Fact-checked by Grok 2 weeks ago

DarkOrbit

DarkOrbit is a browser-based () developed and published by Bigpoint GmbH, released on December 11, 2006. Set in a universe, players pilot customizable spaceships, aligning with one of three corporations—VRU, MMO, or EIC—to alien threats, collect resources, and participate in territorial conquests. The game emphasizes , exploration of vast sectors, and features like alliances, fostering and competitive gameplay among millions of users. Since its launch, DarkOrbit has evolved through major updates, including the 2010 "" version that introduced enhanced graphics and new PvP modes such as Jackpot Battles, Team Death Match, and Capture the Beacon. Players progress by upgrading ships with lasers, shields, and drones, while earning currencies like Credits and premium Uridium to unlock advanced equipment. The title has garnered over 99 million registered accounts, with ongoing events, cross-server battles, and community integrations like streams maintaining its appeal as a long-standing space shooter MMO. A Steam version titled DarkOrbit is planned for release in late 2025.

Gameplay

Top User Points

In DarkOrbit, Top User Points represent a composite metric used to evaluate a player's overall progress and standing on the Top User leaderboard, which ranks players based on accumulated achievements rather than momentary performance. This system emphasizes long-term dedication, combining experience and prestige elements to provide a holistic view of player capability. The formula for Top User Points is straightforward: (Experience Points ÷ 1000) + (Honor Points ÷ 100). Experience Points (EP), often abbreviated as , are primarily earned through completing quests, defeating NPCs, and participating in events, reflecting a player's development and efforts. Honor Points, on the other hand, are awarded exclusively for successful player-versus-player (PvP) kills, serving as a measure of prowess against human opponents; for instance, eliminating an enemy ship grants honor based on the target's strength and the attacker's contribution. This dual-component structure ensures that Top User Points balance solo progression with competitive interactions. Top User Points play a key role in several game mechanics, including individual leaderboard positions visible in the in-game rankings menu, where players can compare their score against others to gauge relative standing. Additionally, these points contribute to clan rankings by aggregating member totals, influencing a clan's overall prestige and access to collective rewards. Unlike Rank Points, which focus on honor-derived badges and are more PvP-oriented, Top User Points prioritize sustained EP accumulation, making them essential for players aiming for high visibility in community leaderboards without solely relying on direct confrontations. To maximize Top User Points, players typically focus on efficient EP farming through daily quests and high-yield NPC during happy hours, while selectively engaging in PvP to build honor without excessive risk. For example, targeting lower-ranked opponents in safe zones can steadily increase honor contributions. However, bugs affecting calculations have occasionally disrupted rankings, as reported in community discussions, though developers have addressed major issues over time.

Rank Points

Rank points in DarkOrbit serve as a key metric for determining a player's overall standing and assignment within the game's hierarchical ing system. These points accumulate based on a multifaceted formula that rewards achievements, progression milestones, and longevity while penalizing certain losses, ultimately influencing a player's visible next to their ship, which is observable by all players. The system emphasizes sustained activity and strategic play, with ranks calculated separately within each company (Mars Mining Operations, Earth Industries, or Venus Resources Unlimited) to foster competitive balance. The calculation of points occurs once daily during the server reset, applying only to players who have been active for more than four weeks and have reached at least level 2. An absolute point value is computed for eligible players and sorted into a -based distribution specific to their company, where the highest earners receive the top badges. For instance, the top players in a company qualify for the highest badges, while lower secure basic ranks, ensuring a structured progression from 1 (Basic Space Pilot) to 19 (Chief General). This dynamic approach means rank thresholds shift as other players gain or lose points, preventing static targets and encouraging ongoing . Rank points are derived from a formula balancing positive and negative contributions, primarily driven by performance against non-player characters (NPCs) and other , alongside ancillary factors like and account age. Positive elements include NPC shot points divided by 2 (e.g., contributing approximately 122,308 points from 244,616 shot points), points divided by 100,000 (e.g., 13,389 points from over 1.3 billion EXP), honor points divided by 100 (e.g., 91,334 points from 9.1 million honor), player shot points multiplied by 3 (e.g., 32,925 points from 10,975 shots), level multiplied by 100 (e.g., 1,900 for level 19), days since registration multiplied by 6 (e.g., 6,630 for 1,105 days), ship type multiplied by 1,000 (e.g., 8,000 for an Aegis-class ship), and missions completed multiplied by 100 (e.g., 16,100 for 161 missions). Specific NPC kills yield varying points, such as 0.524 for a Streuner , 7.072 for a Kristallon, and 28.288 for a Boss Kristallon, while player kills provide ship-dependent values like 3.001 for a or 65.632 for a , adjusted by map location. Negative deductions encompass friendly player destructions multiplied by 100 (e.g., 14,200 for 142 instances), destructions by enemies multiplied by 4 (e.g., 5,568 for 1,392 deaths), and radiation zone destructions multiplied by 8 (e.g., 168 for 21 events). The net total—positive sum minus negative sum—yields the final rank points, such as approximately 272,650 in an example combining these factors. This system integrates with broader gameplay by tying rank points to high-impact activities like Galaxy Gates and player-versus-player combat, where efficient NPC farming and honorable kills accelerate progression without over-relying on experience alone, as EXP contributes minimally (1 point per 100,000 EXP). Company size affects competition intensity, with larger groups requiring higher relative performance to advance, and events can temporarily boost points through bonus multipliers. Overall, rank points encapsulate a player's combat prowess and dedication, serving as a cosmetic yet prestigious indicator of status in the DarkOrbit universe.
Rank BadgeRank TitleProportion of Company (as of 2025)
19Chief General1 player per
18General2 per
17Basic General3 per
16Chief Colonel5 per
15Top 20 per
14Basic Top 1%
13Chief MajorTop 1.5%
12MajorTop 2%
11Basic MajorTop 2.5%
10Chief CaptainTop 3%
9CaptainTop 3.5%
8Basic CaptainTop 4%
7Chief LieutenantTop 4.5%
6Top 5%
5Basic Top 6%
4Chief SergeantTop 7%
3SergeantTop 8%
2Basic SergeantTop 9%
1Basic Space PilotBottom 20%

Economy

The economy of DarkOrbit revolves around two primary currencies: credits and uridium. Credits serve as the basic in-game currency, earned through activities such as defeating non-player characters (NPCs), selling collected resources at bases, and completing missions, and are used for purchasing standard equipment, repairs, and auction house bids. Uridium functions as the premium currency, which can be obtained via gameplay rewards like NPC kills, production, and Galaxy Gate completions, or purchased with real money, and enables access to advanced features such as instant resource transfers, additional ammunition, and premium ship designs. Resources form the backbone of resource-based economic activities, categorized into low-grade ores (Prometium, Endurium, ), mid-grade refined ores (Prometid, Duranium), high-grade Promerium, and special materials like Xenomit, , and others. These are primarily gathered from drops during NPC or kills in various maps (with approximately 20% of lootable upon destruction) or collected via retrievers, and occupy space that limits collection volume. refine low-grade ores in the (e.g., 200 Prometium and 100 Endurium yield 10 Prometid) to create higher-value items, though refining often reduces overall credit yield compared to direct sales. Earning mechanisms emphasize active gameplay and progression. Credits are generated by selling resources at bases, where prices scale with a player's honor points (e.g., Prometium sells for 10 credits at 0 honor, up to 20 credits at 500,000 honor), or through modules that produce ores over time for transfer and sale. Uridium accumulation focuses on high-reward activities, such as daily quests for Tetrathrin or weekly Galaxy Gate quests for Kyhalon, with at level 12 yielding up to 7,200 uridium daily via optimized transfers. Clan membership enhances efficiency by sharing resource production and reducing individual collection burdens. Spending integrates currencies and resources into ship customization and maintenance. Credits fund formations (e.g., 250 million for advanced setups), (with uridium options for doubles at reduced rates), and repairs for ships and companions. Resources are consumed in the to update weapons (e.g., 10 Prometid for +15% firepower) and engines (e.g., 10 Duranium for +10% speed and shields), prioritizing strategic upgrades over exhaustive collection. Uridium expenditures target time-saving features, like Galaxy Gate spins or premium boosters, underscoring its role in accelerating progression for dedicated players. The auction house facilitates indirect trading, where bid credits on items like boosters, cloaks, and excess from disassemblies, fostering a player-driven market without direct resource exchanges. Special resources like , obtained from pirate maps, can be traded at specific sectors (e.g., 15 for 1 Galaxy Gate energy unit), adding tactical depth to resource management. Overall, the system balances accessibility with premium incentives, where credits handle routine operations and uridium enables competitive advantages.

Combat

Combat in DarkOrbit revolves around space battles between ships and non-player characters (NPCs), including aliens and enemy factions, as well as player-versus-player (PvP) engagements. customizable ships equipped with lasers, rockets, drones, and skills to , absorb hits, and maneuver in a galaxy map divided into sectors. Core mechanics include targeting within range limits (typically 1,000 units for attacks), and integrity management, and consumption, with battles occurring in designated maps like 1-1 to 11-11 or specialized zones such as Galaxy Gates. The primary weapons are lasers and , mounted on ship slots via the equipment tab. Lasers fire continuously at a base rate, dealing direct to or , with effectiveness varying by type—some lasers inflict against NPCs (e.g., up to 15% more on LF-3). Common laser types include the LF series for general use (LF-1 at 65 per shot, scaling to LF-4 at 200 , often acquired from booty boxes or ) and specialized variants like the SLL series, optimized for but reduced against human (e.g., SLL-3 at 175 , 130 vs. humans). Scatter lasers ( series) provide overdrive bursts every 5 seconds for burst potential but at 25% reduced range. , launched via Hellstorm launchers (HST-1 for 3 , for 5), are loaded in advance and fired in volleys after a 3-second cooldown, offering high burst or utility like leeching (e.g., UBR-100 at 7,500 per , or SAR-02 for 4,000 absorption). such as ECO-10 (2,000 , credit-based) or premium options like HSTRM-01 (4,000 ) is purchased and managed through the , with auto-reload CPUs available for efficiency. Drones and skills enhance combat dynamics, forming protective or offensive patterns (e.g., for speed boosts, for hull reduction but shield gains) and activating abilities like shield absorption (SAB) or repair bots (RSB). Ship configurations balance stats such as (75-100% of max / output), evasion (reducing miss rates from 20-30% base), hull points (up to millions on advanced ships like ), and (e.g., 3 million on slow PvP setups). In PvE, hunt alien waves or bosses for resources, using auto-targeting to prioritize nearest threats within a 10,000-unit combat zone. PvP emphasizes tactical positioning, such as speed configs to evade locks or anchoring with evasion protocols on ships like , often in 1v1 (JPA) or group scenarios requiring voice coordination to counter bursts from rockets or skills. The Omega AutoTactic system, a premium feature, automates PvE by engaging NPCs in range, collecting loot without interrupting attacks, and retreating at low (<20%) to safe zones. It supports configurable targeting (all NPCs or specific types), skill auto-casting post-cooldown, and ammo auto-purchase, with hotkey activation (default F12). In PvP, manual control is crucial to avoid vulnerabilities like full misses or cooldown exploits, though counterattacks can be enabled. Overall, combat progression ties to upgrades via the pilot sheet, where modules boost damage (e.g., +15% NPC via Prometid) or speed, emphasizing strategic loadouts over raw power.
Weapon TypeKey ExamplesDamage MechanicsAcquisition
LasersLF-3 (175 base, +15% vs NPCs), SL-02 (120 +75 overdrive/5s)Continuous fire, target-specific bonuses, 20% base miss rateShop (credits/Uridium), assembly, gates
RocketsUBR-100 (7,500/rocket, x5 volley), SAR-02 (4,000 shield leech)Volley bursts after load/cooldown, 30% miss on regularsShop, assembly; launchers from trade/Uridium
Skills/DronesSAB (shield absorb), RSB (repair)Formations alter stats (e.g., +shield, -hull); cooldown-basedUnlocked via levels, equipped in hangar

Clans

Clans in DarkOrbit are organized groups of designed to facilitate , , and mutual within the game's universe. They enable members to pool resources, coordinate attacks on enemies or structures, and access shared benefits that enhance individual and collective gameplay. Clans are particularly valuable for protection against hostile and for participating in large-scale events, where coordinated efforts can yield significant rewards. Membership in a clan also displays a unique tag next to the player's name, signifying affiliation and potentially deterring aggression from rivals. Creating a clan requires a one-time fee of 300,000 credits, after which the founder selects a name, a three-to-five character tag, and an optional description visible to potential applicants. The founder becomes the leader and can manage all aspects of the clan, including deleting it entirely if desired. To join an existing clan, players search via the in-game interface, filtering by criteria such as type or size, and submit an application accompanied by a message to the leaders; each application costs 1,500 credits, which is deducted only upon acceptance. Upon approval, any pending applications to other clans are automatically canceled, and the player integrates into the group's roster, subject to the clan's rules and tax policies. Leaders or authorized members review applications and can accept, reject, or invite players directly. A core feature of clans is the tax and payout system, which fosters economic collaboration. Leaders set a tax rate between 0% and 5%, deducting a percentage of credits from members' cargo holds directly into a communal clan bank whenever cargo is collected or transferred. This bank accumulates daily contributions based on member activity, providing a pool for distributions. Payouts from the bank are administered through the clan's management interface and are limited weekly: new members receive up to 5 million credits in their first week, with the cap increasing by 10 million credits each subsequent week of membership, reaching a maximum of 250 million credits after 26 weeks. If a player leaves or joins a new clan, the payout limit resets to the initial 5 million. These mechanics encourage long-term loyalty and active participation, as the bank balance and transaction logs are visible to all members for transparency. Clans also support diplomacy and internal hierarchy to manage inter-group relations and operations. Leaders can declare alliances for mutual aid, non-aggression pacts to avoid conflicts, or wars to engage rival clans aggressively. Internally, a ranking system assigns roles with varying permissions, such as posting news, managing finances, or overseeing the clan's battle station (CBS)—a deployable structure that provides map-specific boosts like enhanced honor, experience points, and damage output for all members. The CBS requires clan permissions to construct and maintain, using modules for lasers, rockets, and deflectors, and it regenerates protective shielding over time. Clan news feeds and member lists further promote communication, with online status indicators helping coordinate real-time activities. Overall, these elements make clans essential for advanced players seeking to dominate sectors and events.

Skylab

The Skylab in DarkOrbit is a player-managed orbital designed for the automated production and refining of essential resources, such as ores and , which are crucial for ship upgrades, , and economic progression. Accessed via an on the game's home , it operates independently from the player's ship, allowing continuous resource generation even when offline. This feature emphasizes strategic , where players invest in upgrades to optimize output and efficiency. At its core, the Skylab consists of foundational modules, collectors, and refineries that form a production chain. The serves as the prerequisite for all upgrades, capping the maximum level of collectors and refineries at its own level—for instance, a Level 1 Basic Module restricts others to Level 1. The Solar Module governs the total power capacity, starting at 170 units at Level 1 and expanding with upgrades to support more active components. The Storage Module determines the holding capacity for raw ores, initially limited but scalable through credits, Uridium, or time-based progression. Finally, the Transport Module, fixed at Level 1, facilitates transferring refined resources to the player's ship either instantly for 1,250 Uridium or via a free, delayed method. Collectors are specialized units for harvesting base resources: Prometium, Endurium, and Terbium, with initial storage capacities of 105,600 units each. These can be upgraded up to Level 20 to accelerate production rates—for example, higher levels yield more ore per hour—and activated via a green indicator for ongoing operation. Refineries build on this by processing raw ores into advanced materials: Prometium, Endurium, and Terbium combine to produce Prometid, which refines into Duranium, then Promerium (requiring Xenomit, produced exclusively in-lab and non-transferable), and ultimately Seprom. Each refinery type—Prometid, Duranium, Promerium, Xeno, and Seprom—upgrades independently to boost throughput, though production halts during upgrades, which range from 1 hour at low levels to over 36 hours at Level 20. Costs escalate with levels, demanding ores, Uridium (e.g., 500 for initial upgrades), and credits (e.g., 5,500 credits). Effective management involves a prioritized upgrade path: begin with the Basic Module to unlock potential, followed by and Modules to handle increased output, then collectors to Level 10–20 for influx, and refineries sequentially for higher-tier goods. limits the number of active modules, necessitating balanced expansion to avoid bottlenecks. Players can enhance collector productivity with deployable robots (up to 12, providing 1–4% boosts for 48 hours), but resources flow only from to ship, not vice versa. This system rewards long-term investment, potentially taking months to reach maximum efficiency, and integrates with the game's economy by supplying materials for and activities.

Pilot Sheet

The Pilot Sheet in DarkOrbit serves as a customizable skill tree system that allows players to enhance their ship's performance across defensive, offensive, and resource-gathering capabilities using Pilot Points (PP). Accessed via the "Pilot Bio" tab in the game's navigation menu under the Home section, it displays a player's profile information, achievements, and the skill tree interface where upgrades are allocated. This feature enables strategic specialization based on playstyle, such as focusing on PvE combat, PvP engagements, or resource efficiency. Pilot Points are acquired by collecting Log-Disks, which are obtained randomly from defeating boss or uber NPCs (1-2 disks per encounter), participating in Galaxy Gates (2-10 disks depending on the map), or purchasing them directly with Uridium for each. Log-Disks accumulate in a progress bar; once a threshold is met—starting at 30 disks for the first and increasing progressively— they convert automatically into a , with a maximum of 50 points available per pilot. Upgrades require not only but also escalating amounts of credits and Seprom, with some skills having prerequisite investments in others to unlock. For instance, advanced offensive skills like demand at least 5 in prerequisite abilities such as Detonation II or Shield Mechanics. The skill tree is organized into three primary categories, each containing up to five upgradable skills that provide percentage-based or absolute boosts. Defensive skills emphasize survivability, such as Shield Engineering, which increases shield strength by up to 25% at maximum level, or Ship Hull upgrades that add up to 50,000 hit points across two tiers. Offensive options focus on damage output, including for enhanced laser damage against NPCs (up to 12%) or Rocket Fusion for rocket damage amplification (up to 15%). Resource skills support economy and progression, like for expanding cargo bay capacity by up to 25% or for improved loot collection rates (up to 12% from bonus boxes). Skills are visually indicated by color: white for available upgrades, red for locked due to unmet requirements, and green for fully maxed. Only the highest tier of multi-part skills (e.g., Ship Hull II) applies when both are invested. Resetting the Pilot Sheet allows reallocation of all , useful for adapting to new strategies, but incurs a cost starting at 1,000 Uridium that doubles with each subsequent reset (e.g., 512,000 Uridium for the 10th reset). Total investment for 50 via purchases averages around 209,502 Uridium, highlighting the long-term progression aspect, as free acquisition through gameplay could take years depending on daily Log-Disk yields. This system encourages deliberate planning, as high-cost skills like those in resource categories may offer compared to core combat enhancements.

Galaxy Gates

Galaxy Gates in DarkOrbit are special portals that transport players to isolated maps featuring multiple waves of enemies, serving as a key progression mechanic for earning resources, experience, and rank advancement. These gates require players to collect specific parts through a materializer , which uses Uridium spins or accumulated energy to generate components, with each gate demanding a set number of parts—such as 34 for the Alpha Gate—to become buildable. Once constructed on designated home maps (e.g., coordinates 1-1 for Alpha), players enter the gate to battle sequential waves, choosing between advancing portals or exiting to preserve progress, with three initial lives and options to purchase extras mid-run. The gates vary in difficulty and prerequisites, starting with basic ones like , and Gamma, which share a generator for part collection, and progressing to advanced variants such as , , , , , , and . Higher-tier gates, like , unlock only after completing prior ones in sequence, featuring intensified enemy waves with stronger alien types, such as increased numbers of Sibelons or Kubikons in later stages. Completion grants immediate rewards, including Uridium, UCB-100 universal cargo boxes, honor points, experience, repair vouchers, Xenomit, and rare ores like Diametrion or Kyhalon, with probabilities for ship designs such as the Sandstorm Pusat (10% chance in select gates). Recent updates have adjusted rewards and enemy compositions for balance, particularly in , and Gamma Gates, where NPC counts were reduced to mitigate lag while increasing individual difficulty—e.g., Alpha's waves now include 20 Streuners in wave 1 escalating to 20 Small Kubikons in wave 10. For instance, completing an yields 20,000 Uridium, 4,000,000 experience points, and 200 Xenomit, with double rewards available on designated event days. Multipliers from spins (up to 6x) enhance part acquisition efficiency, and strategies like single-spin activation during multipliers optimize building time, as seen in reports of completing a in 792 spins. First-time completions of core gates ( through ) also cosmetic rings, signifying player . Event-specific gates, such as the Birthday Gate, integrate periodically with modified rewards, but core mechanics emphasize strategic and prowess to survive escalating threats.

LoW Gate

The LoW Gate, short for Lords of War Gate, is a Galaxy Gate in DarkOrbit designed for group play, featuring challenging waves of NPC aliens and a boss encounter. Accessed via a portal on the X-3 , it requires a group led by a designated leader, with additional members joining shortly after the initial jump to maintain the instance. Unlike solo gates, the LoW Gate emphasizes teamwork, as the instance can reset if the group disbands or fails to coordinate, relocating players to their company's X-1 . Gameplay begins in the lower-left section of the map, where players must clear clusters of spawning aliens at designated circles while activating four stations. Each requires defeating nearby aliens first, followed by shooting the station until its green progress indicator fills, which spawns subsequent waves. HP regeneration occurs more rapidly at the map's center after each activation, allowing groups to recover before advancing. The culminates in the appearance of the Century Falcon boss after all stations are activated; this boss periodically releases swarms of when engaged, potentially spawning multiple waves if not managed carefully—leaving at least three Vagrants alive can prevent additional spawns. Death during the gate allows rejoining if the group persists, but full group wipes trigger a five-minute return window before reset. All 14 beacons across the stations must be activated to unlock full NPC waves and rewards. Enemies in the LoW Gate include progressively tougher alien types: (low HP and shield, numerous spawns), Marauders and Outcasts (mid-tier durability), Corsairs, Hooligans, Ravagers, and Convicts (higher health pools up to 1.2 million and 600k shield), culminating in the (12 million , 9 million shield). Waves consist of 4-5 iterations per NPC type, totaling around 317 enemies plus boss-spawned , with no warping ships allowed post-entry to enforce group dynamics. Solo attempts are restricted and yield no rewards, as the system detects and nullifies them to prevent spamming. Rewards are distributed per killed NPC rather than upon completion, scaling inversely with group size to balance efficiency—smaller groups receive higher per-player payouts, while larger ones split totals. For a three-player group, typical yields include approximately 2.3 million experience points, 8,800 honor, 11,800 Uridium, and 11.8 million credits per player, excluding boosters or additional Vagrant clears. The Century Falcon kill contributes significantly, offering up to 1 million EP, 5,000 honor, 5,000 Uridium, and 1 million credits shared among the group. No fixed completion bonus exists, making thorough clears essential for optimal returns; coordinated strategies, such as prioritizing the for Uridium efficiency, can complete the in under an hour with strong setups.

Special Events

Jackpot Arena

The Jackpot Arena was a monthly player-versus-player tournament event in DarkOrbit, held on the second Sunday of each month starting at 2:00 PM UTC+2, where participants competed in one-on-one battles for a chance to win real money prizes. Players collected Jackpot Euros, a virtual currency obtained from bonus boxes scattered throughout the game, with a maximum accumulation of 10,000 Euros per player; these Euros formed the prize pool for the tournament. The event featured up to 10,000 randomly selected registrants, who battled on designated arena maps in a single-elimination format, with each round lasting five minutes and ties resolved by a shrinking radiation zone after four minutes. To participate, eligible players received an invitation layer 48 hours before the event and had to register by providing personal details, with registration closing 5 minutes prior to start; only verified accounts could join, and battles required players to be online during the scheduled time. Eligibility was restricted to players aged 18 or older, excluding those from certain regions such as , , and specific U.S. states, as well as employees and any accounts involved in manipulation or cheating. Losers in the tournament had their Jackpot Euros reset to zero, while the overall winner received the total collected Euros as real cash, wired to their verified after confirmation. The event emphasized fair play, with strict rules against glitches, account sharing, or external aids, and disqualifications for violations; for example, past incidents involved exploits like ISH/EMP cooldown glitches that went unpunished initially. In July 2015, the Jackpot Arena was placed on indefinite hold following discoveries of widespread account buying, sharing, and among finalists, which undermined the tournament's and made ensuring fairness challenging. As of 2025, has not resumed, with no official announcements indicating its return, though community discussions have periodically suggested revivals with in-game rewards instead of cash prizes.

Team Death Match

Team Death Match (TDM) is a competitive in DarkOrbit where from different companies in a dedicated map to earn points for their . The event pits companies against each other, such as versus EIC, EIC versus VRU, or versus VRU, with divided into two level brackets: levels 8-13 and levels 14 and above. Matches are hosted on a half-sized map featuring two spawn zones, one for each team, and participation is limited to a maximum of eight per team. To join, eligible pilots (level 8 or higher) access the TDM beacon located on the X-1 maps, which opens a lobby interface displaying match status, queued players, current scores, and team compositions. Once a match begins, players with three lives each and engage in combat without enabled. A 20-second No Attack (NAZ) activates upon respawn to prevent immediate rushes, and players can exit the match early via an icon in their , though this forfeits personal rewards. Gameplay emphasizes fast-paced team combat, with each enemy kill awarding one point to the player's team. Matches last 15 minutes or end prematurely if a team reaches 100 points, at which point the leading team claims victory and earns one point toward their company's overall event tally. In case of a tie, no victory point is awarded. The event features a "winners stay on map" system, allowing victorious teams to remain and face new opponents, while matchmaking continues for additional games throughout the event period. Rewards for the winning company include 24-hour boosters providing a 10% increase in ore selling price, bonus loot from boxes, and additional experience points. Individual players receive rewards scaled to their kill count, with a special "loser reward" available once per match for those who suffer more deaths than kills, offering consolation items. Cumulative achievements, such as 200, 500, or 1,000 total kills across matches, grant special titles to pilots. The event was redesigned in response to feedback to improve , reduce queue times, increase player lives, and enhance overall pacing.

Spaceball

Spaceball is a competitive special event in DarkOrbit where players from the three major companies—EIC, , and VRU—battle for control of a movable Spaceball object to score points and earn rewards. The event emphasizes team coordination and combat strategy, as players must shoot the Spaceball to propel it toward their company's designated portal while defending against opponents. The event occurs exclusively in map 4-4, identifiable by a green dot on the , with access limited to pilots who have progressed to that sector. To participate, players join their company's efforts to maintain possession of the Spaceball, which moves in the direction it is shot; successful delivery to the company's , connecting to the X-5 map, results in a score for that company and triggers reward distribution. Rounds typically last until one company achieves a set number of scores or a time limit expires, with the event running on a regular schedule following optimizations in 2022 to ensure smooth performance without disrupting overall gameplay. Gameplay revolves around direct interaction with the Spaceball using standard ship weapons, requiring pilots to position themselves strategically to avoid enemy fire and maximize propulsion shots. There are no complex controls beyond shooting the object, but success often depends on company-wide participation to protect the ball from rival interceptions. During themed iterations, such as Halloween events, additional elements like special ammunition may appear, enhancing combat dynamics. Upon scoring, individual participants receive cargo boxes containing resources like 457 SAB-50 ammo, 241 UCB-100 rockets, 48 PLT-2021 ammo, 149 Uridium, 10 extra packs, 3 repair vouchers, and 2 vouchers. Companies that score also gain collective bonuses, including a 10% experience boost, 5% increased selling value, and 2% higher chance for extra bonus boxes, though these percentages can vary by round. Event durations and exact start times are announced via the game's backpage, encouraging pilots to check for participation opportunities.

Invasion

The Invasion event in DarkOrbit is a company-exclusive that occurs on players' home maps, where participants to enter specialized gates and battle waves of (NPC) enemies to accumulate kills for their . The primary objective is for a to achieve the highest total NPC kills across all participating gates, securing overall event prizes that reward collective performance. This event simulates Galaxy Gate mechanics but is tailored for company practice and rivalry, with no demilitarized zones enforced inside the gates, allowing full combat engagement among allies against foes. Access to the event is structured by player level, with three distinct gates positioned at fixed coordinates on the home maps: Gate 1 on X-1 for levels 5-9, Gate 2 on X-3 for levels 10-14, and Gate 3 on X-5 for level 15 and above. Entry is queue-based, limiting the number of players inside to maintain balanced gameplay, and participants can only exit by dying, with no penalties for drone damage during the event. Waves progress from low-difficulty standard aliens to more challenging encounters, including shielded NPCs that require defeating accompanying guards to disable their insta-shields, fostering teamwork and strategic targeting. Boss encounters, such as DemaNeR and Boss Kucurbium, appear in later waves, demanding coordinated efforts to overcome their defenses and high health pools. Rewards are distributed based on individual damage contributions to NPCs, even if a player dies before the final blow, ensuring fair credit allocation within the company. Prizes emphasize company-wide achievements, such as resources, upgrades, or exclusive items for top-performing groups, while individual rankings may offer minor incentives like or skill points, though the focus remains on collective success rather than personal glory. This structure encourages companies to mobilize members during the event's limited duration, typically spanning several hours, and serves as valuable training for more demanding Galaxy Gates by honing wave-clearing tactics and NPC prioritization. Negative honor penalties apply for intra-company , promoting disciplined play.

Capture The Beacon

Capture the Beacon is a competitive event in DarkOrbit where players from the three main companies—EIC, , and VRU—engage in territorial gameplay by stealing beacons from rival maps and returning them to their own company's designated area. The event takes place exclusively on the X-2 maps, specifically 1-2 (shared by VRU and EIC), 2-2 (shared by MMO and VRU), and 3-2 (shared by MMO and EIC), with each company's beacons positioned at portals marked by their color: blue for EIC, red for MMO, and green for VRU. To participate, must navigate to an company's X-2 —requiring a minimum level of 13 to access—and interact with the rival by clicking on it to pick it up. Once acquired, the attaches to the 's ship, significantly reducing its speed and deactivating any masking modules, making the highly visible and vulnerable to attacks from . The must then transport the back to their own company's X-2 and deliver it to the designated area where are placed. If the is destroyed en route, the drops and can be retrieved by nearby , but the destroyed receives a free repair if they were holding the at the time; otherwise, standard damage applies, and no free repairs are available during the event. Scoring occurs on a per-company basis, with one point awarded each time a player successfully returns an enemy to their home map's . The beacons auto-return to their original maps after delivery, allowing the cycle to continue. The company accumulating the most points by the end of the daily event duration wins, and enemy players are incentivized to intercept carriers to prevent scoring. Due to the heightened risks, successful captures often require coordination with teammates for protection, as the beacon holder's name and position are broadcast on the . Rewards for the winning vary by iteration but typically include practical bonuses such as a 10% increase in sell prices, enhanced loot from bonus boxes, or additional experience points for all members over a 24-hour period. These incentives encourage collective participation and strategic control among the .

Scoremageddon

Scoremageddon is a player-versus-player (PvP) in DarkOrbit that pits participants against each other in a race to achieve the highest kill score by destroying enemy ships across the game's sectors. The emphasizes competitive , with all qualifying players automatically entering upon its activation, and it typically lasts for several hours to encourage intense, focused engagements. Originally introduced to highlight skilled piloting and reward top performers, it became a popular fixture for PvP enthusiasts before being phased out. To participate, players must be at least level 10, a requirement implemented in to prevent low-level exploitation and botting. At the start, each entrant receives five lives, functioning as free repairs that allow respawning after destruction by other players, aliens, or hazards like zones. Once all lives are depleted, the player is eliminated from the event and can no longer score points. Scoring is based on the number of confirmed kills against other active participants, promoting strategic map control and ambushes in high-traffic areas such as battle maps. Developers conducted open beta tests in June to refine the event's balance, including anti-cheat enhancements and feedback on overall pacing. Rankings are determined by total kills at the event's conclusion, with the top 50 receiving tiered rewards distributed via in-game , often within a few days to a week. Prizes typically include Uridium for features, specialized like UCB-100, laser weapons such as PLD-8, and defensive items like EMP mines; for instance, mid-tier placements have awarded around 20,000 Uridium alongside ammunition packs. The event's last official run occurred on March 7, 2014, after which it was discontinued amid player complaints about forced participation and imbalance, though threads frequently call for its revival with adjustments like restricting it to specific maps.

Infiltration

In DarkOrbit, the Infiltration event involves groups of cloaked Aliens that spawn randomly across various maps, challenging players to locate, uncloak, and eliminate them before they escape. This event emphasizes quick coordination and detection skills, as the aliens remain hidden until targeted, simulating a invasion scenario within the game's . Players are allotted 10 minutes to destroy an entire of these aliens on a given map, after which the group flees if not fully defeated. Upon spawning, a broadcast notifies all members of the 's occurrence, allowing for team mobilization; on the Battlemap, the reaches all players regardless of . Successful elimination of a full on non-Battlemap sectors awards the player's one point toward event standings, fostering competitive play among guilds. A confirmation message is broadcast once the squad is cleared, signaling the end of that instance. Rewards from defeating Aliens during Infiltration exceed those from standard encounters, providing enhanced resources, , and potentially items to incentivize participation. However, kills on the Battlemap yield individual rewards without contributing to company points, balancing personal gain against team objectives. The event's structure promotes strategic map control and rapid response, integrating seamlessly with DarkOrbit's core of and .

Birthday Gate

The Birthday Gate is a special variant of the Galaxy Gates in DarkOrbit, introduced as an annual commemorative event to celebrate the game's anniversary on December 11. It was automatically granted to all logged-in players starting at 00:00:00 server time on that date, with the gate spawning on the X-1 map for completion. Unlike standard Galaxy Gates, it featured themed visuals, such as a large representing the game's age (e.g., a red "6" barrier for the sixth anniversary in ) accompanied by a treasure chest and a guiding crippled ship that provided hints on event mechanics. Gameplay involved navigating waves of enemies while activating passive boosters embedded within the gate's structure to enhance combat capabilities. These boosters included a red damage amplifier (+100% damage output), a shield recharge booster (+300% regeneration), a green healing field (+10,000 per second), and a white prismatic (mitigating 50% of incoming damage), each with a wide range visible on the via a pulsating ring. Upon defeating the final wave, the barrier would explode, revealing a central cargo box containing rewards that players had to collect to complete and unlock the "Encore" achievement. Rewards emphasized the anniversary theme, with a Lifetime Reward Chest scaled by account age: veteran players (5+ years) received 5,000 BDR-1212 birthday rockets, while newer accounts got fewer (down to 250 for under one year), alongside universal items like 66 units each of Prometium, Endurium, and ; 3 green booty keys; UCB-100 and MCB-50 universal cargo boxes; and 2012 Uridium. The BDR-1212 rockets themselves offered +10% against and +30% against NPCs, with a 1,000-pixel range and standard rocket launcher cooldown, and were available for purchase in without ammo slot limitations. Earlier iterations, such as the fourth in 2010, included unique ship designs like Ullrin and Ullrin, along with the SPC-SPE01 upgrade module. The event ran annually from at least 2010 through the mid-2010s but was discontinued in later years, occasionally replaced by alternatives like a for the Hades Gate sent via newsletter to subscribers. By 2023 and 2024, anniversary celebrations shifted to broader activities such as winter quests, birthday boxes, and ice meteoroids, without a dedicated gate. These changes reflected evolving event structures, prioritizing diverse rewards over the traditional gate format.

Community

DarkOrbit maintains an active online community through various platforms. The official forums at board-en.darkorbit.com feature sections for official announcements, event discussions, game feedback, and player introductions, with over 17,000 archived discussions and ongoing activity as of 2025. The game has a presence on social media, including Twitter (@darkorbit) for updates and event promotions, and Twitch (twitch.tv/darkorbit) where live streams and Q&A sessions with developers have been hosted since around 2017. Fan communities include the subreddit r/darkorbit, with approximately 2,600 subscribers as of November 2025, where share tips, discuss strategies, and report issues. Additionally, the community-maintained DarkOrbit Wiki provides guides and resources for elements. As of November 2025, DarkOrbit has over 99 million registered accounts, though active numbers vary by server, with discussions noting challenges like bot usage and server populations.

Reception

DarkOrbit has received limited coverage from professional critics, with no aggregated scores on major review sites such as Metacritic. Independent reviews have been mixed. A 2016 review on MMORPG.com praised the game's graphics and addictive gameplay following its update, awarding it 8/10, but criticized repetitive missions and the influence of the cash shop on balance. Player reception has been polarized. While the game amassed over 94 million registered accounts by 2016, user ratings on platforms like Sitejabber average 1.8/5 from 22 reviews, with complaints centering on pay-to-win mechanics, bot proliferation, and poor customer support. As of 2025, estimates suggest around 5,000 daily active players, though community discussions on Reddit and official forums indicate a declining player base dominated by bots since around 2017, with calls for major updates to revive interest. A significant Unity engine update in June 2025 aimed to improve performance and accessibility.

References

  1. [1]
    DARKORBIT celebrates its 10th anniversary! - Bigpoint
    Dec 13, 2016 · DARKORBIT celebrates its 10th anniversary! Date: December 13, 2016; Category: Corporate; Games: DarkOrbit ...
  2. [2]
    DarkOrbit Reloaded - MMORPG.com
    DarkOrbit Reloaded is a space-combat MMO where players can explore vast & alien territories to gather valuable resources, form clans to control sectors.
  3. [3]
    DarkOrbit Reloaded | MMO & space shooter
    DarkOrbit is the premiere cult online space games. Join the skirmish today alongside millions of space pilots or stand against floes of imposing enemies.
  4. [4]
    Top User Point Values FAQ - DarkOrbit
    Top user points are determined by EP/1000 + honor/100; found under "what is honor for" in the dark orbit bible. Did the calc's for me and comes out perfect.
  5. [5]
    [GI] Rank points - DarkOrbit
    May 2, 2016 · The rankpoints you see for the ranks below and above you are someone else's rankpoints. They go up because that person is making rankpoints.<|control11|><|separator|>
  6. [6]
  7. [7]
    [SC] Getting to top 100? - DarkOrbit
    If you want top user points, you need exp. For rank points you need honor. So as you want to reach top 100, you need to get exp, best tactics are doing quests, ...
  8. [8]
    Clan rank points? - DarkOrbit
    Clan rank is worked out by adding up the Top User Ranking points, which is most made up of players EXP. So a player with 2 bil EXP ( 2,000,000.000 / 1000 ) ...
  9. [9]
    3 Months(Top User Points) STILL NOT FIXED - DarkOrbit
    About two months ago there was a bug in Darkorbit with everyones TOP USER points, Darkorbit support team said they fixed it but they have failed to fix ...
  10. [10]
    Ranking System FAQ | DarkOrbit
    The rank points you are aiming for are for different rank badges. This ranking is only calculated properly once at a day at the normal server reset.Missing: explanation | Show results with:explanation
  11. [11]
    Rank points - DarkOrbit
    You need approx. 303,043 rank points to reach the next rank of [​IMG] Basic Major. The rank directly below yours is that of [​IMG] Captain.Missing: Bible Top
  12. [12]
    [GI] Rank points - DarkOrbit
    Jun 19, 2015 · Rank points are not affected by experience almost at all. You get 1 point for every 100k exp so 100m exp only gives you 1000 rank points.
  13. [13]
    Ranking System | DarkOrbit
    The best way to get to the next rank is by gaining honour points and killing npcs. Undoubtedly galaxy gates will get you the most rank points in a whizz.Missing: explanation | Show results with:explanation
  14. [14]
    [TI] Rank Points changes - DarkOrbit
    Feb 12, 2017 · While you are working on rank points so is everyone else. You will only climb to the next rank if you pass the people in front of you which ...Missing: explanation | Show results with:explanation
  15. [15]
    Resources FAQ | DarkOrbit
    Mar 4, 2020 · Bottom line: Two major uses for Resources: Credits from selling at Base; Updating Weapons & Engines. Resources (except Xenomit) occupy space ...Missing: economy | Show results with:economy
  16. [16]
    Credits/in game economy
    ### Summary of Credits and Uridium in DarkOrbit Economy
  17. [17]
    Uridium & Banking Guide | DarkOrbit
    This Uridium Page is a multiple functional page. As shown below you have many options from checking your transaction logs to adding uridium and premium to your ...
  18. [18]
    Lasers | DarkOrbit
    May 8, 2025 · Much stronger laser: Causes up to 175 damage points per round. Damage is increased by 15% against non-player characters.
  19. [19]
    Hellstorm Rocket Launchers FAQ - DarkOrbit
    The Hellstorm Rocket Launcher operates by loading and storing rockets, up to the maximum capacity of your launcher, and then firing them simultaneously in a ...Missing: combat | Show results with:combat
  20. [20]
    Stats and tactics for PvP - An Overview - DarkOrbit
    This is a thread for those who are into their PvP, and the stats and tactics that may help you, after all, knowing can often be half the battle.Missing: combat | Show results with:combat
  21. [21]
    FAQ: Omega AutoTactic - DarkOrbit
    Sep 29, 2025 · During Auto Combat, you can configure the attack target settings for your ship, including options to attack all NPCs, target specific NPCs or ...Missing: mechanics | Show results with:mechanics
  22. [22]
    Clan FAQ | DarkOrbit
    Everyone can create a clan. Are you a leader type? Looking for new challenges? It's simple. All you need is 300.000 credits as a one time fee when creating a ...Missing: guide | Show results with:guide
  23. [23]
    Clan Payout FAQ - DarkOrbit
    Aug 11, 2017 · Maximum payout in the first week of clan membership: 5 million Credits. An additional 10 million Credits for each week the player is member of the clan.
  24. [24]
    Clan Battle Station FAQ | DarkOrbit
    1) You need to be in a clan, hence the name Clan Battle Station. 2) You need to have the proper permissions to build the Clan Battle Station (CBS) on the map.Missing: explanation | Show results with:explanation
  25. [25]
    Beginners Guide to Skylab - DarkOrbit
    Jul 1, 2017 · Skylab is the in game Ore production feature. There are many possibilities and positive uses for the Skylab. Lets get started.Missing: explanation | Show results with:explanation
  26. [26]
    SKYLAB - DarkOrbitWiki
    Skylab is a laboratory that is used to produce resources, especially seprom. After entering your Skylab for the first time, you will find 4 modules that you ...Missing: explanation | Show results with:explanation
  27. [27]
    Skill Tree FAQ
    ### Summary of Pilot Sheet Skill Tree in DarkOrbit
  28. [28]
    Skill Tree/Pilot Bio FAQ
    ### Summary of Pilot Sheet Skill Tree in DarkOrbit
  29. [29]
    Pilot Bio Guide | DarkOrbit
    Jul 11, 2015 · In this guide you will find: Some example images with Pilot point layouts as well as costs and benefits; Details on what each skill is; Credit ...
  30. [30]
    Galaxy Gate FAQ - DarkOrbit
    Jul 8, 2015 · The galaxy gates are four portals to go to different galaxies and take on the task of killing many waves of different aliens. · These gates are ...
  31. [31]
    How to Fill Up Galaxy Gates Best! - DarkOrbit
    The quickest way to fill up a gate is to spin the Extra Energys 1 at a time! When a Multiplier comes up, activate it at once and spin, this way you can get 2 ...
  32. [32]
    Galaxy Gates – New Rewards FAQ | DarkOrbit
    Galaxy Gate rewards include Uridium, UCB-100, Honor, Experience, repair vouchers, Xenomit, and a chance for Diametrion, Kyhalon, Tetrathrin, Bifenon, and ship ...
  33. [33]
    6 circles - DarkOrbit
    The "6 circles" are "rings" earned by completing galaxy gates (Alpha, Beta, Gamma, Delta, Epsilon, Zeta). Some gates give titles instead of rings.<|control11|><|separator|>
  34. [34]
    [GI] LoW Gate - DarkOrbit
    The LoW Gate is a group gate requiring a leader and up to 4 players. Rewards are from killing all NPCs, not just completing the gate. Soloing is not permitted.
  35. [35]
    [GI] About LoW gate - DarkOrbit
    Jul 6, 2022 · In LoW gates, the Century Falcon releases vagrants. It's suggested to leave at least 3 vagrants to prevent new spawns.
  36. [36]
    New LoW Gate Info | DarkOrbit
    Sep 21, 2014 · The LoW gate has 4-5 waves of each NPC, with 20556 Uridium, 5,215,000 EP, 13,628 Honor, 25,210,000 Credits, and 2,500 rank points. Updated to 3 ...
  37. [37]
    Jackpot - DarkOrbit
    The Jackpot Arena will take place on the second Sunday of every month. All players who are 18 years of age or older may participate. (Please see restrictions ...
  38. [38]
    JPA On Hold - Feedback Thread - DarkOrbit
    Hello all, There has been a new announcement by the Producer regarding the current status of future Jackpot Arena events. As always we welcome any feedback ...
  39. [39]
    [UIP] Jackpot Arena 2.0 (with ingame rewards) - DarkOrbit
    Jul 29, 2021 · The Jackpot Arena will take place every 2 months. You can register for JPA by buying battlepass from the shop 3 days to 10 min before the start ...
  40. [40]
    Team Death Match FAQ | DarkOrbit
    - A team receives 1 point per kill. - Each player starts the match with 3 lives and loses one life when killed. - The first team that reaches 100 points wins. - ...
  41. [41]
    The new Team Deathmatch - DarkOrbit
    Hello Space Pilots, Based primarily on the feedback we received from you, the users, we have redesigned the Team Deathmatch (TDM) event to be more engaging ...
  42. [42]
    Spaceball FAQ | DarkOrbit
    Nov 26, 2019 · This is a Special event where your company can fight between the other two, and battle for the prizes at the end of each round.Missing: explanation | Show results with:explanation
  43. [43]
    Spaceball event is running on a regular basis again - DarkOrbit
    Aug 18, 2022 · In the beginning of August, we did a test with our Spaceball event. The result was that the event is running smoothly again and not bothering ...
  44. [44]
    INVASION - DarkOrbitWiki
    The Goal is to see which company can kill the most NPCs, and win the Overall prize. The gate is just like a Galaxy Gate, with a few twists.Missing: explanation | Show results with:explanation
  45. [45]
    Invasion Gate - Official DarkOrbit Reloaded Wiki - Fandom
    The Invasion Gate is a company event where players queue to kill NPCs in waves, similar to Galaxy Gate, with the goal to kill the most NPCs. The only way out ...
  46. [46]
    Capture the Beacon FAQ - DarkOrbit
    Jul 7, 2015 · How to play: Players need to invade the enemy maps and steal their company's Beacon, and then return it to their own home X-2 Map.
  47. [47]
    CAPTURE THE BEACON - DarkOrbitWiki
    There are two buoys on the X-2 maps of each company, marked on the map. The fun is to “steal the buoy” a enemy company that is appropriate for them.
  48. [48]
    Capture the beacon - DarkOrbit Reloaded Wiki - Fandom
    The objective of the game is to fly to the enemies x-2 map, capture the beacon, fly back to your x-2 map and drop it off. Each time you capture a beacon, you ...
  49. [49]
    Open Beta-Test: Scoremageddon Changes | DarkOrbit
    As you will notice, the Scoremageddon is now only open to players ranging from level 10 upwards (the test accounts will be booted on login accordingly). This ...
  50. [50]
    Move Scormaggedon to the B-maps only - DarkOrbit
    Edit: Title is now changed to: Move Scoremageddon to all Battle Maps (except for 4-5) So you have just registered for a game called Darkorbit a month ago.
  51. [51]
    Previous Scoremageddon Rewards | DarkOrbit
    I was at work all day and my clan member said there was another scoremageddon, where the hells the rewards from the first comeback scoremageddon?
  52. [52]
    Last Scoremageddon? | DarkOrbit
    The last scoremageddon was held on 7th March 2014, you can confirm the same by going to your back page and clicking on Hall of fame records> Events> ...
  53. [53]
    Infiltration FAQ - DarkOrbit
    Infiltration game is an event where there are groups of cloaked Aliens that randomly spawn on different maps. Your goal is to find, uncloak, ...
  54. [54]
    Birthday 6th FAQ | DarkOrbit
    Jul 4, 2015 · Every player that logs in on the 11th of December, starting from 00:00:00 server time, will receive the 6th Birthday Gate automatically.
  55. [55]
    DarkOrbit's 6th birthday GATE
    Every player that logged in on the 11th of December received the 6th Birthday Gate automatically. The Gate was placed on the X-1 map. So if we did not log ...
  56. [56]
    DarkOrbit 4th Birthday Gate | Facebook
    Dec 12, 2010 · Clear out affected Galaxy Gates and create Orcus Ullrin and Sentinel Ullrin ship designs, the SPC- SPE01 ship upgrade module as well as a lot of ...
  57. [57]
    birthday gate? | DarkOrbit
    The traditional "Birthday Gate" for this year has been changed for a Hades Gate. You will have only received this if you were subscribed to the DarkOrbit ...
  58. [58]
    DarkOrbit's 17th Birthday Feedback
    Dec 6, 2023 · No birthday gate, "better" event quests with mediocre rewards (seriously, what benefit is 1 Diametrion), no special Frost designs available, no ...
  59. [59]
    DarkOrbit's 18th Birthday
    DarkOrbits 18th Birthday is coming soon. We're preparing some Birthday activities that are coming this year. Here's an overview of what is happening.Missing: Gate | Show results with:Gate