Construction supplies. The final frontier.
HS2 Elite
One ship. Twenty cargo slots. An improbable line of outposts. Buy low, find your bearings, and see what the next station will pay.
A fictional space game borrowing railway place names. Its map, markets and stations are invented; it makes no claims about real routes, services or project delivery.
Loading cockpit…
Mouse, touch or keyboard. Hold a focused control with Space or Enter.
A commander's pocket guide
A few good trades.
A graceful arrival.
You start docked at Euston with £10,000 and an empty hold. There are no enemies and no clock to beat. Try visiting all six outposts and bringing home more than you started with.
This is a session-only game. Reloading or starting again resets your ship, cargo and credits. No account, downloads or network connection are needed after the page loads.
A tow takes you to the nearest outpost, keeps your cargo, and costs up to £250 of your remaining credits. It is a recovery option if you run out of fuel or get lost.
- Trade before departure. The market buys and sells one unit at a time. Each station keeps the same prices throughout your game. The same price applies in either direction, so profit comes from travelling.
- Undock, then aim. Select an outpost and use “Aim at destination”, or click/tap a point in the view. This turns the ship; it does not fly or stop for you. The cyan centre mark is where forward thrust points.
- Give the drive a short burst. Release to coast and steer. Fine thrust helps near a station; boost uses more fuel. The amber drift marker shows your actual movement, which can differ from your heading.
- Slow down to dock. Get within 50 fictional metres of an outpost at under 5 m/s. Brake assists slowing; reverse thrust pushes you backwards along your heading. Docking stops the ship and refills the tank for free.
Keyboard controls and cockpit notes
Focus the flight view, then use W/S to pitch, A/D to yaw and Q/E to roll. Hold Space for forward thrust or X for reverse. Hold Shift for fine thrust or Control for boost; the thrust selector also works on touch screens. B applies braking assistance.
M opens the market when docked. P pauses or resumes; Escape pauses flight or closes the market. Leaving the cockpit with the keyboard, switching tabs or switching windows pauses flight and clears held controls. Resume explicitly when you return.
The compass uses the game's own north and pitch, not a real-world map. Rotation is available with thrust released. Simulated drag gradually slows your ship; this is an arcade flight model. Pointer controls can be held together on a touch screen.
Text instruments and native buttons accompany the canvas. Flight still depends on understanding a changing spatial view; this is not a fully nonvisual game.