A single-player mining, industry and combat campaign inspired by Positech’s Asteroid Miner / Star Miner and EVE Frontier. Start in a Lai, fabricate jump drives, build an outpost and push into larger, more dangerous systems.
Earlier systems remain accessible through return gates. Depleted rocks, structures and recovered caches persist. Workshop stock is shared between depots. Build Survey Beacons, Ore Harvesters, Defense Sentries, Service Pads and the Frontier Relay from crafted kits. Harvesters consume actual rock resources; service pads have finite reserves.
The starter ship is the modular Lai, type 95276, graphic 34663, rendered from its current SOF layout. Lai and Storage use near-top views; the Mini Gate uses an angled view to reveal its opening. Ore, component, fuel, tool and HUD icons are extracted client artwork. The bundle is pinned to Cycle 7 / Vestiges / build 3573151.
Ten fabrication blueprints preserve the decoded client input/output quantities: Printed Circuits, Carbon Weave, Thermal Composites, Iron Nodule reprocessing, Brace Welds, Coolant Reservoirs, Synthetic Mining Lenses, two D1 Fuel recipes and the Base Autocannon. Iron reprocessing yields both Nickel-Iron and Platinum-Group Veins. Crafting in this prototype is instantaneous.
Asset IDs and checksums · Recipe provenance · Artwork credit
The four system names and maps, jump-drive and structure blueprints, salvage cores/matrices, enemy roles, ship fitting, prices, combat and progression are campaign designs—not official Frontier world data or Lai statistics. Geometry is current-client-derived; sprite lighting and materials are approximate, with incomplete native textures on some models. Resource icons are enlarged item illustrations, not complete asteroid meshes. Hostile drones, environments and effects are original prototype graphics.
This is local single player. There is no wallet, chain state, multiplayer or emulated game server. Only the active system advances while flying; menus pause the simulation, and there is no offline production.
Each system has a star and two orbiting planets. Mixed metal-rich and refractory rock belts are favored inward; water ice appears beyond a temperature-based frost line. This is a formation-temperature bias, not a rule that harder or heavier elements must be closest to a star.
Sunlight falls with distance squared. The hull stores heat and loses it by thermal radiation; engines and tools also generate heat. Planetary reflected light and infrared radiation contribute. Above 420 K, overheating damages the hull. Move outward or seek shade, then allow time to cool. Entering the stellar surface destroys the vessel. Service at a depot cools the ship.
Planets follow elliptical Keplerian orbits, using the same effective gravity as the ship. Their lit faces point toward the star, and finite apparent discs produce partial, total or annular eclipses. There are no visible black shadow cones in empty vacuum. Help → Flight Assist toggles powered damping and speed limiting; inertial mode leaves momentum and gravity in charge.
Playable scale: distances, body sizes, orbital times and thermal inertia are compressed. The roughly170 K ice boundary is a chosen proxy, not a universal condensation temperature. Only the active system advances. Resource fields and installations are static chart abstractions; AI navigation and fragment collection remain arcade mechanics. Eclipse coverage uses the largest single occluder, not the union of many silhouettes. Extracted sprites retain baked surface shading beneath the new directional lighting. This is a reduced physical model, not a full N-body or spacecraft-engineering simulator.
Old campaigns retain their cargo, bank, upgrades, remaining ore quantities and structures. Remaining asteroid deposits are rezoned once, and objects that conflict with celestial paths are moved to clear sites.
Campaigns autosave locally every ten active browser seconds and at important actions. Reload and choose Resume Expedition. A previous valid save is retained when storage permits. Browser storage is device/origin-specific: hosted and offline copies do not share a save. Clearing site data removes local campaigns; storage-denied/private sessions may not persist. A save failure is shown in the footer.
W / A / D: thrust and turn. S: brake. Shift + W: boost. Space: use selected tool. 1 / 2: extractor / cannon. Q: scan. E: dock or use a gate. M / B: map / construction. P / Escape: pause. Mobile has simultaneous hold controls. Use the help menu for rescue tow if stranded. Docking stores cargo; sell or fabricate deliberately in the workshop.
Asteroid Miner: Positech. EVE Frontier: Fenris Creations. EVE Frontier client artwork © Fenris Creations; prototype code, original effects and synthesized sounds created for this study. No Asteroid Miner artwork is redistributed.