The Sector Space fleet is the multi-ship group a character commands on top of a single piloted ship. According to the official Steam description, characters pilot their own ship and, depending on the chosen class or profession, may have up to six fleet ships. Steam directly states that "Skills are automatically passed onto your fleet ships but at a reduction proportional to their level," so skill inheritance itself is confirmed, while the exact scaling formula and per-secondary-skill inheritance behavior remain officially undocumented.
Fleet Capacity by Profession
Sector Space is a single-player, top-down 2D space sandbox developed by Robin M. Farrell and published by Outer Vision Games. Progression in the game is built around a character who pilots a ship while the broader fleet of supporting ships grows around that core. The Steam description ties the size of that supporting fleet directly to the chosen profession.
How Fleet Size Is Documented
The confirmed fleet size comes from one specific line on the Steam store page: characters may have up to six fleet ships, depending on the chosen class or profession. This wording does three things at once. It caps the additional fleet at six ships, it ties the cap to a profession choice, and it leaves the exact per-profession numbers open because Steam only states the maximum, not the table.
The practical reading is that a player should plan for a main ship plus zero to six fleet ships, with the actual count governed by the profession system described in the careers and skills guide. No source reviewed for this page publishes a profession-by-profession breakdown, so any guide claiming six ships for every class, or a fixed count per role, would go beyond the documented evidence.
What Resets or Caps Fleet Growth
The Steam description includes a separate cross-world rule that matters for fleet progression: ships and the fleet can be moved between world files, and most resources are renewable across galaxies. That means a Sector Space fleet is not permanently bound to a single save, and resource scarcity is not the main gate on long-term fleet growth.
The same Early Access notice, however, also limits what can be claimed about caps. The store page explicitly lists the current game state as covering progression, leveling, combat, some bosses, building, and crafting. It does not state a hard fleet level, an unlock quest, or a recruitment mechanic that lifts the six-ship cap. The six-ship maximum is the only number the official sources supply.
How Skills Travel With a Sector Space Fleet
The careers and skills guide covers the broad character progression system, including professions, leveling, and the secondary skill choice. The fleet-level question is narrower: when the character levels up and picks a secondary skill, what happens across the rest of the fleet?
Confirmed Versus Undocumented Inheritance
The official Steam store description directly addresses this question: "Skills are automatically passed onto your fleet ships but at a reduction proportional to their level." That sentence moves several pieces of the inheritance question from open documentation into the confirmed column.
- Confirmed: skills flow from the player character to fleet ships. The word "automatically" means the transfer is not a separate per-ship unlock, toggle, or fleet-wide setting in the documented description.
- Confirmed: fleet ships receive a level-proportional reduction. The player still benefits most from their own skill investment, but the rest of the fleet is not left at a baseline; each fleet ship carries a share of the skill that scales with the ship's level.
- Not confirmed: the exact scaling formula. "Proportional to their level" does not publish a multiplier, a curve, a level table, or a numerical floor. The wiki cannot state what fraction of the player's skill a given fleet ship receives at a given level.
- Not confirmed: the per-secondary-skill inheritance behavior. Steam does not name the secondary skills, does not state whether every secondary skill inherits identically, and does not list per-secondary-skill scaling. Picking a secondary skill remains the only confirmed character-progression specialization step, so the inheritance rule makes that choice matter for the whole fleet even though the per-skill behavior is not documented.
Fleet progression should therefore be planned around what is documented rather than assumed. A reliable reading is that the character owns the confirmed secondary skill, that the inheritance to fleet ships is automatic and level-scaled, and that individual fleet ships operate within the broader sandbox systems without a separately published personal skill tree of their own.
Practical Reading Strategy
Three layers help keep fleet skill claims honest. The confirmed layer is professions organizing fleet ships, a main ship plus up to six fleet ships by profession, and the Steam inheritance sentence itself. The connected layer is equipment with modifiers, which the careers guide and the ships and equipment guide both document, and which can affect any ship regardless of profession. The undocumented layer includes the inheritance scaling formula, the per-secondary-skill inheritance list, and any fleet experience rules.
A player planning around the fleet today can rely on the profession system to define roles, on leveling to define character capability, on the Steam inheritance rule to define fleet capability, and on equipment to define per-ship output. The remaining open questions are how much of any given skill reaches each fleet ship and which secondary skills participate in the inheritance, both of which remain officially undocumented.
Sector Space Fleet Combat and Fleet Weapons
The Steam description places combat inside the same Early Access list as progression and leveling. It does not publish a dedicated fleet combat manual, a formation system, or a fleet-weapon slot per ship. What it does publish is the multi-ship premise and the equipment framework.
Combat and the Multi-Ship Premise
Because the character pilots one ship and commands up to six fleet ships by profession, fleet combat is best understood as a multi-ship engagement rather than a single-pilot duel. The exact rules for how fleet ships engage, follow, hold position, or react to threats are not documented in the sources checked for this page.
The supporting page on combat covers the combat sandbox at large, while the ships and equipment page covers the confirmed hundreds of items with modifiers for enhancement. Together those systems are the confirmed foundation any fleet combat encounter rests on, even though the specific fleet combat layer is not separately documented.
Equipment Relationship Across the Fleet
Equipment with modifiers is the documented way ships change capability. The Steam description refers to hundreds of items with modifiers for enhancement without tying those modifiers to a single ship, a single profession, or a single pilot. That makes equipment a confirmed lever on fleet performance: it scales a ship rather than the character, and the same modifier framework applies across the main ship and the fleet.
The fleet planning consequence is that two layers now shape fleet output together. Skill inheritance is confirmed by Steam to flow automatically from the player character to each fleet ship at a level-proportional reduction, so the player's secondary skill choice reaches the whole fleet. Equipment modifiers still set the per-ship baseline on top of that shared inheritance. Professions continue to organize roles, but the fleet picture is now the profession system plus the Steam inheritance rule plus the equipment layer described on the ships and equipment guide.
Sector Space Fleet Progression Limits You Should Know
Several limits are worth recording explicitly so that fleet plans stay grounded in the official description.
Current-State Limits
The Early Access notice on Steam lists the following as functional: progression, leveling, combat, some bosses, building, and crafting. It also states that the mission system has not yet been populated, and that there are no multiplayer features or playable story. Fleet progression should therefore be read against a single-player sandbox frame, not a mission-based or multiplayer frame.
Documented Caps and Cross-World Mobility
The fleet-size cap is up to six fleet ships by profession, set by the Steam description. The cross-world rule states that the ship and fleet can be moved between world files and that most resources are renewable across galaxies. That is the only documented mobility and renewal statement, and it is what allows a fleet to be carried into a new galaxy rather than rebuilt from scratch.
Planned Features That Are Not Yet Implemented
The Steam description lists a set of planned features that should not be treated as current fleet mechanics. Those include cloaked NPC ambushes, NPC fleeing mechanics, colony disasters, planet transforming, planet landings, a news ticker, player-owned station trade bays, multiplayer hosted-world chat and arena features, holiday-based events, world progression state changes, tractor beams, scanner mechanics, ruin puzzles, mini games, space pets, dynamic markets, trophies, and game achievements. None of these are documented as functioning in the current Early Access build.
Sources
- Sector Space on Steam -
official/store- checked2026-07-29- fleet size cap of up to six ships by profession, equipment with modifiers, cross-world ship and fleet mobility, current Early Access functional state, and planned-feature boundaries - Sector Space on itch.io -
official/store- checked2026-07-29- official developer/store identity and game description context
Where to Read Next
careers and skills guide->/careers-skills- profession and secondary-skill context that defines fleet rolescombat guide->/combat- confirmed combat sandbox that fleet engagements operate withinships and equipment guide->/ships-equipment- confirmed item and modifier framework that shapes fleet outputgameplay overview->/gameplay- broader context for progression and sandbox systems
Fact Boundaries
- Research was checked on
2026-07-29; Early Access facts and planned features can change. - Current official facts are limited to the Steam store page and Robin M. Farrell’s official itch.io page, with Steam as the main source for fleet size and cross-world mobility.
- The official sources confirm up to six fleet ships by profession, equipment with modifiers, ship and fleet mobility across world files, renewable resources across galaxies, and the automatic level-proportional inheritance of the player character's skills to fleet ships, but do not publish the exact inheritance scaling formula, the per-secondary-skill inheritance behavior, per-profession fleet counts, fleet combat manuals, formation systems, or fleet-weapon slots.
- The Steam Early Access description says progression, leveling, combat, some bosses, building, and crafting are functional; missions are not yet populated, and there are no multiplayer features or playable story.
- Planned features are not implemented facts. They include cloaked NPC ambushes, NPC fleeing mechanics, colony disasters, planet transforming, planet landings, news ticker, player-owned station trade bays, multiplayer hosted-world chat and arena features, holiday-based events, world progression state changes, tractor beams, scanner mechanics, ruin puzzles, mini games, space pets, dynamic markets, trophies, and game achievements.
- Same-title ambiguity is excluded: this is the game Sector Space, not sectors of space, real-world space-sector employment, or space-industry fleets.
FAQ
How many fleet ships can a Sector Space fleet include?
According to the official Steam description, a character can have up to six fleet ships, depending on the chosen class or profession. The exact count per profession is not documented in the reviewed official sources.
Do fleet ships share the player character's skills?
Yes, automatically and with a level-proportional reduction. The official Steam description states that "Skills are automatically passed onto your fleet ships but at a reduction proportional to their level." That confirms skill sharing across the fleet, while the exact scaling formula and the per-secondary-skill inheritance behavior remain officially undocumented.
Can a Sector Space fleet move between saves or galaxies?
Yes. The Steam description states that the ship and fleet can be moved between world files, and that most resources are renewable across galaxies.
Does fleet progression depend on the mission system?
Not in Early Access. The Steam description says the mission system has not yet been populated, while progression, leveling, combat, building, and crafting are functional. Fleet growth should therefore be read against those confirmed systems rather than mission rewards.
Is fleet combat different from single-ship combat?
The official sources confirm a multi-ship premise and a general combat system, but they do not publish a separate fleet combat manual, formation rules, or fleet-weapon slot. The combat guide covers the confirmed combat sandbox, and the ships and equipment guide covers the confirmed item and modifier framework.
Are multiplayer fleet features available now?
No. The Steam description states there are no multiplayer features in the current build. Hosted-world multiplayer features, chat, and arena features are listed under planned, not implemented, content.