🚀Arena guide · Comets vs Meteors
Space Station: the arena with no gravity and no floor
The only sealed arena in the game, and the only one where nothing falls. Your aim and your engine are the same control — here is what that changes.
Nobody walks in here
Gravity is set to zero. Not low — zero. Nothing pulls you anywhere, nothing falls, and there is no jump key, because jumping means pushing off a floor and the floor has stopped mattering. The only way to move in any direction at all is to burn the suit's thrusters.
The main jetpack fires along the direction you are looking. Aim up and burn to climb, aim down and burn to dive, look level and burn to skim a corridor; the side thrusters strafe. That single change — that your aim and your engine are the same thing — is what makes the arena feel unlike every other one, because you cannot look one way and travel another.
Cut the thrusters and you do not stop. You coast, bleeding off speed gently against the suit's stabilisers. Flying here is a matter of planning two seconds ahead, and every new player spends their first minute softly bouncing off a bulkhead.
📐The numbers, as the game actually sets them
- Gravity
- Zero. You hang exactly where you stopped until you burn again.
- Main jetpack
- Fires along your aim, forward or reverse — the strongest thruster you have.
- Side thrusters
- Strafe left and right at a little over half the main jetpack's push.
- Stabilisers
- A gentle damping — enough to feather to a stop, nowhere near enough to stop you dead.
- Top speed
- The same drift cap horizontally and vertically. Sprint pushes a little past it.
- Hull height
- Thirteen units of flying space, capped by the ceiling plating.
The Speed power-up doubles your thrust, which in zero gravity is considerably more chaotic than it sounds — it raises your speed cap as well as your acceleration.
It is tubes, not a hangar
The mental picture people arrive with is a big open bay to fly across. It is not that. Every wall in the station runs floor to ceiling, so the arena is a warren of corridors: you turn blind corners instead of watching a whole deck from one good spot.
Each module is sealed by bulkheads with a six-unit hatch in the middle of each side, and those hatches line up with the neighbouring module's, so the entire station is one connected maze. Inside, four partitions form a pinwheel around a central hub, which means every hatch opens onto a chicane rather than a straight line of sight. You rarely see somebody coming from far down a corridor. You meet them.
Height is the whole game
Three platforms hang in every module: two ledges along the corridors and a pad at the hub, directly under the skylight. The only way onto any of them is under thrust — there are no stairs and no ladders, because there is no gravity to need them. Spawn points and pickups both use those platforms, so height is permanently contested.
And because there is no floor to default to, "above" and "below" are live directions all the time. Somebody can be directly over your head doing nothing at all, and in a corridor lit by strip lights it is genuinely easy to miss them.
🛰️Hanging still is close to invisible. It is your jet flame that gives you away — so if you want to hide, stop burning.
Fighting without a floor
Aiming is harder here for a specific reason: your target is drifting, you are drifting, and neither of you is being pulled back towards a neutral position. Leading a shot means predicting a coast rather than a run. Players who do well in the station tend to fire in short bursts while stationary instead of while flying.
Cover still works. The crates and cargo containers parked in the corner chambers and corridors are real waist-high cover, and so are the crew consoles bolted to the bulkheads. But cover you can simply float over has a shorter life than cover you would have to walk around, so treat it as a place to pause, not a place to live.
Six things to know before your first burn
- Point where you want to go, not where you want to shoot. They are the same control.
- Feather the thrusters. Short taps beat long burns, because the stabilisers bleed speed slowly.
- Stop before you shoot. A stationary player in zero gravity is a far better shot than a drifting one.
- Look up and down constantly. Half the arena is above and below you, and the corridors hide it.
- If you are being hunted, stop burning. The flame is the tell, not the movement.
- The pad under the skylight is bait. It carries the best pickups and it is watched.
Same rules, different physics
Nothing about the weapon, the teams, the health or the power-ups changes in here. One laser that you upgrade rather than swap; two teams; 1v1 up to 10v10; tag somebody and they are back a moment later. The theme changes exactly one thing — how you move — and that turns out to be enough to make it feel like a different game.
It is also the only arena with a ceiling. The station is genuinely sealed: full-height hull walls and plating overhead, with real portholes and a skylight to remind you where you are. There is no out-of-bounds to fall off, because there is no falling.
Go and float about
▶ Play now — it's freeFree, in your browser. Pick Space Station on the setup screen when you make the room.