Captain Successor is the sequel to Captain Forever. Only people who have bought the 'supporter' title can play this game. Captain Successor adds 7 new armament modules, 7 new propulsion modules, and 6 new support modules to those available in Captain Forever.

Modules Edit

Armament Edit

Picture Name Description
A laser Laser Shoots a single laser in a straight line.
A prismatic laser Prismatic Laser Shoots three lasers in a spread of 30 degrees to each side. Much stronger than a regular laser but much harder to control.
A snipe laser Snipe Laser/Launcher The Snipe Laser fires each shot twice as far but twice as slow. The shot itself travels twice as fast.
A ramming spike Ramming Spike The Ramming Spike deals damage based on how fast the ship is moving at the time of impact. More force, obviously, equals more damage, and higher tier spikes are much deadlier at a given speed. Useless against command modules.
A missile launcher Missile Launcher Fires missiles, which track nearby enemy ships. The missile has a similar lifespan to a laser, and has the potential to travel as far. Advanced AI guarantees the missiles will never hit the player's ship in trying to track down an enemy. Missiles do double the damage of a laser at the same tier. Missiles fire five times as slow as a laser.
A torpedo launcher Torpedo Launcher Torpedoes are large, slow, and destructive. Each torpedo deals quintuple the damage of a laser at tier. They cannot track enemy ships, and can be dodged easily given the right boosting power. Torpedoes fire five times as slow as a laser.
Sprinkler Sprinkler The Sprinkler moves back and forth along a hemisphere (180 degrees), firing lasers at twice the rate and half the range of a regular laser. Extremely hard to control, but equally devastating at close range.

Propulsion Edit

Picture Name Description
P booster Booster Standard booster. Propels a ship in the opposite direction to where it is facing.
P twin booster Twin Booster The Twin Booster is a set of two boosters, each with half the strength of a normal booster, but facing opposite directions perpendicular to where the module is facing. Very adaptable and reliable.
P swim booster Unibooster The Unibooster is one Twin Booster that can swivel 90 degrees in either direction. It is sometimes difficult to control. This type of booster is known in-game as "Booster" but can be easily identified by its strange shape.
Translocator Translocator The Translocator is very unlike normal boosters in that it provides no actual momentum; once power is removed, the Translocator ceases to move the ship. The upside is that the Translocator operates at 100% efficiency in all four directions.
Transrotator Transrotator A rotating version of the Translocator. The Transrotator is unable to provide force to move the ship directionally.

Booster mk

Booster Mk. II A booster three times as large but immensely more powerful than a standard Booster.
P sprint booster Sprint Booster A powerful booster, but operates for only a few seconds before depleting. After that, it must be replenished by releasing the WASD keys (they will not replenish if the keys are held down). The power provided, time of propulsion, and time to regenerate all depend on tier; Delta and Hotel are the most efficient in their power group (960,000 N and 1,920,000 N respectively), boosting for four seconds and only requiring one to replenish.


Picture Name Description
S girder Girder Provides space to attach modules.
S repair tool Repair Tool

The Repair Tool fixes modules that are attached to it on any of the (up to three) available connection points. The higher tier it is, the faster it will repair. The Repair Tool can repair modules of higher tier than itself but much slower.

Blurst shield Blurst Shield Reflects lasers, torpedoes, and missiles that hit it. Ramming Spikes will deal damage to it similar to a regular girder. Also provides space to attach modules.
Bubble shield Bubble Shield Creates a circular force-field that protects modules inside from damage or stray modules. If a projectile or Ramming Spike hits the force field, the force field takes damage. The force field will be replenished slowly after a certain period of time without being damaged. Higher levels have larger force fields that can absorb more damage.
Command module Command module The core of all ships, to which all modules are directly or indirectly attached. All ships are destroyed upon the death of the command module, including the player's. The Eris can self-destruct (Shift+C) to restart the game.
Chrono Gear Chrono Gear Speeds up all modules attached to it, directly or indirectly, by a factor of 1.5. While higher levels do not provide more speed, they are sturdier. Multiple Chrono Gears can be chained together to produce insanely fast-firing weapons, such as on this ship, which has 8 Chrono Gears chained together.
S barracks Station Module

A huge girder on which to attach modules. Station Modules provide a number of functions, which serve the citizens living inside; for instance, Engineering Bays, Barracks, and Observation Decks. (It is never "Station Module".) With modules bearing a "cargo" prefix, one can actually store objects inside of them (simply by dragging them into the module), which become obscured by the module and can be blocked from exit by attached girders, propulsion or armaments. Generally, Station Modules are not worth the trouble of finding enough boosters to offset the weight.


All enemies in Captain Successor belong to one of 6 cultures, which is assigned for each tier in any given game. A set of propulsion and weapon modules is also assigned to each tier. For example, if the player encounters a Charlie-level Merchant with sprint boosters and ramming spikes, all Charlie ships during the round will be a sprinting, ramming merchant. The player receives the same modules used by Alpha ships, so it will change each time the game is played. Like in Captain Forever, the highest-level ship encountered is two above the current law meter.


The culture all ships in Captain Forever belonged to, now also using the new module types. The designs are symmetrical the front-back axis. Weapons and propulsion mostly point backwards and forwards.

When not hostile, the Fighters act like military units, radioing in coordinates or mottos. When hostile, they will report in as "engaged", or send threatening messages.

Strategy: Many of these ships rotate slowly and predictably. Circle them and hit them from the side.


A Command Module with one module attached on each side. Since they only carry 4 modules, they are extremely fast and hard to target.

Needlers are always hostile unless the law meter is advanced. Otherwise, they will send out incoherent and random messages, saying no more than four words at a time, separated by long pauses.

Strategy: A broad line-up of lasers or torpedoes will ensure that they will not be able to dodge your fire. Do not engage without adequate fire power. It is unlikely that there will be many modules to be had from Needlers, in any case.

Space StationEdit

Space station
A Command module with station modules attached on either side. Besides that, space stations have many standard girders and a colossal payload of weaponry. Space stations have no propulsion modules whatsoever; as a result, they are mostly stationary. Space stations do not fire unless they are provoked, either by being touched or being fired upon by any ship.

Space stations can be easily destroyed by firing at the Command module through the corridor between the two large girders. If this is done without causing excessive damage to the space station, its weapon payload will be available for taking. At higher levels, the standard girders and weaponry of the space stations will tend to make a labyrinth of lasers and walls that must be traversed to reach the narrow corridor leading to the Command module. It is advised not to take too much from a Station without proper boosting power.

Strategy: Since space stations have considerable weaponry, assaulting one head-on will usually result in failure. Try this, more covert approach: Without provoking the space station, disengage all modules except one laser module. Place all disengaged modules safely out of range of the space station, or in a dead zone next to the station. A small ship will ensure that its weapons are less likely to hit. Slowly approach the corridor between the two large girders until the laser has inserted into the corridor and blast the Command module to kingdom come. Rebuild quickly and reclaim desired modules that were disengaged earlier.


These are ships with multiple weapon, propulsion, girder, and support modules of varying level. The majority of the modules will be at the level of the ship, but merchants can, and often will carry parts all the way down to Alpha. Their weapons are all of the same type, and are all forward facing; the propulsion modules vary both in type and level, and attached along the back. Girders and support modules are varied in type and level and are arranged in a disheveled manner. Their broad line-up of weapons are, at times, hard to dodge.

Friendly merchants are among the friendliest of ships to be encountered in the game, saying hello to nearby ships and attempting to sell their merchandise (though there is no way to do so). Hostile merchants are cocky, looking forward to pillaging the player's ship for parts.

Strategy: All merchants are different, so use apt judgement when engaging one. Try to look for lower level modules that, when destroyed, open the enemy command module to your attack. Give merchants a wide berth, because they will often spin out of control and land right next to the ship, and open fire.



Balanceists build their ship to be rotationally symmetric around the command module. Some are so elaborate as to rotate uncontrollably.

Balanceism is a "religion" of sorts, focused on finding a balance in all things in life. Pilots following the Balanceist faith reflect this principle in their ships, and when friendly, attempt to seek converts in nearby ships. Hostile Balanceists will try to unmask the imbalance in the player's configuration, and label it as an abomination.

Strategy: Try to take out one half of the ship, then take out the command module to reclaim the modules in the other half.

Clone ShipsEdit

Similar to the Peacekeepers in Forever, these ships appear when a Juliet-level ship is killed. They are an exact duplicate of the player's ship, except that every module they have is Kilo-level. They are extremely aggressive due to their confusion over the cloning, claiming their messages are being copied. Destroying a clone ship will display the victory effect.

Strategy: Just before killing a Juliet level ship, point an Alpha (Green) level laser directly at the Eris's Command module. When the clone spawns, there will be a Kilo laser pointed at its Command module, and the second it tries to fire, it will blow up. In order to keep collecting Kilo parts, it is required to keep the Alpha laser pointed at the Eris's Command module. If the Command module is blocked using a girder, it will not take any damage. Additionally, it is possible to block the Command module with Kilo Repair Tools, and the unit closer to the Alpha level laser will take so little damage/be repaired so quickly that it won't make the sound indicating that the Eris is under attack. As the ship is built bigger and bigger, the game experience may slow down as the parts are littered about the levels due to large clones.This trivial ship is an example of a ship constructed in this manner.

Other possibilites include:

  • Building a ship without any weapons in front of it
  • Using solely Juliet-level torpedoes to evade the clones' fire
  • Aiming the self-destruct lasers at central girders to avoid the excess of Kilo-level parts