Dept. of Exterior Maintenance · contractor handbook

ORBITAL SANITATIONHOW TO PLAY

Issued to all cadets · shift #4471
Space is full of garbage and you've been hired to clean it up. This page explains everything in the game in plain language. No spoilers are held back — this is the manual.

What you're trying to do

  1. Launch your ship off the planet.
  2. Fly through the junk floating in orbit. Touching it collects it.
  3. Collect 100% of the junk. A banner tells you when you're authorized to land.
  4. Land gently. Come down too fast and you'll crater.
  5. Get paid. A receipt prints at the end of every shift. Read the deductions and weep.

Clear a world and the next one outward unlocks. There are twelve, from Mercury all the way to Pluto.

Controls

The whole game is played with one finger — or one button.

Touch / mouse:

Keyboard: the Space bar (or Enter) does everything a finger does — quick press to boost, hold for shield and brake. Escape pauses.

Control styles (in Settings):

A tip about the throw: a gentler launch gives you a bigger fuel tank. The game assumes a soft toss means you plan to do the work with the booster, and hands you extra taps to do it with.

Your ship and your crew

The fleet. Three ships, pick one on the title screen:

Cadets are your crew. They ride outside the ship, trailing behind it in a chain, because the Department does not pay for seats. They are also your health bar: when heat, radiation, or enemy fire gets through, it takes a cadet, not the ship. Lose all of them and the next hit is for you.

🍕 Pizza floats among the junk. It's worth money like everything else — but grabbing one also rehires a lost cadet. If your chain is getting short, go find a pizza.

Fuel (boost). Each tap of the booster costs one unit of fuel. Fuel slowly refills on its own — but only while your shield is down. Hiding behind the shield is safe, but you aren't recharging while you do it.

Shield. Hold to raise it. It blocks heat, radiation, and weather, and splashes small debris aside. It doesn't refill fuel and it doesn't collect junk.

Brake. Keep holding after the shield is up and the ship starts shedding speed. It only ever slows you — it can't push you backwards. A quick brace before an impact keeps your momentum; a long hold bleeds it off for a landing.

The sky, top to bottom

The worlds

Twelve stops, sorted sunward to outward: Mercury, Venus, Earth, Luna, Mars, The Belt, Jupiter, Saturn, Uranus, Neptune, and Pluto–Charon. Each has its own gravity, junk, weather, and personality — Mercury is airless and harsh, Earth is busy, The Belt has locals who object to your presence, and Pluto comes with its moon Charon hanging overhead, close enough that careless pilots have landed on it by accident. Gravity changes everything: a throw that orbits Earth will fly off Pluto entirely.

Weather

Weather rolls in mid-shift with a banner and changes part of the sky: rain squalls, monsoons, acid rain, snowfall, dust squalls, dust walls, supersonic gales, ion storms and more, depending on the world. Wind sectors genuinely push and drag the ship. When the banner sounds, look up, see where the weather is sitting, and decide whether to work around it or shield through it.

Anomalies

Strange objects that appear in orbit and bend physics near them:

None of them are lethal by themselves. All of them will happily throw you into something that is.

Trouble (duty events)

Partway through a shift, the Department may radio in extra duties — or the neighborhood may object to your work:

Power-ups

Rare pickups glowing among the junk. Some shifts have none.

Rivals (VS mode)

Toggle ⚔ VS RIVALS on the title screen and three computer-flown contractors launch alongside you, sweeping the same sky for the same junk. At the end, the bout standings rank everyone's haul, crew losses, and fate — LANDED, RECALLED, LITHOBRAKED, or LOST TO DEEP SPACE. Beating them isn't required to win. It's just required emotionally.

The deposit (the ending)

In a solo shift, reaching 100% doesn't end things — it starts the hard part. A city on the surface is chosen as the deposit site, and you fly the descent yourself, fully loaded. Bring it down gently on the mark. A botched landing at full cargo is a real crash. (In VS mode the autopilot handles the landing — the race was the point.)

Landing, in general: the ground cares how fast you're falling much more than how fast you're moving sideways. Sideways speed turns into a skid — bumpy but usually survivable. Downward speed turns into a crater.

The receipt

Every shift ends with an itemized pay statement: what you collected, what it was worth, and what the Department deducted. Pausing mid-shift shows the same receipt computed live, so you always know what walking away right now would pay. Pay is not guaranteed.

Odds and ends

Clock in. The sky isn't going to clean itself.

◀ CLOCK IN
Privacy policy · © 2026 Eric Ostrander