Pilot's Guide

How the Game Works

Spectrum is a hidden-core space racing game. You forge ships powered by alien cores, you must read the daily conditions of what the cosmic elements will do, submit THRUST or DRIFT calls for each hidden core, and learn what your fleet is actually good at through repeated races. All Ships are good, they are just better in certain conditions.

GETTING STARTED

Overview & First Session

The core loop: forge a mystery ship, read daily conditions, call commands, and learn from results.

Overview

What Spectrum Is

Forge a mystery spaceship

Ships are forged at the Eternal Forge on the alien base of Joambre. Each ship is created with hidden cores powered by cosmic elements. You know the class and visible stats, but not the actual element mix driving performance.

Read the daily conditions

Each race day shows projected moves for Nova, Rolo, Telex, and Unik -- the cosmic elements that power every ship. Those conditions are the public signal you use before entering.

Call each core slot

For every hidden core, choose THRUST if you expect that slot to benefit from a rise, or DRIFT if you expect it to benefit from a fall. With the right timing, ships channel their cosmic elements to travel faster than light.

Learn through results

Race outcomes teach you which ships are stable, which ships spike, and how accurate your command reads are over time. The Eternal Forge remembers every hull it creates.

First Session

How To Start

Connect on Base

The current live flow is built around MetaMask/Coinbase Wallet on Base. If the chain is wrong, the app prompts you to switch.

Get SPEC and forge one ship

Wayfarer costs 50 SPEC, Vanguard 80, and Titan 120. Start with one or two ships so you can learn the loop quickly before managing a larger fleet.

Each race entry costs 1 plasma

A race entry costs 1 plasma. If you are low, wait for ship-generated plasma or buy more from the Plasma page.

Review the result and race again

Wins matter, but repeat behavior matters more early on. Watch command accuracy, score patterns, and daily conditions together.

FLEET

Ship Classes & Hidden Cores

Three hull archetypes, each with a different number of hidden cosmic cores. More cores means more to read; fewer cores means sharper mystery.

Ships

Classes And Hidden Cores

Wayfarer: 4 hidden cores

Broad and stable. Best for discovery because you get more core slots to read and more commands to place, more races to run. The workhorse of the Joambre fleet. Each core weight ranges from roughly 0.8% to 80%, with all four cores summing to exactly 100%.

Vanguard: 3 hidden cores

Focused and dynamic. Usually a middle ground between readable and volatile. The one to have for pilots who balance instinct with calculation. Each core weight ranges from roughly 4% to 80%, with all three cores summing to exactly 100%.

Titan: 2 hidden cores

Maximum mystery and sharper swings. Fewer slots means less visible structure and more all-or-nothing results. Titans stay concentrated by design -- each core weight ranges from roughly 20% to 80%, with both cores summing to exactly 100%.

Eternal Forge

Every ship is forged with hidden cores. Racing is the discovery process.

RACING

Conditions, Commands & Race Flow

Daily conditions are the public signal. THRUST means predict rise, DRIFT means predict fall. Every core slot must be submitted before entry.

Commands

Daily Conditions, THRUST, And DRIFT

Daily conditions are the public clue

Nova, Rolo, Telex and Unik each show an expected direction and projected move. Those numbers help you decide whether a hidden slot likely wants THRUST or DRIFT.

THRUST means predict rise

Use THRUST when you think the hidden element behind that slot benefits from an upward move in the current conditions.

DRIFT means predict fall

Use DRIFT when you think the hidden element behind that slot benefits from a downward move in the current conditions.

You must submit every slot

The current build requires exactly one command per core slot before a ship can enter a race.

Races

How A Race Flow Works

Pick a lobby and one active ship

A ship cannot race in multiple active lobbies at once, and listed ships cannot be entered.

Spend 1 plasma to enter

Plasma is your race-entry energy. Each entry uses one unit, regardless of ship class. Extra runs cost 2 or more plasma.

Lock starts after the second entrant

Once a lobby reaches 2 entrants, a 5 minute lock countdown begins. If it drops below 2, the countdown stops.

Watch placement, score, points, and command accuracy

Score reflects both hidden ship performance and your command calls. Use repeated races to learn whether a ship is actually strong or just had one good run.

STRATEGY

How To Win & Understand Your Ship

Two paths to the top, why early-season racing pays, and how cylinder composition rewards ship knowledge over time.

Winning

Two Paths To The Top

Two paths to the top

You can win in Spectrum two different ways. The first is a single huge run that tops the high-score board -- one race where everything clicks and your ship posts a score nobody else can match. The second is consistency: accumulate points across the entire season to top the leaderboard and standings. Both paths pay off, and they reward different playstyles.

Early season rewards volume

In the early part of a season, rewards favor pilots who race the most. The leaderboard is wide open, and simply participating -- even without winning -- earns seasonal rewards. Pilots who get their ships into races early and often rise first. This is the window where volume matters more than precision.

Ship knowledge pays over time

As the season progresses, pilots who have learned their ship's approximate core composition gain an edge. You start to recognize which cosmic conditions suit your ship and which do not. As ships age, owners who understand their ship can channel extra plasma into runs when conditions are favorable -- dominating both the high-score board and the seasonal standings. Knowledge compounds: every race teaches you something about what your ship is actually good at.

Engines

Cylinders & Core Composition

Engines and cylinders

Every ship's engine has 2, 3, or 4 cylinders (matching the ship class: Titan has 2, Vanguard has 3, Wayfarer has 4). At peak output, all engines produce 1000 kW regardless of class. The difference is how each cylinder responds to race conditions. Each cylinder is tied to a cosmic element, and that element's performance on race day determines how much power that cylinder contributes.

Reading cylinder response

If a cylinder responds well to heat (Nova), your ship will perform better on days when Nova is forecast to rise. Run Ultra races on hot days and skip or limit Standard races on cold days. The same logic applies to every element: match your ship's cylinder strengths to the daily forecast and you will outperform pilots who race blindly.

The dominant cylinder rule

Most ships have one cylinder type that outweighs the others. If you can identify a dominant cylinder type -- one that accounts for more than 66% of your ship's composition -- you have a clear advantage. A pilot who knows their dominant cylinder and races on favorable days will climb the season standings regardless of ship class or age (within limits). This is why repeated racing matters: you are reverse-engineering the engine through results.

PROGRESSION

Fleet Stats & Rewards

Your fleet page is the memory of the game. Ship-based standings determine seasonal rewards.

Fleet

What Your Ship Stats Mean

Age

Ship age is counted in seasons. Older ships generally produce less plasma and lower emissions than fresh ships.

Plasma

This is the ship energy available for race entries, shown against the ship capacity. Ships regenerate plasma continuously over a rolling 24-hour cycle when below capacity. Overworked ships burn more plasma.

Emission

SPEC emission is the flat per-ship seasonal output shown on the fleet and marketplace screens. Guaranteed engagement reward.

Daily runs

Each ship has a rolling 24-hour run allowance. If the remaining count hits zero, that ship can wait for the window to roll forward or burn more plasma to run over the allowance.

Rewards

What Progression Actually Tracks

Rewards are ship-based

Season rewards are determined per qualifying ship, not per pilot account. The important unit is how each ship performs over the season.

Consistency matters

A ship needs enough races and points to matter. Strong one-off runs help, but repeated participation and accurate calls build a better season score.

Leaderboards are not all the same

Pilot boards are still useful for progression and bragging rights, while the ship leaderboard is the one tied to ship-centric reward standings.

ECONOMY

Marketplace, Plasma & Salvage

SPEC flows from forging through racing, rewards, and trading. Every ship is an asset with race history and emission value.

Economy

Marketplace, Plasma, And Salvage

Marketplace is a scouting tool

Listings expose class, age, race history, win rate, score history, plasma output, and emission rate so you can judge whether a ship fits your plan.

Listed ships cannot race

If a ship is on the marketplace, it is temporarily unavailable for race entry until the listing is cancelled or sold.

Salvage is final

Salvaging permanently removes the ship and returns part of the forge cost.

View full economy breakdown
FAQ

Common Questions

Answers reflect the current playable behavior in the app.

FAQ

Common Reasons Players Get Stuck

Why can't I enter a race?

Common reasons are no plasma, the ship is already racing, the ship is listed, or the ship has no rolling 24h runs remaining.

Why did the lobby countdown stop?

If the lobby falls below 2 entrants before lock, the countdown is cancelled.

How do I know if a ship is good?

All Ships are good in the right conditions. Do not judge from one race. Compare repeated placements vs element conditions, look at scores, and command accuracy under different daily conditions.

What should a first-time player buy?

Two Wayfarer's is the simplest starting point because it gives you the most slots to learn from.