ZORPZORPLaunch app
Getting Started · 01

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.

Currency$ZORP
Launchpump.fun
Supply1B $ZORP
GenreMMO

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.

Getting Started · 02

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.

Wallet safety. The game only ever asks for a login signature. It never asks for your seed phrase, private key, or a token approval to log in. Anyone requesting those is not ZORP.

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.

Getting Started · 03

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. 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. 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. 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. 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. 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. 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.

What to avoid early. Stay off the PvP planets (Kryon, The Belt, Nexus) until your Combat skill reaches at least 15; dying there drops your carried materials. Do not spend all your $ZORP on cosmetics before your ship produces. And never fly into The Belt with full cargo: vault first, carry only what you can afford to lose.
World · 01

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.

Vault first, then fly. The Vault is the only storage that PvP cannot touch. Materials left in your cargo hold travel with you and can be lost on death in PvP zones.
World · 02

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 · safe

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

Kryon

PvP flagged

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

Ember

PvE · hard

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

Glacius

PvE · calm

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

Sylva

PvE · mid

Jungle world. Signature resource: Bio Resin. Creature hunting for Bio Resin, plus crew recruitment.

The Belt

PvP · extraction

Asteroid field world. Signature resource: Void Dust. Enter, salvage wrecks, and extract before another player takes your cargo.

Helios

PvE · timed

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

Nexus

PvP · structured

Arena world world. No signature resource. Ranked duels, weekly tournaments, and wagers. Combat only, no farming.

PlanetTypeRiskResourceFuel ring
VerdiaForest starterPvE · safeMetal, Circuit1
KryonShattered crystal worldPvP flaggedCrystal2
EmberVolcanicPvE · hardEmber Core3
GlaciusIcePvE · calmFrost Shard2
SylvaJunglePvE · midBio Resin3
The BeltAsteroid fieldPvP · extractionVoid Dust4
HeliosSolar stationPvE · timedSolar Plasma4
NexusArena worldPvP · structuredNone2

Some planets are gated by skill level: Ember requires Combat 20 and The Belt requires Piloting 25. Story chapters unlock planets in order.

World · 03

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.

RingFuel costDestinations
11 FuelVerdia
22 FuelKryon, Glacius, Nexus
33 FuelSylva, Ember
44 FuelThe Belt, Helios
Fuel CellFuel CellConsumable · crafted or bought
Nav ComputerNav ComputerSupport system · fuel cost reduction 5% to 25% by tier
Systems drink fuel too. Each installed system consumes 1 Fuel Cell per week to stay Operational. An unfueled system goes Idle and produces nothing until you refuel it. Reactivation is instant, so no progress is lost, only time.
World · 04

Charter 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. 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. 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. 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. 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

Burned30%
Rewards Pool30%
Treasury20%
Prize pool seed20%

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

Planet prize pool50%
Governor20%
Burn15%
Rewards Pool15%
A Charter is a yield asset. It pays the Governor 20% of the planet's activity fees for as long as the planet runs, and it can be sold to another player at any time. The more popular your planet, the more the Charter earns and the more it is worth.
Your Ship · 01

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

Refuel weekly. Each system consumes 1 Fuel Cell per week to stay Operational. A system that misses its upkeep goes Idle and produces nothing until refueled. Reactivation is instant on refuel, so a lapse costs you the downtime and nothing more.

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

QuantityValueHow it is derived
Rewards Pool balance50,000,000 $ZORPon chain pool wallet
Pool streaming rate (per day)500,000 $ZORP1% of the pool balance
Global effective PP1,000,000sum of every player's effective PP
Your raw PP2,000installed, Operational systems
Your multiplierx1.5tier, streak, and link bonuses combined
Your effective PP3,0002,000 x 1.5
Your share0.3%3,000 / 1,000,000
Your accrual rateabout 1,500 $ZORP per day0.3% 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.

Your Ship · 02

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.

HullSystem slotsUpgrade cost (materials)$ZORP feeGate
Pod4starter0none
Shuttle8200 Metal, 120 Circuit50,000Engineering 5
Corvette14600 Alloy, 300 Chipset, 150 Crystal250,000Engineering 15, story ch. 4
Freighter221,500 Alloy, 800 Chipset, 500 Prism, 60 Ember Core1,000,000Engineering 25
Cruiser324,000 Alloy, 2,000 Chipset, 1,200 Prism, 150 Frost Shard, 150 Bio Resin4,000,000Engineering 40
Dreadnought4410,000 Alloy, 5,000 Chipset, 3,000 Prism, 400 Void Dust, 300 Solar Plasma, 3 Singularity Shard15,000,000Engineering 55, story complete
Hull fees feed the economy. Every $ZORP hull fee routes through the Reactor: 50% is burned and 50% is deposited into the Rewards Pool. Upgrading your ship directly reduces supply and raises everyone's streaming rate.
Your Ship · 03

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

SystemRoleBase PP · T1 to T5
Reactorcore producer10 / 25 / 60 / 140 / 320
Ore Processorproducer, boosted by Mining level8 / 20 / 50 / 115 / 260
Hydroponics Bayproducer, boosted by Botany level8 / 20 / 50 / 115 / 260
Data Vaultproducer, boosted by Trading level8 / 20 / 50 / 115 / 260
Drone Bayproducer, boosted by Salvaging level8 / 20 / 50 / 115 / 260

Support systems

SystemUtility
Refineryonboard refining, batch size increases with tier
Workshopcrafting speed and quality bonus
Nav Computerfuel cost reduction, 5% to 25%
Shield Arrayprotects 20% to 60% of cargo on PvP death
Med Bayrespawn debuff reduction
Cargo Holdadditional inventory slots
Beacon Array+1 daily contract slot at T3, +2 at T5

The 12 families

ReactorReactorProducer · core
Ore ProcessorOre ProcessorProducer · Mining
Hydroponics BayHydroponics BayProducer · Botany
Data VaultData VaultProducer · Trading
Drone BayDrone BayProducer · Salvaging
RefineryRefinerySupport · refining
WorkshopWorkshopSupport · crafting
Nav ComputerNav ComputerSupport · fuel
Shield ArrayShield ArraySupport · PvP
Med BayMed BaySupport · respawn
Cargo HoldCargo HoldSupport · inventory
Beacon ArrayBeacon ArraySupport · contracts

Tier 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.

T1 · T2primariesT3refined materialsT4 · T5exotics + blueprints

All values are launch defaults and may be tuned. See Materials for the full material tree and Refining for batch fees.

Materials & Crafting · 01

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.

MetalMetalPrimary · Verdia
CircuitCircuitPrimary · Verdia
CrystalCrystalPrimary · Kryon
AlloyAlloyRefined · from Metal
ChipsetChipsetRefined · from Circuit
PrismPrismRefined · from Crystal
Ember CoreEmber CoreExotic · Ember
Frost ShardFrost ShardExotic · Glacius
Bio ResinBio ResinExotic · Sylva
Void DustVoid DustExotic · The Belt
Solar PlasmaSolar PlasmaExotic · Helios
Singularity ShardSingularity ShardCatalyst · bosses, Wormhole, seasons
Singularity Shard sources. World boss drops, the Wormhole jackpot segment (0.5% odds per spin), and a season top 10 finish on any leaderboard. Those are the only three sources. Plan your Dreadnought around them: the hull alone consumes 3 shards.
Materials & Crafting · 02

Refining

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.

3 MetalFoundry or Refinery100 $ZORP per batch1 Alloy
InputOutputRatioBatch feeFee split
MetalAlloy3 : 1100 $ZORP40% burn · 40% pool · 20% treasury
CircuitChipset3 : 1100 $ZORP40% burn · 40% pool · 20% treasury
CrystalPrism3 : 1100 $ZORP40% 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.

Refining Flux. A craftable consumable that improves a refining batch. Worth carrying when you are processing large stockpiles.

The batch fee and split are launch defaults and may be tuned.

Materials & Crafting · 03

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.

CategoryCountNotes
Systems1212 families, 5 tiers each (see Systems Catalog)
Weapons65 tiers each
Suits45 tiers each
Tools6gathering and utility
Consumables9single use
Ship mods3hull attachments
Materials12tradeable, complete the visible set

Weapons · 6

Pulse BlasterPulse BlasterBalanced sidearm
Arc RifleArc RifleRanged, chains on hit
Rail LauncherRail LauncherSlow, heavy impact
Plasma BladePlasma BladeClose range melee
Void ScytheVoid ScytheWide melee arcs
Drone WhipDrone WhipCommands attack drones

Suits · 4

Scout SuitScout SuitMobility and speed
Bulwark SuitBulwark SuitHeavy defense
Thermal SuitThermal SuitRequired on Ember
Void SuitVoid SuitBonus on The Belt
Suits gate planets. The Thermal Suit is required to survive the heat hazard on Ember. The Void Suit grants a bonus on The Belt, the highest risk extraction zone in the game.

Tools · 6

Mining LaserMining LaserMining · ore nodes
Salvage CutterSalvage CutterSalvaging · wrecks
Botany KitBotany KitBotany · flora
Cryo DrillCryo DrillGlacius · ice drilling
Solar TapSolar TapHelios · solar plasma
ScannerScannerReveals nodes and threats

Two 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 CellFuel CellKeeps a system Operational, 1 per system per week
Med StimMed StimRestores health in the field
Shield BoosterShield BoosterTemporary shield charge before a fight
Heat PackHeat PackShort protection against Ember heat
Cargo BeaconCargo BeaconEmergency extraction from The Belt
Repair KitRepair KitPatches gear without returning to Haven
Ration PackRation PackSustains long expeditions
Refining FluxRefining FluxAdditive that improves a refining batch
Decoy DroneDecoy DroneDraws hostile attention away from you
Fuel Cells are not optional. Every installed system consumes 1 Fuel Cell per week or it goes Idle and produces nothing. Reactivation is instant on refuel, but Idle days are lost production.

Ship 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.

Materials & Crafting · 04

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 BlueprintStandard BlueprintCommon recipes
Advanced BlueprintAdvanced BlueprintMid and high tier recipes
Exotic BlueprintExotic BlueprintThe rarest T5 recipes
SourceHow it works
Planet bossesSpawn on a public timer, drop exotics and blueprints
Weekly operationsMulti step missions with blueprint rewards and leaderboard points
FactionsReputation tracks unlock exclusive recipes as you rank up
WormholeBlueprint segments on the daily wheel, free or paid spins
No blueprint, no top tier. You cannot brute force your way to T5 with materials alone. Run operations, fight bosses, or buy the blueprint from another player.
Combat · 01

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

ActionInput
Move or W A S D (Z Q S D supported)
InteractE
AttackSpace or left click
Dodge rollDouble 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 BlasterPulse BlasterRanged · all rounder
Arc RifleArc RifleRanged · sustained fire
Rail LauncherRail LauncherRanged · heavy hits
Plasma BladePlasma BladeMelee · fast strikes
Void ScytheVoid ScytheMelee · wide arcs
Drone WhipDrone WhipMelee · reach

Suits

Scout SuitScout SuitMobility focus
Bulwark SuitBulwark SuitDefense focus
Thermal SuitThermal SuitRequired for Ember
Void SuitVoid SuitBonus on The Belt
No pay to win. Every weapon and suit is crafted from farmed materials or bought on the player marketplace. The season pass premium track contains cosmetics and titles only, never power.
Combat · 02

PvE 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.

PlanetPvE profileWhat to bring
VerdiaTutorial fauna, first huntsStarter gear is enough
GlaciusCalm, low threat drilling loopCryo Drill for the ice
SylvaMid difficulty creature huntingA solid mid tier weapon
EmberHard, elite mobs plus heat hazardThermal Suit, Combat 20
HeliosTimed expeditions on an energy budgetSolar 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.

Combat · 03

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 flagged

Shattered crystal world. The best Crystal farming in the game, contested by other players.

The Belt

PvP · extraction

Asteroid field. Salvage wrecks for Void Dust, then extract before someone takes your cargo. Requires Piloting 25.

Nexus

PvP · structured

Arena 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.

Why opt in at all? Crystal, Void Dust, and arena prizes are the strongest earning paths in the game. PvP zones pay a premium precisely because they can cost you cargo.
Combat · 04

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.

Format1v1 ranked
TournamentsWeekly
Prizes70% of fees
SpectatorsFree to watch

Entry fee split

Entry fees$ZORP, per tournament70% prize poolpaid to placements15% burnedpermanent supply cut15% Rewards Poolraises the streaming rate

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.

Combat · 05

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. 1

    Your carried materials drop into a Salvage Crate

    The crate appears where you fell. Everything else on your character stays with you.

  2. 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. 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.

Killer loot40%
Crate decay10 min
Shield Array20% to 60%

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.

Travel light. Vault before you fly. Deposit materials at the Haven Vault before entering Kryon, The Belt, or Nexus, and carry only what the trip needs: fuel, consumables, and room for what you plan to farm. A full cargo hold in a PvP zone is a bounty you place on yourself.
Activities · 01

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 tracks8
Level range1 to 60
XP sourceDoing it
RespecNone
SkillHow it levelsWhat it gates and boosts
MiningExtracting primary ore deposits with a Mining LaserHigher grade deposits, Mining Laser tiers · boosts Ore Processor output
SalvagingCutting wrecks apart, mainly in The BeltRicher wreck loot, Salvage Cutter tiers · boosts Drone Bay output
BotanyHarvesting flora, notably Bio Resin on SylvaRare flora nodes, Botany Kit tiers · boosts Hydroponics Bay output
RefiningRunning refining batches at the Foundry or onboard RefineryRefined and exotic recipes, larger batch efficiency
EngineeringCrafting systems, gear, and ship modsEvery hull tier: Shuttle 5, Corvette 15, Freighter 25, Cruiser 40, Dreadnought 55
CombatDefeating fauna, elites, bosses, and arena opponentsEmber requires Combat 20 · weapon tiers, elite hunting grounds
PilotingTraveling between planets and flying under hazardThe Belt requires Piloting 25 · advanced flight maneuvers
TradingCompleting marketplace sales and purchasesMarket tools and analytics · boosts Data Vault output
An honest note on time scale. Reaching level 60 in a single skill is a multi month commitment, and maxing all eight tracks is a year scale goal. The curve is designed for long term play: there are no XP purchases and no shortcuts, so a high skill sheet always represents real time in the game.
Activities · 02

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.

The streak bonus. Complete daily contracts 7 days in a row and you earn +20% production for the following day. Miss a day and the streak resets. Combined with the weekly Fuel Cell upkeep on systems, this is the core rhythm that rewards showing up.

Daily contract slots

SourceSlotsRequirement
Base3None, available to every player
Beacon Array T3+1Beacon Array system installed at tier 3
Beacon Array T5+2Beacon Array system installed at tier 5 (replaces the T3 bonus)
Holder tiers+1 eachT1 Citizen and T3 Commander each add a slot

Slots cap at 6 per day. Contracts refresh daily and unused slots do not carry over.

Activities · 03

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.

Free spins1 per day
Paid spin20,000 $ZORP
Segments20
Jackpot odds0.5%

Prize table

Prize categoryContentsOdds
MaterialsBundles of primary and refined materials99.5% shared across 19 segments
FuelFuel Cell stacks for travel and system upkeep
BlueprintsBlueprint chips that unlock crafting recipes
$ZORPSmall $ZORP amounts credited to your ledger
CosmeticsWheel exclusive cosmetic items
JackpotOne Singularity Shard, the T5 and Dreadnought catalyst0.5% · 1 segment
Spend deliberately. Paid spins are a sink, not an investment strategy. At 0.5%, the expected cost of hitting the jackpot through paid spins alone is high; the shard also drops from world bosses and season top 10 placements. Treat extra spins as entertainment with a burn attached.
Activities · 04

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.
No exclusivity, no penalties. Faction reputation is additive by design. Daily faction tasks stack with your regular daily contracts, so a full play session can advance a faction track, your contract streak, and your skill XP at the same time.
Activities · 05

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.

LeaderboardWhat it measuresWho it favors
ProductionTotal Production Points output over the seasonShip builders and system optimizers
Arena ratingRanked duel rating in the Nexus arenaPvP players
Wealth tradedTotal $ZORP volume moved through the marketplaceTraders and market makers
Skill XPTotal skill XP earned across all eight tracksConsistent, high activity players
Top 10 rewards. The top 10 of each board receive a Singularity Shard and a statue in Haven for the season. Four boards means forty statues, and forty shards entering the economy from competition each season.

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.

No power in the pass. The premium track never contains production multipliers, materials, gear, or anything that affects earnings or combat. Buying it is a cosmetic choice and a burn event, not a competitive advantage.
Economy · 01

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.

The 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. More players means more fees, a bigger pool, higher daily yields, and stronger supply pressure.
AssetNatureRole
$ZORPFixed supply token (1B), launched on pump.funThe only currency. All pricing, fees, auctions, rewards, prizes
MaterialsOff chain itemsSoft economy. Farmed, refined, consumed by crafting
FuelOff chain consumableTravel cost between planets. Crafted or bought
BlueprintsOff chain items, 3 raritiesUnlock crafting recipes. Dropped, quested, traded
Gear and systemsOff chain itemsPlayer power and production. Crafted from materials
Rewards are never paid from inflation. Supply is fixed and no new tokens are ever minted for rewards. Every $ZORP a player earns was either spent in game by another player or bought back from the market.
Total supply1B fixed
Streaming rate1% of pool / day
Marketplace fee4%
Minted for rewards0

All values on this page are launch defaults and may be tuned later.

Economy · 02

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.

40%40%20%$ZORP feesfrom every in game actionThe Reactorthe standard split · 40 / 40 / 20Burnsupply destroyed foreverRewards Poolfunds the 1% per day streamTreasurydevelopment · events · operations

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)

ActionCostBurnRewards PoolOther
Marketplace sale4% of price2%2%seller receives 96%
Claim (anytime)10% of claim10%0%90% to wallet instantly
Billboard outbiddifference vs previous bid100% of difference0%previous holder refunded in full
Wormhole paid spin20,000 $ZORP40%40%20% treasury
Hull upgradetier fee40%40%20% treasury
Refining batch100 $ZORP per batch40%40%20% treasury
Season pass premium1,000,000 $ZORP40%40%20% treasury
Arena entryper event15%15%70% prize pool
Charter purchase5,000,000 $ZORP30%30%20% treasury, 20% prize seed
Charter activity feesper planet15%15%50% prize pool, 20% governor
Skin creator share5% of player gross earnings0%0%routed to skin influencer
Verifiable on chain. Burns, the Rewards Pool, and the treasury operate from public labeled wallets, and buybacks execute on a public schedule from a labeled wallet, so the entire flow can be audited by anyone.
Economy · 03

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.

Why the pool never empties. The stream is a percentage of the balance, not a fixed amount, so streaming alone can never drain the pool to zero. Fee inflows compound it. The accrual rate per player scales with total game activity, not with a fixed inflation schedule.

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. 1

    Players play

    Every in game action that costs anything costs $ZORP.

  2. 2

    The Reactor processes every fee

    It burns a share of every fee and routes a share into the Rewards Pool.

  3. 3

    The Rewards Pool grows

    The streaming rate (1% of pool per day) rises in absolute terms.

  4. 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. 5

    Supply falls, demand rises

    Burns reduce supply while tiers and spending raise demand. The pool compounds.

  6. 6

    Loop repeats

    Return to step 1 with more players.

Economy · 04

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.

TierHeld $ZORPProduction multiplierPerks
T0 Drifter10,000 (entry minimum)x1.00game access
T1 Citizen250,000x1.10+1 daily contract slot
T2 Officer1,000,000x1.25marketplace fee 3%
T3 Commander5,000,000x1.50+1 contract slot, fee 2.5%, seasonal cosmetic
T4 Admiral20,000,000x2.00fee 2%, Admiral hangar, charter auction priority
Every player is a holder. The 10,000 $ZORP entry minimum means player growth is buy pressure by construction, and holding more accelerates earning through the tier multipliers.
Economy · 05

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.

Seller lists itemheld in escrowBuyer purchasespartial fills for stackablesSeller receives 96%2% burn · 2% pool

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.

Economy · 06

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.
Content review. Every creative is reviewed before it goes on screen: no scams, no impersonation, no NSFW. If the content is rejected, the holder receives a full refund and the screen reopens at the floor price.
Every change of hands burns supply. Holding a screen costs nothing beyond the locked stake, so the only $ZORP that ever leaves the auction leaves it burned. A bidding war between two projects is a burn engine.

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.

Economy · 07

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. 1

    Submit an X profile

    Request any influencer by submitting their X profile through the request flow.

  2. 2

    The dev team ships the skin

    If approved, the skin is built and added to the roster, bound to that X account.

  3. 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.

Social & Help · 01

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

Max members20
Crew hallIn Haven
ObjectivesWeekly
Crew bonus+2% production

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.

Small crews count. The bonus needs 5 completions, not 20. A tight group of five active players gets the full crew bonus every week.
Social & Help · 02

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

Arrow keysW A S DWASDZ Q S DZQSD, for AZERTY keyboards

Core keys

ActionInput
InteractE
AttackSpace or left click
InventoryI
MapTab
ChatT
Close windowEsc
Dodge rollDouble tap a movement key in the direction of the roll
Send chat messageEnter while the chat input is focused

Key bindings are launch defaults. A rebinding menu is planned in the settings panel.

Social & Help · 03

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.

Why this matters for honest players. Every blocked bot and sybil farm is $ZORP that stays in the Rewards Pool for real players. Fair play enforcement is yield protection.
Social & Help · 04

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.