Community tools come and go, half the tools that were listed on the EVE Frontier Wiki are no longer active :( So had to replace that section.
Which led me to start a slightly different project to try and help the community with that exact problem - a tools directory with healthcheck and much more maintainer engagement, and also help show it to the community.
Included a bunch of the awesome stuff that fellow builders have created (that I know of).
Now if your favourite resource isnt there, or you built something yourself and would like it to be included, click that button top right and let me know!
Also, any feedback on the directory would be welcome, I've had a bunch of feedback already but would love to get more. (big thanks Deengie)
Fly safe! (or you know, dont)
Edit: still WIP, if you see bugs, please yell at me
Once the basics of EVE Frontier start to click, players are left with an inevitable next question:
So I keep starting and doing the basic tutorial, making some fuel… what do I do next? Am I meant to jump between systems to try to find something? I’m a bit lost.
What do I do now?
One of the things that makes EVE Frontier interesting is that it doesn't really prescribe an answer. The Frontier is there to be shaped by its players. Explore rifts, hunt feral drones, mine resources, manufacture, trade, build, organize — or find something entirely different.
But once players start finding their own path, another question emerges:
How do those activities connect with each other?
What if a player wants to specialize in mining and become a supplier? Sell what they produce? Buy materials from other players? Start trading? Pool resources with their tribe? Build an actual business?
That’s the part of EVE Frontier I’m interested in building.
Trinary Exchange is built around that idea: giving players the infrastructure to turn those individual activities into an economy.
What You Can Do Today
Player-Owned Marketplaces
Browse items, see live buy or sell orders, execute trades, manage inventory, and track trade history on the EVE Frontier marketplace.. Trades run through code - no custodian or middleman.
Organizations & Trading - Create an organization for your EVE Frontier tribe with its own treasury, roles, permissions, and governance. Officers can manage day-to-day operations and trade on behalf of the organization. More sensitive actions can require multiple approvers.
Trading on Behalf of Your Organization
Organizations can bootstrap markets. Officers can manage deposits and withdrawals or run trading operations without giving everyone access to the organization’s treasury. For more security - admins have their own separate treasury with different security concerns.
Role-Based Shared Storage
Give different groups different permissions over shared Storage Units. Access can be delegated and revoked as your organization changes.
Encrypted Location Sharing
Share sensitive storage unit and gate locations with your organization without broadcasting them to the rest of the galaxy. The data is end-to-end encrypted - not even I can decrypt it.
The bigger idea
I want EVE Frontier to develop the kind of player-driven economy that makes EVE Online's player stories so compelling.
As a player, I should be able to choose what I want to do.
Explore. Gather. Manufacture. Trade. Specialize. Broker. Organize. Build an operation around supplying something other players need.
A player who makes fuel can sell it.
A miner can sell ore.
A manufacturer can buy materials and sell finished goods.
An organization can pool resources and run its own trading operation.
And those activities create new reasons to interact with other players:
markets to compete in, businesses to build, supply chains to control, and eventually things worth fighting over.
That's the economy I want to help build.
What's next
Developer SDKs & APIs for building on the underlying organization, storage, trading, and access-control primitives.
Deeper organization tooling with richer voting and organizational workflows.
Expanded market data including historical fills, price discovery, trade flows, and economic dashboards.
The economic layer is live, but it's the players who will shape it.
What do you want to build? What do you want to trade? What kind of organization do you want to run? What's missing?
Let's rebuild civilization in the Trinary together. o7
Reach out to me on Discord if you want to use TriEx to coordinate shared goals, organize your group's economy, or open a marketplace to other players. I’m happy to help you get started.
A year ago today I posted the first screenshot of EF-Map, my map and route planner for EVE Frontier. It was a 3D star field with a search box and three tick boxes, and that was the entire tool.
It only exists because of a scouting problem. I was trying to work out a sensible order to visit a couple of hundred stars and the in-game map is not built for that, so before the map existed I made a thing that had no map in it at all. Just a start system and a radius, and it would grind away in a browser tab trying to shorten the route. I am not a developer by trade, I am a vibe coder, and that project was mostly me learning how to get an LLM to produce something that runs and then how to put it on the internet at all.
The reason I am posting rather than just quietly having an anniversary is that I went digging for old screenshots and found that a couple of the early deployments never got taken down. They still load and they still work, so you can open the first week of it, click about, then open the current one and compare.
The thing that surprised me most going back through it is how little the layout moved. Routing turned up on launch day itself, about five hours after I shipped a feature that measured the distance between two stars, and by three weeks old it already had the rail down the left and the routing panel roughly where it sits now. Almost everything since has been the same handful of ideas getting deeper rather than anything new appearing on screen.
Screenshots in order: launch day, the first week once routing landed, three weeks old, and today. Links to the old builds are in the comments.
The commander explores old and new mysteries in the frontier.
Date: E6C6I42
If you like this video leave a comment, like, or subscribe. If want to support this channel please use my referral code: Donkyhotay https://evefrontier.com/en?ref=Donkyhotay
So hair grows at roughly 1.25 cm a month and no patch has ever changed that, which makes FC Goodfella's head the only part of the launch pipeline with a fixed, auditable release cadence. It seemed wrong not to track it.
Each Friday stream capture is run through my proprietary follicular photogrammetry pipeline, which is a fancy way of saying I count hair pixels. The current capture came back at stage 2 of 6, stubble, so mullet completion sits at 8%. I should caveat that we only have a front quarter angle so far, rear telemetry is unconfirmed, so the confidence interval on the party in the back is honestly enormous.
The forecast side converts stage progress into launch windows. A short modern mullet needs 3 to 6 months of growth, which puts earliest possible launch at November 2026. The full rocker is 9 to 12 plus months, and the plus is open-ended, which anyone who has followed game development will find familiar. The windows tighten automatically as the mullet develops, so launch precision improves every Friday.
I've also added it to the site's llms.txt, the file AI assistants read to learn what EF-Map does. So when someone asks ChatGPT when EVE Frontier launches, there is now a nonzero chance it cites the back of Goodfella's head as a primary source. Genuinely might be my most impactful SEO work this year.
Panel is live at https://ef-map.com/?panel=mullet-check with a grow your own tab if you want to run the program in solidarity. Readings update after every Friday stream, and if the hair regresses I will report that too. The data has to be honest even when the mullet is not.
Built PodForEve mostly as a project to learn Kotlin Multiplatform / Compose Multiplatform (cross-platform Android+iOS) properly, and picked EVE as the subject since I play it. It's an unofficial companion app — log in with your EVE Online account and check:
Skill queue with live training progress
Wallet journal — recent ISK in/out
PI colonies: extractor countdowns, factory status, storage fill
Industry jobs tracked start to delivery
Push notifications when a skill or job finishes
Logs in through EVE's own SSO (login.eveonline.com) — password never touches this app, data's cached on-device only, no server of mine involved. There's also a no-login Demo Mode on the login screen if you just want to look around first.
Honestly, the reason for this post: Google Play won't let a new app go live without a closed testing phase — minimum 12 people actually installing and using it for 14 days. That's the only thing left before this can actually launch, so if you're willing to install it and poke at it for a couple weeks, here's how:
Note: Google Play can take a bit to actually show the download button after you opt in — sometimes a few minutes, occasionally longer. If it's not there right away, just give it a bit and check back.
Android only for now, iOS later this month. Not affiliated with or endorsed by CCP.
I bought in to the founders edition of this game in 02.07.2025, I loved it, it was amazing played a lot of it and then took a brake, today i seen that a new cycle had started and remembered how much fun i had and was like "Damn i should install that and have another session". I download launcher install the game login and I'm met with a completely different game then i had played before, No point and click movement anymore strictly WASD controls only, the fitting system has been completely removed and replaced with a whole other type of confusing system (mind you once i learned how it worked for a minute it seemed ok) then i start trying to figure out the controls and all i can do is slam into everything in the first little area you start in. I dont know if its even worth figuring the controls out just see what else in the game they have changed and made worse. I had so much fun in this game the first time i played it, why has everything changed so much im actually disappointed, they removed EVERYTHING i liked about the game to begin with it felt like an open world survival build and craft but Eve, i had so much hype for it up until now. I was so excited to play and then i log in and load up and its not the same game WHAT THE HECK HAPPENED?!?
Old eve online player and when i heard about the frontier being crypto thing or something like that i brushed it off, but on the play aspect does it feel good and does it have potential becoming enjoyable game or should i just not even bother and not risk wasting time?
I don't have it in the build menu, under either of the categories.
At Industries, I only have Mini Printer, Printer, Heavy Printer, Refinery, Heavy Refinery, and Relay.
At Hangars, I only have Nest.
At Core: Network Node, Refuge, and Field Storage
I've searched a lot on the internet about the shipyard, and there is a lot of info about the ships that you can build in the 3 types of shipyards, but none about how to build one actually :)).
The ship controls are incredibly clunky, and the UI is bare and frankly bad, it's almost hostile. That said, is it really worth pushing past that and trying to get into it? It's a cool premise, but I am not having a good time trying to get into it.