PSS2

GALAXY

Arcturus Wolf 359 Sol Homeworld Gamma Draconis Rigel Luyten 726-8 Ross 154 Ross 248 Ross 128 Lucifer Lux Betelgeuse Antares Deneb Regulus Demeter Epsilon Aurigae Eurynome Pilgrimage Procyon VIP only Osiris 2 Discovery Golgotha

Visits per day, measured over the last 24 h: low to high.

STAR SYSTEMS

SYSTEMACCESSLOCATIONSVISITS/DAY
Sol Story 4 802
Wolf 359 Ship Lv 4 3 534
Procyon VIP 2 250
Homeworld Story 1 114
Arcturus Story 2 93
Ross 128 Story 1 82
Ross 248 Story 1 36
Ross 154 Story 1 29
Gamma Draconis Story 1 20
Osiris 2 Story 1 5.4
Antares Story — —
Betelgeuse Story 1 —
Demeter Story — —
Deneb Story 1 —
Discovery Story 1 —
Epsilon Aurigae Story — —
Eurynome Story — —
Golgotha Story — —
Lucifer Lux Story — —
Luyten 726-8 Story — —
Pilgrimage Story — —
Regulus Story — —
Rigel Story 1 —
HOW THIS WORKSWhere the map comes from, what opens a system and what the colours mean

01 Where the map comes from

The shape of this map is the game's own. Every system, every hypergate route between them and the position of each node come straight from the game data; the only thing done here is scaling the whole field to fit the screen. The 23 systems below are the ones you can reach, and the lines are the 29 routes that connect them. Four systems in the data sit stacked at a single point outside the field and hold no planets at all: they are the game's own scratch space, and they are left off.

02 What opens a system

ACCESS says what the game asks of you before a system appears: a ship level, a story mission, or a VIP subscription, which the map marks with the same badge the game uses. Open means nothing is asked. Systems that want a ship above level 10 are not on this map at all, and neither are their planets and missions. The game has drawn them, but it has not handed them out, and a map that showed them would promise a place you cannot fly to.

03 How busy a system is

The fill of a node is how much mining happens there, and the game publishes no such number. It is worked out from what the locations have left. Remaining resources are shared by every player and drop as people mine, so the difference between two daily snapshots, divided by the sum of the chances, gives how many runs a location saw; the scale here covers the last 24 h. A hollow node means the system has no Mining Operation at all, which is not the same as the palest step.

04 What the table adds

LOCATIONS counts Mining Operations, not planets: a system can be full of worlds and still show a dash here, and the dash is the honest answer. VISITS/DAY repeats the colour of the node as a number, because a column can be read in order and a colour cannot. Systems with no snapshots behind them show a dash and sit at the bottom of the list rather than pretending to be quiet. Every system name opens its own page, with the planets, what each one drops and the missions that run there.