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.