Introduction
ZORP is a browser MMO. Every player builds a spaceship that produces $ZORP daily. You farm planets for materials, craft systems and gear, trade on a player marketplace, and take PvP risk for the rarest resources. Progression is designed for months: hull tiers, eight skill tracks, story chapters, factions, and seasons.
The economy has one governing rule: everything is priced in $ZORP, and every $ZORP spent in the game is recycled. Part of every fee is burned forever, part returns to players through the Rewards Pool. Every $ZORP a player earns was spent by another player or bought back from the market. Rewards never come from token inflation.
ZORP is in active development. This guide describes the launch design and serves as the game manual; every value listed is a launch default.
The docs follow the shape of the game. Getting Started covers login and your first hour. World maps Haven and the planet roster. Your Ship explains production, hulls, and systems. Materials & Crafting covers the item economy, Combat covers PvE and PvP rules, Activities covers quests, the Wormhole, factions, and seasons, and Economy explains the Reactor, fees, and holder tiers.
Account and identity
Connect with a wallet holding $ZORP. Playing requires at least 10,000 $ZORP in the connected wallet, checked at login and hourly while you play. On first login you pick a unique username, set a profile picture, and choose a skin. Skins are cosmetic; wearing an influencer skin routes 5% of your gross $ZORP earnings to that skin's creator, and you can switch skins at any time.
From your profile you can later link your X account and your Discord account. Each link grants a permanent +10% daily production multiplier, so both together are one of the cheapest boosts in the game.
What saves automatically
Everything below persists server side the moment it changes. There is no manual save and closing the tab loses nothing.
Ledger balance
Earned $ZORP accrues on your player ledger until you claim it to your wallet.
Ship and systems
Hull tier, installed systems, their tiers, and their Operational or Idle state.
Inventory and vault
Carried materials, gear, fuel, and everything stored in the Haven Vault.
Skills
Levels and XP across all eight tracks, from Mining to Trading.
Quests
Story chapter progress, daily contract slots, streaks, and weekly operations.
Friends
Friends list, crew membership, and faction reputation.
Your first session
You start in Haven with a Pod hull (4 system slots) and access to Verdia, the safe starter planet. The goal of the first session is simple: get one producer system online so your ship earns from day one, then build a daily routine.
- 1
Create your account
Get at least 10,000 $ZORP on pump.fun, connect your wallet, then pick your username, profile picture, and skin.
- 2
Run the tutorial on Verdia
Travel costs 1 Fuel. Verdia is PvE and safe: learn movement, gathering, and the tutorial fauna while farming Metal and Circuit.
- 3
Craft your first Mining Laser
The basic gathering tool. It speeds up Metal and Circuit farming and levels your Mining skill as you use it.
- 4
Install your first Reactor
Craft a T1 Reactor (10 Production Points) at the Foundry and install it at the Shipyard. Keep it fed: each system consumes 1 Fuel Cell per week or it goes Idle and produces nothing.
- 5
Take your first daily contracts
The Quest Board in Haven offers 3 daily slots. A 7 day streak grants +20% production for the next day, so start the habit early.
- 6
Visit the marketplace
Check 48 hour price history for Metal and Circuit. Selling surplus materials (4% fee, seller receives 96%) funds your first upgrades.
Haven, the Mothership
Haven is the lobby of ZORP: a very large shared ship where all players are visible to each other. It is a safe zone, with no PvP anywhere aboard. Every core service in the game lives here, so a typical session starts and ends on Haven: refit your ship, refine your haul, list items on the marketplace, pick up contracts, then head to the Departure deck.
Shipyard
Hull upgrades and the system installation interface for your ship.
Foundry
Shared refining and crafting stations, open to every player.
Marketplace terminal
Buy and sell materials, gear, systems, blueprints, and fuel in $ZORP.
Quest Board
Daily contracts, weekly operations, and the 12 chapter story missions.
Faction embassies
Home of the three factions: Foundry Union, Prospectors Guild, Void Corps.
Billboard plaza
The three auction billboards: Grand Screen, Market Column, Transit Ring.
Wormhole
The daily spin wheel. One free spin per day, paid spins in $ZORP.
Vault
Bank storage. Anything vaulted cannot be lost in PvP zones.
Departure deck
Travel point to every planet. Trips consume Fuel Cells by distance ring.
Planet roster
The world is one hub plus eight planets, plus player charter planets. Each planet has a signature resource and a distinct play loop. PvP is enabled on exactly three of them: Kryon, The Belt, and Nexus. Everywhere else is safe.

Verdia
PvE · safeForest starter world. Signature resource: Metal, Circuit. First farming loop and tutorial fauna. Where every new pilot begins.

Kryon
PvP flaggedShattered crystal world world. Signature resource: Crystal. High value Crystal farming under constant threat from other players.

Ember
PvE · hardVolcanic world. Signature resource: Ember Core. Heat hazard zones require a Thermal Suit. Elite mobs guard the cores.

Glacius
PvE · calmIce world. Signature resource: Frost Shard. Ice drilling at a relaxed pace. No PvP, no pressure.

Sylva
PvE · midJungle world. Signature resource: Bio Resin. Creature hunting for Bio Resin, plus crew recruitment.

The Belt
PvP · extractionAsteroid field world. Signature resource: Void Dust. Enter, salvage wrecks, and extract before another player takes your cargo.

Helios
PvE · timedSolar station world. Signature resource: Solar Plasma. Expeditions on an energy budget with puzzle routes through the station.

Nexus
PvP · structuredArena world world. No signature resource. Ranked duels, weekly tournaments, and wagers. Combat only, no farming.
| Planet | Type | Risk | Resource | Fuel ring |
|---|---|---|---|---|
| Verdia | Forest starter | PvE · safe | Metal, Circuit | 1 |
| Kryon | Shattered crystal world | PvP flagged | Crystal | 2 |
| Ember | Volcanic | PvE · hard | Ember Core | 3 |
| Glacius | Ice | PvE · calm | Frost Shard | 2 |
| Sylva | Jungle | PvE · mid | Bio Resin | 3 |
| The Belt | Asteroid field | PvP · extraction | Void Dust | 4 |
| Helios | Solar station | PvE · timed | Solar Plasma | 4 |
| Nexus | Arena world | PvP · structured | None | 2 |
Some planets are gated by skill level: Ember requires Combat 20 and The Belt requires Piloting 25. Story chapters unlock planets in order.
Travel and fuel
Every trip from the Departure deck costs Fuel, scaled by the destination's distance ring. Fuel Cells are a craftable consumable: make them cheaply at the Foundry or buy them on the marketplace.
| Ring | Fuel cost | Destinations |
|---|---|---|
| 1 | 1 Fuel | Verdia |
| 2 | 2 Fuel | Kryon, Glacius, Nexus |
| 3 | 3 Fuel | Sylva, Ember |
| 4 | 4 Fuel | The Belt, Helios |
Fuel CellConsumable · crafted or bought
Nav ComputerSupport system · fuel cost reduction 5% to 25% by tierCharter planets
Beyond the eight core planets, players can commission their own. Buying a Charter makes you the planet's Governor: you choose the theme and name, the dev team builds the planet, and you earn a share of everything that happens on it from then on.
- 1
Buy a Charter for 5,000,000 $ZORP
You become the planet Governor. The purchase is split between the burn, the Rewards Pool, the treasury, and the planet prize pool (breakdown below).
- 2
Pick a template, theme, and name
The dev team builds the planet from a template catalog: arena variant, race circuit, boss raid, puzzle vault, or farming variant, styled to your theme.
- 3
The planet opens and earns
Charter planets charge small $ZORP activity fees such as entry tickets and wager rake. Half of every fee feeds the planet's own prize pool, keeping it worth visiting.
- 4
Collect the Governor share
You receive 20% of all activity fees, a statue in Haven, and planet naming rights. The Charter itself is a transferable asset you can sell.
Where the 5,000,000 $ZORP goes
30% of the charter price is burned forever and 30% is deposited into the Rewards Pool. 20% goes to the treasury for the build and operations, and 20% seeds the planet's prize pool.
Ongoing activity fee split
Production and streaming $ZORP
Every system installed on your ship contributes Production Points (PP). The Rewards Pool streams to all players at 1% of its current balance per day, credited second by second, pro rata to effective PP. Your in game balance is a live counter that never stops, and your accrual rate is determined by two lines:
player share = (player PP x multipliers) / (sum of all players' effective PP)accrual rate = player share x (1% of Rewards Pool per day), streamed second by second
Because the stream is a percentage of the pool balance, the pool never empties and your absolute yield rises as game revenue grows. Rewards are never paid from token inflation: every $ZORP you earn was bought on the market or spent by another player.
Multipliers
Multipliers stack multiplicatively on top of your raw PP:
- Holder tier: x1.00 to x2.00 based on your 7 day time weighted $ZORP balance.
- Quest streak: up to +20% for a 7 day daily contract streak.
- Linked X account: +10%.
- Linked Discord: +10%.
- Crew bonuses: up to +30% from crew membership and weekly objectives.
- Season boosts: event based, announced per season.
Upkeep and the Idle state
Fuel Cells are cheap to craft, so upkeep is a habit rather than a tax. It rewards players who log in regularly without punishing an occasional missed week.
Worked example
| Quantity | Value | How it is derived |
|---|---|---|
| Rewards Pool balance | 50,000,000 $ZORP | on chain pool wallet |
| Pool streaming rate (per day) | 500,000 $ZORP | 1% of the pool balance |
| Global effective PP | 1,000,000 | sum of every player's effective PP |
| Your raw PP | 2,000 | installed, Operational systems |
| Your multiplier | x1.5 | tier, streak, and link bonuses combined |
| Your effective PP | 3,000 | 2,000 x 1.5 |
| Your share | 0.3% | 3,000 / 1,000,000 |
| Your accrual rate | about 1,500 $ZORP per day | 0.3% of 500,000, credited continuously |
Earned $ZORP accrues on your player ledger as a live counter. One claim button, available anytime, no minimum, no cooldown: 10% of every claim is burned and the remaining 90% arrives in your wallet instantly.
Hull tiers
Your hull sets how many system slots your ship carries. Six tiers run from the starter Pod to the Dreadnought, a months long goal. Each upgrade requires materials, a $ZORP fee, and a progression gate. Upgrades happen at the Shipyard in Haven.
| Hull | System slots | Upgrade cost (materials) | $ZORP fee | Gate |
|---|---|---|---|---|
| Pod | 4 | starter | 0 | none |
| Shuttle | 8 | 200 Metal, 120 Circuit | 50,000 | Engineering 5 |
| Corvette | 14 | 600 Alloy, 300 Chipset, 150 Crystal | 250,000 | Engineering 15, story ch. 4 |
| Freighter | 22 | 1,500 Alloy, 800 Chipset, 500 Prism, 60 Ember Core | 1,000,000 | Engineering 25 |
| Cruiser | 32 | 4,000 Alloy, 2,000 Chipset, 1,200 Prism, 150 Frost Shard, 150 Bio Resin | 4,000,000 | Engineering 40 |
| Dreadnought | 44 | 10,000 Alloy, 5,000 Chipset, 3,000 Prism, 400 Void Dust, 300 Solar Plasma, 3 Singularity Shard | 15,000,000 | Engineering 55, story complete |
Systems catalog
There are 12 system families, each with 5 tiers. Five are producers that generate PP; seven are support systems that generate no PP but carry strong utility. Slot planning is the core ship building decision: every slot spent on support is a slot not producing $ZORP, and every slot spent on production leaves you more exposed in the field.
Producers
| System | Role | Base PP · T1 to T5 |
|---|---|---|
| Reactor | core producer | 10 / 25 / 60 / 140 / 320 |
| Ore Processor | producer, boosted by Mining level | 8 / 20 / 50 / 115 / 260 |
| Hydroponics Bay | producer, boosted by Botany level | 8 / 20 / 50 / 115 / 260 |
| Data Vault | producer, boosted by Trading level | 8 / 20 / 50 / 115 / 260 |
| Drone Bay | producer, boosted by Salvaging level | 8 / 20 / 50 / 115 / 260 |
Support systems
| System | Utility |
|---|---|
| Refinery | onboard refining, batch size increases with tier |
| Workshop | crafting speed and quality bonus |
| Nav Computer | fuel cost reduction, 5% to 25% |
| Shield Array | protects 20% to 60% of cargo on PvP death |
| Med Bay | respawn debuff reduction |
| Cargo Hold | additional inventory slots |
| Beacon Array | +1 daily contract slot at T3, +2 at T5 |
The 12 families
ReactorProducer · core
Ore ProcessorProducer · Mining
Hydroponics BayProducer · Botany
Data VaultProducer · Trading
Drone BayProducer · Salvaging
RefinerySupport · refining
WorkshopSupport · crafting
Nav ComputerSupport · fuel
Shield ArraySupport · PvP
Med BaySupport · respawn
Cargo HoldSupport · inventoryTier materials
Recipes ladder up the material tree as tiers rise. T1 and T2 consume primaries (Metal, Circuit, Crystal). T3 shifts to refined materials (Alloy, Chipset, Prism). T4 and T5 add planet locked exotics plus blueprints. T5 systems additionally require a Singularity Shard, the rarest catalyst in the game.
All values are launch defaults and may be tuned. See Materials for the full material tree and Refining for batch fees.
Materials
Every item in the game is built from twelve materials. They form four tiers: primaries are farmed, refined materials are processed from primaries, exotics are locked to specific planets, and one catalyst sits at the top of the tree. Materials are off chain items: they trade freely on the marketplace and act as the barter layer of the economy, while $ZORP stays the money.
Primary
Metal, Circuit, Crystal. Farmed directly from planet nodes. Metal and Circuit come from Verdia, the safe starter world. Crystal comes from Kryon, which is PvP flagged.
Refined
Alloy, Chipset, Prism. Produced at a 3 to 1 ratio from their primary counterpart at the Foundry in Haven or an onboard Refinery. The backbone of mid tier recipes.
Exotic
Ember Core, Frost Shard, Bio Resin, Void Dust, Solar Plasma. Each is locked to one planet and its signature loop. Required for T4 and T5 recipes alongside blueprints.
Catalyst
Singularity Shard. The rarest material in the game. Required for T5 systems and the Dreadnought hull. Cannot be farmed from nodes on any planet.
MetalPrimary · Verdia
CircuitPrimary · Verdia
CrystalPrimary · Kryon
AlloyRefined · from Metal
ChipsetRefined · from Circuit
PrismRefined · from Crystal
Ember CoreExotic · Ember
Frost ShardExotic · Glacius
Bio ResinExotic · Sylva
Void DustExotic · The Belt
Solar PlasmaExotic · Helios
Singularity ShardCatalyst · bosses, Wormhole, seasonsRefining
Refining converts primaries into refined materials at a fixed 3 to 1 ratio. Every batch costs a flat 100 $ZORP fee, which routes through the standard Reactor split: 40% burned, 40% to the Rewards Pool, 20% to the treasury. Refining is one of the steady $ZORP sinks that ties crafting activity to supply reduction.
| Input | Output | Ratio | Batch fee | Fee split |
|---|---|---|---|---|
| Metal | Alloy | 3 : 1 | 100 $ZORP | 40% burn · 40% pool · 20% treasury |
| Circuit | Chipset | 3 : 1 | 100 $ZORP | 40% burn · 40% pool · 20% treasury |
| Crystal | Prism | 3 : 1 | 100 $ZORP | 40% burn · 40% pool · 20% treasury |
Where to refine
The Foundry in Haven is available to everyone from day one. Installing a Refinery system on your ship lets you refine anywhere, without flying home between farming runs.
Bigger batches
Batch size grows with your Refinery tier and your Refining skill level. Since the 100 $ZORP fee is per batch, larger batches lower your effective cost per refined unit.
The batch fee and split are launch defaults and may be tuned.
Crafting catalog
The launch catalog contains 52 visible items, crafted at the Foundry in Haven or accelerated by an onboard Workshop. Weapons, suits, and systems each come in 5 tiers using the same material ladder: primaries at low tiers, refined materials at mid tiers, exotics plus blueprints at T4 and T5.
| Category | Count | Notes |
|---|---|---|
| Systems | 12 | 12 families, 5 tiers each (see Systems Catalog) |
| Weapons | 6 | 5 tiers each |
| Suits | 4 | 5 tiers each |
| Tools | 6 | gathering and utility |
| Consumables | 9 | single use |
| Ship mods | 3 | hull attachments |
| Materials | 12 | tradeable, complete the visible set |
Weapons · 6
Pulse BlasterBalanced sidearm
Arc RifleRanged, chains on hit
Rail LauncherSlow, heavy impact
Plasma BladeClose range melee
Void ScytheWide melee arcs
Drone WhipCommands attack dronesSuits · 4
Scout SuitMobility and speed
Bulwark SuitHeavy defense
Thermal SuitRequired on Ember
Void SuitBonus on The BeltTools · 6
Mining LaserMining · ore nodes
Salvage CutterSalvaging · wrecks
Botany KitBotany · flora
Cryo DrillGlacius · ice drilling
Solar TapHelios · solar plasma
ScannerReveals nodes and threatsTwo tools are planet specific: the Cryo Drill is built for ice drilling on Glacius, and the Solar Tap harvests Solar Plasma on Helios. The other four are general purpose across the roster.
Consumables · 9
Fuel CellKeeps a system Operational, 1 per system per week
Med StimRestores health in the field
Shield BoosterTemporary shield charge before a fight
Heat PackShort protection against Ember heat
Repair KitPatches gear without returning to Haven
Ration PackSustains long expeditions
Refining FluxAdditive that improves a refining batch
Decoy DroneDraws hostile attention away from youShip mods · 3
Hull Plating
Reinforces the hull. A defensive attachment for pilots who fly through PvP zones.
Thruster Kit
Improves ship handling on approach and departure. Useful on timed runs.
Antenna Array
Extends signal range for scanning and contract tracking in the field.
Blueprints
Blueprints unlock crafting recipes. Every T4 and T5 recipe for systems, weapons, and suits requires one, on top of its exotic material cost. Blueprints come in three rarities and are fully tradeable on the marketplace, so a lucky drop is always worth something even if you cannot use it yet.
Standard BlueprintCommon recipes
Advanced BlueprintMid and high tier recipes
Exotic BlueprintThe rarest T5 recipes| Source | How it works |
|---|---|
| Planet bosses | Spawn on a public timer, drop exotics and blueprints |
| Weekly operations | Multi step missions with blueprint rewards and leaderboard points |
| Factions | Reputation tracks unlock exclusive recipes as you rank up |
| Wormhole | Blueprint segments on the daily wheel, free or paid spins |
Combat overview
Combat in ZORP is real time and supports both melee and ranged play. Your effectiveness comes from three things: the weapon you carry, the suit you wear, and how well you time your dodge roll. Weapons and suits each come in 5 tiers, crafted with the same material laddering as ship systems: primaries at low tiers, refined materials at mid tiers, exotics plus blueprints at T4 and T5.
Controls
| Action | Input |
|---|---|
| Move | ↑ ← ↓ → or W A S D (Z Q S D supported) |
| Interact | E |
| Attack | Space or left click |
| Dodge roll | Double tap a movement key in the direction of the roll |
Weapons
Six weapon families at launch, each with 5 craftable tiers. Pick for range, then for the content you run.
Pulse BlasterRanged · all rounder
Arc RifleRanged · sustained fire
Rail LauncherRanged · heavy hits
Plasma BladeMelee · fast strikes
Void ScytheMelee · wide arcs
Drone WhipMelee · reachSuits
Scout SuitMobility focus
Bulwark SuitDefense focus
Thermal SuitRequired for Ember
Void SuitBonus on The BeltPvE and bosses
Every planet has its own fauna, with elite and boss variants of each species. Regular fauna feeds hunting contracts and skill XP. Elites hit harder and drop better, and the threat profile scales with the planet.
| Planet | PvE profile | What to bring |
|---|---|---|
| Verdia | Tutorial fauna, first hunts | Starter gear is enough |
| Glacius | Calm, low threat drilling loop | Cryo Drill for the ice |
| Sylva | Mid difficulty creature hunting | A solid mid tier weapon |
| Ember | Hard, elite mobs plus heat hazard | Thermal Suit, Combat 20 |
| Helios | Timed expeditions on an energy budget | Solar Tap, planned routes |
World bosses
Bosses spawn on a public timer, so everyone knows when and where to gather. Fighting one is open group content: show up, contribute, and roll on the drop table.
Exotic materials
Planet locked exotics such as Ember Core or Void Dust, the inputs for T4 and T5 recipes.
Blueprints
Blueprint chips in Standard, Advanced, and Exotic rarities that unlock crafting recipes.
Singularity Shard
A rare catalyst drop. Required for T5 systems and the Dreadnought hull.
Singularity Shards also come from the Wormhole jackpot and season top 10 placements. Boss kills are the only farmable source.
PvP and risk zones
PvP is enabled on exactly three planets: Kryon, The Belt, and Nexus. Everywhere else, including Haven, you cannot be attacked by another player. The rule never changes by time of day or event, so you always know the risk before you depart.

Kryon
PvP flaggedShattered crystal world. The best Crystal farming in the game, contested by other players.

The Belt
PvP · extractionAsteroid field. Salvage wrecks for Void Dust, then extract before someone takes your cargo. Requires Piloting 25.

Nexus
PvP · structuredArena world. Duels, tournaments, and wagers under formal rules. No open resource farming.
Safe space PvE · safe
Haven, Verdia, Ember, Glacius, Sylva, Helios. You keep everything you carry, always. Environmental hazards and fauna are the only threats.
Risk zones PvP flagged
Kryon, The Belt, Nexus. The highest value resources live here, and dying to another player drops part of your carried materials.
Nexus arena
Nexus hosts ranked 1v1 duels and weekly tournaments. Ranked play runs continuously and feeds the seasonal Arena rating leaderboard. Tournaments collect $ZORP entry fees and pay them back out as prize pools.
Entry fee split
Spectator mode lets anyone watch live duels and tournament brackets from Nexus or from Haven. Arena deaths follow the standard PvP salvage rules, so most duelists arrive with empty cargo holds.
Death and salvage
Dying in a safe zone costs you nothing but a respawn (the Med Bay system reduces the respawn debuff). Dying in a PvP zone triggers the salvage sequence below. Installed systems, gear, blueprints, and vaulted items never drop; only the materials you are carrying are at stake.
- 1
Your carried materials drop into a Salvage Crate
The crate appears where you fell. Everything else on your character stays with you.
- 2
The killer can loot 40%
The player who defeated you may take up to 40% of the crate contents. A Shield Array shrinks the droppable share before this split happens.
- 3
The remainder decays in 10 minutes
You can run back and recover the rest before the timer ends. The owner has recovery priority. Whatever is left when the timer expires is destroyed.
The Shield Array ship system protects 20% of your cargo at T1, scaling to 60% at T5. Protected materials never enter the Salvage Crate. It occupies a system slot and produces no Production Points, so it is a deliberate trade for players who live in risk zones.
Skills and progression
Your character progresses along eight skill tracks, each running from level 1 to 60. There is no skill point allocation and no respec: XP comes from doing the activity itself. Mine ore and Mining rises, refine batches and Refining rises, win fights and Combat rises. Levels gate recipes, planet access, and hull tiers, so your skill sheet is a direct record of what your ship can do.
| Skill | How it levels | What it gates and boosts |
|---|---|---|
| Mining | Extracting primary ore deposits with a Mining Laser | Higher grade deposits, Mining Laser tiers · boosts Ore Processor output |
| Salvaging | Cutting wrecks apart, mainly in The Belt | Richer wreck loot, Salvage Cutter tiers · boosts Drone Bay output |
| Botany | Harvesting flora, notably Bio Resin on Sylva | Rare flora nodes, Botany Kit tiers · boosts Hydroponics Bay output |
| Refining | Running refining batches at the Foundry or onboard Refinery | Refined and exotic recipes, larger batch efficiency |
| Engineering | Crafting systems, gear, and ship mods | Every hull tier: Shuttle 5, Corvette 15, Freighter 25, Cruiser 40, Dreadnought 55 |
| Combat | Defeating fauna, elites, bosses, and arena opponents | Ember requires Combat 20 · weapon tiers, elite hunting grounds |
| Piloting | Traveling between planets and flying under hazard | The Belt requires Piloting 25 · advanced flight maneuvers |
| Trading | Completing marketplace sales and purchases | Market tools and analytics · boosts Data Vault output |
Quests and contracts
Four quest layers run in parallel: a story campaign that unlocks the world, daily contracts that reward consistency, weekly operations for bigger payouts, and server wide community goals. Everything is picked up at the Quest Board in Haven.
Story campaign
12 chapters at launch, unlocking planets and features in order. The campaign doubles as the long form tutorial: each chapter introduces the mechanics of the region it opens. Finishing chapter 12 is one of the two gates on the Dreadnought hull, alongside Engineering 55.
Daily contracts
Short tasks in four types: gather, hunt, deliver, craft. You start with 3 slots per day and can reach 6 through the Beacon Array system (+1 slot at tier 3, +2 at tier 5) and holder tier perks.
Weekly operations
Multi step missions that chain gathering, combat, and crafting objectives across several planets. Operations award leaderboard points and blueprint rewards, making them the steadiest blueprint source outside of boss drops.
Community goals
Server wide targets set each season, for example refining 10M Alloy globally. Hitting the target unlocks a bonus week during which pool emission rises by 10% for everyone.
Daily contract slots
| Source | Slots | Requirement |
|---|---|---|
| Base | 3 | None, available to every player |
| Beacon Array T3 | +1 | Beacon Array system installed at tier 3 |
| Beacon Array T5 | +2 | Beacon Array system installed at tier 5 (replaces the T3 bonus) |
| Holder tiers | +1 each | T1 Citizen and T3 Commander each add a slot |
Slots cap at 6 per day. Contracts refresh daily and unused slots do not carry over.
The Wormhole
The Wormhole is a 20 segment prize wheel in Haven. Every player with an average skill level of 5 or higher gets one free spin per day. Additional spins cost 20,000 $ZORP each, and that fee follows the standard Reactor split: 40% burned, 40% to the Rewards Pool, 20% to the treasury. Paid spins are strictly optional; the free spin alone is a meaningful daily income source.
Prize table
| Prize category | Contents | Odds |
|---|---|---|
| Materials | Bundles of primary and refined materials | 99.5% shared across 19 segments |
| Fuel | Fuel Cell stacks for travel and system upkeep | |
| Blueprints | Blueprint chips that unlock crafting recipes | |
| $ZORP | Small $ZORP amounts credited to your ledger | |
| Cosmetics | Wheel exclusive cosmetic items | |
| Jackpot | One Singularity Shard, the T5 and Dreadnought catalyst | 0.5% · 1 segment |
Factions
Three factions maintain embassies in Haven, each with its own reputation track from 1 to 50. Reputation comes from daily faction tasks aligned with what the faction cares about. Tracks are fully independent: you can work all three at once, and nothing you do for one faction ever costs you standing with another. There is no negative reputation in the game.
Foundry Union
The crafting faction. Tasks center on refining batches, crafting orders, and workshop output. The natural home for Refining and Engineering focused players.
Prospectors Guild
The gathering faction. Tasks cover mining runs, salvage hauls, and botany harvests across the planet roster. Suits Mining, Salvaging, and Botany specialists.
Void Corps
The combat faction. Tasks involve hunting elites, boss participation, and arena activity. Built for Combat focused players who live on the flagged planets.
Reputation rewards
- Exclusive recipes: faction locked crafting recipes unavailable anywhere else.
- Cosmetics and titles: visual rewards that mark your standing, earned along the track.
- Faction cape at 50: the capstone reward, a wearable cape that signals a maxed track.
Seasons
The game runs in 12 week seasons. Each season tracks four independent leaderboards, so there is a competitive lane for every playstyle: industrialists, duelists, merchants, and grinders all have a board to climb.
| Leaderboard | What it measures | Who it favors |
|---|---|---|
| Production | Total Production Points output over the season | Ship builders and system optimizers |
| Arena rating | Ranked duel rating in the Nexus arena | PvP players |
| Wealth traded | Total $ZORP volume moved through the marketplace | Traders and market makers |
| Skill XP | Total skill XP earned across all eight tracks | Consistent, high activity players |
Season pass
Free track
Available to every player, no purchase. Progresses through normal play across the season and pays out along the way.
Premium track
Costs 1,000,000 $ZORP, routed through the standard Reactor split (40% burned, 40% to the Rewards Pool, 20% to the treasury). Contains cosmetics and titles only.
Economy overview
The ZORP economy speaks one language. $ZORP is a fixed supply token (1 billion), launched on pump.fun, and it is the only currency: every price, fee, auction, reward, and prize in the game is denominated in it. There is no second currency in the game. Beneath the token sits a soft economy of materials, fuel, blueprints, and gear that players farm, refine, craft, and trade: materials are the barter layer, $ZORP is the money.
| Asset | Nature | Role |
|---|---|---|
| $ZORP | Fixed supply token (1B), launched on pump.fun | The only currency. All pricing, fees, auctions, rewards, prizes |
| Materials | Off chain items | Soft economy. Farmed, refined, consumed by crafting |
| Fuel | Off chain consumable | Travel cost between planets. Crafted or bought |
| Blueprints | Off chain items, 3 rarities | Unlock crafting recipes. Dropped, quested, traded |
| Gear and systems | Off chain items | Player power and production. Crafted from materials |
All values on this page are launch defaults and may be tuned later.
The Reactor
Every $ZORP fee in the game flows through one mechanism called the Reactor. One input stream, $ZORP fees from every in game action, enters and splits on fixed percentages into burns, the Rewards Pool, and the treasury. On top of that, creator fees earned by the project on pump.fun are recycled into the Rewards Pool through scheduled buybacks.
The standard split
40% burned, 40% deposited into the Rewards Pool, 20% treasury (development, events, operations). Applies to hull upgrades, refining, Wormhole spins, the season pass, and every fee not listed as an exception.
The exceptions
Marketplace sales: 4% fee, 2% burn, 2% pool. Claims: 10% fee, fully burned. Billboard outbids: the difference over the previous bid is fully burned. Arena entries: 70% prizes, 15% burn, 15% pool. Charters have their own splits, detailed in the table below.
Fee table (launch defaults)
| Action | Cost | Burn | Rewards Pool | Other |
|---|---|---|---|---|
| Marketplace sale | 4% of price | 2% | 2% | seller receives 96% |
| Claim (anytime) | 10% of claim | 10% | 0% | 90% to wallet instantly |
| Billboard outbid | difference vs previous bid | 100% of difference | 0% | previous holder refunded in full |
| Wormhole paid spin | 20,000 $ZORP | 40% | 40% | 20% treasury |
| Hull upgrade | tier fee | 40% | 40% | 20% treasury |
| Refining batch | 100 $ZORP per batch | 40% | 40% | 20% treasury |
| Season pass premium | 1,000,000 $ZORP | 40% | 40% | 20% treasury |
| Arena entry | per event | 15% | 15% | 70% prize pool |
| Charter purchase | 5,000,000 $ZORP | 30% | 30% | 20% treasury, 20% prize seed |
| Charter activity fees | per planet | 15% | 15% | 50% prize pool, 20% governor |
| Skin creator share | 5% of player gross earnings | 0% | 0% | routed to skin influencer |
Streaming rewards and claiming
The Rewards Pool is an on chain wallet holding $ZORP. It streams to players at 1% of its current balance per day, accrued second by second, pro rata to Production Score. Your in game balance is a live counter that never stops. Your share is your effective Production Points (after multipliers) divided by the sum of every player's effective Production Points.
There is no distribution event. Nothing is paid out on a schedule, so there is no moment where the whole player base receives tokens at once. Each player claims on their own clock, which desynchronizes selling.
In game you see your live accruing balance, your network share %, and your current rate expressed per day (for example, 1,500 $ZORP per day). The rate moves as other players' effective Production Points change.
Claiming to your wallet
Earned $ZORP accrues on your player ledger, and one button moves it to your wallet:
Claim anytime · one button, no minimum, no cooldown
10% of every claim is burned; the remaining 90% arrives in your wallet instantly. Every claim shrinks supply.
The game is tuned so that reinvesting beats cashing out early. Hulls, systems, charters, and holder tiers all compound your daily production, so the natural move with earned $ZORP is to put it back into the game and grow your share of the pool.
The growth loop
- 1
Players play
Every in game action that costs anything costs $ZORP.
- 2
The Reactor processes every fee
It burns a share of every fee and routes a share into the Rewards Pool.
- 3
The Rewards Pool grows
The streaming rate (1% of pool per day) rises in absolute terms.
- 4
Yields attract players
Higher daily yields and holder multipliers attract new players, who must acquire $ZORP on the market to hold tiers and to spend in game.
- 5
Supply falls, demand rises
Burns reduce supply while tiers and spending raise demand. The pool compounds.
- 6
Loop repeats
Return to step 1 with more players.
Holder tiers
Playing requires holding at least 10,000 $ZORP in the connected wallet. The balance is checked at login and hourly while playing, so every player is a holder by construction.
Above the entry minimum, holding $ZORP raises your production multiplier and unlocks perks. Balance snapshots are taken hourly, and your tier is computed from the 7 day time weighted average of those snapshots. Borrowing tokens for an hour does nothing: the averaging window blocks flash loan gaming.
| Tier | Held $ZORP | Production multiplier | Perks |
|---|---|---|---|
| T0 Drifter | 10,000 (entry minimum) | x1.00 | game access |
| T1 Citizen | 250,000 | x1.10 | +1 daily contract slot |
| T2 Officer | 1,000,000 | x1.25 | marketplace fee 3% |
| T3 Commander | 5,000,000 | x1.50 | +1 contract slot, fee 2.5%, seasonal cosmetic |
| T4 Admiral | 20,000,000 | x2.00 | fee 2%, Admiral hangar, charter auction priority |
Marketplace
The marketplace is the trading hub for materials, gear, systems, blueprints, fuel, and tradeable cosmetics. All listings are priced in $ZORP. The fee is 4% of the sale price, split 2% burn and 2% Rewards Pool, so the seller receives 96%. Holder tiers reduce the fee: 3% at Officer, 2.5% at Commander, 2% at Admiral.
Escrowed listings
Listed items are held in escrow until sold or cancelled. No trade window scams, no delivery risk.
Partial fills
Stackable listings (materials, fuel, consumables) can be bought in part. The remainder stays listed at the same price.
Price history
Every item shows a 48 hour price history chart, so buyers and sellers can price against the real market.
Billboard auctions
Haven has three large advertising screens, held by permanent 24/7 outbid auction in $ZORP. They are the most visible surfaces in the game: every player passes them while docking, trading, and departing. Anyone can take a screen at any moment: projects, communities, influencers, or players who want the space.
Grand Screen
The largest screen, mounted at the dock overlook. The first thing players see when boarding Haven.
Market Column
Wrapped around the marketplace entrance, in front of the densest foot traffic in the game.
Transit Ring
Circles the departure deck. Seen by every player leaving for a planet.
How the outbid auction works
- Each screen has a current holder and a current price. There is no timer, no rounds, and no settlement date: the auction never closes.
- At any moment, anyone can take a screen by paying more $ZORP than the current price. The minimum bid on an empty screen is 100,000 $ZORP, and that first payment is fully burned.
- On an outbid, the previous holder is refunded their full stake, and the difference between the two bids is burned. Example: a screen sits at 100,000; someone takes it for 200,000; the previous holder gets their 100,000 back and 100,000 is burned.
- The holder keeps the screen until someone outbids them, and uploads one image and one link to display.
The current image, link, holder name, and price to beat for each screen are visible both in game and on the site, so advertisers can verify their placement and challengers always know the number to beat.
Skins and creator fees
Character skins are tied to influencers. The game launches with 23 skins (the ZORP default plus 22 influencers), and the roster grows through player requests. Wearing a skin routes 5% of your gross $ZORP earnings to that skin's influencer. Attribution is continuous: the share always flows to the skin you are currently wearing, and switching skins switches the beneficiary from that moment on.
The 5% is a creator share, not a Reactor fee: it goes to the influencer, with nothing burned and nothing added to the pool.
Claiming as an influencer
Each skin is bound to one X account. The influencer claims accrued earnings by linking that X account.
Unclaimed accruals
If a skin's earnings sit unclaimed for 90 days, they route to the Rewards Pool. Value never strands: it either pays the creator or pays the players.
Ask for a new skin
- 1
Submit an X profile
Request any influencer by submitting their X profile through the request flow.
- 2
The dev team ships the skin
If approved, the skin is built and added to the roster, bound to that X account.
- 3
The influencer claims
If the person claims the skin within 90 days, the requester receives a finder bonus of 100,000 $ZORP, paid from the Rewards Pool.
Controls
ZORP runs in the browser with keyboard and mouse. The full game is playable with one hand on the movement keys and one on the mouse.
Movement
Core keys
| Action | Input |
|---|---|
| Interact | E |
| Attack | Space or left click |
| Inventory | I |
| Map | Tab |
| Chat | T |
| Close window | Esc |
| Dodge roll | Double tap a movement key in the direction of the roll |
| Send chat message | Enter while the chat input is focused |
Key bindings are launch defaults. A rebinding menu is planned in the settings panel.
Fair play
Because production pays real $ZORP, the reward system is a target for multi accounting and botting. ZORP's defenses are structural (they make cheating unprofitable) rather than purely reactive.
One account per wallet
Your wallet is your identity. Tier multipliers and quest streaks are per wallet, so splitting play across accounts splits your bonuses instead of multiplying them.
7 day time weighted tiers
Holder tier snapshots are taken hourly and averaged over 7 days. Borrowing or flash buying tokens for a snapshot does nothing; only sustained holding moves your tier.
48 hour ramp for new wallets
Fresh wallets ramp up to full production over their first 48 hours. Spinning up sybil farms costs real time on every wallet before it earns anything meaningful.
Session heterogeneity checks
Anti bot analysis watches for inhuman regularity in sessions and action patterns. Real players vary; scripts do not.
Manual review of top earners
The top 1% of earners are reviewed by a human every day. High earnings attract scrutiny by design, so clean top players are protected and cheaters are removed before payouts compound.
Public Reactor wallets
The buyback, burn, and Rewards Pool wallets are public and labeled on chain. Anyone can verify that fees are burned and rewards are funded exactly as documented.
Frequently asked questions
Yes. Playing requires at least 10,000 $ZORP in the connected wallet, checked at login and hourly while you play. That is the Tier 0 entry minimum; holding more raises your production multiplier through the holder tiers, up to x2.00.
All values are launch defaults and may be tuned as the economy matures.

Chat, friends and crews
ZORP is a shared world: every player on Haven is visible, and the social layer is built to make coordination (trading, boss timers, crew objectives) easy without becoming noisy.
Chat channels
World chat
The global channel, visible everywhere. Rate limited to keep it readable, with per player mute tools so you control what you see.
Planet channels
Each planet has its own local channel. Useful for boss timer callouts, group farming, and extraction coordination on The Belt.
Trade channel
A dedicated channel for buy and sell talk. Negotiate here, then settle through the escrowed marketplace rather than trusting a stranger.
Friends
The friends list shows online status and current planet location for everyone on it, so you can see who is farming Ember, who is idling on Haven, and who is flagged in a PvP zone before you jump in to join them.
Crews
Crews are ZORP's guilds: up to 20 players with a shared crew hall in Haven. Each week the crew receives objectives (gather, craft, hunt targets sized for a group). When 5 or more members complete the weekly objectives, every member earns a 2% production bonus. Crew bonuses stack with your other multipliers and can reach up to +30% in total.