb damage and expire after five seconds. Armor still leaves a minimum 40% of an incoming hit before special reductions.
Existing equipment keeps its numbers, names, properties and NFT identity. Existing deployments and pending craft payments finish with their pinned rules. Original bonus rerolls remain available on existing equipment; they cannot be used to bypass the chosen-affix limit on new gear. The referral campaign remains on its current equipment pool.
A rare drop is a potential build ingredient, not a guaranteed sale. These rules do not guarantee retention, market scarcity or resale demand.
Open Habitat → Workshop or Gear → Workshop. Earn access through successful extractions, then build stations with materials. Existing cosmetic furniture does not grant power.
| Station | Required extraction | Construction materials |
|---|---|---|
| Fabricator | Sector 1+ | 60 Fabrication Dust + 12 Raw Alloy |
| Medical Lab | Sector 3+ | 100 Fabrication Dust + 20 Raw Alloy + 2 Refined Alloy |
| Systems Bench | Sector 6+ | 180 Fabrication Dust + 5 Refined Alloy + 4 Circuit Fragment + 1 Custodian Core |
Station construction, moving chips, and preparing a treatment have no XSCAPE fee. Cutting chips, adding a socket, programming, brewing and empowering burn 8 XSCAPE per order plus materials. Cut or brew 1–100 at a time. Practice consumes only materials.
One socket per equipment. The replaced chip returns to your inventory. Chips travel with traded items; remove them before salvage, transmutation or NFT dismantling.
| Chip | Effect | Materials |
|---|---|---|
| Targeting Chip | +2% Critical chance | 24 Fabrication Dust + 6 Raw Alloy + 1 Circuit Fragment |
| Armor Chip | +2 Armor | 24 Fabrication Dust + 8 Raw Alloy |
| Thermal Chip | +12% Burn damage | 24 Fabrication Dust + 1 Circuit Fragment + 1 Thermal Compound |
| Vector Chip | +5% Evade recovery | 24 Fabrication Dust + 1 Refined Alloy + 1 Circuit Fragment |
| Medical Chip | +5% Med injector healing | 24 Fabrication Dust + 1 Circuit Fragment + 1 Cryogenic Fluid |
| Heavy-Target Chip | +8% Boss damage | 24 Fabrication Dust + 1 Refined Alloy + 2 Circuit Fragment |
One per item. Replacing it destroys the previous firmware; identical firmware do not stack.
Prepare one treatment before entry. A confirmed new deployment consumes one dose, which lasts until extraction, death or abandonment. Reconnects and resumes preserve the effect without another dose. Failed entry payments consume none.
Raise the chosen affix by one tier without changing its stat or roll position. Its discovery sector still limits the available tiers, and the existing one-crafted-affix rule applies. T2 requires a Custodian Core; T1 also requires a Exotic Core. Ascend retains its random behavior.
Open the cargo with I, the HUD button or the pause menu. The deployment pauses while you inspect your haul. Select a slot to inspect a piece of equipment without leaving the grid. Filter by equipment slot, sort by rarity or newest finds, and compare a piece of equipment with your equipped gear. Change equipped gear at habitat.
Select an unbanked equipment and choose Drop equipment to leave it at your feet. It will not be picked up automatically. Select it in the At your feet tray and choose Pick up while within reach. Dropping and picking up cost no XSCAPE.
Dropped equipment stay on the current sector, including after reconnecting. Leaving that sector, extracting, dying or abandoning leaves uncollected equipment behind. You can only drop equipment from this run; habitat inventory and equipped gear stay safe. Materials do not use equipment slots.
Your cargo starts with 60 equipment slots. At habitat, open Gear → Upgrades → Larger cargo. Each rank is permanent and adds 20 slots for future deployments.
| Rank | Equipment slots | XSCAPE burned | Fabrication Dust | Raw Alloy |
|---|---|---|---|---|
| 1 | 80 | 30 | 35 | 5 |
| 2 | 100 | 60 | 70 | 10 |
| 3 | 120 | 90 | 105 | 15 |
Habitat holds 250 equipment, including equipped gear. Your run is limited to the space available at habitat so every equipment you carry can be banked on extraction. The entry review shows this limit before you pay. For example, with 220 equipment at habitat, you can bring home 30 more even with a 120-slot cargo. Salvage unwanted ordinary gear or mint equipment into your wallet to make room. A full habitat cannot start a new run.
Crafting consumes materials. Costs are shown before the action. Mythic equipment are found in the facility, not produced by transmutation.
In the wallet system, a deposited NFT provides playable equipment. It can be equipped and upgraded, but cannot be salvaged or transmuted. Return it to the wallet to trade it as an NFT.
The same verified wallet opens the same character on every device. Losing a login cookie requires reconnecting, not creating a new character. An active deployment belongs to that wallet. Only one deployment can be open at a time.
Open Profile to copy your referral link, track invited players and open earned supply boxes. Choose Customize your link for a unique /r/name URL: 3–24 letters, numbers or hyphens, with no leading or trailing hyphen. Names ignore letter case, and official names are reserved. You can rename once every seven days. Old names remain yours and keep working; the permanent URL, referral progress and rewards stay unchanged. Your public display name is separate. New players must connect through your link before their first deployment. Each wallet can have one referrer. A referral qualifies after three paid, successful extractions with at least three kills in each. Deaths, abandoned runs and practice do not count.
Each qualified referral earns the inviter one free box containing one ordinary game equipment. The box uses the sector 9 sealed cargo crate pool: 86% Uncommon, 11.5% Rare, 2.4% Exalted and 0.1% Mythic. The three current Mythics are eligible; the campaign stays on the equipment pool live at launch. Stats and bonuses use normal equipment rolls. The initial pilot reserves 500 boxes when referrals are linked; once full, existing referrals can still finish.
Open boxes at habitat with room in storage and no pending wallet transaction. The server saves each result once; refreshing or retrying cannot reroll or duplicate it. The item can be equipped, upgraded, salvaged or optionally minted through the normal paid NFT flow. Opening costs no XSCAPE or SOL and sends no token payout. Referral gear increases equipment supply; these rewards do not guarantee resale value.