Glossary

Every word the manual uses that a new player might not know, one line each. A term used on a page and missing here is a bug: say so.

A to D

Ablator
The layer a heat shield burns away as it takes the heat of re-entry. The card shows how much is left.
About list
The five rows at the bottom of Settings naming the build you run and whether it is connected.
Achievement
A feat the game notices and pays for in credits and discovery, once. Some are hidden until you earn them.
Administration
The Space Center building where companies offer contracts. Its level is how many you can hold at once, and how hard they get.
Advance
The credits a contract pays the moment you accept it. You owe it back, with a tenth on top, if the job is never finished.
Aerobrake
Slowing a ship by flying it through a world's air instead of spending fuel on the engine. Only worlds with an atmosphere allow it.
Airless world
A world with no atmosphere at all: nothing to slow a descent, nothing to heat a hull, and nothing to climb through. Nineteen of the 28 worlds and moons are airless.
Antenna
A part that carries your commands to an uncrewed ship. Its card gives a rating, a role and a draw.
Apoapsis
The highest point of an orbit, and the map marker AP. Burning here lifts the periapsis.
Astronaut
A Meek who can fly a pod. Every pod needs one aboard before the rocket may fly.
Astronaut Center
The Space Center building where the Meek are recruited. Its level is how many you can keep.
Attachment point
A place on a part where another part joins: the top or bottom of a stack, a point on a flank, or a face a wing sits on.
Barometer
The instrument that reads air pressure in kilopascals, and zero above the air.
Battery
A part that holds electricity and nothing else. Its charge reaches every part on the ship.
Biome
One band of a world's surface, with its own colour and its own kind of ground. A reading names the biome it was taken over.
Blackout
A Meek passing out under sustained load. The pilot's blackout kills the ship's controls until they come to.
Canopy
The open dome of a parachute. It opens over a second, drags the ship, and collapses at touchdown for good.
Capture burn
The burn that turns a fly-past into an orbit once you are inside a world's sphere of influence. Without it you cross the sphere and leave again.
Centre of lift
The point the air's lift acts through. The hangar draws it as the green arrow.
Centre of mass
The point the ship balances on. The hangar draws it as the black and yellow disc; thrust that misses it turns the ship.
Charge gauge
The lit slot on a battery's casing that empties as its charge goes, amber under a quarter and red under a tenth.
Client
The company whose name is on a contract. It pays the advance and the reward; the name is flavour and nothing else.
Closest approach
The nearest your forecast path comes to the target ship over the next lap of your orbit, marked CLOSEST on the map.
Comm Station
The Space Center building that is the ground end of every radio link: one dish, on Earth, for your whole game. Its level is its reach.
Comms chip
The map chip that draws the radio links, cycling through off, CHAIN and NETWORK each time you tap it.
Contract
A paid job from a company: meet its goals in one flight before its deadline for the reward, or pay the advance back.
Contract board
The list of contracts on offer and under way, opened from the Administration with Open contracts.
Contract tier
How demanding a contract is, 1 to 3. The Administration's level decides which tiers reach your board.
Cost
A rocket's price, every part's cost added up. It is what a launch charges.
Credits
The money. Launches, buildings and crew cost credits; achievements, contracts and recovery pay them.
Crew chip
The panel at the top left of the flight screen: who is aboard, what state they are in, and the days of food left.
Datum
The level a world's heights are measured from. A landing says how far above or below it the ship came to rest.
Deadline
The real-world time you have to finish a contract, counted from the moment you accept it. It runs while the game is closed.
Decoupler
The coupler that drops a booster off the flank: only its inner face lets go, so it leaves with the booster.
Deploy
Swing a folded panel or dish out of its housing. Deployed, it works and it is fragile; stowed, it is neither.
Destination picker
The sheet that opens on Fly once you own more than one launch site, one row per world you can launch from.
Discovery
The second currency. It buys tech nodes and nothing else, and is paid by achievements, including the ones a reading earns. Contracts pay credits only.
Dish
An antenna that rides up folded and swings out on a boom. Worth nothing to the network until it is deployed.
Dock
To bring two docking ports together slowly and squarely enough for the latches to close, joining two ships into one.
Docking Port
The latching ring two ships join through. It accepts nothing but another docking port, and fuel crosses the joint once it is made.
Dormant ship
A ship of yours out in the world with nobody flying it. It keeps its path and waits on the map.
Drag
The air pushing back on a moving ship. The hangar draws it as the blue arrow.
Drawer
The column of parts that opens beside the palette's category tabs when you tap one.
Drogue
A small parachute that opens safely at high speed to slow a ship for the main canopy.
Dwarf planet
A small world that goes round the Sun rather than round a planet. Three of them do: Schmeckle, Flurbo and Pluto.

E to M

Ejection burn
The burn that throws a ship out of the world it is orbiting and into a fall around the Sun. It is most of the cost of any trip between planets.
Electricity
The resource that runs pods, wheels, antennas and instruments. It weighs nothing and runs along every joint.
Encounter
The point where your path comes nearest a target ship, marked ENC on the map.
Engine
A part that burns fuel for thrust. Its push depends on the air around it: less at sea level, more in vacuum.
Escape
Leaving a world's pull for good. The map says ESCAPE where an orbit no longer closes.
Fairing
A shell over the nose of a rocket. What fits inside it takes no drag and no heating, and the shell is split off once the air is thin.
Feat
Something a flight reached that a Meek's card records: leaving the pad, reaching space, an orbit, a landing on the Moon or Mars.
Fleet
Every ship you have left out there, parked or in orbit, all of them shown on the map.
Food
The crew's rations. One filled seat eats one seat's worth a day, out of any larder aboard.
Freight
Transport work with nobody aboard: a client's package flown somewhere and brought back. The only kind of carrying work at tier 1.
G
How hard acceleration presses on the ship and its crew, as multiples of Earth's gravity. Every part and every Meek has a limit.
G-tolerance
The stat that says how much sustained load a Meek stays awake through: 4 G plus 0.6 G a point.
Gas giant
A world with no solid ground under its air. There are four, and what you go to them for is their moons.
Gimbal
An engine swinging its bell to steer. Most engines have a few degrees of it.
Give up
Dropping a contract under way for the same bill as missing its deadline. The button on the row arms first and sends on the second tap.
Goal
One condition a contract asks your ship to meet. Every goal on a contract must be met in the same flight.
Gravity turn
Tipping a climbing rocket over early so gravity swings it toward the horizon, which is how orbit is reached cheaply.
Ground station
The Comm Station's dish, standing on Earth and turning with the planet. Every radio link ends there, and there is only the one.
Half-shell
One of the two halves a fairing splits into when it is jettisoned. Each is flown, not deleted, and breaks when it lands.
Hangar
The screen where a rocket is built and saved, and where Fly lives.
Heat shield
A blunt plate of ablator mounted under a pod to take the heat of re-entry.
Hidden achievement
An achievement the game does not describe until you earn one. The sheet counts them into a single row and says nothing else.
Hop
One link in the chain between your ship and a ground station. The radio chip counts them.
Hypergolic
The propellant thruster blocks and the Escape Motor burn. It travels the same joints as fuel and never mixes with it.
Impact speed
The speed a part survives when it is the part that meets the ground, on its card as IMPACT.
Info card
The card that opens on a long press of a palette part, listing everything about it.
Instrument
A Thermometer or a Barometer: a part that takes one reading each time it is tapped or staged.
Isp
How far a kilogram of fuel takes you: the engine's efficiency, in seconds, quoted sea level to vacuum.
Jettison
To split a fairing off the rocket, either by tapping it or by staging it.
Landform
A named piece of ground on Earth, the Moon or Mars: a range, a plateau, a valley, a crater, a volcano or a field of dunes. Some achievements ask for one by kind.
Launch Pad
The Space Center building rockets start from, one per world. Its level caps how heavy and how tall a rocket may be.
Launch site
A world you can launch from. A world is a launch site once a Launch Pad stands on it.
Lead
How far ahead of the moment a reminder speaks, from as it happens to a day early.
Lift
The sideways force air makes on fins and wings. The hangar draws it as the green arrow.
Link
The radio path from a ground station to an uncrewed ship. Lose it and every control on that ship goes dead.
Maneuver node
A planned burn placed on your orbit on the map. Its handles set the push; the planned path shows where it takes you.
Map
The screen that shows worlds, orbits and every ship of yours, in flight and from the hangar.
Mass
How much the rocket weighs with every tank full, in tonnes. The Launch Pad caps it.
Memorial
The Lost tab at the Astronaut Center: every Meek you lost, with how and where.
Mirror
Flipping a part to the other side of the rocket. Two mirrored parts are linked, and moving one moves the other.
Moon
A world that orbits another world rather than the Sun. There are seventeen, and its sphere of influence sits inside its planet's.

N to R

Navball
The round instrument at the bottom of the flight screen: which way the nose points, the horizon, and the ship's speed.
Nerve
The stat that sets what a candidate signs for. A braver Meek is cheaper to hire.
Node card
The panel along the bottom of the tech tree for the node you tapped: what it sells, its tier, what it needs and the button that buys it.
Occlusion
A world's solid body sitting across a radio path and blocking it. The commonest reason a probe goes quiet.
Offer
A contract on the board that you have not signed. It has its own countdown, and letting it expire costs nothing.
Orbit
The closed path a ship coasts on around a world. It repeats itself exactly until a burn changes it.
Palette
The column of category tabs on the hangar's left edge. Tap one to open its drawer of parts.
Part sheet
The sheet that opens when you tap a part in flight: its actions, and the settings you may change in the air.
Passenger
A Meek handed to you by a tourist run. Free, outside the Astronaut Center's roster, and gone when the contract ends.
Payload
Whatever the rocket is carrying for its own sake: a satellite, an instrument, a lander.
Payload Bay
A hollow hull with clamshell doors. Cargo on its inner rails rides out of the airflow, and the doors open in flight.
Penalty
What an unfinished contract costs: the advance back plus a tenth of it, whether the deadline ran out or you gave up.
Periapsis
The lowest point of an orbit, and the map marker PE. Below a world's air, the orbit does not last.
Piece
What a dropped stage or a broken-off part becomes: a ship with nobody at the controls, still flying.
Piloting
The stat that says how hard the ship turns for the Meek at the controls.
Place
A world, a band of altitude, and — on the ground — the biome under you. What a reading is filed under and paid for.
Player id
The short name your account is kept under. Type it on another phone and your game follows.
Player sheet
The panel behind the hangar's credits chip: your two balances, and the way to Achievements and Readings.
Pod
A part with a seat and the controls in it. A rocket needs one, and the pod needs an astronaut.
Prograde
The way the ship is moving; the navball's ⊙ mark. Burning prograde raises the far side of the orbit.
Propellant
Anything an engine or a thruster throws out of a nozzle: oxygen and methane, solid fuel, hypergolic.
Properties sheet
The sheet that opens when you tap a part in the hangar: its settings, such as a tank's length.
Radio chip
The top-left chip on an uncrewed flight: LINK and the hop count, the signal strength, or NO LINK and why.
Range
An antenna's own rating, not how far it reaches. Two aerials reach the square root of their two ratings multiplied.
RCS
The thruster blocks that turn a ship or slide it sideways on hypergolic propellant, switched with the RCS button.
Reaction wheel
A spinning wheel inside a pod that turns the ship without fuel, slowly, anywhere.
Reading
One measurement by an instrument in flight, filed with where and when it was taken.
Readings log
Every reading you have taken, newest first, opened from the Player sheet in the hangar.
Readout
The strip along the top of the hangar: the rocket's mass, TWR and cost.
Recovery
Bringing a landed rocket home from the flight menu. Every part still aboard is refunded and the flight ends.
Recruit board
The Recruit tab at the Astronaut Center: seven candidates at a time, each with a price, each replaced when their offer runs out.
Relay
An antenna that carries other ships' commands as well as its own. Only the CR parts do it.
Reminder
An alarm set on a map point or a node that reaches your phone when the moment comes, even with the game closed.
Rendezvous
Bringing two ships to the same place in orbit at the same speed, close enough to dock.
Requires
The list on a node card of everything that must come first, each with a tick or a cross: the nodes above it, and on two nodes an achievement.
Research Centre
The Space Center building that opens the tech tree. Its level is which tiers of the tree you may buy from.
Resource
Anything a ship carries by the unit and spends: fuel, hypergolic, electricity, food, ablator.
Retrograde
Against the way the ship is moving; the navball's ⊗ mark. Burning retrograde lowers the far side of the orbit.
Reward
The credits a contract pays when its last goal is met.
Reward pending
The note on an achievement earned with no connection. The feat is yours; the credits and discovery arrive when the game reaches your account.
Ring
One of the hoops a fairing's skin is stretched over. Each has a slider, and widening one bulges the shell there.
Roster
The Meek you have hired and still hold. Your Astronaut Center's level is how many fit on it.

S to Z

Sandbox
A world of your own, switched on in Settings, with its own clock, time warp and saved worlds. Nothing done there is spent, earned or kept.
Sat Controller
The command part that flies a ship with nobody aboard, on its own reaction wheel and a small built-in aerial.
Science bonus
The extra a scientist aboard adds to a reading achievement: 10 % more credits and discovery per point of their science.
Scientist
The Meek trade that makes readings pay more. Only this trade pays it, whatever another Meek's science says.
Seat
One place for a Meek in a pod or cabin, filled on the part's Crew row in the hangar.
Separation Motor
A one-second solid rocket bolted to a booster's flank, fired as the booster lets go so the spent case is thrown clear of the ship.
Separator
The coupler that cuts a stack in line. Both its faces let go, and it blows itself clear rather than tumbling along behind.
Shared world
The one solar system every player flies in, on one real clock that no player can stop or speed up.
Ship library
The rockets you saved from the hangar, kept under your player id and there on any phone.
Site
One instrument at one place. What the survey ticks off, so a Barometer earns where a Thermometer already has.
Situation
Which band of altitude a reading was taken in: on the ground, low or high in the air, low or high space. Part of a place.
Solar panel
A folded stack of cells that swings out to make electricity. Its output follows the sunlight, never its facing.
Solid fuel
The grain cast into a solid booster. It never leaves the case it burns in.
Space Center
The screen behind the hangar's Center button: the buildings you own on a world and their levels.
Speed mode
What the navball's speed means: ORBIT, SURFACE or TARGET. Tap the navball to cycle it.
Sphere of influence
Where one world's pull is the one that matters. Crossing its edge hands your ship to the next world, marked SOI on the map.
Stage
One entry in the staging list: the parts that act together on one tap of STAGE.
Staging
The ordered list of what fires when: engines light, separators let go, parachutes deploy or cut.
Stowed
Folded away in its housing. A stowed panel makes nothing, a stowed dish hears nothing, and both are far tougher.
Surface gravity
How hard a world pulls at its own ground. It sets what thrust-to-weight your ship has there, and the destination picker prints it on every row.
Survey
The record of which places you have measured. Each instrument at each place pays discovery once, the first time you read it.
Symmetry link
The tie between a part and its mirror. Move, resize or delete one and the other follows.
Target
Another ship you have marked on the map. The navball and a chip then show where it is and how fast you close on it.
Tech node
One purchase on the tech tree. It puts parts in the palette, and some nodes open new worlds to launch from.
Tech tree
Every tech node, arranged by tier. Opened from the Research Centre; paid for in discovery.
The Meek
The people who fly your rockets: astronauts, scientists, engineers, tourists and the rest. Recruited at the Astronaut Center.
Thermometer
The instrument that reads air temperature in kelvin, or its own skin where there is no air.
Throttle
The lever at the flight screen's lower left. It sets how hard the lit engines push, from 0 % to 100 %.
Thrust
The engines' push. The hangar draws it as the magenta arrow.
Tidally locked
A moon that turns once for every lap of its planet, so it keeps the same face toward it. Every moon in the system is.
Tier
A band of the tech tree. The Research Centre's level decides how many tiers you may buy from.
Time warp
Running the world faster than real time, from 1× to 5000×. Sandbox only, and only while coasting clear of the air.
Toast
A line the game slides onto the screen to tell you something happened. It fades on its own.
Tourist
A trade you never hire. Contracts hand them to you as free passengers and take them back at the end.
Tourist run
A contract that hands you passengers to fly somewhere and bring home. It finishes on the recovery, not the landing.
Transport
A contract that pays you to carry something rather than to prove a part: a passenger, a package, a satellite. It never retires, and the board keeps two of its ten offers for it.
Trade
What a Meek does: astronaut, scientist, engineer, medic, botanist, nuclear scientist or tourist.
Transfer
The long coast between leaving one world's sphere of influence and arriving at another's. It is planned as a maneuver node and takes hours or days of world clock.
TWR
Thrust-to-weight ratio: the engines' push divided by the rocket's weight. Above 1.0 it can lift off.
Under way
A contract you have accepted and not yet finished. Your Administration's level is how many you may have at once.
Undock
To cut a docked joint, by tapping Undock on the port or by staging it. The two halves are pushed gently apart.
Unit
How every resource is counted, written u. Each unit but electricity has a weight the ship carries.
Unlock
Buying a node on the tech tree, and the label on the button that does it. Once bought, a node is yours for the rest of the game.
Whip
A fixed antenna with no latch: it works from the pad, cannot be staged and cannot be stowed.
World
A planet, moon or the sun. Every world has its own gravity, and some have air.
World clock
The time the shared world runs on. It keeps going while the game is closed.
Wrench
The engineer's stat. Nothing in flight reads it.
Δv (delta-v)
How much a ship can change its speed with the fuel aboard, in m/s. The measure of how far a stage can take you.