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How To Play SpacePimpin
SpacePimpin is a round-based sci-fi crime strategy game. You build an empire, spend turns,
manage workers and gangsters, keep supplies flowing, watch your exposure, and decide when
another player looks just a little too comfortable.
The short version is simple: make money, protect it, gather intel, pick your moments, and do
not let the Space Police become overly interested in your business plan. They are famously
poor sports.
The Shape Of The Game
Your account is permanent, but your empire lives inside a round. A round is a timed game
world where every player starts fresh and tries to climb as high as possible before the
clock runs out. The current live round is entered from the Games page, and the dashboard
becomes your main control room once you are inside.
For now, new players start on Earth. Travel and off-world systems are being held back until
the player population and the surrounding mechanics are ready for them. That keeps everyone
close enough for rankings, attacks, syndicates, and drama to actually matter.
What You Start With
A fresh round account is not rich, but it is not helpless either. You begin with enough to
run a few turns, buy a little stock, test the buttons, and make your first questionable
decisions in a controlled environment.
Cash£1,000
Turns1,000
Workers100
Gangsters100
Phasers100
Crack250 rocks
Worker Cut30%
Exposure0%
You start with no blasters, disruptors, weed, or stims. Morale starts in the middle rather
than at perfection, which means your first real job is not world domination. It is basic
management. Very glamorous. Tremendous paperwork.
The Core Loop
Most of the game turns around one loop: spend turns to make money, use money to improve your
position, then decide whether to grow quietly or pressure another player. Pimping is the main
income action. Stores let you buy supplies, weapons, and gangsters. Profiles and scouting
help you decide who is vulnerable. Attacks let you act on that information.
Spend turnsPimp, scout, attack, or lie low.
Manage suppliesWorkers want crack. Gangsters want weed. Stims help against Party attacks.
Watch exposureToo much attention can bring Space Police trouble.
Read rivalsProfiles, rankings, messages, and scouting tell you where danger lives.
Turns
Turns are your action fuel. The round shows your current turns and your current cap in the
header and dashboard. Turns regenerate over time, but they stop accumulating when you hit
the cap, so hoarding forever is rarely clever. Spending them is how your empire moves.
Small spends are steadier. Large spends can produce stronger rewards, especially on income
and recruitment, but they are more volatile and they can leave you sitting on a pile of fresh
cash while everyone else is suddenly very interested in your location. Big turns are not
wrong. They are just loud.
Pimping And Income
Pimping is your main way to earn money and attract new workers and gangsters. The result is
not a fixed vending machine payout. Bigger runs have more upside, but also more swing. A
large run can be excellent, underwhelming, or mildly embarrassing depending on morale,
supplies, reputation, exposure, and plain old variance.
Your workers generate gross revenue first. Their cut is removed from that total. You keep
the rest. This is why the worker cut matters: reducing it can improve your immediate take,
but the people doing the earning will notice. They are not decorative.
Worker Cut And Morale
Worker morale is mainly driven by how well supplied your workers are with crack compared
with the size of your workforce. The worker cut is a second pressure point. Around 10% is the
rough floor before the cut itself starts becoming a serious morale problem. Above that can
help morale. Below that can hurt fast.
Running out of crack is not a small inconvenience. It is mismanagement, and the game treats
it that way. If your workers have no supply, morale can collapse, recruitment suffers, and
workers can leave. Stims can give a small morale nudge, but they are not a replacement for
feeding the actual worker system.
Gangsters, Weapons, And Weed
Gangsters defend your empire and power your attacks. They need weed to keep morale up. If
you let gangster morale fall, your armed strength becomes less effective, which matters when
another player decides to test your door.
Weapons have different power values. Phasers are basic, blasters are stronger, and
disruptors are the serious option. Gangsters prefer the strongest weapons available first,
then work downward. A pile of expensive weapons with too few gangsters is not an army. It is
inventory with opinions.
Stores And Net Worth
The Armoury sells gangsters and weapons. The Back Alley sells weed, crack, and stims. Selling
items back gives you less than you paid, so stores are not a free bank with extra steps.
Net worth is your visible strength score. Cash counts directly. Workers and gangsters count
as assets. Guns and drugs count too, but at a reduced value so the rankings do not explode
just because somebody bought a large pile of stock and admired it.
Exposure And The Space Police
Exposure is the game's awareness meter. It represents how visible your operation has become
to law enforcement. Exposure does not stop you acting. Even at dangerous levels, the game
lets you take the risk. It simply means the consequences can become unpleasant.
High exposure can trigger Space Police intervention during pimp runs. They can confiscate
cash, arrest workers, and seize supplies. At very high exposure, the danger becomes much
sharper. Exposure cools down over time and is wiped clean overnight, but if you keep making
noise before it drops, you are choosing to juggle lit fireworks indoors.
Lie Low:
Lie Low is the quiet option. It reduces income and recruitment, but helps cool exposure and can prevent the worst police outcomes while it is active.
Profiles And Scouting
Profiles show public information first: name, rank, net worth, planet, and whatever public
profile text the player has chosen to display. A profile is also where you message someone,
open attack options, or inspect what your scouting has uncovered.
Scouting is how you turn a public profile into useful intel. Deeper scout layers reveal more
about the target, moving from surface details into crew, cash, weapons, drugs, and stims.
Scouting costs turns, adds exposure, and can fail. A failed scout can cost gangsters and may
alert the defender.
Attacks
Attacks are where SpacePimpin becomes player-versus-player. They cost turns, raise exposure,
and can shift reputation. Successful attacks improve your standing. Failed attacks damage it.
If you lose a fight badly enough, other players may notice that too.
Raid
Raid is the direct strike. It uses gangster strength, weapons, and morale to try to
break the defender. A successful raid can kill defender gangsters and steal a slice
of cash on hand. A failed raid can cost the attacker gangsters and reputation.
Poach
Poach targets unhappy workers. If the defender's worker morale is high, there is
not much to steal. If morale is below 90%, the door opens, and the worse their morale
gets, the more workers may decide that your empire looks less terrible.
Party
Party is a costly worker-kill attack. You choose how much crack to bring, and the
defender's stims can reduce the damage. Party only has a real chance when the
defender has no gangsters protecting the workers.
Scout
Scout is the intel move. It does not affect reputation, but it can reveal what a
target is hiding. It becomes more useful with each layer, and more painful when it
goes wrong.
Messages, Logs, And Alerts
Solar Mail is your inbox. Direct messages live there, but it also receives alerts, incoming
attack logs, auction notices, admin notices, and sent messages. Attack logs are incoming
only, so they tell you what happened to your empire rather than listing every move you made.
The navigation badge lets you know when something unread is waiting. If you are attacked,
invited to a syndicate, moderated by an admin, or later rewarded by a system event, this is
where the game will tap you on the shoulder.
Rankings And Reputation
Rankings are mostly about net worth. The table shows who is strongest in the live round, and
it includes planet information plus quick access to attack options. Net worth matters because
it is public, comparable, and wonderfully easy to resent.
Reputation is different. It is a measure of how your actions are seen inside the round.
Pimping can still move reputation slightly, but attacks are the main driver. Win meaningful
fights and your reputation rises. Fail attacks or get beaten badly and it can fall. Higher
reputation gives modest income and worker recruitment benefits, but it will not make you
untouchable. That would be dull, and also suspicious.
Syndicates
Syndicates are small crews of up to three players. Creating one requires a reputation score
above 150. The creator chooses the name and four-letter tag, and that identity is permanent
unless the syndicate is disbanded.
A leader invites players. The invite arrives in the Alerts inbox, where the player can accept
or decline. You can only belong to one syndicate at a time, and members cannot attack or
scout each other. Syndicates also have their own private noticeboard and rankings based on
combined member net worth.
Auctions, Travel, And What Is Coming Later
Auctions have their own section for Weapons, Drugs, and Escrow, but they are holding pages
for now. Travel is also disabled for the current stage of the game, so do not worry about
being stranded on the wrong planet. At the moment, Earth is where the action is.
Future rounds can expand into more planets, markets, auctions, round creation tools, and
preserved finished games. The important thing now is learning the live loop: earn, supply,
scout, attack, message, and survive.
A Sensible First Session
Start by opening the dashboard and checking your turns, cash, morale, supplies, and exposure.
Do a modest pimp run, then look at what changed. If workers joined, make sure you have enough
crack for the larger workforce. If gangsters joined, remember that weed keeps them useful.
Next, visit the stores and understand prices before spending wildly. Look at Rankings, open a
few profiles, and get a feel for who is nearby. Try a scout before a serious attack. If
exposure climbs too high, use Lie Low or stop drawing attention for a while. The best players
will not be the ones who click the biggest button first. They will be the ones who know when
the biggest button is worth pressing.