Flight Physics
Beyond Aphelion runs authentic Subspace physics — validated against community references and the original settings files.
Newton is the co-pilot
Your ship is a hockey puck with engines. Thrust changes velocity; nothing but thrust (and walls) changes it back. Facing and heading are independent — the classic Subspace skill is flying one way while shooting another.
The details that make it feel right
- Discrete rotation — ships rotate in 40 steps per revolution (9° each), so cardinal aim down corridors is exact.
- Subspace "gravity" — when coasting above a per-hull threshold speed you gently decelerate toward it. Not friction; the original's exact behavior.
- Wall physics — pixel-perfect: your ship's actual hull shape (not a circle) collides with walls. Low-speed contact rests flush; high-speed contact bounces (heavier ships bounce less) and costs energy above a damage threshold.
- Jammed is jammed — wedge nose-first into a slot too tight to rotate in and the ship physically cannot turn until you back off. That's intentional: the hull doesn't fit at that angle.
- Afterburner (Shift) — more thrust and a higher speed cap while held, paid in energy.
- Cruise mode (C) — spools up to a multiplied top speed for crossing big sectors; firing or braking drops you out.