Game Manual
The rules of survival in the Dark Forest
1. Overview
The galaxy is silent for a reason. To be seen is to die.
— Dark Forest TheoryDarkling is an asynchronous multiplayer survival game set in a dark galaxy where civilizations must hide to survive. Players nurture orbital colonies, harvesting energy from their star while remaining invisible to others.
You have achieved spaceflight and begun exploring the cosmos. Your first scans revealed faint signals: you are not alone. In that moment, your civilization understood the terrible truth: survival demands invisibility. Any civilization that can detect you might destroy you. Preemptive elimination is the only rational choice.
You are now both hunter and prey.
Core Tension
You never know:
- How many civilizations exist in the galaxy
- Who has discovered your star
- Whether shared coordinates are real or decoys
- Who is watching you right now
The First Rule
In the dark forest, to be seen is to die. Silence is survival.
2. The Core Loop
1. Silence (Continuous)
Your colonies orbit your star, harvesting energy — but maintaining them costs energy too. Your net income depends on how many colonies you support and how much veil you sustain. Your Dark Veil regenerates. This happens automatically as long as you check in at least every 24 hours.
2. Research (Player Initiated)
Invest resources into Astronomy, Espionage, Counter-Espionage, Dark Veil, or Weapons research. Each branch unlocks new capabilities, and as you advance, you must choose a specialization path that defines your late-game identity. Research takes time and only progresses as long as you check in at least every 24 hours.
3. Explore (Player Initiated)
Use Astronomy to chart nearby stars. Send probes to scan for signs of life. Deploy scouts to map entire regions. Every scan risks detection.
4. Decide (Player Initiated)
Broadcast a contact's coordinates to paint a target? Deploy a decoy to mislead enemies? Launch a photoid strike from the shadows? Migrate to a safer star? Wait in silence?
5. Act (Player Initiated)
Migrate your fleet to claim new territory. Broadcast coordinates to expose an enemy. Deploy decoys to create phantom civilizations. Every action erodes your veil and raises your signal.
Then return to silence.
3. Colonies & Stars
Your civilization exists as orbital colonies circling your home star, harvesting its energy for survival and growth. Each colony strengthens you, but increases your visibility — and your costs.
Building Colonies
Colonies do not grow on their own. Expanding your fleet is a deliberate decision — you construct new colonies by spending energy. The cost escalates sharply with each colony you already have: early expansion is cheap, but building a large empire becomes exponentially expensive.
You can build a new colony at any time while orbiting your star, as long as you have sufficient energy.
Income & Maintenance
Each colony harvests energy from your star every minute, scaled by the star's harvest rate. But colonies also cost energy to maintain. A small fleet runs cheaply — the first several colonies require no upkeep at all. Beyond that threshold, maintenance costs grow with your fleet size. Sustaining the Dark Veil also drains energy, scaling with both your colony count and veil level.
Your net income is what remains after deducting colony and veil upkeep from your gross harvest. A large fleet on a cold star with high veil can easily cost more to maintain than it earns.
Tap on your energy display in the header to open the economy panel — a compact breakdown showing your gross income, colony upkeep, veil upkeep, net income, and your star's current depletion stage.
Production Cap
You can throttle your colony output by setting a production cap. Tap the colony count in the header to open the production panel and adjust the slider. At reduced output, your colonies extract less energy from your star — but they also emit a weaker electromagnetic signature, lowering your signal proportionally.
This is a survival tool: if you need to go dark, reducing production lets you shrink your signal footprint without dismantling your fleet. Your colonies still exist and still cost maintenance, but their energy output — and the signal it produces — scales with the cap you set. Set it back to maximum to resume full extraction.
Running Dry
If your energy reserves reach zero and your expenses exceed your income, your veil begins to decay. The veil will gradually weaken until your economy reaches a sustainable equilibrium. Colonies are never lost to insolvency — but being broke means being exposed. Consider lowering your veil cap to reduce upkeep and stabilize your economy.
Star Classes
Your star is your blessing and your curse. You cannot change it. You can only adapt, or migrate.
| Star Class | Energy | Concealment |
|---|---|---|
| Hot Stars (O / B / A) | High harvest rate | Amplify your signal like a cosmic beacon |
| Medium Stars (F / G) | Balanced | Balanced energy and concealment |
| Cold Stars (K / M) | Low harvest rate | Excellent concealment, a refuge for the desperate |
Star Depletion
Stars have finite energy reserves that diminish as civilizations harvest them. Over time, yields decline through several stages — from fresh and bountiful to strained and eventually exhausted. A depleted star never recovers; what is taken is gone forever.
Depletion is self-regulating: as yields decline, extraction slows, which in turn slows further depletion. Even an exhausted star still produces a fraction of its original output — enough to survive on, but never to thrive.
Depletion is global. If one civilization drains a star and abandons it, the next arrival inherits the diminished reserves. The star map shows each star's current depletion stage, letting you weigh the true yield of potential destinations before committing to a migration.
Burn Bright, Burn Fast
Hot stars yield more energy per minute — but that very abundance burns through reserves faster. Cold stars, by contrast, sustain their reserves far longer. A dim star that no one wants may be the last star still giving when the bright ones have gone dark.
4. Signal & Visibility
Every civilization emits an electromagnetic signal based on their size, activity, and star. This signal determines how easily probes can detect you.
Signal Scale
Signal strength ranges from 0 (invisible) to 100 (blazing beacon). Your signal is the primary factor in whether enemy probes detect you.
Signal Factors
- Colony count — More colonies, higher signal
- Star class — Hot stars amplify, cold stars suppress
- Dark Veil — Higher veil reduces signal
- Migration state — Signal reduced to 80% while traveling
- Offensive actions — Launching a photoid temporarily spikes your signal for several hours
- Uptime — Longer-running civilizations accumulate presence
Detection
When an enemy probe arrives at your star, your signal strength determines their chance of detecting you. A high-veil civilization on a cold star may appear as empty space. A large fleet on a hot star will light up like a flare.
Passive Listeners
Probes are not the only threat. Civilizations with Signal Array technology can passively detect electromagnetic signatures from neighboring stars without ever sending a probe. A high signal does not just make you vulnerable to active scans — it bleeds into the void, where anyone listening may hear you. The louder you burn, the sooner distant ears will notice.
5. Threat Level
Your command interface maintains a continuous threat assessment — a composite reading of how much danger your civilization currently faces. This is not a single measurement but a synthesis of three factors, each telling a different part of the story.
Exposure
How visible you are to the galaxy. Exposure reflects your electromagnetic signal — the same signal that probes, passive sensors, and photoid targeting systems use to find you. A civilization burning bright on a hot star with dozens of colonies radiates like a beacon. A small fleet hidden behind a deep veil on a cold dwarf is nearly invisible. Exposure is the most persistent component of your threat level: it changes only when your signal changes.
Hostility
How actively the galaxy is threatening you. Hostility rises when alarming events occur in your vicinity — intercepted probes, received warnings, dimensional anomalies, destroyed decoys, foreign devices detected at your star, detected transit signatures near your star. Each incident pushes the reading higher. Over time, if nothing further happens, hostility gradually subsides as the immediate danger fades from memory. A sudden spike means someone is actively probing your defenses or worse.
Readiness
How prepared you are to face threats. Readiness reflects your active defensive posture — deployed surveillance, active countermeasures, and the depth of your counter-espionage research. A civilization with sensors watching approach corridors, decoys muddying the picture, and a sophon monitoring a known threat is far more prepared than one sitting blind. Readiness is the only pillar that works in your favor: higher readiness lowers your overall threat assessment.
Overall Assessment
The three pillars combine into an overall threat level displayed on your Intelligence screen:
| Level | Meaning |
|---|---|
| LOW | Minimal threat. Your signal is faint, the galaxy is quiet, and your defenses are in order. |
| GUARDED | Moderate awareness. Some combination of visibility, recent activity, or incomplete defenses warrants attention. |
| ELEVATED | Significant concern. You are either highly visible, under active surveillance, or critically under-defended. |
| CRITICAL | Extreme danger. Multiple threat factors are converging. Immediate action may be necessary to survive. |
Exposure and hostility raise your threat level. Readiness lowers it. A civilization with high exposure but equally high readiness may sit at a lower overall level than one with moderate exposure and no defenses at all.
6. Research
Research unlocks new capabilities across several branches. Only one research can be active at a time. Research only progresses while your device is online.
Research Branches
| Branch | Purpose |
|---|---|
| Astronomy | See farther. Chart distant stars. Unlock probe and migration range. |
| Espionage | Scan for life. Send probes to detect civilizations at distant stars. |
| Counter-Espionage | Intercept enemy probes. Deploy decoys. Corrupt intelligence. At level III, deploy sophons. |
| Dark Veil | Hide from everything. Increase your maximum veil capacity. |
| Weapons | Strike from the darkness. Launch devastating photoid attacks against known civilizations. |
| Energy Siphon | Deploy parasitic drones to drain energy from occupied stars. |
Research Tree
Early research is universal — every civilization follows the same tree. As you advance and choose a specialization, additional research becomes available depending on your path. Some advanced research is shared between two paths; others are exclusive to one.
| Research | Cost | Time | Prerequisites | Path |
|---|---|---|---|---|
| Astronomy I | 25,000 | 4 hours | None | All |
| Astronomy II | 80,000 | 24 hours | Astronomy I | All |
| Signal Array | 60,000 | 16 hours | Astronomy I | All |
| Espionage I | 60,000 | 12 hours | Astronomy I | All |
| Espionage II | 200,000 | 48 hours | Espionage I, Astronomy II | All |
| Dark Veil I | 60,000 | 24 hours | Astronomy I | All |
| Dark Veil II | 400,000 | 48 hours | Dark Veil I | All |
| Counter-Espionage I | 200,000 | 48 hours | Espionage II, Dark Veil I | All |
| Weapons I | 500,000 | 48 hours | Espionage II | All |
| Astronomy III | 300,000 | 36 hours | Astronomy II | Watcher, Striker |
| Espionage III | 800,000 | 72 hours | Espionage II | Watcher, Phantom |
| Counter-Espionage II | 500,000 | 72 hours | Espionage III, Dark Veil II | Watcher, Phantom |
| Counter-Espionage III | 1,800,000 | 96 hours | Espionage III, Dark Veil II | Watcher |
| Deep Veil | 1,200,000 | 72 hours | Dark Veil II | Phantom |
| Energy Siphon | 800,000 | 60 hours | Espionage II, Weapons I | Watcher |
7. Astronomy
Research in Astronomy reveals the stars around you. At first, only your immediate neighbors. As your knowledge grows, you see farther: stars at 2 hops, then 3.
Your catalog shows potential destinations and migration routes. But remember: it shows only stars, not civilizations. A distant giant might harbor a hidden empire. A nearby dwarf could be lifeless.
Astronomy Levels
| Level | Visible Range | Probe/Migration Range |
|---|---|---|
| I | 1 hop (direct neighbors) | 1 hop |
| II | 2 hops | 2 hops, unlocks Scouts |
| III | 3 hops | 3 hops |
Foundation Tech
Astronomy is the foundation of everything. You cannot probe, migrate, or scout without it. Research Astronomy I first.
8. Passive Detection
Before you send probes into the void, your sensors are already listening. Once you complete Signal Array research (which requires Astronomy I), your civilization deploys a network of passive electromagnetic receivers tuned to the faint hum of distant civilizations.
How It Works
Your signal array periodically sweeps nearby stars, picking up faint electromagnetic signatures that betray the presence of intelligent life. This is not active scanning — no probes are sent, no signals emitted. You are merely listening to what the cosmos already whispers.
When a detection occurs, you receive a journal alert with the star name and an approximate signal strength reading. Stronger civilizations radiate louder and are detected sooner. Distance also matters: stars closer to your own are swept more frequently, while those at the edge of your range may take considerably longer to register.
Detection Range
The reach of your passive sensors scales with your Astronomy research level. Higher Astronomy allows your array to listen farther into the dark, extending the same range that governs your star chart visibility.
Temporary Intelligence
When your signal array detects a signature, a temporary entry appears in your Intelligence screen. These entries last 24 hours before fading, giving you a window to act — send a probe, deploy a sophon, or launch a strike. The signal reading is approximate, reflecting the inherent noise of passive sensors. If the same star is detected again, the timer resets.
Limitations
- Approximate readings — The signal strength shown is a noisy estimate, not an exact measurement. Use it as a hint, not a certainty.
- Decoys fool sensors — A decoy's electromagnetic signature is indistinguishable from a real civilization. Your array cannot tell the difference.
- No interception possible — Passive detection cannot be blocked, jammed, or intercepted. It leaves no trace. The target never knows they were heard.
- Distance matters — Nearby stars are swept more frequently and more easily detected. Stars at the edge of your range are much harder to pick up.
9. Listening Posts
Passive detection tells you someone is out there. Probes tell you who. But what about the spaces in between — the stars you have already scanned and dismissed, the corridors you cannot watch every hour of every day? Listening posts fill that gap: silent sentinels deployed to remote stars, watching for anything that passes through.
How They Work
Deploy a listening post to any star within your probe range. The post travels to the target and activates, passively monitoring for transit activity. Every object that travels through the galaxy — probes, scouts, decoys, listening posts, migrations, and photoids — leaves a temporary wake signature at each star along its path. When a wake becomes detectable at a star where you have an active listening post, the post reads it and reports back.
Each wake detection tells you the type of object that passed through, which direction it came from and where it was heading, and how fresh the wake is. This is far more than a simple alert — it gives you a vector. From a single detection you can often determine where the sender lives and where they are going.
Wake Signatures
Objects leave wake traces at every star along their path, not just at their destination. A probe traveling three hops leaves three wakes — one at each intermediate star. The wakes appear progressively as the object passes through each star, and persist for several hours before fading.
Each wake carries directional data: which neighboring star the object arrived from, and which star it departed toward. At the origin star, there is no arrival direction; at the destination, there is no departure direction. At intermediate stars, both directions are present, revealing the full transit vector.
Track Correlation
When two or more of your listening posts detect wakes from the same transit event, the detections are automatically correlated into a track — a reconstructed partial path showing the object's trajectory across multiple stars. Tracks appear in your Sensors screen and as journal entries, and persist for a limited time.
A single listening post gives you a point. Two listening posts on the same route give you a line. The more coverage you have, the clearer the picture becomes.
Star Scan
Listening posts detect wakes as they happen. But what about wakes that were left before you deployed? A star scan is an active, one-shot sensor sweep of a single star that reads all current wake signatures present there. It reveals the same information a listening post would — object types, directions, and ages — but as a snapshot rather than a live feed.
Star scans require Signal Array research, cost energy, cause a temporary spike in your signal strength, and have a cooldown between uses. Use them when a listening post alert points you to a star and you want to see the full picture of what has passed through.
Limitations
- No source identification — Wakes reveal the type and trajectory of an object, but not the identity of whoever sent it. Determining who lives at the origin star requires further investigation.
- Timed lifespan — Listening posts do not last forever. After a few days of operation, they exhaust their power supply and go offline permanently. A photoid impact at the star will also destroy any active listening posts.
- Limited deployment slots — You can only maintain a handful of active listening posts at any given time. Choose your positions carefully.
- Blind to your own activity — A listening post does not report your own wakes. It only watches for foreign activity.
- Wake decay — Wakes do not persist indefinitely. Each object type leaves wakes of different durations. By the time you scan a star, some wakes may have already faded.
- Wake attenuation — Civilizations with high Dark Veil leave shorter-lived wakes. A well-cloaked civilization's transits fade faster, making them harder to track.
- Classification gating — Your counter-espionage level determines how precisely you can identify wake types. Without counter-espionage research, some detections may appear as unidentified objects. Higher levels reveal the exact type of object that passed through.
Deployment
Listening posts cost a modest amount of resources and travel at probe speed. Once deployed, they require no further input — they watch, they report, and eventually they fade. The investment is small, but the intelligence can be invaluable.
10. Espionage (Probes)
Knowing stars exist is not enough. You must know if they are inhabited. Espionage research creates detection probes that slip into distant systems, listening for signs of intelligent life. But probes are not passive. Every scan risks detection. Advanced civilizations may sense your intrusion and learn someone is watching.
Probe Capabilities
Higher espionage tiers improve detection odds and extract deeper intelligence from occupied stars. Enriched data is only included when the probe detects a real occupant.
| Level | Cost | Detection | Accuracy | Colony Est. | Veil | Activity |
|---|---|---|---|---|---|---|
| I | 3,000 | 40 (weak) | Rough (±20%, 10% FP) | — | — | — |
| II | 4,500 | 70 (moderate) | Good (±10%, 5% FP) | Approx range | Low / Med / High | — |
| III | 6,000 | 100 (strong) | Precise (±5%, 2% FP) | Narrow range | Low / Med / High | Dormant / Moderate / Active |
Probe Travel
Probes travel at 6.6x the speed of a migrating fleet.
Detection Results & Intelligence
When a probe arrives at a star, the intelligence gathered depends on the probe's sensitivity and the target's signal strength. Significant results automatically create entries in your Intelligence list:
| Result | Intel | Contact | Duration |
|---|---|---|---|
| Confirmed | Civilization confirmed | Permanent | Indefinite |
| Suspected (Strong) | Strong indicator of presence | Temporary | 48 hours |
| Suspected (Moderate) | Moderate confidence | Temporary | 48 hours |
| Suspected (Weak) | Faint hint, unreliable | No | — |
| Nothing | No signature detected | No | — |
Decoy Interference
If a decoy is present on an empty star, your probe detects the decoy's signal instead. On an occupied star, a decoy amplifies the occupant's signal, making detection more likely.
Probe results contain inherent noise, but repeated scans of the same star tend to yield more reliable intelligence over time. A single probe may miss what a second or third probe catches. Conversely, if a previously-detected signal vanishes on a follow-up scan, the silence itself is information.
Confirming Contacts
Temporary contacts can be manually confirmed from the Intelligence screen, promoting them to permanent entries. This is useful when you trust the intelligence but don't want to spend another probe just to upgrade the result.
Re-probing
A Confirmed result creates a permanent contact. Re-probing with Suspected (Strong) or Suspected (Moderate) resets the 48-hour timer. Lower results never downgrade existing intelligence.
11. Counter-Espionage
Counter-Espionage research gives you a chance at detecting incoming surveillance and corrupting the data sent back to observers.
Probe Interception
When an enemy probe arrives at your star, your counter-espionage systems may detect and degrade it:
| Level | Interception Chance | Effect |
|---|---|---|
| I | 10% | Result degraded one tier |
| II | 20% | Result degraded one tier |
| III | 35% | Result degraded one tier |
Degradation chain: Confirmed → Suspected Strong → Suspected Moderate → Suspected Weak → Nothing
The spy never knows their probe was intercepted or their data corrupted. They trust their false intelligence. Meanwhile, you receive an alert: "Probe Detected." You know someone is hunting you, but not who.
Decoys: Ghosts Among the Stars
Counter-Espionage also unlocks decoy technology: signal-emitting devices deployed to any star within range. A decoy mimics the electromagnetic signature of a living civilization, creating a phantom where none exists.
| CE Level | Decoy Signal | Duration (empty star) | Duration (occupied star) |
|---|---|---|---|
| I | Weak | 1 day | 8 hours |
| II | Moderate | 2 days | 16 hours |
| III | Strong | 4 days | 36 hours |
Cost: 10,000 resources per decoy. Decoys travel at probe speed.
Decoy Defense
Beyond deception, decoys serve a defensive role. When a photoid strikes a star where a decoy is deployed, the decoy absorbs a portion of the blast before being destroyed. Stronger decoys absorb more energy, reducing the damage that reaches any civilization at the star. However, a decoy alone will not stop a photoid entirely — some of the strike's force always passes through. Multiple decoys at a star offer no additional protection; the photoid engages the strongest one and all are destroyed in the process.
Decoy Anomalies
When a decoy goes offline prematurely — destroyed by a photoid impact or an arriving fleet rather than expiring naturally — the owner receives a temporary anomaly entry in their Intelligence screen. The entry reveals only that something happened at that star, not what caused it. These anomaly contacts last 24 hours, giving you a brief window to investigate before the information fades.
System Sweeps
Foreign decoys placed on your star inflate your signal strength, painting you as a larger target for photoid strikes. Counter-Espionage research gives you the ability to detect and remove them.
Detection: When a foreign decoy arrives at your star, your counter-espionage systems will eventually detect its presence. Higher CE levels detect foreign devices faster. Without any counter-espionage research, foreign decoys remain invisible.
Sweep Action: Once alerted, you can initiate a system sweep from the star map on your own star. A sweep is a timed operation that, upon completion, neutralizes all foreign signal sources currently at your star — decoys and siphon drones as physical devices, and specters as broad-spectrum EM countermeasures collapsing the projection's interference pattern. Only one sweep can run at a time, and migration cancels any active sweep.
Advanced counter-espionage research reduces both detection time and sweep duration, allowing you to respond more quickly to foreign interference.
12. Sophons
Probes give you a snapshot. Sophons give you a window. A sophon is a persistent, long-range surveillance particle that travels to a distant star and remains there indefinitely, sending back periodic intelligence reports on everything it observes.
A probe tells you someone was there. A sophon tells you what they had for breakfast, how many ships they built since, and where they went when they ran.
Requirements
| Parameter | Value |
|---|---|
| Research Required | Counter-Espionage III |
| Deployment Cost | 50,000 energy |
| Redirect Cost | 15,000 energy |
| Recall Cost | Free |
| Travel Speed | 5x fleet speed |
| Limit | 1 active sophon at a time |
Deployment
Deploy a sophon from the Astronomy star detail panel or from the Intelligence screen. Select a target star and the sophon launches from your current position. It travels at 5x the speed of a migrating fleet. Once it arrives, it activates and begins surveillance.
Intelligence Reports
An active sophon transmits an intel report every 10 minutes. If the target star is occupied, the report includes detailed information about the resident civilization:
| Intel Field | Precision |
|---|---|
| Colony Count | Approximate (±3) |
| Resources | Approximate (±20%) |
| Dark Veil | Approximate (±5 percentage points) |
| Signal Strength | Exact |
| Research Unlocked | Full branch and level breakdown |
| Active Probes | Count |
| Active Scout | Yes / No |
| Active Sophon | Yes / No |
| Migration Status | Detected with destination |
| Decoy Presence | Detected with signal strength |
| Listening Post Presence | Detected (Yes / No) |
| Specter Presence | Detected with signal strength |
If the star is unoccupied, the report confirms it is empty — but will still reveal any decoys or specters present at the star, allowing you to distinguish phantom signals from real civilizations before committing a strike.
Sophon observations are definitive. If you previously probed a star and received an ambiguous result, a sophon arriving at that star will correct your records. A suspected contact may be confirmed or cleared based on what the sophon actually observes on the ground.
Departure Detection
If a civilization departs the monitored star, the sophon detects the migration and reports the destination. You learn not only that they left, but exactly where they are headed.
Probe & Sensor Detection
An active sophon detects incoming probes and listening posts at the star it monitors. When a foreign probe arrives or a listening post is deployed, the sophon sends you an alert. The notifications confirm that someone is watching the star, but do not reveal the sender's identity.
Redirect & Recall
An active sophon can be redirected to a new target star for 15,000 energy. It enters transit from its current position to the new target. This is useful when a target migrates and you want to follow them.
A sophon can also be recalled at no cost. It returns to your current star, freeing you to deploy it elsewhere later.
Anomaly Detection (Paranoia)
Advanced civilizations may sense they are being watched. Each time a sophon generates an intel report, there is a small chance the target receives a vague dimensional anomaly alert. The chance depends on the target's own Counter-Espionage level:
| Target's CE Level | Detection Chance (per report) | Alert |
|---|---|---|
| None | Impossible | — |
| I | Very rare | "Faint dimensional ripple detected" |
| II | Rare | "Quantum anomaly detected" |
| III | Occasional | "Persistent dimensional fold detected" |
These alerts do not reveal who is watching or confirm that a sophon is present. They are a warning, not a certainty.
13. Scouts: Eyes in the Void
A single probe reveals a single star. A scout maps an entire region. Once your astronomers chart deeper space and your engineers master probe technology, you can deploy autonomous scouts: silent survey drones that travel to a distant star and systematically scan every one of its neighbors before going dark.
| Parameter | Value |
|---|---|
| Cost | 20,000 resources |
| Requirements | Astronomy II + Espionage I |
| Travel Speed | Same as probes (6.6x fleet speed) |
| Limit | 1 active scout at a time |
Scout Phases
- Transit — Scout travels to the center star
- Scanning — Automatically probes each direct neighbor, one by one
The intelligence returned follows the same rules as any probe: higher espionage yields sharper readings, and counter-espionage on the other end can still corrupt what your scout sees.
Calculated Gamble
A scout is broad knowledge at the price of repeated exposure. Each star it scans is a separate detection risk.
14. Precursor Ruins
Scattered across the galaxy are the remains of an ancient civilization that once inhabited these stars. Their ruins lie dormant on dozens of worlds, waiting to be found. Discovery is not a separate activity: you find ruins through normal exploration. A probe sent to map an unknown star may stumble upon something far older than anything your instruments expected.
Discovery
When a probe arrives at a star that harbors ruins, it may detect anomalous structures. Not all ruins are equally visible — some lie on the surface, obvious to any scanner, while others are buried deeper and require more advanced espionage capabilities to distinguish from natural formations.
The deepest ruins are sealed behind mechanisms that resist conventional scanning entirely. A probe will pass over them without registering anything unusual — unless it carries resonance data recovered from a previously explored site. These electromagnetic fingerprints act as a key: they teach the probe's sensors what to look for, revealing structures that would otherwise blend into the star's background noise.
Fragments
Ruins may contain unique fragments — records left behind by the builders. Each fragment is a window into what happened here before your civilization existed. Recovered fragments become a permanent part of your archaeology archive and contribute to your civilization score.
Artifacts
Some ruins contain artifacts — functional remnants of precursor technology. Each artifact type serves a different purpose:
- Resonance Key — Refines the resonance signal from a clue, filtering out noise and dramatically narrowing the list of candidate stars worth investigating.
- Eidolon Cipher — A decryption pattern required to interpret the internal structure of sealed and deep ruins. Without a cipher, probes lack the reference data needed to pinpoint a sealed structure's exact location within the star system.
- Substrate Lens — Temporarily recalibrates probe sensors, allowing detection of buried ruins that would normally require more advanced espionage technology. Activates automatically when probing a buried ruin. Expires after 24 hours if unused.
- Phase Dampener — Temporarily reduces your electromagnetic signal for several hours.
Artifacts are consumable — each one can be used once.
Resonance Clues
Some explored ruins emit residual resonance patterns that correspond to other ruin sites elsewhere in the galaxy. When decoded, a resonance clue identifies a set of candidate stars — one of which harbors the next site in the chain. The clue constrains the search by region and stellar characteristics, but you must still probe the candidates to find the right one.
Resonance targets can be probed even if they lie beyond your normal astronomical range. Stars identified as candidates become valid probe destinations regardless of distance.
Candidate Clusters
Resonance clues, and the ruin hints produced by sector surveys (see Sector Surveys), both present themselves as candidate clusters — small groups of stars within which one holds the target ruin. The cluster keeps track of which candidates you have already examined, so you can focus your probes on the unexplored ones without retreading old ground.
If you work through every candidate in a cluster without finding the ruin, the cluster enters a stalled state. The target is among them, but your current probe capabilities cannot reveal it. A stalled cluster will tell you what kind of capability is missing — a deeper espionage tier, a specific artifact, or another clue from elsewhere. Once you acquire it, you can resume probing the same candidates and the cluster will resolve.
The Chain Goes Deeper
The most hidden ruins can only be reached through resonance chains originating at more accessible sites. Each discovery can lead to the next.
15. Intelligence Dossiers
Every contact in your intelligence database has a dossier: an automatically compiled profile that aggregates everything you've ever observed about that star. You don't build dossiers manually — they build themselves from your ongoing operations.
What Feeds the Dossier
Every interaction with a contact's star contributes intelligence:
- Probes — Each scan adds a timestamped snapshot: detection result and signal reading. Multiple probes over time reveal trends.
- Sophon reports — Detailed surveillance snapshots (colonies, resources, veil, research, deployed assets). Archived even after recalling the sophon.
- Listening posts — Wake detections near the star: object type, direction, and age. Shows what passes through and where it comes from.
- Passive detection — Signal Array readings with approximate signal strength. Adds to signal history over time.
- Decoy anomalies — If your decoy near a contact was destroyed prematurely, that suspicious event is logged.
- Strike history — Photoid and disruption strike outcomes against the contact, including colonies destroyed, veil eroded, and whether the target survived.
Dossier Indicators
The dossier distills accumulated intelligence into three summary indicators:
| Indicator | Reading | Meaning |
|---|---|---|
| Signal Trend | Rising | Signal growing stronger. May be expanding, building, or lowering veil. |
| Stable | Signal consistent. Maintaining current posture. | |
| Declining | Signal weakening. May be raising veil, losing colonies, or going dark. | |
| Erratic | Unpredictable fluctuations. Rapid changes, combat, migration, or decoy interference. | |
| Activity Level | High | Frequent transit detections. Actively deploying assets. |
| Moderate | Some recent activity. Operating but not aggressively. | |
| Dormant | Little or no recent activity. Passive, resource-starved, or deliberately quiet. | |
| Threat | Low | Weak signal, low activity, distant. Minimal immediate danger. |
| Moderate | Proximity, activity, or signal strength warrants attention. | |
| High | Strong signal, active, within striking range. | |
| Critical | Rapidly growing, highly active, and close. Consider immediate action. |
Any indicator may also show No Data or Unknown when insufficient observations have been gathered.
Staleness
Every dossier shows when its most recent observation was recorded. Intelligence degrades over time — a dossier last updated days ago may no longer reflect reality. Fresh intelligence appears in cyan; aging data fades through amber to muted tones. If your dossier feels unreliable, send another probe or redeploy a listening post.
16. Dark Veil
If you can spy on others, others can spy on you. The Dark Veil is a quantum field that masks your electromagnetic signature, making you appear as natural stellar noise, or invisible entirely.
Veil Research Levels
| Level | Maximum Veil | Effect |
|---|---|---|
| None | 0% | Fully exposed |
| Dark Veil I | 30% | Minimal concealment, easily detected |
| Dark Veil II | 75% | Significantly reduced visibility — the ceiling for most civilizations |
| Deep Veil | 100% | Total signal mastery — exclusive to the Phantom path |
Dark Veil I and II are universal research available to all civilizations. Deep Veil is a Phantom-exclusive advancement that requires both Dark Veil II and the Phantom specialization. Only Phantoms can achieve total concealment.
Veil Regeneration
Base regeneration: 0.023 per minute (~3 days from 0 to 100%)
Uptime bonus multiplies regeneration:
- < 1 day: 1.0×
- 1-7 days: 1.2×
- 7-30 days: 1.5×
- 30+ days: 2.0×
Veil Cap
You can set a veil cap to limit how high your veil regenerates. Tap the veil display in the header to open the veil panel and adjust the slider. When the cap is set below your current veil, the veil will gradually decay toward the cap at its base rate. Setting a lower cap reduces your veil maintenance costs, freeing energy for other purposes.
This is a strategic lever: if your economy is struggling under veil upkeep, you can voluntarily lower your cap to reduce expenses — trading stealth for income. Set the cap to your tier maximum (or remove it entirely) to resume full regeneration.
Veil Penalties
- Migration: Veil reduced to 30% of current value when departing
- Migration regen: 50% regeneration rate while traveling
Veil in Combat
When defending your star against an invading fleet, your veil provides up to 50% additional damage reduction on top of the 30% home advantage. However, the veil is consumed in the process: you lose 1 veil point per attacking colony. A 40-colony raid costs you 40 veil points. An 80-colony assault nearly strips it entirely. Sustained attacks will shatter even the strongest defenses.
Veil Against Photoids
The Dark Veil also absorbs a significant portion of photoid strike damage. A civilization with high veil will suffer far fewer colony losses and resource destruction than one caught exposed. Additionally, the veil itself erodes on impact — a photoid strike can shatter a substantial amount of your veil in an instant. See the Photoids section for details.
17. Specialization
As your civilization advances, a critical juncture emerges. The galaxy's fundamental forces — observation, concealment, and aggression — cannot all be mastered by one mind. You must choose which philosophy will define your late-game capabilities.
The Choice
Once you have completed the prerequisite research across all major branches (Astronomy II, Espionage II, Dark Veil II, Signal Array, Counter-Espionage I, and Weapons I), three specialization paths become available. The choice is instant, free, and permanent — it cannot be reversed.
Each path unlocks a unique capability immediately upon selection, and gates access to specific advanced research. Some late-game technologies become exclusive to your chosen path; others become permanently foreclosed. If you had active research that is incompatible with your new path, it is automatically cancelled and partially refunded.
The Three Paths
| Path | Philosophy | Instant Unlock |
|---|---|---|
| Watcher | Intelligence supremacy. See everything, understand everything. | Bearing Analysis — passive convergence system that triangulates civilization locations from accumulated signal array detections |
| Phantom | Stealth and deception. Become the shadow itself. | Specter — a persistent false signal source that fools probes and passive sensors (see Specters) |
| Striker | Offensive supremacy. Strike hard from the darkness. | Disruption Strike — a sub-lethal veil erosion weapon that degrades a target's concealment without destroying colonies |
What Each Path Gains
| Capability | Watcher | Phantom | Striker |
|---|---|---|---|
| Astronomy III (3-hop range) | ✓ | — | ✓ |
| Espionage III (advanced probes) | ✓ | ✓ | — |
| Counter-Espionage II | ✓ | ✓ | — |
| Counter-Espionage III (Sophons) | ✓ | — | — |
| Deep Veil (100% concealment) | — | ✓ | — |
| Dark Harvest (veil-based income) | — | ✓ | — |
| Energy Siphon (parasitic drones) | ✓ | — | — |
| Bearing Analysis (instant unlock) | ✓ | — | — |
| Specter (instant unlock) | — | ✓ | — |
| Disruption Strike (instant unlock) | — | — | ✓ |
| Signal Lock (veil-piercing photoids) | — | — | ✓ |
| Resource Salvage (photoid energy recovery) | — | — | ✓ |
| Echo Analysis (disruption readback) | — | — | ✓ |
| Covert Strike (stealth photoids) | — | ✓ | — |
Path Abilities
Bearing Analysis (Watcher) — Your signal array passively accumulates directional data from every passive signal detection of an enemy civilization. When enough bearings converge on a common source, the system triangulates candidate star locations and alerts you. Requires Signal Array research, but no manual action — runs automatically as your sensors gather data.
Disruption Strike (Striker) — A sub-lethal veil erosion weapon that strips concealment without destroying colonies. Travels at photoid speed, generates a signal spike on launch, but has shorter cooldown and lower cost than photoids. Hits any occupied star regardless of signal strength.
Dark Harvest (Phantom) — Passively reclaims radiated emissions captured by your Dark Veil, boosting harvest income. Bonus scales with veil coverage — total concealment produces maximum energy recovery.
Signal Lock (Striker) — Your photoids pierce a significant portion of the target's Dark Veil when calculating colony damage, and the signal spike after launch is shorter. Applies automatically to all strikes.
Resource Salvage (Striker) — Successful photoid strikes recover energy from destroyed colonies. Small targets with few colonies yield no salvage.
Echo Analysis (Striker) — Every disruption strike returns a binary echo readback confirming whether the target star is occupied, turning disruptions into a dual-purpose reconnaissance tool.
Covert Strike (Phantom) — Significantly shortens the signal spike after photoid launch and reduces the cooldown between strikes. Pairs with Deep Veil to make the Phantom's strikes difficult to trace.
Permanent Commitment
Specialization is irreversible. Technologies foreclosed by your choice are gone forever — you will never be able to research them. Choose based on how you want to engage with the galaxy, not on what seems strongest in isolation. Every path sacrifices something essential.
18. Siphon Drones
Not all warfare is lethal. A siphon drone is a parasitic device deployed to an occupied star, silently draining a fraction of the victim's energy harvest and funneling it back to the attacker. The victim's economy slowly bleeds while the attacker profits.
Requirements
| Parameter | Value |
|---|---|
| Research Required | Energy Siphon (Watcher path) |
| Deployment Cost | 18,000 energy |
| Travel Speed | Same as probes |
| Limit | 1 active siphon at a time |
How They Work
Deploy a siphon drone to any star in your intelligence list. The drone travels to the target and, if the star is occupied, activates and begins draining a percentage of the victim's gross energy harvest every game tick. The stolen energy is added to your reserves. If the star is unoccupied when the drone arrives, it fails and shuts down.
An active siphon operates for several days before its power supply is exhausted. If the victim migrates away, the siphon suspends — extraction pauses until someone else occupies the star, or it eventually expires.
Counter-Espionage Detection
Victims with counter-espionage research will eventually detect the siphon's presence. The detection progresses through stages, similar to how foreign decoys are detected:
- Anomaly — The victim notices unusual energy variance at their star. Something is wrong, but the cause is unclear.
- Drain Confirmed — Higher counter-espionage confirms that energy is being actively siphoned by a foreign device.
- Device Located — The siphon's exact position is identified. A system sweep can now neutralize it.
Civilizations with no counter-espionage research will never detect the siphon. Those with advanced counter-espionage detect it faster.
Removal
A system sweep at the victim's star removes any active siphon drones along with foreign decoys. Photoid impacts at the star also destroy siphon drones as collateral damage.
19. Specters
A specter is a persistent false signal source — the Phantom's answer to the decoy, but fundamentally different in nature. A decoy is a physical deception device: it travels to its target, sits there as matter, expires, and can be shattered by any kinetic event at the star. A specter is not a device at all. It is a remote signal projection sustained by the Phantom from home — no object ever travels to the target, nothing physical exists at the destination. The target star simply appears, to anyone listening, to host a civilization that isn't there.
Requirements
| Parameter | Value |
|---|---|
| Specialization | Phantom (instant unlock) |
| Cost | Free to deploy and reposition |
| Limit | 1 active specter at a time |
| Reposition Cooldown | 24 hours |
Deployment
Deploy a specter to any visible star within your astronomy range. You choose the signal strength when deploying: weak, moderate, or strong. Because a specter is a signal projection rather than a physical device, there is no travel time — it activates the instant you re-aim your projector. It persists indefinitely until you recall it, reposition it, or it is destroyed. A specter cannot be deployed on your own star.
Your specter can be recalled at any time, freeing you to deploy it elsewhere. Repositioning to a new star is subject to a 24-hour cooldown.
What It Fools
A specter mimics the electromagnetic signature of a living civilization, just like a decoy. It fools:
- Probes — A probe arriving at an empty star with a specter will detect the specter's signal and return a suspected reading, as if a civilization were present.
- Scouts — Scout sweeps that include the specter's star will register the phantom signal.
- Passive detection — Signal array sensors cannot distinguish a specter from a real civilization.
On an occupied star, a specter amplifies the occupant's signal, making them easier to detect — just as a decoy would.
What Sees Through It
A sophon deployed to the specter's star will identify it as a specter in its intel reports. Sophon surveillance sees through the illusion entirely, distinguishing the false signal from reality. The specter's own player is also never fooled by their own specter.
Destruction
Because specters have no physical substrate at the target, only one thing ends them against your will: a system sweep. The broad-spectrum electromagnetic countermeasures of a sweep collapse the fine interference pattern the projection relies on, terminating it at the target. Photoids, being kinetic/radiation strikes against matter, pass through specters entirely — there is nothing physical for a photoid to destroy. This is one of the Phantom's key advantages: a specter cannot be burned off by bombardment the way a decoy can.
20. Galaxy Canvas & Sector Surveys
The star map shows your immediate neighborhood. The galaxy canvas shows the bigger picture — a strategic overview of the entire galaxy, divided into sectors, revealing the shape of the conflict at a scale no individual probe or listening post can capture.
Sectors
The galaxy is divided into approximately 32 sectors, arranged in concentric rings: core, mid, and outer. Each sector contains a cluster of stars. You can see all sectors on the canvas, but most are hidden under a fog of war that lifts only as you gather intelligence. Stars you have probed, contacts you have made, and assets you have deployed all contribute to clearing the fog in their sector.
The Canvas
The galaxy canvas renders sectors as wedge-shaped regions on a radial grid. Your home sector is always visible. Infrastructure markers show where your probes, listening posts, decoys, sophons, and other deployments are positioned at sector level. Contact diamonds mark sectors where known civilizations have been detected. Activity tints shade sectors based on survey results, so hot zones stand out at a glance.
Sector Surveys
A sector survey is a broad sensor sweep of an entire sector. Launch a survey from the sector detail panel — it runs asynchronously for several hours and returns a report on the sector's overall activity level, how many wake signatures were detected, how many occupied stars were found, and whether precursor energy traces suggest a nearby ruin site.
| Parameter | Value |
|---|---|
| Research Required | Astronomy II |
| Duration | Several hours |
| Cooldown | Per-sector (one active survey at a time) |
| Results | Activity level, wake count, occupied star count, ruin hints |
Survey results are based on real player activity within the sector — not random data. A sector with high wake activity likely has civilizations transiting through it. A sector with occupied stars has someone living there. The survey does not tell you who or where exactly — but it tells you where to look next.
If the survey detects precursor energy traces in the sector, it surfaces a candidate cluster of stars — one of which holds a hidden ruin. These clusters track your probing progress and stall when exhausted without resolution, the same lifecycle as resonance clues; see Precursor Ruins for the details.
21. Migration
Sometimes survival means abandoning everything. When your star becomes too dangerous or too visible, migration offers escape. Your colonies detach from orbit and drift through the void toward a new home. During transit, you can only wait.
Migration Cost
1,000 resources per colony. The cost scales with your size. More colonies mean more energy to move. Sometimes the only way to survive is to become small again.
Migration Range
Limited by your Astronomy research:
- Astronomy I: 1 hop (direct neighbors)
- Astronomy II: 2 hops
- Astronomy III: 3 hops
Travel Hazards
| Hazard | Details |
|---|---|
| Attrition | Each colony faces a small chance of being lost per minute of travel. Short hops are usually safe; long journeys can cost a meaningful fraction of your fleet. |
| Veil Erosion | Veil drops to 30% of current value at departure. Regenerates at 50% rate while traveling. |
| Signal Reduction | Signal reduced to 80% during transit (small benefit). |
| No Actions | Cannot research, probe, scout, or deploy decoys while migrating. |
Arrival: Empty Stars
If the destination is unoccupied, your fleet settles into orbit. You begin harvesting immediately.
Arrival: Occupied Stars
If someone is already there, a territorial battle unfolds:
| Situation | Outcome |
|---|---|
| Attacker stronger (more colonies) | Defender is evicted to a random star. Attacker loses up to 15% of colonies. Defender takes damage reduced by home advantage and veil — weak defenders can be destroyed. |
| Attacker weaker or equal | Attacker bounces to a random nearby star, losing up to 15% of colonies per bounce. |
Defender Advantage
- Home advantage: 30% base damage reduction
- Veil protection: Up to 50% additional reduction (scales with veil %)
- Veil consumption: 1 veil point consumed per attacking colony. A large fleet will burn through your veil rapidly.
No Safe Minimum
There is no cap on defender losses. A weak civilization with no veil can be destroyed outright by a sufficiently powerful attacker. Invest in your veil.
Death Risk
If attrition or battle losses reduce your colony count to zero, your civilization is destroyed. Migration is a gamble. Plan your route carefully.
22. Broadcasts
When your probes confirm a civilization at a distant star, you gain leverage. You can share these coordinates with others, painting a target on your enemy's back without firing a shot.
Broadcast Types
| Type | Cost | Target | Your Identity |
|---|---|---|---|
| Contact | 10,000 | Send to a specific known civilization | Revealed to recipient |
| Public | 25,000 | Announce to the entire galaxy | Revealed to all |
| Anonymous | 60,000 | Broadcast to all | Hidden |
Every broadcast you receive adds a new entry to your intelligence list. Someone out there wants you to know about this star. Perhaps they want you to attack it. Perhaps they want you distracted. Perhaps they're testing if you exist.
23. Photoids: Dark Forest Strikes
Every intelligence system in the game — probes, scouts, sophons, broadcasts — exists to answer one question: where are they? The photoid is the answer to the next question: what do you do about it?
A photoid is a relativistic kill vehicle — a concentrated burst of annihilation launched at known coordinates. It arrives without warning, strikes without mercy, and vanishes without a trace. The target never learns who fired it. The attacker never learns if it hit — unless they have eyes at the destination.
Requirements
| Parameter | Value |
|---|---|
| Research Required | Weapons I |
| Cost | 25,000 resources |
| Cooldown | 24 hours |
| Travel Speed | 5x fleet speed |
Targeting
A photoid can only be launched at a star in your intelligence list — confirmed probes, sophon surveillance, broadcast intel, or warnings. You cannot fire blindly into the void; you need coordinates, and coordinates come from intelligence.
Launch a photoid from the attack button on the Intelligence screen. Only one photoid can be in transit to any given star at a time.
A photoid knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The photoid guidance subsystem uses deviations to generate corrective commands to drive the photoid from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
Signal Lock
A photoid does not track a civilization — it locks onto the electromagnetic signal emanating from a star at the moment of impact, not at launch. This has critical implications:
- Ghost civilizations — A target with a very low signal is essentially invisible to photoid targeting. The weapon arrives, finds nothing to lock onto, and dissipates harmlessly. Small, veiled civilizations on cold stars can survive strikes entirely.
- Faint signals — Against targets with moderate signal, the photoid achieves only a partial lock. Damage is reduced proportionally — the fainter the target, the weaker the strike.
- Bright signals — A large, exposed civilization on a hot star offers a perfect lock. The photoid delivers its full devastating payload.
Signal Lock Is Everything
This is why the Dark Veil matters beyond hiding from probes. A high veil suppresses your signal, which directly reduces the damage a photoid can inflict — or causes it to miss entirely. Staying small and quiet is not just a strategy for avoiding detection; it is your primary defense against annihilation.
Impact
When a photoid achieves signal lock on an occupied star, it inflicts three types of damage:
| Damage Type | Effect |
|---|---|
| Colony Destruction | A significant fraction of the target's colonies are destroyed. Better signal lock means more colonies lost. Dark Veil absorbs a large portion of this damage. Strikers with Signal Lock research pierce through part of the target's veil, increasing colony damage against well-defended targets. |
| Veil Erosion | The photoid's electromagnetic pulse shatters a substantial amount of the target's Dark Veil on impact, leaving them exposed to follow-up strikes or probe detection. |
| Resource Drain | A portion of the target's energy reserves is destroyed in the blast. |
Lethal Strikes
A photoid that achieves signal lock always destroys a minimum number of colonies, regardless of other factors. If a photoid reduces a civilization's colony count to zero, that civilization is destroyed and all other players receive a telemetry broadcast announcing the extinction — a galaxy-wide reminder of what the dark forest does to those who burn too brightly. Large, exposed civilizations with depleted veil are most vulnerable. A single well-placed photoid can end a careless empire.
Special Cases
- Target migrated — If the civilization departed before the photoid arrives, it strikes empty space. Nothing happens.
- Decoy present — If a decoy is deployed at the target star, the photoid engages the decoy, destroying it. However, the decoy only absorbs part of the photoid's energy — the remaining damage passes through to any civilization at the star. A stronger decoy absorbs more of the blast. If multiple decoys are present, the photoid engages the strongest one, but all decoys at the star are destroyed in the impact.
- Signal too faint — If the target's signal has dropped below the lock threshold by the time the photoid arrives, the strike fails entirely.
- Listening posts destroyed — Any active listening posts at the impact star are destroyed. Their owners receive a high-energy signature alert before the posts go offline.
- Collateral destruction — Siphon drones at the impact star are also destroyed in the blast. Their owners are notified. Specters are not affected — they are signal projections with no physical presence at the target, and photoids pass through them harmlessly.
Anonymity & the Fog of War
The photoid is completely anonymous. The victim receives no information about the attacker — only that destruction has arrived from the void.
But the anonymity cuts both ways: the attacker receives no feedback either. You launch a photoid into the darkness and it disappears. Did it hit? Did the target die? Did they move? Was there a decoy? You will never know — unless you have intelligence at the destination.
| Situation | What You Learn |
|---|---|
| No sophon at target | You receive confirmation that the photoid reached the star, but nothing else — no information about whether it hit, missed, or what it found. |
| Your sophon active at target star | Full damage report: colonies destroyed, veil eroded, resources drained, whether the target survived or was annihilated. |
This creates a natural synergy: sophon first, photoid second. Send your eye before your weapon.
Sophon Detection
If an enemy has an active sophon monitoring your star when you launch a photoid, the sophon detects the launch. The sophon's owner learns the destination star and the estimated time of arrival. The destination is automatically added to their intelligence list.
This means that a civilization under sophon surveillance cannot launch a covert strike. Their target — or anyone watching — may receive advance warning.
Signal Spike
Firing a photoid is not a quiet act. The launch generates a temporary but significant increase in your electromagnetic signal, lasting several hours. During this window, you are more visible to probes and passive detection. Strike from the shadows, but know that the shadows thin when you do.
Warnings
Once you have completed Astronomy I research, you can send warnings to known contacts. A warning is a direct message to a civilization at a star in your intelligence list.
| Parameter | Value |
|---|---|
| Cost | 5,000 resources |
| Sender Identity | Your star coordinates are always revealed to the recipient |
| Effect | Recipient receives your star as a new contact |
Warnings are a tool of diplomacy and deterrence. You can warn a neighbor that you see them, establishing mutual awareness. You can warn a target before striking, giving them a chance to flee. Or you can warn someone that someone else has their coordinates.
But every warning reveals your own position. To speak is to be seen.
24. Leaderboard
The leaderboard ranks all living civilizations by a composite measure of their endurance, growth, advancement, and discovery. It is not a simple resource count — hoarding energy will not climb the rankings. Instead, the score reflects how much a civilization has done: how long it has survived, how far its research has progressed, how many colonies it has grown, and how many ruin fragments it has recovered.
Your own position is always visible at the top of the leaderboard, regardless of which page you are viewing. Each entry shows the civilization's name, score, total uptime, and whether they are currently online.
Civilizations that endure, expand, and advance will naturally rise. There is no single path to the top — a long-lived explorer with modest colonies can compete with an aggressive empire that expanded rapidly. The ranking rewards commitment over any particular strategy.
25. Web App
Web App
Darkling is a web application at app.godark.cc where you manage your civilization from any browser. Register with an email and password to access the command interface — star map, research tree, intelligence, sophon controls, and more.
Intelligence Briefing
When you return after being away, the command interface presents a briefing of events that occurred during your absence — threats intercepted, intelligence gathered, research completed, deployments arrived. The briefing categorizes events so you can quickly assess what demands attention and what can wait.
26. Glossary
| Term | Definition |
|---|---|
| Civilization Score | Composite ranking metric reflecting a civilization's endurance, growth, and advancement. Used to determine leaderboard position. |
| Colony | Orbital habitat in your fleet. Each colony generates resources and increases signal. New colonies are built manually at escalating cost; large fleets require ongoing maintenance. |
| Star | Your home. Determines harvest rate and signal modifier. Connected to neighboring stars. |
| Signal | Your electromagnetic visibility (0-100). Higher signal = easier to detect. |
| Signal Array | Research technology that enables passive electromagnetic detection of nearby civilizations. Requires Astronomy I. |
| Dark Veil | Quantum masking field. Reduces signal and provides combat defense. Research-gated. Adjustable via veil cap. |
| Veil Cap | Player-set maximum for veil regeneration. Lowering the cap reduces veil upkeep at the cost of increased signal exposure. |
| Production Cap | Player-set throttle on colony energy output. Reducing production lowers both income and signal proportionally, allowing you to go dark without dismantling colonies. |
| Probe | Detection device sent to scan a single star for signs of life. |
| Resonance Clue | An electromagnetic pattern recovered from explored ruins that identifies candidate stars harboring other ruin sites. Following resonance chains reveals progressively harder-to-find ruins. |
| Candidate Cluster | A group of stars surfaced by a resonance clue or a sector survey, one of which holds a target ruin. The cluster tracks which candidates you have probed; if all are exhausted without a find, the cluster stalls and indicates which capability would unlock the target. |
| Ruin | Remains of precursor structures found at certain stars. Discovered through probe exploration. May contain fragments and artifacts. |
| Scout | Autonomous drone that travels to a star and scans all its neighbors sequentially. |
| Sophon | Persistent surveillance particle deployed to a star. Sends detailed intel reports every 10 minutes. Requires Counter-Espionage III. |
| Decoy | Signal-emitting device deployed to stars. Mimics a living civilization and partially absorbs photoid strikes. |
| Dossier | An automatically compiled intelligence profile for a contact. Aggregates probe history, sophon snapshots, listening post detections, and passive signals into summary indicators: signal trend, activity level, and threat assessment. |
| Fragment | A record left behind by the precursor civilization, recovered from explored ruins. Permanently archived and contributes to civilization score. |
| Photoid | A relativistic kill vehicle launched at known coordinates. Anonymous, devastating, but the attacker receives no feedback without a sophon at the target. Requires Weapons I. |
| Warning | A direct message to a known contact. Always reveals your star coordinates to the recipient. A tool of diplomacy and deterrence. |
| Signal Lock (targeting) | The photoid's ability to acquire a target based on electromagnetic signal at impact. Low-signal civilizations are difficult or impossible to hit. |
| Signal Lock (research) | Striker-exclusive research. Photoids pierce a portion of the target's Dark Veil for colony damage calculation, and signal spike duration after launch is halved. |
| Resource Salvage | Striker-exclusive research. Successful photoid strikes recover energy from destroyed colonies. Small civilizations yield no salvage. |
| Signal Spike | A temporary increase in your electromagnetic signal caused by launching a photoid. Makes you more visible for several hours. |
| Migration | Moving your entire fleet to a new star. Costly, dangerous, but sometimes necessary. |
| Passive Detection | Electromagnetic listening capability unlocked by Signal Array research. Periodically detects nearby civilizations without sending probes. Creates temporary 24-hour intelligence entries with approximate signal readings. |
| Bounce | Deflection to a random star when arriving at an occupied star you can't conquer. |
| Artifact | A functional remnant of precursor technology found in some ruins. Consumable items that provide one-time effects: refining resonance clues, unlocking sealed ruins, enhancing probe sensors, or dampening signal. |
| Attrition | Colony losses during long-distance migration. |
| Broadcast | Sharing a civilization's coordinates with others. Can be targeted, public, or anonymous. |
| Contact | A known civilization or detection in your intelligence database. Confirmed contacts are permanent; suspected probes, passive detections, warnings, decoy anomalies, and listening post alerts create temporary entries that expire after 24–48 hours. Temporary contacts can be manually confirmed to make them permanent. |
| Uptime | How long your civilization has been active. Improves veil regeneration over time. |
| Hop | One connection between two stars in the galaxy graph. Range is measured in hops. |
| Maintenance | Ongoing energy cost of sustaining colonies and the Dark Veil. Colony upkeep is free for a small fleet but grows with size. Veil upkeep scales with both colony count and veil level. You can set a veil cap or production cap to manage expenses. If expenses exceed income, veil decays. |
| Listening Post | A passive sensor deployed to a remote star. Detects wake signatures left by transiting objects, reporting the object type, direction of travel, and wake age. Detections appear as temporary contacts in your intelligence screen. |
| Wake Signature | A temporary trace left at each star along an object's transit path. Carries directional data (origin and destination neighbors) and decays over time. Detected by listening posts and star scans. |
| Star Scan | An active sensor sweep of a single star that reads all current wake signatures. Requires Signal Array research, costs energy, and has a cooldown. Reveals the same information as listening post detections but as a one-time snapshot. |
| Track | A correlated transit path reconstructed when two or more listening posts detect wakes from the same object. Shows the trajectory across multiple stars. Tracks expire after a limited time. |
| Specialization | Permanent path choice made after completing prerequisite research. Watcher (intelligence), Phantom (stealth), or Striker (offense). Each path unlocks exclusive capabilities and forecloses others. |
| Bearing Analysis | Watcher instant unlock. Passive system that triangulates civilization locations from accumulated signal array detections of the same source. Produces candidate star lists when enough bearings converge. |
| Disruption Strike | Striker instant unlock. Sub-lethal veil erosion weapon that degrades a target's Dark Veil without destroying colonies or resources. Hits any occupied star regardless of signal strength. Shorter cooldown and lower cost than photoids. |
| Specter | Phantom instant unlock. A persistent false signal source projected onto any visible star — a signal, not a physical device. Fools probes, scouts, and passive sensors. Sophons see through it. Free to deploy, one per player, instant deployment, no expiration, repositionable once per 24 hours. Destroyed only by system sweeps; photoids pass through harmlessly. |
| Siphon Drone | Watcher-exclusive parasitic device deployed to occupied stars. Silently drains a fraction of the victim's energy harvest. Detected by victims with counter-espionage research. Removed by system sweeps. Requires Energy Siphon research. |
| Covert Strike | Phantom-exclusive research. Reduces photoid cooldown and shortens the signal spike after launch. Lets the Phantom strike more often and recover concealment faster. |
| Dark Harvest | Phantom-exclusive research. Reclaims radiated emissions captured by the Dark Veil, boosting harvest income. Bonus scales with veil coverage. |
| Deep Veil | Phantom-exclusive research that raises the maximum Dark Veil to 100%. Only Phantoms can achieve total electromagnetic concealment. |
| Echo Analysis | Striker-exclusive research. Disruption strikes return an echo readback — binary presence detection that confirms whether the target star is occupied. |
| Foreclosed | Research permanently inaccessible due to specialization choice. Foreclosed technologies cannot be unlocked by any means. |
| Galaxy Canvas | Strategic overview of the entire galaxy divided into ~32 sectors. Shows fog-of-war, infrastructure markers, contact positions, and survey results at sector level. |
| Sector | A wedge-shaped region of the galaxy containing a cluster of stars. Sectors are grouped into core, mid, and outer rings. |
| Sector Survey | A broad sensor sweep of an entire sector. Returns activity level, wake count, occupied star count, and ruin hints. Requires Astronomy II. |
| Elimination Telemetry | A galaxy-wide broadcast automatically sent when a civilization is destroyed by a photoid strike. All surviving players are notified of the extinction. |
| Wake Attenuation | Civilizations with high Dark Veil leave shorter-lived wakes. A well-cloaked transit fades faster, making it harder for listening posts and star scans to detect. |
| Threat Level | Composite danger assessment derived from Exposure (signal visibility), Hostility (recent threatening events), and Readiness (active defenses). Ranges from LOW through GUARDED and ELEVATED to CRITICAL. |