A lived-in merchant bridge looking out over a blue planet and an orbital trading station.

A persistent space trading game

Your ship.
Your crew.
Your next horizon.

Make your living among the stars. Trade between worlds, get to know the people aboard, and turn a working starship into a place that feels like yours.

Play in your browser · Desktop & phone · No download

Playable now In development

From the forward bridge
In-game artwork

A ship of your own.

Begin aboard your Scout.

Five officers from day one.

A crew with lives beyond the manifest.

A world that keeps turning.

Plan a run. Return to your next chapter.

A small ship.
A lot of character.

There’s more to a voyage than what’s in the hold. Meet the officers who share your ship, hear their stories, and decide what kind of captain you’ll be.

Nia Vale, your navigator, aboard the merchant ship.

Crew file / Starting officer

Nia Vale

Navigator · At home at the helm

“I wanted a berth where I could speak to the person making the promise.”

Nia came from an operator that sold optimistic arrival estimates. She brings a navigator’s eye to the route, and a very practical view of the promises made at either end.

Jori Sen, your quartermaster, in working clothes.

Crew file / Starting officer

Jori Sen

Quartermaster · A good name at every port

“I would like a few ports to know this ship by its work. A manifest people believe before they check the seal.”

Cargo, supplies and the reputation that travels with them. For Jori, a merchant ship’s name is built one properly handled consignment at a time.

Tala Marr, the ship’s engineer, at her workstation.

Crew file / Starting officer

Tala Marr

Engineer · Listening to the ship

“Spare supplies are choices we have not needed yet. Jori calls that idle money. We keep discussing it.”

Tala notices the small changes that keep a working ship dependable. She and the quartermaster don’t always agree about what belongs in reserve.

Ilex, your alien science officer, aboard the ship.

Crew file / Starting officer

Ilex

Science officer · Always another question

“I collect questions that survive their first answer. A trade ship carries rather a lot of those.”

A new port, an unfamiliar cargo, an observation that doesn’t quite fit. Ilex finds plenty to think about between the routine work of a voyage.

Sera Venn, your communications officer.

Crew file / Starting officer

Sera Venn

Comms officer · Every message matters

“I work with messages and the commitments inside them. Clear language leaves people room to choose.”

Sera pays attention to what a message asks of its reader. There’s a person at the other end of the transmission, and often a decision worth taking your time over.

Rowan Hale, the red-haired officer available to recruit later.

Crew file / Recruit after Crew Certification

Rowan Hale

A new face for a growing crew

“A window, a warm mug, and a route still to choose. That suits me.”

There’s room for a quiet moment aboard a busy ship. Unlock Crew Certification to meet new recruits, including Rowan, and choose who joins your next chapter.

Elin Ward, the blonde research specialist available to recruit later.

Crew file / Recruit after Crew Certification

Elin Ward

Research specialist · The detail others miss

“I keep the observations that did not fit. They have a habit of becoming useful.”

Elin has a patient eye for the unexpected. Develop your crew programme to bring her aboard and add another perspective to the ship’s science room.

More than a portrait.

Find your crew around the ship. Follow their written stories, make choices, and keep the conversations in your shared history.

A stronger watch.

Invest in training, unlock specialist recruitment, and make room in the ship’s budget for the people who keep her running.

Off duty has its own style.

Working clothes, crew dress or an evening look. Choose wardrobe preferences; outfits and room routines change with the next game tick.

Make a living.
Make your own way.

A merchant’s life is a series of choices. What to carry. Where to go. What to put aside for the next voyage. Each room brings another part of your ship to life.

Cargo operations consoles lit by warm shipboard lights.

Operations / Cargo & commissions

Carry something that matters.

Buy and sell real cargo, weigh up the local exchange, or take a delivery commission. Every container needs space in your hold, and every deal has a place in your accounts.

The forward window frames an industrial orbital port above a rocky planet.

Helm / Routes & supplies

Make the next horizon yours.

Choose a destination, check your fuel and food, then make the passage. Arrive to a different view through the windows and a fresh market to explore.

Research instruments and workstations in the ship’s science room.

Science / Research & training

Invest in the people aboard.

Basic Refining opens further training for your original officers. Crew Certification unlocks specialist recruitment. Your next investment can be in your crew.

Six rooms to explore: Helm · Operations · Comms · Engineering · Science · Tactical

Some things are worth
more than the cargo.

A first sale. A promise kept. A crewmate taking the next step. Your captain’s cabin gives those moments a home.

A warm, lived-in captain’s cabin with a desk, berth and shelves for the keepsakes of a trading life.
The captain’s cabin / In-game artwork
A worn cargo pressure-seal latch on a mounting foot, earned for completing the opening delivery commission.

An earned keepsake

Promise completed.

Complete your opening delivery commission to earn a place for its story on your shelf.

A record of your own journey.

Track voyages, sales and crew milestones. Arrange earned keepsakes in your cabin’s display slots, and build a collection that comes from the life you’ve actually led aboard.

A callsign. A crew.
A course to choose.

  1. Take the captain’s chair.

    Choose your callsign and your people. Begin with a Scout, five officers and a trading purse to get you underway.

  2. Find your first opportunity.

    Visit Operations for the local market. Check Comms for available work and meet the people who share your ship.

  3. Bring a story home.

    Make a trade, complete a voyage, get to know a crewmate. Your cabin records the milestones along the way.

A few things
worth knowing.

Can I play now?

Yes. Trading, travel, crew stories, training, recruitment and the captain’s cabin are playable. Interplanetary Traders is still in development, with more of the universe taking shape over time.

Do I need to install anything?

No. Play in your browser on a desktop or phone. Create an account to save your captain and return to your ship.

How does time work?

The shared world advances in ticks. Travel, research, crew training and upkeep progress with that clock, and the bridge shows when the next tick is due. Supplies and the ship’s running costs are part of planning a voyage.

Who joins my starting crew?

Nia, Jori, Tala, Ilex and Sera are aboard from the start. Later, Crew Certification opens recruitment, including Rowan and Elin. Recruitment and training cost credits, so leave room for them in your plans.

What can I make my own?

Name your ship, choose crew wardrobe preferences and arrange earned cabin keepsakes. Crew conversations have written choices and a saved history, giving your time aboard a story of its own.

A new entry in the merchant registry

There’s a place for you at the helm.

Your next port is out there. Your crew is ready.