Zone - Official Guide for Outspace Game

Zone

Last update 17.08.2026
Money

History

With the development of spacefaring society came the need for new economic entities that were smaller and more flexible than large corporations. Over time, a form of cooperation known as the Zone emerged.

Purpose

A Zone unites multiple organizations so they can share resources, benefit from mutual protection, divide their work, and remain economically independent. Zone members can share technology levels, stations, and equipment while also gaining privileges over ordinary visitors to the Zone’s territory.

Membership Benefits

Every station belonging to a Zone member receives a level increase based on the Zone HEADQUARTERS:

  • Stations within the Zone’s influence: level = Headquarters level – 1
  • Stations outside the Zone’s influence: level = Headquarters level – 2

All gameplay attributes are derived from this increased level, including:

  • Number of production slots
  • Maximum technology level
  • Range of the Zone’s influence
  • Relations with other players inherited from the entire Zone, which may not always be beneficial

Structure of Zone Stations

Zone Headquarters

Every Zone has one station designated as its HEADQUARTERS. Its level is determined by the amount of experience converted from Quanta and deposited into it. All other Zone parameters, including the range of its influence, are calculated from this level.

The Headquarters cannot be captured. If destroyed, it does not disappear and can be restored. When destroyed, part of its stored contents is preserved in a bunker that becomes accessible after restoration.

Zone Command Station

Each Zone member can designate a Command Station by playing a COMMAND STATION card on one of their stations. This station receives the remaining experience after the share transferred to the Headquarters and inherits its level –1 (or –2 outside the Zone’s influence). If the station’s own experience grants it a higher level, the higher level is used.

The Command Station can be relocated at any time. If the player owns the Headquarters, their Command Station must be located there. After the Command Station is relocated, a FORMER COMMAND STATION card appears on the original station.

A station designated as a Command Station cannot be captured. If destroyed, it can be restored and preserves part of its stored contents.

Zone Station

A regular station belonging to a Zone member, provided it is neither the Headquarters nor a Command Station, inherits the Headquarters level –1, or –2 outside the Zone’s influence. These stations are not protected and can be captured or destroyed.

Member Permissions

Applicant

A player who applies to join receives Applicant status. A portion of their Quanta is transferred to the Headquarters, but they cannot access stations or docking facilities reserved for members. An Applicant becomes a member only after being approved by a Zone DELEGATE or FOUNDER.

Member

A player becomes a Member after being accepted by the FOUNDER or a DELEGATE. Members have all basic rights but cannot promote other players.

Delegate

Only the FOUNDER can appoint a DELEGATE. A DELEGATE can approve Applicants, manage relations with other Zones, change Zone settings, designate the Headquarters, and remove Members or Applicants.

Founder

The Founder established the Zone, and this role cannot be transferred. The FOUNDER can perform all actions available to a DELEGATE, appoint additional DELEGATES, and disband the Zone.

There can only be one Founder.

Zone of Influence

The Zone of influence is the area surrounding the Headquarters, with its radius determined by the Headquarters level. Within this area, asteroids can be mined and any objects that are not also within their owner’s Zone of influence can be opened. Outside the Zone’s influence, only objects owned by the player or public objects can be opened.

A player can collect an object under the following conditions:

Public Objects

These objects have no owner and can be collected by anyone.

  • A public object can always be collected.

Owned Objects

Owners can always collect their own objects, such as their own containers or cargo dropped after the destruction of their spacecraft.

  • An owned object can always be collected by its owner.

Objects Owned by Others

An object can only be collected if it is within the collecting player’s Zone of influence and outside its owner’s Zone of influence.

  • An object belonging to another player cannot be collected outside your Zone’s influence or within another Zone’s influence.
  • An object belonging to another player can be collected within your Zone’s influence if it is outside its owner’s Zone of influence.

Quanta Distribution

A portion of the Quanta earned by all members flows into the Headquarters. Each Zone determines this share independently, and players can see its current value on the Zone card.

Relations with Other Zones

A Zone manages its relations globally. Any declared war or established alliance applies to all of its members.

Newcomer-Friendly Zones

A Zone can designate itself as newcomer-friendly. Its card will then be offered to new players when they begin the game. Members of such a Zone commit to helping newcomers who decide to join.

To be offered to newcomers during the tutorial in the “JOIN THE POWERFUL” window, a Zone must meet the following requirements:

  • “JOINING ENABLED” must be selected.
  • “NEWCOMER-FRIENDLY” must be selected.
  • It must have at least 3 active members.
  • It must be at least 14 days old.
  • It must have a communication language selected.
  • At least one activity description must be provided.

Application Process

A new applicant receives Applicant status. The FOUNDER and all DELEGATES are notified and can decide whether to accept or reject the application.

 

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