OVNI S.A. / DOCUMENTATION CENTER

WhitepaperOperation manual.

From your first capsule to your next expansion.
Learn the rules of your mission on Earth.

VERSION 1.1OCT 22, 2026LAUNCH COMING SOON
LACTIUM — Lactium Core
CHAPTER 01

Universe and objective

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.

CHAPTER 02

Getting started

  1. Recruit a UFO: each mint costs 25,000 LACTIUM and reveals one ship.
  2. Check the hangar: inspect rarity, power, speed, stamina, beams, range, and skills.
  3. Use the free pasture: First Contact Farm accommodates ten cows and up to ten allocated ships.
  4. Build your team: stay within the capacity of the active pasture.
  5. Start working: the fleet finds targets and emits capture pulses.
  6. Manage rest: a ship with depleted energy rests in its pasture slot. Send it back when ready. Inactive ships outside the pasture do not regenerate.
  7. Open the next batch: after finishing the current captures, command the operation to continue.

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.

CHAPTER 03

Minting and probabilities

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.

OVNI S.A. mint distribution. Displayed percentages are rounded to two decimal places.
RarityChance per mintSkills per ship
Common82.86%1
Rare10.36%2
Super Rare5.18%3
Epic1.04%4
Legendary0.52%5
Super Legendary0.04%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.

Compare mint quantities

This calculation describes independent draws. It does not determine the outcome of a purchase.

CHAPTER 04

Rarities and attributes

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.

Fleet attribute ranges.
RarityPowerSpeedStaminaMaximum energyBeamsRangeSkills
Common1–31–31–350–150111
Rare3–63–63–6150–300222
Super Rare6–96–96–9300–450333
Epic9–129–129–12450–600444
Legendary12–1512–1512–15600–750555
Super Legendary15–1815–1815–18750–900666
Power
Capture progress applied to each target hit by a pulse, before bonuses.
Speed
Movement speed between positions and targets. It does not directly multiply cow rewards.
Stamina
Energy capacity: each stamina point provides 50 energy.
Simultaneous beams
The maximum number of capture actions that can remain active simultaneously. It is not cargo capacity or a number of automatically completed cows.
Range
Pulse reach across the operational area. Position and obstacles affect which targets can be hit.
Skills
Passive effects that modify specific situations. Rarity determines the number; the ship reveals its own combination in the hangar.

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.

CHAPTER 05

UFO fusion: odds, fees, and losses

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.

Rarity of both shipsFUSION · COMING SOON IN THE GAME
Rare
Fee per attempt5,000 LACTIUM
75%Create RareBoth ships are replaced by a new one.
1%Create Super RareMoves two positions up the rarity scale.
12%Lose one shipThe other remains in your fleet.
12%Lose both shipsNo ship is created.

The fee is consumed in every outcome. This section explains the rules; fusion will be available in the game.

Odds per attempt using two ships of the same rarity. Every row totals 100%.
Two shipsFee in LACTIUMNext rarityRarity skipLose oneLose both
Common5,00075% · Rare1% · Super Rare12%12%
Rare10,00065% · Super Rare1% · Epic17%17%
Super Rare20,00055% · Epic1% · Legendary22%22%
Epic40,00045% · Legendary1% · Super Legendary27%27%
Legendary80,00035% · Super Legendary0% · cap reached32.5%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.

How fusion works

  • Select two UFOs of the same rarity that are not working, resting, or listed on the marketplace.
  • Review the fee and all four possible outcomes before confirming. The fee is charged once and consumed in every outcome, including failures.
  • On success, both ships are consumed and replaced by one new ship of the rolled rarity. Attributes and skills follow the new rarity rules; they are not combined or inherited.
  • If a failed attempt destroys one ship, the survivor retains its attributes and skills. If both are lost, no new ship is created.
  • Each attempt is independent. Previous attempts neither improve the odds nor guarantee an upgrade.
  • Super Legendary ships are the rarity cap and cannot be fused. Fusion applies only to UFOs, not motherships, and does not increase pasture slots.

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.

CHAPTER 06

Stamina, energy, and recharge

Maximum energy = stamina × 50
Basic recharge = 0.5 energy per minute
Base cost = 1 energy per emitted pulse

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.

Full recharge of a Common ship from zero, without bonuses.
StaminaMaximum energyBasic recharge
150100 min · 1h 40m
2100200 min · 3h 20m
3150300 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.

CHAPTER 07

Pulses and completed abductions

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.

Pulses for one isolated target = round up(resistance ÷ power)

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.

Before capture
During pulses
Capture complete

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.

CHAPTER 08

Passive skills

Each ship has the skill count associated with its rarity. Skills apply when their conditions are met; they do not replace the five attributes.

Efficient Reactor

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.

Uniform draws without duplicates

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.

Inclusion probability of any specific skill, equal for all seven.
RarityDistinct skillsChance per skill
Common114.29%
Rare228.57%
Super Rare342.86%
Epic457.14%
Legendary571.43%
Super Legendary685.71%

The featured skill in the fleet showcase is an example, not a fixed model assignment. Passive bonuses apply only when their conditions are met.

CHAPTER 09

Pastures, slots, and fleet size

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 progression.
PastureRarityCow slotsAllocated UFOsAcquisition
First Contact FarmCommon1010Free
Moonlight MeadowRare1515LACTIUM · price to be announced
Golden ValleyEpic2020LACTIUM · price to be announced
Stellar HorizonLegendary2525LACTIUM · 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.

CHAPTER 10

Cows: odds, HP, and rewards

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 catalog and operational values.
CowRaritySpawn chanceResistance / HPLACTIUM per capture
Earthborn MimosaCommon75%8050 LACTIUM
Lunar SilverRare20%170150 LACTIUM
Solar GoldEpic4%800500 LACTIUM
Cosmic DiamondLegendary1%1,3001,250 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.

CHAPTER 11

Crates and pasture obstacles

Supply crates occupy points between cows, obstruct movement, and intercept pulse paths. The fleet must position itself to reach the animals.

BEAM INTERCEPTED
The crate intercepts the beam and breaks in 1 hit. The pulse costs 1 energy and clears the path for later shots.
A wooden crate reinforced with metal fittings
FIELD OBSTACLE

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.

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.

CHAPTER 12

Motherships and recharge berths

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.

Recovery rates per docked UFO.
ModelBerthsEnergy/minRecharge 100 energy
Scout4250 min
Collector6520 min
Carrier8812.5 min
Commander10119.09 min
Orbital Fortress12147.14 min
Galactic Ark14175.88 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.

Limited edition: 875 motherships

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.

Maximum global mothership supply.
ModelMaximum supply
Scout300 units
Collector200 units
Carrier150 units
Commander100 units
Orbital Fortress75 units
Galactic Ark50 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.

CHAPTER 13

Hangar, states, and management

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.

Fleet states.
StateWhat happensOperator action
Inactive in the hangarUses no pasture slot and does not regenerate energy.Allocate it to the pasture or an available mothership berth.
Working in the pastureUses a slot, emits pulses, and consumes energy.Monitor the batch and energy.
Resting in the pastureKeeps its slot and restores 0.5 energy/min before bonuses.Manage its return to work or free the slot.
Docked in the mothershipUses 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.

CHAPTER 14

Rescue capsules

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.

CHAPTER 15

LACTIUM: extraction and withdrawals

A ship abducts a cow, extracts LACTIUM crystals, and sends the tokens to a wallet.

Abduct cows

Your fleet locates targets and completes captures.

Extract LACTIUM

The collected resource is credited to the operation balance.

Withdraw your LACTIUM

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.

  • Recruitment: each mint costs 25,000 LACTIUM per UFO.
  • Expansion: LACTIUM purchases new pastures and motherships at published prices.
  • Withdrawal: requests require at least 100,000 LACTIUM in available balance.

Network, contract, fees, and processing times will be published before transactions open.

CHAPTER 16

Marketplace

MARKETPLACE · COMING SOON

A new route for your collection.

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.

Explore the marketplace →

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.

CHAPTER 17

Referrals and the 15% commission

15%of tokens spent by your referral

Invite a new operation.

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 →

Calculation base

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.

Commission = eligible tokens spent × 15%
Valid base = confirmed purchases − refunds
Example eligible spending and commission in LACTIUM.
Referral purchaseTokens spentReferrer commission
1 paid mint25,0003,750
10 paid mints250,00037,500
100 paid mints2,500,000375,000
Prize mint00

Included and excluded amounts

  • Only tokens debited for an eligible purchase count. Network fees, deposits, wallet transfers, idle balances, withdrawals, and received rewards do not form part of the base.
  • Reward tokens can count if later spent on an eligible purchase. Receiving them alone does not earn commission.
  • Free mints and bonuses have zero spending and earn no commission.
  • Canceled, failed, or fully refunded purchases earn no commission. Partial refunds reduce the base; previously credited commission must be adjusted accordingly.

Attribution and payment

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.

Phantom sign-in and your personal link

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.

Sign in with Phantom and access your link →

CHAPTER 18

Launch leaderboard and prizes

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.

Rank 1

Super Legendary UFO + Stellar Horizon

A highest-rarity UFO and the Legendary pasture with 25 slots.

Rank 2

Legendary UFO + Golden Valley

A Legendary UFO and the Epic pasture with 20 slots.

Rank 3

Epic UFO + Moonlight Meadow

An Epic UFO and the Rare pasture with 15 slots.

Rank 4–10

10 mints per winner

Ten free capsules for each winner in this tier.

Rank 11–25

5 mints per winner

Five free capsules for each winner in this tier.

Rank 26–50

1 mint per winner

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.

View the referral leaderboard →

CHAPTER 19

Launch route

Every phase is represented by a planet. The website ship marks phase 1 and advances only when official progress is updated.

  1. Phase 1 · Earth — First Contact: Official website live, catalogs, and complete Whitepaper; LACTIUM token launch as soon as the website goes live; Launch event and referral leaderboard prizes; Game launch together with the referral competition closing; Mints, hangar, and free pasture open.
  2. Phase 2 · Selene — Fleet Expansion: Pasture expansions: 15, 20, and 25 slots; Six motherships with their own berths and recharge rates; Fleet, energy, and passive skill management; Experience improvements and gameplay balancing.
  3. Phase 3 · Aurum — Trade Routes: UFO marketplace opens; Listings with visible rarity, attributes, and skills; Buy and sell with LACTIUM; Trading rules, fees, and security details published before opening.
  4. Phase 4 · Milky-9 — Beyond the Horizon: New chapters in the story of Zira and Milky-9; New regions and pasture environments; Community themed events; Universe expansions and new mission objectives.

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.

CHAPTER 20

Details to be announced

The numeric rules already defined are collected in this manual. The following items will receive their own announcements before activation:

  • Prices of paid pastures and all six mothership models.
  • LACTIUM network, contract, total supply, distribution, and issuance policy.
  • Withdrawal fees, processing times, and conditions; the defined minimum is 100,000 LACTIUM.
  • Rescue frequency, damaged UFO recovery, and encounter probabilities.
  • Level upgrades and any additional effects.
  • Movement and activity timing, pasture-switching rules, and final parameters affecting production.

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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