THE OUTER HELIX A galaxy of 321 named systems, 19 regions, four superpowers at uneasy peace, four pirate factions that don't bother with peace, and an effectively infinite procedural frontier beyond the charted edge. You're one pilot. Where you fit in the Helix is up to you. WHAT YOU DO · MINE 60 ore types across 15 tiers — Ferrite through Voidsteel. Compress for haul efficiency, refine into minerals, sell at trade hubs or supply your own production chain. · FIGHT Hostiles spawn in every belt. Bounty income scales with risk; capital fleets and 10 named Convergence officers wait in the deepest null. Killing leaves wrecks — loot drops directly or salvage with a Salvager I/II for additional components. · TRAIN 86 real-time skills across Combat, Mining, Industry, Navigation, Trade, Corp Management, and more. Skills train offline, capped at 7 days per queue so you never feel forced into the client. Skill Plans queue up to 14 days of training in advance. · BUILD Manufacturing, invention, reactions, planetary interaction, blueprint research (ME / TE), BPC copying. T1 → T2 → faction → officer tier. · EXPLORE Anomalies, abyssal deadspace (mutated module drops), wormhole space, ghost sites, hacking mini-games, and the procedural Uncharted — same seed always produces the same system for your account, infinite outward radius. · CORP Single-player corps with treasury + structures, plus cloud-backed corporations: invite friends via code, share a killboard rollup, fly under the same ticker. Anchored cloud-corp structures drive tick-time bonuses (refining, manufacturing, regen, invention, market discount) for every member in the system. POST-GAME LOOPS · CONVERGENCE INVASIONS Four-wave invasions in low/null-sec systems (Skirmish → Escalation → Capital Convoy → Anointed Strike). Each wave clear pays Convergence Tokens; wave 4 spawns a named Convergence officer as the boss. Clear five invasions in a region to trigger a Region Cache (3,000 tokens + 5M Solars + officer-tier module drop). · PIRATE INCURSIONS Parallel four-wave loop for the four pirate factions (Drift Reavers, Black Spire, Crimson Veil, Iron Choir). Per-faction tokens redeem in a 16-item store of faction-themed modules. Per-faction per-region clear track pays a faction cache at 5 clears. · FACTION WARFARE SEASONS Enlist in a Power militia, earn Loyalty Points, run plexes, capture contested systems. Top-100 placers at season end earn cosmetic titles (Grand Marshal / Marshal / Warlord / Veteran / Front-Liner) that appear on your killmails forever. IDLE-FIRST DESIGN Outer Helix Idle is built for sessions that can be five minutes or five hours. The world keeps running when you're offline; you log back in and collect what your queues produced. There's no MMO grind — your career is yours, not shared with thousands of other pilots. An 82-step in-game tutorial walks you through a five-act career arc (Pilot → Captain → Industrialist → Explorer → Tycoon). CLOUD-BACKED COMPETITION 56 leaderboard categories rank pilots by wealth, kills, mining throughput, fastest-to-capital, and dozens more. Killmails persist server-side and roll up into corp-wide boards with a built-in filter (text + date range). Sign in once via Steam — your save, leaderboards, killmails, corp membership, and per-region clear tracks travel with you across devices. CONTENT AT LAUNCH · 118 ship hulls — Skiff to Titan, 7 capital-class variants · 86 skills · 460 modules · mutated abyssal modules · 160 missions — combat, mining, courier, bounty, plus 16 storyline chapters across 4 narrative chains and 4 once-only COSMOS arcs per Power · 55 anchorable structure types, sov-gated capital tier · 4-wave Convergence invasions + 4-wave Pirate Incursions · 56 cloud leaderboards · 50 Steam achievements · 95 named NPC agents · 56 NPC corporations · Pixel-art tactical sprites (Tier 1 batch wired) · Drag-to-fit modules · System map overlay · settings panel with audio + UX controls