Flight & movement
- Mouse
- Steer the ship
- WS
- Ascend / descend
- AD
- Strafe left / right
- Q
- Roll right
- E
- Roll left
- ←→
- Yaw left / right
- ↑↓
- Pitch up / down
- Shift
- Temporary boost
- R
- Reverse
- 0
- Stop
Loading Outer Rim Approach
1%Preparing required assets
Neurohaven © 2026
Session held here. Launch or Ride along starts a new session.
Find your own space. Fly the course.
Arrival is held clear of celestial bodies and structures. Select a destination for approach information.
Configure your ship. Learn the space around it.
Read the illustrated web guide here, open it in a new tab, or download a copy to keep.
Capture your screen and shared audio as an MP4 video and a separate MP3 audio file.
Recording requires a browser with screen-sharing and MP4 recording support. Your browser always asks permission before capturing.
Changes take effect as you fly. Your flight preferences are saved on this device.
Identity and visual performance
View Mars sunset, moon phases and eclipse demonstrations. Celestial eclipses and ring shadows are calculated at every graphics quality.
Select another available spacecraft to switch immediately during Free Flight. Reboard first when exploring, and finish Warp or docking before switching.
Compare the current view at Neuro, Obsidian, either station, Earth or a star close-up. Close-bank flight uses an offscreen camera through a nearby cloud, never moves your ship. Shared cloud budget: at most 3 banks and 60 segments. GPU timings require a capable WebGL2 browser and timer support; CPU submission is not GPU time.
GPU cost unverified. Aim: around 1 ms additional render time where practical, not a guarantee.
Applying a language restarts the game and ends the current flight. Finish any recording first.
Game language: Automatic (browser). Support country: approximate IP location.
Fine-tune your control feel
What you hear, and how you arrive
Move with purpose. Every axis remains available even when the ship is stopped.
Move the mouse to steer; stop moving to hold your direction. Esc frees the cursor without changing your view or pausing flight. Click the game view to resume mouse control; that first click does not fire. Use N or Menu for the menu. Press Space or click again to fire. A selected hostile appears in a bright red frame; follow the red edge arrow when it leaves your view. Keyboard shortcuts pause while a text field or settings control is focused.
Steering and lateral movement still work at zero speed.
Left stick steers. Right stick controls roll and throttle. RT fires, A boosts, LT brakes, and Start pauses.
Drag the virtual stick to steer. Set speed with the throttle, then use the fire, boost and brake buttons. On-screen navigation and docking buttons appear when available.
Open space, a human research station, and an abandoned alien ring. Each asks for a different approach.
Explore without a match clock. Survey the sector, visit the stationary Neurohaven research station, and approach the rotating alien ring. Use your target and map readouts to orient yourself; fly at a controlled speed near structures.
Open the live tactical globe to understand your position and nearby contacts. Drag to orbit, scroll or pinch to zoom, and right-drag to pan. Use Reset View to reorient; press M or Return to Flight to leave.
Choose a destination in the warp panel, then engage. Destinations include Neurohaven Hub, Earth orbit, approaches to Mercury, Venus, Mars, Jupiter, Saturn, Uranus and Neptune, plus the Gateway transfer and Neuro. Arrival is held clear of bodies and structures. Press J to abort an active warp.
Slow down and line up with the station's front aperture or the ring entrance. Press L when docking is available, or use the on-screen docking control.
Automatic station docking starts guidance when your approach is detected. With it off, press L to request guidance yourself. Press L again or Esc to cancel active docking and regain manual control.
After docking, manual control returns. Fly out to leave the station interior. At the ring's observation hold, press L to resume flight, then fly through the entry or exit. Inside the station, O interacts with its screen when prompted.
Warping to Neuro's ancient approach outpost does not finish the trip for you. Expect roughly one minute of manual final approach after arrival.
Four ways to fly, from unhurried exploration to combat and slalom.
No score to chase. Explore the outer circuit, station, ring, and warp routes at your own pace.
Fight one opponent, with short attack runs and recovery windows. Reach 20 points or lead when the five-minute clock runs out.
Hold your ground through five escalating enemy waves, solo or with your crew. Keep moving, select threats with T, and watch the reticle.
Start on the checkered grid. Five green lights go out one by one; when the last goes out, GO. Pass all 50 numbered rings, brake for red chevrons, and race to the checkered finish. Every missed ring adds five seconds to your time.
Stop the escorted transport before it escapes. You have 150 seconds to break through its protection and complete the interception.
A bright red frame identifies your current hostile target. If it moves off-screen, the red edge arrow points you back toward it. Press T to cycle targets, then align your aim and fire with Space, the touch fire button, or the controller trigger.
Shape the shared output with an instrument-style mixer; playlist controls stay independent.
Flight, combat, docking voice, warp, interface, and Neuro ambience.
Adjust the equalizer, compressor, and limiter on the shared effects, voice, and playlist bus.
Final digital level for game effects, docking voice, and the Deep Space playlist.
Digital gain is not speaker SPL. Master mute cuts every routed source; processing bypass selects the dry route.
PEAK highest single sample, the clip risk.
RMS average energy, closer to perceived loudness.
Peak and RMS are separate from the stereo L/R levels.
Meters show live Web Audio sample peak and RMS in dBFS, not acoustic SPL. The limiter is a high-ratio compressor stage, not a brick-wall true-peak ceiling. Playlist level, mute, and Warp ducking remain independent; its signal joins shared processing without using the effects-volume control or applying the default effects input boost twice.
Venture development, digital products, and advanced interactive technology.
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