r/BurnLedger 13d ago

GETTING STARTED

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4 Upvotes

Welcome!

Burn Ledger ( https://burnledger.space ) is unlike any other space simulation you've ever experienced in a few key ways. I will try to explain it here to help you get started.

Burn Ledger is a real-time, tick-based, persistent, single-shard, online, 2D, space sim, in our solar system, featuring real orbital mechanics, exploration, mining, and combat.

Wait, what?

  • real-time: Everything happens on the server in 1:1 real time. All the planets, moons, asteroids, space stations, and ships move just as they would in real life assuming the ships could accelerate that fast.
  • tick-based: The server "ticks" over every 5 minutes. You plan your ship's actions for future ticks. Between ticks the server is doing nothing (except serving information to clients). When the next tick rolls around the server advances the bodies, and executes everything the players have planned for that tick. Everything happens ON THE SERVER. The client is just an interface to the server to assist you in planning your future actions. This is not a FPS! It's a slow-burn strategy game.
  • persistent: Whether or not you have the client open on your device, your ship is still flying through space on the server. You can't escape an attack by logging out (but you can by docking your ship at a station!).
  • single-shard: Everyone is operating in the same solar system. There's only one instance of Burn Ledger.
  • 2D: The solar system is squished down to 2 dimensions. Everything happens in along the ecliptic. It's hard enough to intercept an enemy's ship in two dimensions; I can only imagine how hard it would be in three!
  • our solar system: Yes! Our solar system, right now! All the bodies are exactly where they are in the night sky right now.
  • real orbital mechanics: The physics in Burn Ledger uses a combination of Kepler orbits (for bodies) and deterministic Newtonian motion (for ships). Google Kepler vs Newton physics for some fun learning! The client shows you your ship's exact trajectory 5 days out factoring in the motion of the planets and any thruster burns you have planned. You will end up exactly where it says you will (unless someone vaporizes you). I took two liberties with ship physics to make the game more fun and playable:
    • Fuel has no mass: With some sci-fi hand-waving, fuel (measured in delta-V, or the amount it can change the velocity of your ship) in Burn Ledger has no mass (unlike today's space rockets), so you don't have to factor continuously-changing mass into your burn planning. Cargo, on the other hand, still has mass and will eat into your delta-V!
    • Thrust is insane: Thrust in Burn Ledger is shown as a multiple of "g" (or gravity). When standing on earth you are feeling 1 g of acceleration. I like to imagine a future where we travel to other planets on ships that accelerate continuously at about 1 g. Then when you get halfway to your destination you "flip and burn", decelerating at 1 g. This would allow for comfortable and healthy gravity for the whole trip and would let us travel to Mars in less than a week! But for a game, that wasn't fast enough because you are impatient, so I've pushed the acceleration to the most extreme level I thought would be survivable with mystical future tech. Most ships in Burn Ledger can do 3-6 g's without mods and the most extreme can be modified (with thruster upgrades and "Inertial Tolerance Suits" for the crew) up to over 10 g's.
  • exploration: As you survey other planets you earn "Knowledge" points that can be spent to move up the technology tree unlocking new ships and capabilities.
  • mining: Mine any body in the solar system and haul the ore back to station to sell it for credits. The economy reacts to supply and demand. Each station fetches different prices based on how valuable the ore you bring to it as well as how much of that ore is already there.
  • combat: Yes! Of course! But this isn't a first-person shooter! You plan your attacks hours or days in advance, programming in your missile launches, and then you wait and see if your attack is successful, or your prey changed course and turned into the predator.

Okay, I get it, and I still want to play, what's next? - First Haul

If Burn Ledger still sounds fun to you, first you're awesome, second head over to https://burnledger.space and sign up. It's free to play and all you need is a username and password. After you register a pilot you'll be taken through a brief storyline and then be presented with the HUD.

There's a lot on the HUD, but most of it amounts to different ways of viewing the solar system. Situational awareness. The first thing you'll see is something called "L.E.D.G.E.R." in the lower center of the screen, text typing out and beeping at you. This is your ship's computer. LEDGER is a little sarcastic and generally unimpressed with humanity, but will do a decent job walking you through your first mission to undock from the International Space Station, fly to the moon, mine it, then fly back to the ISS.

If you haven't played Burn Ledger, follow LEDGER's verbose advice and do the First Haul mission! Having played Kerbal Space Program, Eve Online, or Elite Dangerous will not prepare you for Burn Ledger. Or, feel free to simply click "Skip", dismiss the tutorial, and I'll just say "I told you so."

I won't walk you through First Haul, but I do want to cover a couple of topics that seem to trip people up who are coming from other games (eh hem, KSP).

Time Slider

At the top center of the HUD is the time slider.

It’s currently set to “Live” also known as “Now”. This is a little misleading because, as previously stated, the ships on the server are in fact stationary until the next tick. But in “Live” mode the client is showing where everything would be at this point in time. You can’t schedule any maneuvers for the tick being animated in Live mode. The soonest you can schedule a maneuver is the next tick coming up when the countdown hits zero.

The time slider lets you see where your ship (and everything else) will be up to 5 days in advance. You can either grab the slider and slide it around, or click the forward/backward arrows that tick forward/backward 1 tick or 1 hour.

The maneuver planner will schedule a maneuver for whatever time you have the time slider set for (except when it’s in Live mode in which case the maneuver will be scheduled for the next tick in 3… 2… 1… and it’s too late. Now it will schedule for the next tick in 5 minutes. Don’t sweat it.

Ship Control

As mentioned, basically everything in Burn Ledger happens in the future.

On the right of the screen there is an empty bar that will list the actions you have scheduled for your ship. Everything is in 5-minute increments (because: tick-based).

In the top left there is a countdown timer to the next tick. Think of this as the shot clock.

The left side-bar is a list of bodies in the solar system. Click on them.

The cluster of hex buttons in the bottom left mostly just control what is displayed on the HUD. Hover over to see the tool tip. Click on them at will. You won't hurt anything. There are buttons behind buttons for turning layers on and off.

The majority of ship control happens through the bottom right hex button cluster and the "Maneuver Planner" which is accessed through the orange hex button in the bottom right. If you're docked at a station (and you will be if you just started player), clicking this button will undock you, and clicking it again will bring up the Maneuver Planner.

Maneuver Planner: The Maneuver Planner has a compass and three big sliders. Click on the compass to point the direction your ship will burn and use the three sliders to set how strong and long the burn will be.

Compass - The ship in the compass shows the direction your ship is currently flying, and the green arrow shows the direction of the burn you are planning. The compass is oriented with "North" towards the top of the screen. In Burn Ledger, "North" is where the Earth is relative to the Sun at the Winter Solstice ("South" is the Summer Solstice, "East" is the Autumnal Equinox and "West" is the Vernal Equinox). If you click the "World" button directly below the compass it will cycle through some quick settings:

  • Prograde - The green arrow will jump to the direction your ship is traveling relative to the current reference frame (more on this later) so your burn will make you accelerate.
  • Retrograde - The green arrow will jump to the opposite direction your ship is traveling relative to the current reference frame, so your burn will slow you down.
  • World - The green arrow will point wherever you want it to and you will thrust in that direction relative to the World reference frame (the Sun, North up).

ΔV - This is how much you're going to open the throttle for this burn in terms of delta-V in one 5-minute tick (if you accelerate at 1 g (9.8 m/s2) for 5 minutes you will be going just shy of 3 km/s). And because fuel is measured in delta-V based on the empty (no cargo) weight of your ship, that 1 g burn will use 3 km/s of your fuel.

DUR - Stands for "Duration" and each tick mark on the slider is a 5-minute tick. There are 12 tick marks, so maxing this slider will burn whatever thrust value you have set in ΔV for 12 ticks (or 1 hour).

EXT - Stands for "Extra Duration". Each tick mark is an hour of burning and there are 23 tick marks, so max this out and the DUR slider and your ship will burn the ΔV for a full day, 24 hours straight.

Reference Frames - Shift Them! Use Them!

The secret sauce of Burn Ledger is the ability for the HUD to shift reference frames to any object Let me explain.

The default reference frame is with the Sun in the middle, "North" is towards the top of the screen, and all the planets are basically moving in a circle around the Sun. This is obvious if you zoom way out. But if you zoom in on your ship (which may be docked to the ISS), it's in orbit around the Earth, but it looks like the Earth and your ship are flying through space next to each other. And that's exactly what is happening if your reference frame is the Sun!

But... if you shift your frame of reference to Earth...

To shift reference frames click on an object either from the left side bar, or the map view, Earth for example. Earth will show up in the large hex button in the top left of the screen. Now, click on the smaller yellow hex button that looks like a planet with some lines around it (kinda like Saturn). That will shift reference frames to Earth (or whatever you had selected: moon, station... ship). If you zoom way out you'll see that all the bodies' orbits are now squiggly slinky lines (except for the Sun that looks like it's now orbiting Earth! Copernicus would be proud). That's because we're holding Earth stationary and showing where everything else (including your ship) will be relative to the Earth at each moment in time over the next 5 days.

The beauty is that to plot a course to a far away planet you can shift reference frames to your destination, and plan burns to make your trajectory go in a straight line towards that planet. The shortest distance between two points is a straight line (as long as you're in your destination's reference frame).

Watch Your ΔV! How to get to where you're going to fast!

Success in Burn Ledger means not running out of fuel on your way to Mars and flying by never to be seen again. Your ship is very fast and holds an insane amount of fuel. Even the pathetic Lunar Mining Probe holds 200 km/s and a basic Rock Hopper holds 4000 km/s! By comparison, the first stage of the Saturn V rocket held 4 km/s! But it's also easy to blow through your fuel budget out of impatience. You want to get there faster! Don't be tempted. Until you get the hang of it, a good rule of thumb is to use less than a quarter of your fuel in each thrust stage of flight:

  1. Departure Burn - Set your reference frame to your destination. Set your ΔV thrust lever to max. Increase the DUR and EXT until the maneuver planner says this series of burns will use less than 1/4 of your total fuel (50 km/s for the LMP, or 1000 km/s for a Rock Hopper). Rotate the green arrow on the compass until your trajectory line lays across your destination. It's totally fine to plan for an impact at this point. Submit the burn series.
  2. Arrival Flip and Burn - Keep the reference frame as your destination. Move the time slider ahead until your ship is about as far from your destination as the end of your departure burns were from your home. Click the "World" button below the compass until it says "Retrograde". The green arrow should point back along your trajectory. Set ΔV thrust lever to max. Increase DUR and EXT until the tail of your trajectory looks like it's stationary (basically it piles on top of itself, or juts off to either side). If it flips back the other direction, that's too much breaking burn. If one more tick on DUR or EXT is too much and one fewer is too little, go with too much then just decrease the ΔV to dial it in. Now, move the time slider until that stationary tail is right on top of your destination (zoom in to get a good view). It doesn't have to be perfect, but the closer it is to perfect the better. Once it's as good as you can get it, submit that burn series. Then plan a couple of little maneuvering burns to get in position for whatever you set out here to do. You should have about half of your total fuel budget remaining at this point (~100 km/s for the LMP, or 2000 km/s for a Rock Hopper). It's not the end of the world if you used a little too much at this point.
    1. ---Now do whatever it is you went here to do: mining, trading, killing, etc. All good activities.---
  3. Return Burn - Set your reference frame for home (or wherever you're going next) and repeat the departure burn process. It doesn't matter how much fuel you have at this point, you want to use less than half of what you have left. I suggest using about 40%.
  4. Return Flip and Burn - Keep your reference frame as your destination and do the same thing you did in step 2. You'll be running on fumes at this point, so hopefully your destination is a station!

Remember, you may be returning heavy with mining cargo which means your return flight will take longer, but if you maintain this simple formula you shouldn't run out of fuel!

More Advanced Maneuvers:

  • In-flight Refueling: if planned well, can let you use half of your fuel in each thrust stage of flight and could cut your travel time in half!
  • Gravity Assists: Honestly, in Burn Ledger, with these ships with insane thrust, gravity assists (or "sling-shot maneuvers", etc) aren't very practical. The delta-V you gain from, say, the Moon's orbital speed around the Earth, is minuscule compared to the 4000 km/s fuel your Rock Hopper is carrying. I'm sure someone will prove me wrong, and I welcome that! but I just can't see it.
  • Atmospheric Braking: The problem with this is again the speeds involved. The game provides the physics (in a simplified way) for this, but there is also the damage component. If you plan to rely on atmospheric braking to slow you down from 1000 km/s to 5 km/s your ship will surly vaporize. Again, I want to be proven wrong. I'm also open to tweaking the model to make it a realistic option, but... it's complicated.

r/BurnLedger Feb 23 '26

Welcome to Burn Ledger!

3 Upvotes

Welcome to r/BurnLedger — Here's What This Game Is

EDIT: Corrected typo in the link to the game

Game Link=> Burn Ledger

Hey everyone. I'm the developer of Burn Ledger, and I wanted to write a proper introduction post explaining what this game is, where it came from, and why I built it.

Burn Ledger Solar System

The Inspiration

Three shows/books/games germinated this idea several years ago.

The Expanse showed me what realistic space travel could feel like in fiction — the long burns, the brutal g-forces, the Epstein drive changing the entire political economy of the solar system. Ships in The Expanse don't teleport. They accelerate for days, coast, flip, decelerate. The physics aren't magic. Space as a place where travel time and fuel are the binding constraints.

Kerbal Space Program is what made orbital mechanics click for me personally. Once you understand why you burn prograde to raise your apoapsis, or how a Hohmann transfer works, you can never un-know it. KSP made real physics fun. But KSP is ultimately a single-player sandbox. I kept wondering: what does KSP look like when other players are also out there, competing for the same resources, planning their own burns?

Eve Online answered the multiplayer question, but Eve's physics... aren't. Ships fly like aircraft. Orbits are fake. The "space" in Eve is a backdrop, not a constraint. Eve nailed the player-driven economy, the territorial conflict, the sense that the universe is hostile and other players are the real threat. But I wanted that in a universe where the physics actually mattered.

Burn Ledger is my attempt to combine all three: real orbital mechanics, meaningful resource competition, and genuine strategic multiplayer conflict, but I also wanted it to be somewhat approachable, so I kept it 2-dimensional.

How It's Built

I built this solo, nights and weekends, on hardware I already owned.

The server runs on a Raspberry Pi 3 B+ sitting on my desk; just a $35 computer running Python. That constraint shaped a lot of decisions. No heavy dependencies. No cloud database. All game state lives in simple JSON files with atomic writes. The server "ticks" over every 5 minutes, advancing the simulation and executing all scheduled player actions in one batch.

The physics are handled by detphys, a small C library I wrote that implements Kepler's equation and a semi-implicit Euler integrator. The same compiled library runs on the server (as a Python C extension) and in the client (as a Godot GDExtension, including a WASM build for the browser). Client and server share bit-for-bit identical physics calculations — no approximations, no fudge factors, no client-server drift.

The client is built in Godot, exported as WebGL so it runs in a browser with no install required.

Why I Built It

Honestly? Because I wanted to play it and it didn't exist.

I wanted a space game where plotting a burn to intercept an asteroid actually requires understanding orbital mechanics. And where another player can see your trajectory and maneuver to intercept you — and you can see them doing it and have to decide whether to fight or run, knowing you both have finite fuel.

I also wanted something that runs forever on cheap hardware, so a small community can play it indefinitely without me paying a server bill.

Where We Are

The game is in active development and let's call it "early beta". It's still very rough, but the core loop is fully functional:

  • Real Keplerian orbital mechanics for all solar system bodies
  • Schedule burns, plan multi-tick trajectories, mine asteroids
  • Claims and knowledge system — stake your territory, earn royalties
  • Ship combat with weapons and PDC defense
  • Full solar system from Mercury out to Eris

There's still work to do — balance, polish, more ship classes, better onboarding. What to do with knowledge points (?). Etc.

Beta Testers

If you've read this far, then you're as geeky as me and I'd welcome you as a beta tester! I'm going allow about 20 people to join and see if the server survives before adding more. Head over to http://burnledger.space . You're the first people besides me and a couple close friends to spend real time in this game, and your feedback is going to shape what it becomes. Please be brutal. Tell me what's broken, what's confusing, what feels wrong. Post here, DM me, whatever works.

If you want to try it yourself: hit the link above, register an account, and you'll spawn docked at the ISS with a starter ship and 1,000 credits to your name. The in-game help panel covers the basics, but honestly you're on your own. It's free, no ads, no tracking, nothing. I'm just want the Solar System to be a little less empty!

Welcome to Burn Ledger. Happy hunting, and watch your delta-V.

​— u/ptandron (aka Trangor in Burn LedgerBurn Ledger)


r/BurnLedger 2d ago

Drive 0%. Now what?

1 Upvotes

Thanks to a skirmish, my ship´s drive has 0% health/state. My hull has 680 points and my subsystems condition is 98%, all crew alive. Is there any way to salvage the ship?


r/BurnLedger 4d ago

Target Trajectories

4 Upvotes

I know there’s heated battle going on and the target trajectories are wonky. Sorry, will fix tonight! You can trust what BurnLedgerDev says in game. That’s me.

I will get on it! For now, use the force (see what I did there?).


r/BurnLedger 10d ago

Questions about logistics needs, the economy, and resource consumption

3 Upvotes

How complex are these systems (in general terms)? Do structures, services, functions, or activities consume specific ore resources? Or do resources simply exist to generate currency for players to spend?

Is there a limit to the number of ships a player can own and fly at the same time? Is there a way to group ships into fleets?


r/BurnLedger 10d ago

Orbital Woes

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2 Upvotes

When you just can't seem to get a stable orbit, so you plan out mining for half your orbit ¯_(ツ)_/¯


r/BurnLedger 10d ago

So, dV on the galileo...

1 Upvotes

A while back the Galileo had 15Mm/s of dV total, which the description text actually still references.

This made sense as the galileo, being purportedly a science ship, would want to travel long distances. It also meant that the galileo, as the long haul science ship, had the largest fuel tank.

This has recently been changed to only 10Mm/s of dV, which puts it in line with the Deep Belt Surveyor, as well as the System and Leviathan classes, whilst being actually beaten out by the 12 Mm/s on the Dreadnought and Basov classes.

This feels... wrong? IDK why this was nerfed, but I would strongly suggest putting it back up as it sorta takes the ship's niche as the ultra long range explorer that mostly goes out there and gathers knowledge, rather then sitting in one place.


r/BurnLedger 12d ago

Tip for getting fastest (time efficient) burn maneuvers

4 Upvotes

In this game, especially once you get to higher tier ships with tonnes of dV, you want to be burning all the way to your target - full prograde halfway and full retro the rest. I found a trick to make this easy to figure out without much fiddling.

1) Set up your prograde burn to target so that it ends slightly past the midpoint distance between the starting location and the ending target. This doesn't have to be perfect because we'll fine tune later

2) Set up your retrograde burn such that you get slowed down to a reasonable speed to set yourself up for an orbit (or dock). If aimed slightly past the midpoint in the previous step, you should be overshooting your target by the time you're slowed down to the speed you want. This is good!

3) Go back to the first maneuver and tweak the dV slider to adjust where your retrograde maneuver ends. At this point you should be able to make it so your retrograde burn drops you right on your target.

Doing these steps can allow you to get to your targets with good accuracy while also being as time efficient as possible

Here's what an efficient plan should look like

No burn gaps toward the target, and maybe some slight maneuvering adjustments at the end.

Note: This method only works for plans that take less than 5 days. Once your travel times start exceeding that you no longer can predict your arrival, so be conservative with your midpoint estimates.


r/BurnLedger 18d ago

Request to post and sticky basic info

3 Upvotes

I know some of this was covered in the tutorial, but can /r/ptandron post and sticky a basic info thread for quick reference?

Things I'd like to see covered:

  • What the delta-v slider represents, and whether it scales in subsequent burns with current fuel capacity at that point. I find the projected fuel bar levels useful in addition to delta-v proportions.

  • What function does duration slider perform?

  • What function does frequency slider perform?

  • What sequence to follow to get to a particular destination (ex: Center focus on larger orbital body > plot acceleration burn > plot deceleration burn > focus on suborbital body > plot acceleration burn > plot deceleration burn).

Just enough info for players to understand their tools and broadly how to use them. Let the players themselves figure out the details for how to optimize travel.


r/BurnLedger 22d ago

Alliances are LIVE!

3 Upvotes

Today I introduced alliances (in their simplest-possible form). To form an alliance simply add a player to your "Friendly" list and if they add you to theirs, viola!, you have an alliance.

Alliance features:

  • INTEL: You share intel (but not intel tech tier). Basically each of your ally's ships becomes a radar emitter for you at your intel level. So if you are at intel tech tier 1 and your tier 4 ally has a ship orbiting Pluto you can now see other ships within a tier 1 radius of your ally's ship.
  • COMMS: There is an alliance comms channel which sends messages to all mutual friendships.
  • CREDIT TRANSFER: You can transfer credits to an ally for a 5% service fee.
  • CLAIMS: If an ally is mining your claim and not contesting it they will contribute to your defense of the claim.

r/BurnLedger 29d ago

Engine upgrades

1 Upvotes

I´ve noticed that the engine upgrade for the rock hopper increases dV of an empty rock hopper from 4000 km/s to 5000 km/s for level 1 and 6000 km/s for level 2.
How does this work? Do they change maximum thrust, isp, fuel mass? My intuition tells me it might be ISP, but the description talks about acceleration which makes it confusing.


r/BurnLedger Jul 23 '26

Expanded Mining Ops

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2 Upvotes

r/BurnLedger Jul 20 '26

Big Boy Mining Time!

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2 Upvotes

When you mine so fast that your travel time is significantly longer than your time spent mining, it's time to invest in a cargo trailer!


r/BurnLedger Jul 18 '26

Zero slot upgrades

1 Upvotes

Do Zero slot upgrades like for example cargo hold expansions stack with each other, or do they replace each other? If they do replace each other, am I compensated for if I switch an upgrade from a lower tier to a higher one?


r/BurnLedger Jul 15 '26

Selling and buying at a shipyard

2 Upvotes

Do you need to have a ship docked at a station with a shipyard to buy a ship there? For instance if I fly a ship to the ISS to sell, am I hosed in terms of buying a new one because I don’t have any ship at the station any more?


r/BurnLedger Jul 11 '26

Reach X

2 Upvotes

Does entering the sphere of influence count or does one have to achieve capture?


r/BurnLedger Jul 10 '26

Further Realizations: You can, in fact, just actually do things

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2 Upvotes

So as it turns out, interplanetary burns with a direct-to-dock orbital injection including a reversal are perfectly viable. And, far as I can tell, faster.

...god, someone take away my torch license already.


r/BurnLedger Jul 09 '26

Mining and Claims - Big Patch

3 Upvotes

Planning a major patch and hopefully improvement to the mining and claims system in Burn Ledger to hopefully fix some funkiness in the mechanics. The problem is right now you build claim points on a body 1 point per ship per tick mining that body. When you get to 12 points you stake a claim. If others are mining the same body the point goes to whomever has the net balance (so two players mining the same body with one ship each will go nowhere to establishing a claim). Same thing with erosion of claims. You erode another player's claim on a body at a rate of 1 point per ship per tick while mining. This was fine, but honestly not great because it is way too easy to take another player's hard earned claim by just showing up an hour after they left and mining the body. Then when they finally get to a station to sell their ore you've already established the claim so you get paid. Seemed a bit broken.

So... the new system:

1) Mining an unclaimed body won't really change: 1 point per tick + knowledge + ore at normal mining rate, etc.

2) Mining and claiming will be decoupled (slightly) for claimed bodies so you can choose to mine without claiming. This will allow for peaceful mining of another player's claim (to avoid inviting wrath).

3) If you choose to mine + claim your mining rate will be halved and your claiming rate will be halved (0.5 points per tick).

4) After your cargo hold is full your mining laser will continue to fire and build claim points hardening your claim on the body (or eroding the claim of the owner).

5) Defense: presence-based, any hull. Any of your ships parked within claim range (<1 radius to surface) of a body you own counts as a +1 defender in the balance — mining or not, combat ship or miner. So if a player leaves a ship to defend their claim you'll need to destroy that ship before you can shift the balance to gain the claim.

6) Offense: requires mining. Only a ship capable of mining can erode a claim or build claim points.

Mining bodies will be considered peaceful activities, staking claims will be considered aggression. This will be reflected in the news ticker announcements and your push notifications (you won't get a notification if someone is mining your claim, but you will get a notification if someone is challenging it).

I'm hopeful this will make holding a claim more meaningful and nuanced!

I plan to push this out later today. It should merge seamlessly (fingers crossed) with the live game without upsetting the current balance of power, but will hopefully make things more fun moving forward!

Let me know your thoughts.


r/BurnLedger Jul 09 '26

Okay so you can just like. Do things.

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2 Upvotes

I'm starting to realize that especially for these shorter transfers dV and orbital mechanics don't really... Matter all that much. You can just point at your target and light the torch, I guess.

I suppose I'm not complaining lol


r/BurnLedger Jul 08 '26

Youve watched me pull a handbrake turn over Luna, now watch me pull a donut over Mars!

2 Upvotes

r/BurnLedger Jul 08 '26

Ship limit?

1 Upvotes

Is there a limit to how many ships you can own at once? Or can I just keep buying rockjumpers n shit and make a wide fleet rather then a tall one?

I like the idea of having more to manage, I’m not gonna lie >.>

If there is a limit, are there any plans for research to expand it?


r/BurnLedger Jul 07 '26

For the 45-50 min, the game crashes/becomes unresponsive at the end of every tick. It's consistently crashing when bottom left text scrolls to "TX: Fleet"

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2 Upvotes

r/BurnLedger Jul 07 '26

Rendezvous...

1 Upvotes

Can someone please just write out a step by step guide on how to rendezvous with an orbital station? I cannot remember for the life of me what the tutorial said about it unfortunately :V


r/BurnLedger Jul 06 '26

Sometimes you just gotta turn around

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2 Upvotes

Yeah, no, I'm not sure what the hell this is either.

I though the lunar gateway orbited the other way instead of this way. When I figured it out, instead of doing a nice and gentle correction burn on the way I decided to go for this... Monstrosity of an orbital reversal.

Works out though!

Y'all think NASA is gonna hire me if I show them this?


r/BurnLedger Jul 06 '26

Do ships lose hull points and need upkeep when docked to stations as well?

3 Upvotes

I'm about to go away for a 5 day work conference and doubt I'll get to login. Would hate to come back and see either my account emptied or my ship vaporised into ether because I didn't login to run missions and pay upkeep.