After the stars went quiet.

SUNFARERS

A Space Life Simulator

One star · Seven worlds · No way out

SUNFARERS

A Space Life Simulator

Sunfaring; a centuries-old profession between radiator heat and station neon. Fly the lanes, trade, explore, fight, pray that your ship doesn’t whisper your name. If it does, purification rituals keep the unthinkable at bay. Build a sanctuary in space, a place of comfort in a universe that doesn’t look quite right.

System
One star
Worlds
Seven
Commodities
Twenty
Listening cycle
7.3 days
IO-28
SANCTURIA
XIMENG
CHLOAMY
NOVA MARACAIBO
RAVEL
LIGHT'S END

What the job is

Ship Life

Your crew sleeps in shifts, cooks between watches, repairs what entropy loosens. The ship starts as transport. It becomes home through use.

A Breathing Star

Seven factions orbit a single star, trading energy cells and medical supplies, religious goods and contraband. The entropic drive gets you there fast. The passage leaves marks.

What Remains

The Artery Stream once connected this system to thousands of others. When it fell silent, the rest stopped answering. Seven factions, one star, and silence where voices used to be.

Signals in the Drift

Dead ships still carry cargo, evidence, and sometimes people. Find a trace, hold the watchline, send someone outside. What comes back belongs to the living. What happened out there does not stay private.

The player's ship outbound through a red nebula, a gold engine wake trailing behind it
Outbound // Red DriftField recording

Open channel

Get the Launch Signal

One transmission when Sunfarers is ready to fly. Nothing else rides this frequency.

Shipboard Systems

Your Ship

Sunfarers live aboard. The ship carries cargo, crew, and whatever routines keep them human between ports. You walk its corridors, assign its stations, upgrade its systems. Over time, it stops being a vessel and becomes something closer to a place.

Select a compartment

Bridge
Weapons
Engine
Cargo
Quarters
Mess
Rec
Drones
Interior
Upgrades
    Top-down view of the ship interior with crew aboard and the furniture placement catalog open
    Interior refit // Domestic utilityLive feed

    A Ship That Explains Itself

    The onboard field manual opens from the HUD or with F1. Eleven chapters cover flight, docking, trade, crew, hazards, drones, the Command Deck, and the controls that bind them together. It reads live cargo capacity, market prices, standings, and current key assignments, so a complex ship never asks you to learn from stale instructions.

    Flight & Astrogation

    Navigation & Propulsion

    Seven worlds orbit a single star in a system bounded by silence. Between them: trade routes, patrol corridors, debris fields, and the long empty stretches where the only company is whatever your sensors think they’re picking up.

    Drift and Thrust

    Momentum-based flight. Your ship carries its velocity: thrust forward, cut engines, drift. The nav computer plots acceleration curves, cruise phases, deceleration burns, and orbital approaches. Take manual control and that calculus is yours. The system is vast enough that patience and fuel economy matter as much as raw thrust.

    The astral chart overlay plotting the orbits of the seven worlds in cyan over a violet grid
    Astral chart // Seven orbitsNav console

    What the Drive Costs

    The entropic drive folds space. Weeks of travel compress into hours. But the passage leaves its residue: voices in frequencies that shouldn’t carry sound, a lingering unease that doesn’t fade immediately after arrival. Crew focus governs transit speed; a sharp, rested crew pushes through faster than an exhausted one.

    The Artery Stream once connected thousands of star systems. Ships coupled to the entrance and were swept along “like a bead of water racing down a crack in glass.” One day it hummed. The next, silence. Ships in transit didn’t arrive. Now there is only this one system, listening to static where voices used to be.Pre-Collapse records
    A ship mid-threshold passage, its light splitting into prismatic colors against a dark nebula
    Threshold passage // Residue visibleHull camera

    The Queue

    Stations have limited docking bays. Approach, queue, orbit while you wait. Merchant haulers circle alongside you, some loaded with Ximeng steel, others running medical supplies to Sancturia. Sancturian purifier corvettes hold formation nearby, scanning for contraband. Privateers idle at the edge of sensor range. Civilian transports carry passengers between worlds. The system runs on traffic, and every berth has a queue.

    The Wall

    At the system’s edge, where reality thins: instruments begin to disagree with each other. Range finders return contradictory numbers. Crew report hearing their own names spoken in almost-familiar voices. The stars ahead shine in colors that don’t correspond to any known spectrum. Ships that cross the boundary broadcast increasingly incoherent transmissions, or go silent entirely. None return. The system is finite, and the boundary is not a metaphor.

    Space takes on texture near the boundary. The dark is almost the right shade but slightly off. Geometry distorts at angles that shouldn’t exist. Every probe sent past the threshold has returned data that contradicts itself, or hasn’t returned at all.Ximeng boundary survey

    Recovery Operations

    Debris-Field Salvage

    The system is full of things that never reached port. A powered deep-space scanner can find their traces. A close helm survey tells you where the recoverable sections are. Everything after that requires three people, steady hands, and a ship kept close enough to watch.

    DRIFTWALK TRACE // 04-771HELM SURVEY
    TRACEUNRESOLVED
    PILOTREQUIRED
    WATCHLINENO FIX
    CONTENTSUNKNOWN

    > SNOAS: Trace acknowledged. Seat a Pilot and bring the ship within survey range.

    PilotKeeps the EVA in sight
    EVACrosses the empty distance
    CargoBrings the recovery aboard
    An EVA specialist crossing a dense debris field, targeting reticle locked on a debris cluster while the crew readout tracks pilot and cargo stations
    EVA link active // Debris cluster 3Recovery feed

    Find the Dead

    Search deep space with a powered scanner or buy a dossier from a drydock. Wreck clusters and scattered driftwalks remain uncertain until you fly close and put a Pilot on the helm scanner.

    Send Three

    Choose a Pilot, an EVA specialist, and a Cargo operator. They leave ordinary work and assemble at their stations. The operation waits for all three; replacing one changes the human shape of the risk.

    Bring Back Proof

    Recovered material is expelled as a physical pod, still carrying the identity of the field and section it came from. Scoop it, sell it, satisfy the contract, or lose it in the dark.

    Keep Them in Sight

    The EVA person remains part of your crew, outside the hull. The Pilot must hold manual steering, range, view cone, visibility arc, and a clear watchline while debris moves through the field. Drift too far and the tether becomes lethal. Point the main thrusters the wrong way and the exhaust plume can hurt the person you sent out.

    The Field Pushes Back

    Careful extraction is slower and gentler. Forceful work is fast and raises pressure. Thresholds launch directional debris waves that threaten crew, pods, shields, and rivals. During the Listening, the watchline tightens and controls may invert, but the impossible conditions can leave more material intact.

    The EVA specialist taking cover behind wreckage as field agitation rises and a debris wave builds, sensor rings sweeping the field
    Taking cover // Debris wave inboundHold the watchline

    Someone Else Has a Claim

    Rival salvagers arrive with their own contracts and their own idea of ownership. Some can be paid. Some steal the named cache and run. Rarely, the wreck still holds a previous salvager: recruit them, carry them home as a passenger, hand them to a rescue network, or make a choice the Chronicle will remember.

    Markets & Manifests

    Trade & Economy

    Seven economies bound by necessity. Refined materials from Ximeng, religious goods from Sancturia, prototype components from IO-28, luxury goods from Chloamy. Twenty commodities circulate through the system, each with a supply chain, a faction that controls it, and a price that shifts with the system’s mood.

    The commodity market terminal listing goods, prices and the trade feed while docked at Sancturia Station
    Commodity market // Sancturia terminalDocked

    The Price of Distance

    Prices follow supply, demand, and the memory of every recent trade. What costs twelve pulses at the refinery costs forty at the station running short. Production cycles shift with planetary conditions: morale, infrastructure decay, entropy surges. When a crisis hits, prices reshape which routes are worth flying.

    The Routes Are Crowded

    Autonomous traders fly the same lanes you do. Merchant haulers optimizing margins, faction-aligned exporters prioritizing their own worlds, opportunists chasing shortage alerts, humanitarians running relief goods at a loss. When half the fleet arrives at Ximeng carrying refined materials, the quoted price has already adjusted before you dock.

    What’s Sacred, What’s Sold

    What Sancturia consecrates, Chloamy auctions. Each faction draws legal lines around specific goods: narcotics, weapons, corrupted tech, contraband. Cross a border with the undeclared manifest and customs patrols interdict, inspect, confiscate. Tariffs stack. Smuggler routes exist for those willing to trade legality for margin.

    The Spiral Bazaar

    Nova Maracaibo’s market occupies the system’s only neutral ground: a station carved from an old Artery node. The Spiral Bazaar rises in tiers, every faction trading openly under the Accords. Cargo from all seven worlds changes hands here. Pirates operate from Maracaibo’s margins too, hunting trade routes between stations, interdicting cargo haulers, and selling looted goods back through the very bazaars their victims were heading toward. Violence inside the station is bad for business. Outside, the lanes tell a different story.

    Step off the docking gantry and the noise hits first. A hundred negotiations in a dozen languages, cargo handlers shouting tier numbers, someone frying food that smells like three different planets. Nova Maracaibo doesn’t sleep. It just changes shift.Maracaibo port records

    Crises and Incentives

    Entropy blooms disrupt supply chains. A surge near Sancturia damages agricultural infrastructure; food prices spike, morale drops, and the cascading effects ripple outward through connected trade routes. The system generates delivery incentives: premium contracts for hauling relief goods where they’re needed most. Humanitarian traders accept losses to run those routes. Others wait for prices to peak. Your choice shapes which stations recover and which ones spiral.

    Weapons Control

    Weapons & Combat

    Combat is personal. Someone sits in the turret chair. Someone else keeps the engines running while the hull takes hits. The math is predictive targeting and intercept trajectories. The variable is the crew behind it.

    A violet beam weapon firing across red space while a tracking panel follows a border patrol ship
    Beam engagement // Contact trackedGun camera

    Hands on the Guns

    Turrets calculate intercept trajectories. But someone has to sit in the chair. A rested gunner reads the lead, compensates, lands the shot. An exhausted one watches rounds sail past the hull. The math is the same. The hands are different. Multiple turret stations let you mount a broadside, if you have the crew to staff them. Request direct control and every ready barrel follows your aim; if the seat is empty, the order waits while someone runs to take it.

    The Command Deck

    Fourteen abilities span weapons, flight, engineering, sensors, and signature control. Crew dispatch, reactor health, local entropy, station power, cooldowns, and the person in the chair decide what is actually ready. A shield can save the hull. An Entropic Slip can put it somewhere else. A Dead Letter can leave the target carrying a problem that outlives the missile.

    WeaponsFocused BarrageREADY
    WeaponsKinetic StormREADY
    EngineeringShip ShieldCHARGED
    FlightEntropic SlipCOOLING
    SignatureDead LetterARMED

    Pulled from the Fold

    Ships in threshold space leave a wake. The interdiction array locks onto that signature, charges, and pulls the target back into real space. Freighters, patrol corvettes, pirates running with stolen cargo. The array takes time to charge, and the window is narrow. Miss it, and the target is through. The same applies to you: fly a trade lane near hostile space and listen for the charge whine that means someone else’s array has found your wake.

    Crew begin seeing entropy before their physical eyes: warping geometry, colors that don’t belong. The wrongness becomes visible, audible, tactile. That’s when the gunner’s hands matter most.Combat medical records

    Every Ship Fights Differently

    NPC ships don’t line up and take turns. They orbit at range, joust through your firing arcs, kite away from your turrets, break and evade when the hull gets thin, or adapt their approach mid-engagement when they realize what you’re doing. Every encounter reads differently.

    Orbit
    Joust
    Kite
    Evade
    Adapt
    Ships exchanging fire in a skirmish, purple entropic filaments arcing around two hulls
    Skirmish // Entropic weapons liveTactical feed

    See the Shape of the Fight

    Tactical View pulls the camera back without pausing the battle. Ships become abstract glyphs inside a local fog-of-war field; velocity stems, health bars, turret ranges, projectiles, missiles, beams, storm hazards, docking links, and hostile contacts stay live. The overlay remembers ranges you have actually observed during the session. It does not grant knowledge you never earned.

    Light’s End ships are entropy-enhanced. Their geometry is unstable, their tech does things it shouldn’t. Matter that dissolves on contact, hulls that look hurt and eager. You cannot fight ships that break physics with conventional tactics.Fleet intelligence

    Personnel

    Crew

    Recruited from ports across the system, each with their own skills and history. They become found family over time. The bunk they sleep in, the station they work, the meals they share. Every one of them is irreplaceable in ways the personnel file doesn’t capture.

    Crew Dossier
    NAME Hana Reyes
    ROLE Pilot / Engineer
    FOCUS 73 / 100

    Health
    82
    Fatigue
    34
    Morale
    61
    Sanity
    91
    PilotingTiredWell-Fed
    Crew resting inside the ship's quarters while a warning reports environmental entropy bleeding into the ship
    Off watch // Entropy bleed containedInterior feed

    What They Carry

    Health, fatigue, satiation, morale, sanity. Skills earned through use, from sunfaring to engineering. All of it feeds into Focus: the number that governs how well your crew does what you ask of them.

    The Multiplier

    Focus scales everything that matters under pressure. Warp speed, turret accuracy, repair rates. A crew member who slept in a proper bunk and ate a hot meal at a table will outperform one running on ration bars and four hours of rest.

    The Cost of Running Lean

    Push a crew member through back-to-back shifts and their focus erodes. Skip meals, shorten sleep cycles, postpone shore leave. The decline is gradual until it isn’t: fatigue stacks, morale drops, and the engineer who held the coupling stable at 90% focus can’t manage it at 40.

    The Empty Bunk

    When a crew member dies, they stay dead. The skills they carried—years of accumulated competence at the turret, the nav console, the drive coupling—leave with them. Every loss narrows what your ship can do. Replacements wait at ports across the system, but the new face in the corridor isn’t the person who knew which valve to hit when the coupling whined at frequency three.

    Autonomous Routines

    Set work priorities and your crew figures out the rest. They walk to stations, sit down, do the work, break for food, find a bunk when they’re exhausted. If the hull takes damage during a meal, the engineer puts down the fork and runs. You set the priorities. They make the judgment calls in between.

    Jian Yating deliberately extends her threshold transitions by twelve to fifteen seconds to hear harmonic patterns she describes as “music” rather than the voices most engineers report. Her colleagues think she’s brave. Her medical file says otherwise.Crew psych evaluation

    Astrography

    The System

    One star. Seven worlds. The Artery Stream once connected this system to thousands of others. When it fell silent, everything beyond the boundary stopped making sense. Seven factions survived, each with their own explanation for what happened and how to live with what followed. They built civilizations around those answers.

    A molten industrial world wrapped in station scaffolding, near the arm of a vast golden station
    Inner system // Furnace orbitApproach camera

    Select a faction

    Sunfarer ships trailing gold wakes as they arrive at Sancturia Station's golden hull
    Sancturia Station // ArrivalsDock queue

    The Listening

    Every 7.3 days, entropy effects intensify across the system. Shadows deepen where no object casts them. Sensors log readings that contradict each other. Matter blurs at the edges of perception. Crews report hearing their own names in almost-familiar voices. Duration: eleven minutes to six hours. Ximeng suspends permit processing. Sancturia chants the Litany of Angles. Chloamy throws parties. Light’s End celebrates. Everyone else waits it out.

    It is not only a change in the sky. Reactor output can sag or surge. Turrets turn without firing. Drones leave the hull and come back as rebuild orders. Cargo appears, vanishes, or becomes something else. Planetary incidents begin under the noise, and ordinary ships find reasons to attack each other. Some readings are false. The consequences are not.

    A rooftop bar trembles as a distant anomaly lashes a freight route. The patrons watch the news crawl for a minute, murmur about shipping costs, and go back to their drinks.Chloamy, during the Listening
    A pale spiral of light surrounded by drifting motes, recorded during the Listening
    The Listening // Sensor compositeSome readings are false

    Comms & Consequence

    Dialogue & Narrative

    Every conversation carries weight. What you say at a Sancturian customs checkpoint shapes what gets offered at the next. Faction relationships shift with your choices, your trade history, your combat record. The system pays attention.

    Two Modes

    Dialogue presents in two forms: comms transmissions between ships, rendered as portrait and speaker identity; and narrative moments, rendered as centered text cards during significant story beats. Both pause the game. Both carry consequences.

    Conditions and Consequences

    Dialogue branches based on what you’ve done, who you’ve traded with, what you’re carrying. A captain known for running medical supplies to Sancturia during a crisis gets a different reception than one flagged for smuggling contraband through Ximeng customs.

    Faction Memory

    Each faction tracks its relationship with you independently. Reputation opens doors: better contracts, access to restricted goods, priority docking. A captain who interdicts Sancturian purifier ships finds fewer warm welcomes at their furnace-temples.

    SNOAS Airwaves

    System news arrives as sourced reports, not omniscient narration. Incidents build, escalate, ease, and resolve. Opportunities open, fill, or pass while the public digest keeps moving whether you intervene or not.

    The Chronicle

    Your ship keeps a durable record of combat, cargo, contracts, enforcement, energy failures, salvage outcomes, and the stories that become larger than the people who lived them.

    The System Remembers

    Bounties follow attribution. Cargo you deliver appears on station shelves. Planetary incidents alter prices, production, enforcement, entropy pressure, and the contracts people are willing to offer. Salvage survivors remember whether you carried them home. SNOAS Airwaves tells the public version; the Chronicle keeps the version your ship lived through. Your reputation reaches the next port before you do.

    Third Engineer Yuki Moran hands off to Second Engineer Corvin Tann at 0600, as she has every third morning for eleven years. “The hum’s steady.” Corvin makes the sign against entropy. Yuki asks if he wonders what spacers hear during the Listening. “I don’t wonder about things I can’t fix,” Corvin replies. The hatch seals, the reactor hums, and beyond the hull, the Wall eats the light of distant stars.Imperial Outpost 28

    Audio

    Soundscape

    Between worlds, the ship finds its own quiet: the reactor’s hum, air cycling through vents, a kettle heating in the mess. The soundtrack lives inside that quiet. Strings surface during the long drifts between ports. Percussion builds when contacts appear on sensors. And during threshold passages, something else entirely—the sound of space folding, and whatever resonates through the hull while it does.

    A lone ship drifting through a dim violet nebula
    Long drift // Between portsAmbient mix

    Every compartment carries its own ambient layer, proximity-gated and mixed in real time. Walk past engineering and hear the coupling lattice thrum. Pass through the mess and catch the low murmur of crew between shifts. The cargo hold echoes differently full than empty. These layers stack, overlap, and thin out as you move through the ship. The music responds to state: docked and loading, drifting between worlds, locked in combat, or passing through the fold where the drive’s voice drowns everything else out.

    From the Soundtrack

    All music composed in-house. Four pieces from the game.

    Nebula Drift
    Exploration

    The long passage between ports. Instruments trading phrases with silence, unhurried.

    First Contact
    Combat

    Contacts on sensors. The moment between identification and engagement.

    Port of Call
    Station

    Docked. Cargo shifting in the hold. Shore leave for whoever earned it. The station’s low hum beneath everything.

    The Listening
    Entropy

    Every 7.3 days, the system holds its breath. The ship grows quiet in ways the instruments can’t account for.

    ...it is quiet today.SNOAS, unprompted