Game art of ships entering hyperspace

Hyperspace is the means of interstellar travel in the Sector.

This topologically exotic medium of not-quite space-time is used by starships to side-step the speed of light for interstellar travel.


To enter hyperspace a fleet must travel to and interact with a jump point, where it can then perform a jump into hyperspace. Fleets can exit hyperspace at jump points, or at the gravity wells around gas giants and stars.

The Transverse Jump ability is unlocked with level 3 Navigation Skill and provides alternate means of exiting hyperspace at nascent jump points near systems and also the capability to exit a system without the need of a jump point, at a small combat readiness cost.

Travelling in hyperspace uses fuel. The rate of fuel usage and remaining stores of fuel can be found in the bottom left unser interface element, which can be hovered over with the mouse for more details or hover & F1 to provide a detailed breakdown of fuel usage per ship. If a fleet runs out of fuel while in hyperspace it will drift towards the nearest gravity well and fall back into normal space there. If it is not an inhabited system then searching for Salvaging opportunities or using the Distress Call ability may provide enough fuel to get back to a market to purchase more fuel.

Jump points[edit | edit source]

There are two types of jump points, proper two way jump points and one-way gravity wells, which act as de facto jump points to enter a system. Sufficient gravity wells for jump transits are formed on stars and gas giants; these points can only be used from hyperspace to jump (or fall) into a system. Regular two-way jump points can be used to both enter & leave hyperspace. Systems usually have at least two jump points; an inner jump point that usually shares an orbit with the system's major planet, and a fringe jump Point which revolves around the Sun farther out than the farthest planet, although exceptions do exist.

Deep hyperspace[edit | edit source]

Hyperspace contains Deep Hyperspace zones, denoted by dark clouds. Fleets in deep hyperspace have half the sensor profile and are slowed in a manner similar to nebulae in normal space. They can make excellent ambush nests, provided care is taken to move when a storm starts forming.

This volume of hyperspace is particularly chaotic, hindering performance of even hyperspace-calibrated equipment.

–Deep Hyperspace

Hyperspace Storms[edit | edit source]

Deep hyperspace clouds can randomly independently turn into hyperspace storms. Deep hyperspace clouds will glow brighter for a few seconds before turning into a storm. Storms are brightly lit with flashes of lightning.

Hyperspace storms cause periodic randomly storm strikes to fleets inside them. Strikes deal great damage to a randomly selected ship's hull, armor and combat readiness (but cannot kill the ship outright) and also toss the fleet a considerable distance through space. Larger fleets incur more damage upon a strike.

This volume of hyperspace is undergoing chaotic phase shifts leading to wildly fluctuating resonance cascades. Ancient and dire warnings of prolonged exposure to so-called "hyperspace storms" have been passed down through generations of spacers.

–Hyperspace Storm

Hyperspace Storm Surfing[edit | edit source]

Plowing through a storm area can cost significant supplies; however a savvy (or foolhardy) captain may also deliberately fly into hyperspace storms in an attempt to get more speed.

Storms potentially increase a fleet's maximum burn speed higher than the nominal 20 burn speed maximum, potentially up to the 30 burn speed hard cap. No additional fuel is consumed for increasing burn speed above 20. This makes trips much faster and more fuel efficient if you can stay on course. The nuanced skill to this is in the way that individual storms will divert the fleet off course; the further the fleet is from the relative centerline of the storm the more it will divert the fleet, while passing through the direct center of the storm will not divert the fleet at all. Hyperspace storm surfing is an exercise in adjusting the trajectory to go all in down the center of the storm.

Emergency Burn can be quite useful for ensuring a particular trajectory before or after hitting a storm, due to its high acceleration. Conversely, Sustained Burn is detrimental to control and should be disengaged when entering a hyperspace storm. Remember that storm strikes are more damaging for larger fleets and a large fleet might not be able to use Emergency Burn directly after a strike due to at least one ship having insufficient CR.

The costs of hyperspace storm surfing can be highly mitigated with the Solar Shielding hullmod or level 2 of the Safety Procedures Skill.

Media[edit | edit source]

Change History[edit | edit source]


  • Toned down the effect of hyperstorm strikes on fleet movement
  • Adjusted storm strike target selection and CR damage so that Emergency Burn remains usable for large fleets after multiple strikes
  • Added help popup explaining interaction with Emergency Burn when fleet is first hit by strike
  • Slightly increased the amount of clear "lanes" in hyperspace

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Only up to date for version 0.8a-RC19. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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