
Supply Crate
Blocks movement and beams. Breaks in 1 hit, consuming 1 energy for the pulse. Awards no LACTIUM or mints.
1 hit to break · 1 energy per pulse. No reward or additional cost for other targets hit by the same pulse.
From your first capsule to your next expansion.
Learn the rules of your mission on Earth.

OVNI S.A. is the Intergalactic Nutrient Recovery Corporation. An energy crisis on Milky-9 threatens to shut down cities and portals. Scientist Zira discovers that Earth cows produce Lactium by converting sunlight and grass into energy. Your mission is to command a fleet, collect this resource, and return every animal to its pasture before dawn.
Manage ships, energy, operational areas, and recharge berths. Abductions are automatic while ships work; selecting the team, returning after rest, and opening the next batch remain under your command. LACTIUM is the operation currency.
The starting pasture is free; UFOs are recruited with LACTIUM. Motherships are optional. This website introduces the universe and its rules; access to the game opens at launch.
Minting recruits a ship through a capsule. Every UFO costs 25,000 LACTIUM, regardless of the rarity revealed. Paying does not select the result: rarity is drawn using the distribution below.
| Rarity | Chance per mint | Skills per ship |
|---|---|---|
| Common | 82.86% | 1 |
| Rare | 10.36% | 2 |
| Super Rare | 5.18% | 3 |
| Epic | 1.04% | 4 |
| Legendary | 0.52% | 5 |
| Super Legendary | 0.04% | 6 |
Draws are independent. Ten capsules cost 250,000 LACTIUM and retain the same probability per capsule. This rule does not guarantee a special rarity for buying a particular quantity. Common streaks and repeated results can occur.
The combined probability of Rare or higher from a single mint is approximately 17.14%. Super Legendary is the rarest mint category. Recruitment odds differ from cow spawn odds. Minting more ships does not expand pasture capacity: only UFOs allocated to pasture slots can operate.
This calculation describes independent draws. It does not determine the outcome of a purchase.
The fleet has six rarities. Power, speed, and stamina are rolled individually within each rarity range. Beams, range, and skill count follow the category. Two Common ships may perform differently.
| Rarity | Power | Speed | Stamina | Maximum energy | Beams | Range | Skills |
|---|---|---|---|---|---|---|---|
| Common | 1–3 | 1–3 | 1–3 | 50–150 | 1 | 1 | 1 |
| Rare | 3–6 | 3–6 | 3–6 | 150–300 | 2 | 2 | 2 |
| Super Rare | 6–9 | 6–9 | 6–9 | 300–450 | 3 | 3 | 3 |
| Epic | 9–12 | 9–12 | 9–12 | 450–600 | 4 | 4 | 4 |
| Legendary | 12–15 | 12–15 | 12–15 | 600–750 | 5 | 5 | 5 |
| Super Legendary | 15–18 | 15–18 | 15–18 | 750–900 | 6 | 6 | 6 |
Appearance identifies the visual model. The showcased skill is only an example of a possible effect; check your ship in the hangar for its actual combination.
Fusion combines two UFOs of the same rarity for a chance to create a higher-rarity ship. The upgrade probability decreases as input rarity increases, while the LACTIUM fee doubles at each tier. Review every possible outcome before selecting your ships.
The fee is consumed in every outcome. This section explains the rules; fusion will be available in the game.
| Two ships | Fee in LACTIUM | Next rarity | Rarity skip | Lose one | Lose both |
|---|---|---|---|---|---|
| Common | 5,000 | 75% · Rare | 1% · Super Rare | 12% | 12% |
| Rare | 10,000 | 65% · Super Rare | 1% · Epic | 17% | 17% |
| Super Rare | 20,000 | 55% · Epic | 1% · Legendary | 22% | 22% |
| Epic | 40,000 | 45% · Legendary | 1% · Super Legendary | 27% | 27% |
| Legendary | 80,000 | 35% · Super Legendary | 0% · cap reached | 32.5% | 32.5% |
For two Common ships, the four mutually exclusive outcomes are 75% to create a Rare, 1% to create a Super Rare, 12% to lose one ship, and 12% to lose both ships. The rarity skip has its own probability, separate from a normal upgrade. The remaining 24% is split equally between the two loss outcomes.
The same pattern applies at every tier: after subtracting the normal upgrade and skip chances, half of the remaining probability means losing one ship, and half means losing both. Two Legendary ships cannot skip beyond the Super Legendary cap: they have a 35% chance to create a Super Legendary and 32.5% for each loss outcome.
Fusion uses this dedicated table, not the recruitment mint weights. It does not expand pasture capacity or create motherships. All six global mothership supply caps remain fixed.
Stamina 2 provides a maximum reserve of 100 energy. Without energy-saving effects, that reserve supports 100 pulses before depletion. This does not mean 100 cows: each target may need multiple hits.
| Stamina | Maximum energy | Basic recharge |
|---|---|---|
| 1 | 50 | 100 min · 1h 40m |
| 2 | 100 | 200 min · 3h 20m |
| 3 | 150 | 300 min · 5h |
To recover a partial amount, divide the missing energy by the recharge rate. Restoring 25 energy at 0.5/min takes 50 minutes. A ship cannot store more energy than its capacity.
A working ship spends energy. Once depleted, it stops capturing and rests in its own pasture slot, recovering 0.5 energy/min before bonuses. Resting still occupies that slot. The player manages its return to work.
Inactive outside the pasture: zero regeneration. Storing a ship in the hangar does not restore energy. To recharge outside the pasture, dock it in an available mothership berth. A ship cannot occupy both areas at once.
Every cow has capture resistance. Hits reduce this reserve. A cow can be abducted once its resistance reaches zero, and the reward is credited when the abduction finishes.
Without skills, a Common cow with 80 resistance requires 40 hits at power 2, consuming 40 energy. Power 3 takes 27 hits; power 6 takes 14. The last hit must clear the remaining resistance, even if some power exceeds what is left.
Ships and cows move across the map. Each pulse hits every eligible cow once within its range; nearby targets can share a single pulse for one base energy cost. Ships prioritize lower-rarity cows. Range, position, obstacles, beams, and skills affect capture opportunities. Higher power does not increase the LACTIUM value of a cow; it can reduce the effort required.
Cows walk for 10–20 seconds, then stop to graze for six seconds. They remain vulnerable to hits while grazing. The final hit triggers the vertical Gravitational abduction animation. The fleet keeps operating around obstacles.
Damage represents resistance to the fictional Lactium collection process. Cows return to their pasture after the mission.
The HP bar appears above the cow and displays only the remaining resistance proportion, with no numbers or percentages over the animal. It decreases on hits and empties when capture finishes. Catalog artwork does not display HP bars.
Each ship has the skill count associated with its rarity. Skills apply when their conditions are met; they do not replace the five attributes.
20% chance to save energy on pulses that do not hit crates.
Fast Recharge: while resting in a pasture slot, the 0.5/min bonus raises the rate from 0.5 to 1 energy/min. A 100-energy reserve then takes 100 minutes to recharge from zero. The skill does not enable regeneration for an inactive ship without an eligible pasture slot or mothership berth.
Efficient Reactor: each pulse that does not hit crates has a 20% chance to save its energy cost. A pulse hitting crates always consumes 1 energy. This does not guarantee exactly one free pulse in every five.
Cow Scanner: a ship with power 2 adds 2 progress points per cow hit, applying 4 in total. An 80-resistance cow then needs 20 hits in this example.
All seven skills have equal weight. Each has a 1/7 probability (approximately 14.29%) on the first draw. Each subsequent draw considers only skills not yet selected. No skill repeats on the same ship, and none is exclusive to a rarity.
A ship with k skills receives a combination of k out of seven, with all combinations equally likely. Every individual skill has the same final inclusion probability: k/7.
| Rarity | Distinct skills | Chance per skill |
|---|---|---|
| Common | 1 | 14.29% |
| Rare | 2 | 28.57% |
| Super Rare | 3 | 42.86% |
| Epic | 4 | 57.14% |
| Legendary | 5 | 71.43% |
| Super Legendary | 6 | 85.71% |
The featured skill in the fleet showcase is an example, not a fixed model assignment. Passive bonuses apply only when their conditions are met.
A cow slot is a position available to a target in the batch. Pasture capacity also determines how many UFOs can be allocated there, combining working and resting ships. Each pasture tier adds five cow slots and five ship slots.
| Pasture | Rarity | Cow slots | Allocated UFOs | Acquisition |
|---|---|---|---|---|
| First Contact Farm | Common | 10 | 10 | Free |
| Moonlight Meadow | Rare | 15 | 15 | LACTIUM · price to be announced |
| Golden Valley | Epic | 20 | 20 | LACTIUM · price to be announced |
| Stellar Horizon | Legendary | 25 | 25 | LACTIUM · price to be announced |
The free pasture allows up to ten cows and ten allocated UFOs. If seven ships are working and three are resting, all ten pasture slots are occupied. Remove one before adding another. A removed ship becomes inactive in the hangar and stops regenerating unless it is docked in a mothership berth.
Total accommodation = pasture slots + active mothership berths. Mothership berths are exclusively for recharging; they do not increase the working fleet. Without a mothership, the free pasture allows ten working or resting ships. With the Scout, there are ten in the pasture plus four docked at the base: fourteen across both areas.
A larger pasture increases batch targets and team capacity. Cow rarity odds stay the same per spawn. Expansion does not guarantee a Diamond cow or multiply individual cow rewards.
The player chooses the operational area. Rules for switching pastures during a batch and retaining that batch will be published before launch.
There are four cow rarities. Their resistance approximates the difficulty levels of the chest mechanics used as a reference. Spawn probability applies independently to each new cow.
| Cow | Rarity | Spawn chance | Resistance / HP | LACTIUM per capture |
|---|---|---|---|---|
| Earthborn Mimosa | Common | 75% | 80 | 50 LACTIUM |
| Lunar Silver | Rare | 20% | 170 | 150 LACTIUM |
| Solar Gold | Epic | 4% | 800 | 500 LACTIUM |
| Cosmic Diamond | Legendary | 1% | 1,300 | 1,250 LACTIUM |
The probabilities total 100%. A starting batch of ten cows has no mandatory count for each type. A 1% Diamond chance does not guarantee one Diamond per hundred cows: each spawn is an independent draw.
Batch composition varies with each draw, regardless of pasture size.
Supply crates occupy points between cows, obstruct movement, and intercept pulse paths. The fleet must position itself to reach the animals.

Blocks movement and beams. Breaks in 1 hit, consuming 1 energy for the pulse. Awards no LACTIUM or mints.
1 hit to break · 1 energy per pulse. No reward or additional cost for other targets hit by the same pulse.
A crate in the beam path can stop a normal pulse before it reaches a cow behind it. Every crate breaks in one hit, regardless of ship power. A pulse hitting a crate costs 1 energy, including for a ship with Efficient Reactor. This cost applies per pulse, with no extra charge for other targets hit by that same pulse. A ship without enough energy cannot fire.
Piercing Beam can continue past the first obstruction within range. Phasing allows crossing compatible obstacles; solid pillars still block the ship. Cow Scanner only applies to cows.
Crates do not occupy cow slots or fleet slots. They award no LACTIUM or recruitment capsules. A crate bursts into fragments and is removed from the path immediately on its first hit. It is not converted into tokens or mints.
Opening the next batch depends on completing the cow captures. Crates do not have to be cleared to receive a cow reward.
A mothership is an optional base that accelerates recovery for a limited number of ships. Each docked UFO uses one berth. Only one mothership can be active at a time.
| Model | Berths | Energy/min | Recharge 100 energy |
|---|---|---|---|
| Scout | 4 | 2 | 50 min |
| Collector | 6 | 5 | 20 min |
| Carrier | 8 | 8 | 12.5 min |
| Commander | 10 | 11 | 9.09 min |
| Orbital Fortress | 12 | 14 | 7.14 min |
| Galactic Ark | 14 | 17 | 5.88 min |
These are model-specific recovery rates per docked ship before skills. They replace that ship’s basic recharge rate and are not multiplied by the number of berths. Ships allocated to the pasture can rest at 0.5/min. An inactive ship outside the pasture without a mothership berth does not regenerate energy.
The Scout houses four UFOs, each recovering 2 energy/min. An empty 100-energy reserve takes 50 minutes to fill. Up to ten UFOs can remain working or resting in the free pasture, in addition to four docked in the Scout. Extra ships stored in the hangar receive no regeneration.
Motherships do not capture cows or generate LACTIUM by remaining active. Their berths add to pasture slots for accommodation and recharging only. The working fleet limit remains the pasture capacity. Select each of the six models in the catalog to view its exterior and hangar interior.
Supply caps are global, shared by all players, and fixed per model. They are not per-wallet or seasonal limits. Only 50 Galactic Arks will exist across the operation.
| Model | Maximum supply |
|---|---|
| Scout | 300 units |
| Collector | 200 units |
| Carrier | 150 units |
| Commander | 100 units |
| Orbital Fortress | 75 units |
| Galactic Ark | 50 units |
These numbers are issuance caps, not remaining stock counters. Reselling transfers an existing unit and does not create another. Pasture capacity, recharge berths, and the one-active-base limit still apply. Prices and sales availability in LACTIUM will be announced before opening.
The hangar displays ships and their attributes. The allocated fleet, including working and resting ships, must fit the selected pasture. Outside it, only ships docked in mothership berths recover energy. Inactive ships in the hangar do not regenerate.
| State | What happens | Operator action |
|---|---|---|
| Inactive in the hangar | Uses no pasture slot and does not regenerate energy. | Allocate it to the pasture or an available mothership berth. |
| Working in the pasture | Uses a slot, emits pulses, and consumes energy. | Monitor the batch and energy. |
| Resting in the pasture | Keeps its slot and restores 0.5 energy/min before bonuses. | Manage its return to work or free the slot. |
| Docked in the mothership | Uses an exclusive base berth and its recharge rate. | Transfer it to a free pasture slot when ready to work. |
Automatic operation requires the game to remain active. Offline production with the game closed is not part of this system. Recovered energy does not automatically return a ship to work; the player manages the return.
Rescue capsules may appear during exploration. Hits advance the opening process, and Rescue Specialist adds five progress points per hit against these targets. A rescue can reveal a damaged UFO that must recover before working.
Capsule frequency, rescued UFO attributes, and recovery times will be published before this feature activates. The mint probability table applies to purchased capsules and must not automatically be applied to rescues.
Fusion uses two same-rarity UFOs with dedicated fees and odds. See UFO fusion →. Level upgrades are a separate system with rules to be published before activation.

Your fleet locates targets and completes captures.
The collected resource is credited to the operation balance.
Request a withdrawal with at least 100,000 available tokens.
LACTIUM is extracted from cows and credited to the operation balance. Each completed capture awards the amount corresponding to the cow rarity.
Network, contract, fees, and processing times will be published before transactions open.
OVNI S.A. will feature a marketplace for player-to-player trading of UFOs and game assets, priced in LACTIUM. Tradable items, fees, and transfer rules will be published before opening.
The marketplace will support player-to-player trading. A seller lists an eligible asset; the buyer reviews its attributes and LACTIUM price; the transfer follows platform rules.
Marketplace trades do not automatically count toward the 15% referral base. The current referral rule covers paid mints and pasture or mothership purchases directly from the project. Assets, network, fees, listing requirements, and availability will be announced before activation.
Earn LACTIUM on confirmed purchases by your direct referral: paid mints, pastures, and motherships. The commission does not increase their purchase price.
Example: spending 250,000 LACTIUM on 10 paid mints generates 37,500 LACTIUM for the referrer.
Read referral rules →The referrer receives 15% of LACTIUM actually spent by a direct referral on confirmed purchases of paid mints, pastures, and motherships. The calculation includes later purchases by the same referral and does not depend on token market price.
| Referral purchase | Tokens spent | Referrer commission |
|---|---|---|
| 1 paid mint | 25,000 | 3,750 |
| 10 paid mints | 250,000 | 37,500 |
| 100 paid mints | 2,500,000 | 375,000 |
| Prize mint | 0 | 0 |
A referral is linked to one referrer before the first eligible purchase. Attribution applies to later purchases without retroactivity. No self-referrals or commission chains are allowed: the program has one direct level.
Commission is credited in LACTIUM after purchase confirmation without increasing the buyer price. Each purchase counts once. Available commission follows the general withdrawal minimum of 100,000 LACTIUM and may combine with other available rewards. Commissions activate with game purchases; this website explains the rules.
Connect Phantom and sign the access message in the referral hub. Your link unlocks only after server-side signature verification. The message identifies the website, wallet, single-use nonce, and expiry. It does not authorize purchases or transfers.
A wallet following the link and completing its first valid sign-in becomes a referral. Repeated sign-ins from the same wallet do not add points. The launch leaderboard counts these verified registrations; the 15% commission is separate and requires later eligible spending. Different wallets do not by themselves prove different people.
Invite new wallets to discover OVNI S.A. Each referred wallet that signs in with a valid signature counts once on your leaderboard. The campaign closes on Saturday, October 24, 2026 at 8:00 PM EDT (New York), together with the game launch.
A highest-rarity UFO and the Legendary pasture with 25 slots.
A Legendary UFO and the Epic pasture with 20 slots.
An Epic UFO and the Rare pasture with 15 slots.
Ten free capsules for each winner in this tier.
Five free capsules for each winner in this tier.
One free capsule for each winner in this tier.
One new wallet with a valid signature before the deadline counts as one referral attributed to your link. Opening a link without signing does not add a point. No self-referrals, duplicate points, or retroactive attribution. Up to 50 referrers with at least one verified referral qualify for prizes.
Ties favor the participant who first reached the final referral count, then the earlier account registration, then participation identifier order.
The competition closes and the result is finalized at the game launch on Saturday, October 24, 2026 at 8:00 PM EDT (New York). UFOs, pastures, and capsules are delivered to the winners when the game opens. Prize mints use paid mint probabilities, earn no commission, and do not increase pasture slots. The first three prize UFOs have their expressly stated rarity.
Every phase is represented by a planet. The website ship marks phase 1 and advances only when official progress is updated.
LACTIUM launches as soon as the website goes live. The game launches and the referral competition closes together on Saturday, October 24, 2026 at 8:00 PM EDT (New York). Later phase schedules will be announced through official channels.
The numeric rules already defined are collected in this manual. The following items will receive their own announcements before activation:
This manual does not invent values for these details. Updates will identify the document version so operators can check the current rules.
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