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Maps

The galaxy spans 24 maps: seven sectors for each of the three factions (HELIOS, NOVA, ORION) plus three neutral full-PvP zones (Sector X, Sector Y, Pyro). Each card shows the map’s image, its owning faction, the entry level (own/neutral maps need a low level; entering an enemy faction’s map requires a higher one), its portals (each links to the map it leads to) and its NPC spawns (which type, how many, and the total). Click a portal or NPC name to jump to the matching card. Values may change with game balancing.

Each faction’s first two maps (e.g. HELIOS-1 and HELIOS-2) are that faction’s home zone, with special combat rules:

  • Same-faction combat is disabled — you cannot fire at players of your own faction on these maps.
  • An enemy player can only attack you if you start the fight. You are protected in your home zone; the moment you deal damage to an enemy (laser, rocket or SNB) your combat window opens and you become attackable by all enemy players. Abilities that deal no damage (e.g. EMP) do not open the window.
  • The window closes after 10 seconds without damage — if no enemy-PvP damage is dealt or taken for 10 seconds, your protection returns. Dying or leaving the map also closes it.
  • The protection only covers home faction players — an enemy visitor has no protection here; the locals can attack them freely.

Trade-oriented faction. Seven sectors stretching from the HELIOS-1 home base out to HELIOS-7.

HELIOS-1

HELIOS-1

HELIOS Tier 1

The home sector of the HELIOS faction — where new pilots spawn beside the protected HELIOS base. The weakest aliens (Kryll) drift here; the perfect place to learn the ropes.

Entry level Lv 1 (own / neutral) · Lv 16 (enemy faction)
Total NPCs 70
HELIOS-2

HELIOS-2

HELIOS Tier 2

The second HELIOS sector, still friendly-fire protected. Aggressive Lorvax raiders join the Kryll, so combat gets real — a natural next step after the home map.

Entry level Lv 2 (own / neutral) · Lv 13 (enemy faction)
Total NPCs 75
HELIOS-6

HELIOS-6

HELIOS Tier 6

A deep HELIOS sector of colossal Froston tanks and fast Talon, with roaming Imperon hives anchored across the field — high-value ore, high danger.

Entry level Lv 11 (own / neutral) · Lv 14 (enemy faction)
Total NPCs 91
HELIOS-7

HELIOS-7

HELIOS Tier 7

The outermost HELIOS sector, home to a protected HELIOS base and swarms of fast Raidon. It doubles as the staging ground for raid gates.

Entry level Lv 11 (own / neutral) · Lv 17 (enemy faction)
Total NPCs 50

Technology-oriented faction. Seven sectors from NOVA-1 out to NOVA-7.

NOVA-1

NOVA-1

NOVA Tier 1

The home sector of the NOVA faction — where new pilots spawn beside the protected NOVA base. The weakest aliens (Kryll) drift here; the perfect place to learn the ropes.

Entry level Lv 1 (own / neutral) · Lv 16 (enemy faction)
Total NPCs 60
NOVA-2

NOVA-2

NOVA Tier 2

The second NOVA sector, still friendly-fire protected. Aggressive Lorvax raiders join the Kryll, so combat gets real — a natural next step after the home map.

Entry level Lv 2 (own / neutral) · Lv 13 (enemy faction)
Total NPCs 75
NOVA-6

NOVA-6

NOVA Tier 6

A deep NOVA sector of colossal Froston tanks and fast Talon, with roaming Imperon hives anchored across the field — high-value ore, high danger.

Entry level Lv 11 (own / neutral) · Lv 14 (enemy faction)
Total NPCs 91
NOVA-7

NOVA-7

NOVA Tier 7

The outermost NOVA sector, home to a protected NOVA base and swarms of fast Raidon. It doubles as the staging ground for raid gates.

Entry level Lv 11 (own / neutral) · Lv 17 (enemy faction)
Total NPCs 50

Combat-oriented faction. Seven sectors from ORION-1 out to ORION-7.

ORION-1

ORION-1

ORION Tier 1

The home sector of the ORION faction — where new pilots spawn beside the protected ORION base. The weakest aliens (Kryll) drift here; the perfect place to learn the ropes.

Entry level Lv 1 (own / neutral) · Lv 16 (enemy faction)
Total NPCs 70
ORION-2

ORION-2

ORION Tier 2

The second ORION sector, still friendly-fire protected. Aggressive Lorvax raiders join the Kryll, so combat gets real — a natural next step after the home map.

Entry level Lv 2 (own / neutral) · Lv 13 (enemy faction)
Total NPCs 75
ORION-6

ORION-6

ORION Tier 6

A deep ORION sector of colossal Froston tanks and fast Talon, with roaming Imperon hives anchored across the field — high-value ore, high danger.

Entry level Lv 11 (own / neutral) · Lv 14 (enemy faction)
Total NPCs 91
ORION-7

ORION-7

ORION Tier 7

The outermost ORION sector, home to a protected ORION base and swarms of fast Raidon. It doubles as the staging ground for raid gates.

Entry level Lv 11 (own / neutral) · Lv 17 (enemy faction)
Total NPCs 50

Zones owned by no faction, with no friendly-fire protection — full PvP. Sector X is the galaxy’s crossroads; Sector Y is the richest farm; Pyro is the endgame sector that hosts the Dreadforge Titan.

Sector X

Sector X

NEUTRAL Full PvP

The neutral crossroads at the heart of the galaxy — a full-PvP arena with no friendly-fire protection and no aliens to farm. Every faction funnels through here to reach the upper sectors; travel armed and ready.

Entry level Lv 10
No NPCs — PvP only
Combat portal lock

On this full-PvP map a portal jump is blocked for 10s after you fire or take damage. The jump itself takes 2s, and any hit during it cancels the jump.

Sector Y

Sector Y

NEUTRAL Full PvP

A neutral full-PvP sector packed with the galaxy's heaviest 'Commander'-tier aliens — the only place they drop Antimatter — plus standard and Elite Imperon hives at fixed anchors. The richest farm in the game, and the most dangerous.

Entry level Lv 12
Combat portal lock

On this full-PvP map a portal jump is blocked for 10s after you fire or take damage. The jump itself takes 2s, and any hit during it cancels the jump.

Pyro

Pyro

NEUTRAL Full PvP Loot ×1.5

The volcanic endgame sector — a walled, full-PvP map with a 1.5× loot multiplier. Sector Reapers and Dread Sentinels patrol it, guarding the Dreadforge Titan: spawned invulnerable behind a wall of 8 Sentinels and the galaxy's apex boss.

Entry level Lv 12
Total NPCs 144
Combat portal lock

On this full-PvP map a portal jump is blocked for 10s after you fire or take damage. The jump itself takes 2s, and any hit during it cancels the jump.