The Science console as it appears on a phone

▶ Space Couch Command CREW GUIDE  //  STATION

SCIENCE

Scan the unknown, chart the anomaly, and fly the probe inside.

You are the ship's eyes: you turn anonymous blips into named ships with weak points, you survey the strange things in the sector for salvage and story, and you fly the survey probe when someone has to go inside.

▶ YOUR CONSOLE

WHAT YOU CONTROL

Everything below is on your screen and nobody else's. If you do not say it out loud, it did not happen.

▶ MOMENT TO MOMENT

THE LOOP

▶ THE RULES UNDERNEATH

KEY MECHANICS

The numbers here come straight out of the shipping build.

▶ DO THIS

TIPS FROM THE SIM

▶ NOT THIS

COMMON MISTAKES

▶ CROSS-STATION

WHO YOU TALK TO

No station wins alone. These are the conversations this seat owes the rest of the bridge.

▶ SMALL CREWS

ON A SMALLER SHIP

Science is merged into a combined seat on every hull below the 5-crew cruiser. On the 4-crew VANGUARD and the 3-crew TALON it pairs with Comms as the "Science & Comms" seat, which keeps the full scan loop — sweep, PLOT mode, the SENSOR SCAN scope with POI actions, the anomaly board and the triage lists — but drops the system log (the Comms side carries it). On the 2-crew SPARROW, the "Operations" seat folds Science into Engineering and Comms; it keeps sweep, scope, active scan and the anomaly board but loses the triage lists entirely — you scan by tapping returns on the sweep instead of by tapping rows on a board. On the 1-crew WREN, the Shipmaster seat holds all five duties: the sensor glass becomes one slot you flip between SWEEP, SCAN and PROBE, the anomaly board opens as a slide-over behind a "◈ SURVEYS" button, and an auto-jammer plus slim engineering handle the housekeeping. In every merged form the underlying intents are identical — same scan, same POI actions, same probe. What you lose is elbow room, and on solo you also lose your radar partner: the probe mission's rotating sweep becomes a corner inset on your own glass.