Squanch

The game's Neptune, thirty times Earth's distance from the star and the farthest planet still inside a direct radio link.

Squanch's surface, painted as the map draws it.
Squanch as the map draws it

The numbers

These are the figures the map's card shows when you hold your finger on Squanch, plus the two speeds that decide what a flight there costs. Low orbit speed is how fast you must be going, sideways, to stay up just above the bottom of the air. Escape speed is how fast you must be going to leave altogether. Sphere of influence is how far Squanch's pull reaches before something bigger takes over.

FigureValue
TYPEPlanet
ORBITSSun
DISTANCE FROM SUN408.95 Gm
ORBIT PERIOD17580d 10:16:43
ORBIT SHAPEslightly oval (eccentricity 0.009)
RADIUS2.32 Mm
GRAVITY6.20 m/s²
DAY16:06:36
STATIONARY ORBIT11.85 Mm up
STATIONARY SPEED1,535 m/s
LOW ORBIT SPEED3,452 m/s
ESCAPE SPEED5,364 m/s
SPHERE OF INFLUENCE6.22 Gm
ATMOSPHERE470.0 km tall

Stationary orbit is the height where one trip round takes exactly one of the world’s days, so a ship there hangs over the same spot on the ground. See Stationary orbits.

What it is made of

Squanch is gas most of the way down, and the mix below is the whole world rather than a crust.

MaterialShare
Hydrogen80 %
Helium19 %
Water ice1 %

The air

Hydrogen, helium and three per cent methane, with the fastest winds in the system driving the cloud decks. No surface under any of it.

FigureValue
TOP OF THE AIR470.0 km
PRESSURE AT ZERO ALTITUDE1,000 kPa
DENSITY AT ZERO ALTITUDE18.34 kg/m³
HALVES EVERY23,567 m
TEMPERATURE AT ZERO ALTITUDE190 K (−83 °C)
COOLS BY1.1 K per km
COLDEST IT GETS55 K (−218 °C)

Pressure falls off as you climb: every 23,567 m of height, there is half as much air around you. A Barometer reads that fall directly, and a Thermometer reads the cooling beside it — 1.1 K for every kilometre, until the air bottoms out at 55 K (−218 °C) and stops getting colder. There is no surface here, so both figures are quoted at zero altitude — the level the map measures height from, deep inside the gas.

What the air is made of

The mix changes with height. Each column is a measured level; between two of them the game blends one into the other, and above the top one there is nothing left to breathe. A Mass Spectrometer reads this table itself: its figure is the mean molar mass of the mix where the reading is taken, and beside it the line names the biggest gases it found. See the Mass Spectrometer.

GasSurface110.0 km240.0 km
Hydrogen78 %80 %82 %
Helium19 %18.5 %17.2 %
Methane3 %1.5 %0.8 %

Clouds

Cloud decks stand at fixed heights and are drawn wherever you fly. You climb through them on the way up and see them from above afterwards. A cloud is drawn in front of your ship: inside a thick one you lose sight of it until you fly out, so pick your way round the big ones. Each deck mixes several kinds of cloud — sheets, lenses, rows of small cloudlets, wisps, hooks and veils — drawn in this world's own colour.

DeckFromTo
Stratus12,000 m44,000 m
Cirrus80,000 m140,000 m

The cloud bands

There is no surface. What Squanch has instead of biomes is bands of cloud, named and drawn round the world, and a ship low enough to be inside one is over that band as far as a reading is concerned. Nothing can land, so no band is ever surveyed from the ground.

BandWhereTypical heightRoughnessDamp
North Drift−180° to −90°——10 %
Great Dark Spot−90° to 0°——10 %
Scooter Band0° to 90°——10 %
South Drift90° to 180°——10 %

Where is the band's place round the world, in degrees from the world's own 0°, running out to ±180° on the far side. There is no ground under any of them, so neither height column means anything here.

On the map Squanch is drawn from a painted picture, and the four bands are its four quarters, 90° each: the deep indigo of the Great Dark Spot just before 0°, the pale Scooter Band just after, and the cobalt North and South Drifts filling the far side. The colour under you as you skim the clouds is the colour of that quarter.

Its moons

Two moons go round Squanch, all of them inside its sphere of influence. Each has a sphere of its own, so the trip from one to another is a small transfer inside the big one.

MoonDistance outRadiusGravityAir
Lubbdub11.08 Mm19.8 km0.10 m/s²none
Wubba33.41 Mm127.5 km0.78 m/s²none

Getting there

The farthest planet a ship can still reach on a direct radio link. Everything about it is distance. Reaching its sphere of influence pays That's a Long Squanch.

What a ship leaving Earth's pad needs, in total change of speed, to do each of these:

TripΔv from Earth's pad
Orbit6,575 m/s

What it pays

Every place nobody has measured before pays discovery the first time an instrument reads it, and how much depends on how far from home the world is. Squanch counts as 6.00 against Earth's 1.00, so every place on it pays that many times what the same place at home would.

FigureValue
PLACES TO SURVEY16
WORTH IN ALL92 discovery
CREDITS BESIDE IT1,840

A place is a world, a band of altitude and — on the ground — the biome you are standing in, and each instrument surveys each place separately. Science and readings explains the whole of it.

What it pays out for

One achievement names Squanch: That's a Long Squanch.

The full list, with what each one pays, is on the Achievements reference.