Awaken in the Creche: A Rider's First Steps in EVE Frontier
Eyes open, Rider. The Frontier doesn't care who you were. It cares if you can survive the next hour.
You spawn inside the Creche - your temporary berth until you carve out something permanent in the void. Your Creation sits waiting: a compact, agile vessel with pre-assembled modules and just enough fuel to remind you how fragile you are.
A tutorial guide appears in the top-left corner. Follow it, or don't. The Frontier teaches either way. If you need to restart or skip, click the Star icon in the top-left → select Restart the tutorial or Skip.
Checkpoint 1: Understanding Your HUD
Before setting out to explore the Void, you need to know the options you’ve at your Disposal, Sure you can fly the Ship; however, knowing what and how to read the data on your screen, while ease up your Journey in the Void.
Your heads-up display (HUD) shows Thrust, orientation, module status, and target data. Every readout matters. None of it is decoration, following are a short brief of what each options mean;
Tutorial Overview: Tracks your tutorial objectives. Click the Star icon on the top left corner to skip or restart. This is the only handholding you get.
Flight Management: Velocity Vector, Pitch Angle, Yaw Angle. The vertical bar left of center runs MAX → 0 M/S:
Orange = forward thrust
White = reversing
Capacitor Meter: Your action economy sits bottom-right, above Hardpoints. Mining, shooting, afterburner; all drain your Capacity. Empty = you’re stuck in the void. The Capacitor recharges via burning your fuel.
Hardpoint Slots: Just below your Capacitor meter is the Hardpoint slots of your Creation where you equip Scanners, Cutting Laser, Weapons. You can Click or use Hotkey to activate and disable them at your convenience. You can drag your modules to rearrange the Slots.
Ship Stats: You find your Creation/Vessel Stats here, sitting on the bottom left corner of your screen, this shows your Fuel Capacity (Fuel), Clone health (Shell VIT), Ship Health, Surrounding Temperature (EXT), Internal heat of your Vessel (INT)
Selective Options: As you’re being pushed into the void, you are provided with some options to interact with Object in the space, such as Approach, Lock Target, Interact, Show Info, Set Destination, Align to. These options help in nearby navigation in the space; very handy.
Warp Options: These options help you in travelling to farther points in space using your Warp Vector; Warp to Within 0 m, Warp to Within, Add as First Waypoint, Set Destination, Add Waypoint.
Jettison: Inventory → right-click item → Jettison. Spawns a cargo container in space. Dump, transfer, or make room.
Checkpoint 2 - Take the Flight Controls:
As you are accustomed to the HUD, now it’s time to spread your wings;
Increase / decrease Thrust: Click “E” to increase the thrust of your Vessel, Also Click “Q” decrease your throttle; Once your Halt is slowed down enough, clicking “Q” will initiate the reverse thrust of your ship.
Yaw left / right: This your Horizontal Direction Aligner, which helps you to alight your ship to Left or Right Direction; by clicking “A” you can align your vessel towards left and by clicking “D” you can align your vessel towards right.
Pitch up / down: This your Vertical Direction Aligner, which helps you to alight your ship to Up or Down; by clicking “W” you can align your vessel upwards and by clicking “S” you can align your vessel downwards.
You can remap the controls under “Keyboard -> Navigation” in the Settings menu by pressing “Esc”
Your ship has momentum. It does not stop because you let go of the key.
Checkpoint 3: Scavenge & Fuel - Stay Alive, Stay Moving
Everything in Frontier runs on fuel. No fuel, no modules. No modules, no survival.
Step 1 - Find a Fuel Cell:
Look around the Creche. Fuel Cells are scattered in the dark. You'll recognize them by the icon present in the Creche.
Step 2 - Approach or Fly:
Manual: Fly to it using your new controls.
Auto-approach: Left-click the Fuel Cell → press F. Warning: Your ship will not dodge debris. Collisions are on you.
Step 3 - Open & Loot:
Press F again as you close in to open the container. The inventory window appears. You have two options:
Click Loot All
Drag fuel manually to your ship inventory (left side of the window)
Cargo Cap Note: If the Fuel Cell holds more than your cargo can fit, you'll see: "No room for more in destination container." Take what you can. Expand cargo later.
Step 4 - Refuel:
Press Alt+F to open the Ship Fuel Management menu, stay in the Fuel tab. Click Refuel on the right-hand side, under the fuel gauge. There are three tabs sit at the top:
Power Management [Alt+P] - toggle modules on/off
Install Modules [Alt+H] - fit and arrange hardware
Fuel [Alt+F] - manage your Fuel
Step 5 - Top Off or Scavenge More:
If your tank isn't full, drag remaining fuel from the Fuel Cell window, or hunt down another cell.
Critical Rule: Your ship burns fuel constantly while modules are online. Check your fuel burn rate in the Install Modules tab. Turn off what you don't need. Fuel is life.
Checkpoint 4: Build Your First Module - The Ion Sensor
Now you have power. Time to stop flying blind.
Step 1 - Find Printed Circuits:
Scour the Creche for Component Lockers. Open them the same way you opened Fuel Cells (F at range). You need 1 Printed Circuit for the Ion Sensor.
Looting Pro-Tip: Want a specific amount? Hold Shift and drag the item. A dialog box lets you choose the exact number. Otherwise, Loot All or standard drag works.
Step 2 - Open the Emergency Printer:
Press Alt+I to open the Ship Industry window. Two tabs:
Emergency Printer - craft modules and advanced materials
Material Processor - refine basics into components
Select Emergency Printer.
Step 3 - Select the Schema:
Inside the printer, two sub-tabs:
Schema - the blueprint list
Production - where you build
Click Schema. Find Ion Sensor by scrolling or using the search bar. Click Select. You're now in the Production tab.
Step 4 - Deposit & Build:
Left click the Printed Circuit → Deposit. Select Source to Creation (your vessel). Hit the orange Start button. Production begins.
Step 5 - Withdraw Your Module:
When done, left click the module icon on the right → select your Creation’s to move it to inventory.
Full Cargo? If you get an error, press I for inventory. Hold Shift + left-click items to select them. Right-click → Jettison. A cargo container spawns outside your ship. Now withdraw the module.
Tip: Inventory & Quantity Controls: When depositing or withdrawing materials, you can select either your Vessel's Inventory or your Base Storage. You also have three quantity options for both actions:
LMB - Deposit or withdraw the maximum quantity available
RMB - Deposit or withdraw only the quantity required for one production run
Shift+LMB - Deposit or withdraw a custom quantity
Checkpoint 5: Fit, Power, and Activate - Make It Yours
A module in inventory is worthless. A module online is power.
Step 1 - Open Install Modules:
Press Alt+H to jump straight to the Install Modules tab inside Ship Management.
Step 2 - Choose Interior Modules:
Right-hand side has two tabs: Interior Modules and Exterior Modules. The Ion Sensor is you manufactured is an interior module, the tab should already be selected. You'll see it listed.
Step 3 - Drag to Fit:
Drag the Ion Sensor from the right panel into an empty slot on the ship map in the center. Slot filled. Module fitted!
Step 4 - Power It On:
Click the Power Management tab. Find your Ion Sensor under Command & Communication. Toggle it Online. If it's not on, it's not scanning.
Step 5 - Verify & Exit:
Confirm the module is active. Press Esc to return to your ship view.
What the Ion Sensor Does: White squares labeled "Unidentified" are signatures. Without the sensor, you see distance and location; never identity. Could be ore. Could be a Feral. Could be another Rider. The Ion Sensor resolves them automatically. The closer you’re to the Signature the faster it is resolved.
Checkpoint 5: Read the Void - Resolving GR and EM Signatures
The dark isn't empty. It's full of signals. Learn to read them, or fly blind into death.
The void is saturated with signatures — two types you need to know, two ways to resolve them:
Step 1 - EM (Electro-Magnetic) Signatures:
The Ion Sensor resolves these passively. You’ll spot them as white squares labeled "Unidentified" when you hover. Until resolved, you see distance and location — never identity. Could be ore. Could be a Feral. Could be another Rider.
Closer = faster resolution.
Boost it: Manufacture and fit an ION Tube to increase EM signal strength. Resolve unknowns quicker.
Step 2 - GR (Gravitational) Signatures:
These need a Gravity Scanner to resolve passively. Manufacture and fit one the same way you built the Ion Sensor - Component Lockers for Printed Circuits, Alt+I → Emergency Printer → Schema → Gravity Sensor → build, withdraw, Alt+H → fit in an interior slot.
Boost it: Manufacture and fit a Gravity Chamber to increase GR signal strength. Cuts resolution time.
Step 3 - Active Scanning - Directional Scanner:
The Ion Sensor also unlocks a hardpoint slot for the Directional Scanner - an active module you must manually trigger. This reveals unknown ships, structures, and anomalies that passive sensors miss.
Build it at the Emergency Printer. Fit it in the hardpoint slot unlocked by your Ion Sensor. Activate when you need eyes beyond passive range.
Step 4 - Signature Discipline:
White square + "Unidentified" = unresolved. Approach or boost sensor strength.
Resolved signature = you know what it is. You still don't know if it's friendly.
No signature = either clear space, or something hiding. Paranoia keeps you alive.
Step 5 - Know When to Stop Scanning:
Sensors online burn fuel. Sensors offline make you invisible to passive detection. Balance resolution against survival.
Checkpoint 5: Face the Void - Salvage, Cut, and Survive
The Creche was a womb. Outside is the Frontier. Move toward the white light in your starting room. That's the exit.
Step 1 - Find Salvage:
Once outside, pick a signature or object. Some are Salvage, wreckage rich with materials. To extract them, you need a Small Cutting Laser.
Step 2 - Gather Materials:
You need:
1 Fossilized Exotronics
2 Cinder wrack
Search containers and floating debris until you have both.
Step 3 - Craft the Laser:
Alt+I → Emergency Printer → Schema tab → find Small Cutting Laser → Select → Production tab. Deposit materials. Start. Withdraw when complete.
Note: Building the laser also grants you a Mining Lens. You'll need it.
Step 4 - Fit the Laser (Exterior Module):
Press Alt+H → Install Modules. This time, click Exterior Modules on the right. Drag the Small Cutting Laser to an empty hardpoint slot at the bottom of the list. Scroll down if you don't see it.
Press Esc. Your laser now appears in Slot 1 in the bottom-right HUD.
Step 5 - Load the Lens:
Three ways to equip your Mining Lens:
Click the yellow load icon above the laser icon → Switch to Synthetic Mining Lens
Press I for inventory → drag lens to the laser icon
Press I → right-click lens → Load Charges
Laser armed. You can now extract materials, defend yourself, or fight back, though its combat capability is limited. Use it for salvage first.
Checkpoint 6: Cut & Extract - Your First Harvest
Step 1 - Find a Target:
Locate salvage in the void. Approach it.
Step 2 - Lock Target (Optional but Smart):
Press X to lock your target. While not required for mining, this is essential training for combat. You may simply point and fire at entities without locking but locking assists in tracking hit points and maintaining control during engagements.
Step 3 - Engage Laser:
Press 1 (or whatever hotkey maps to your laser in the bottom-right). The laser aiming view opens.
Step 4 - Extract:
Point the crosshair at the salvage. Hold M1 (left mouse) or Spacebar. Materials flow into your cargo hold.
Step 5 - Monitor Cargo:
Don't overfill. If you're full, jettison non-essentials (I → select → right-click → Jettison) or return to process materials.
Checkpoint 7: Leap - Cover the Void
The Frontier is vast. Points of interest are separated by crushing distance. You need a Leap Module.
Step 1 - Gather Materials:
You need:
Thermal Composites
Nickel-Iron Veins
Silicon Dust
Silica Grains
Some are found raw. Others must be refined.
Step 2 - Refine Cinder wrack:
Nickel-Iron Veins, Silicon Dust, and Silica Grains come from Cinder wrack. Collect 5 Cinder wrack.
Press Alt+I → Material Processor tab. Search Cinder wrack in the schema list. Select → load Cinder wrack → Start. Refined materials go to your inventory.
Step 3 - Craft the Leap Module:
Once you have all materials: Alt+I → Emergency Printer → find Leap Module schema → Select → deposit materials → Start → withdraw.
Step 4 - Fit the Module:
Alt+H → Install Modules → Interior Modules tab. Drag Leap Module to a slot, same as the Ion Sensor.
Step 5 - Activate & Control:
Toggle it Online in Power Management
Press its hotkey in the bottom-right to engage
You fly in a straight line at high speed. No steering. you click the same hotkey to stop the Leap module.
Press the hotkey again to disengage
Checkpoint 8: Read the Stars - The Unified StarMap
You've built. You've scavenged. Now you choose where to die... or thrive.
Step 1 - Open the Map:
Press M. The Unified StarMap opens at system view.
Step 2 - Zoom for Scale:
Scroll to zoom. Zoom out for galaxy view. Zoom in for local orbital rings. Scale is everything.
Step 3 - Toggle Heat Map:
Enable the Heat Map to check system frostlines - thermal danger zones that will cook your hull.
Step 4 - Read Zone Intel:
Click zones to pull data on:
Resource nodes
Feral hotspots
Safe corridors
Step 5 - Select Your Destination:
Warpable points are star clusters - click to highlight. Lagrange Points and Trojan Belts are prime drop zones for free-form bases.
Warning: Once you leave the starter area, you cannot return. The Creche is gone forever. Be certain.
Checkpoint 9: Build Your Refuge Shape the Frontier
The void doesn't give you shelter. You build it.
Step 1 - Open the Build Menu:
Press B to open the Build Menu. You can also access it from any terminal. This is your gateway to permanent presence in the Frontier.
Step 2 - Ghost Building - Plan Before You Commit:
Ghost Building lets you plan and shape base layouts before spending a single ore.
Place the structure through the Build Menu
Interact with the ghost to open the Construction Depot
No materials = no build. Until ores are deposited, it remains a ghost outline - perfect for testing designs, editing placements, and visualizing your layout
Ghost Building is free planning. Move it, rotate it, rethink it. Only commit when you're ready.
Step 3 - The Refuge - Your Safe Hub:
The Refuge is your first permanent structure. Store your ship. Refit modules. Ascend your Shell before heading back into the fight.
Build Cost: 50 Platinum-Palladium Matrix
Build Time: 1 minute
Placement: Unrestricted
Step 4 - Mine the Materials:
You need Platinum-Palladium Matrix, refined from Slag Ores mined from Soot Asteroids.
Find Soot Asteroids in the void - use your Ion Sensor and Gravity Scanner to locate them
Mine with your Small Cutting Laser (loaded with Mining Lens)
Return to your ship and refine via Alt+I → Material Processor
Step 5 - Deposit and Build:
Place your Refuge ghost with B
Interact with the ghost → open Construction Depot
Deposit 50 Platinum-Palladium Matrix
Wait 1 minute
Your Refuge comes online
Bring Online: Once built, use the contextual Bring Online option to activate your structure. When your Refuge is Online, you can Dock inside; shielded from the relentless pressure of the Void of the Frontier. With this, you’ve secured a foothold in the Frontier, a safe haven from which to expand and endure.
Checkpoint 10: Network Node Deployment - Powering Your Assemblies
Step 1 - Procure Materials
Gather the required components before construction.
Printed Circuits x10: Manufacture using 2 Silicon Dust + 1 Nickel Iron Veins → 1 Printed Circuit
Carbon Weave x10: Manufacture using 25 Hydro Carbon Residue → 1 Carbon Weave
Thermal Composites x10: Manufacture using 10 Hydro Carbon Residue + 7 Silica Grains → 1 Thermal Composite
Step 2 - Place the Network Node
Position and construct the Network Node from the Build Menu.
Click B to open Build Menu
Select Network Node
Drag and drop to desired location; rotate as needed
Press F to build (takes ~30 seconds)
Step 3 - Fuel the Network Node
Provide compatible fuel to bring the Network Node online.
Compatible fuels: EU-90 & 40, SOF 40 & 80, D1 & D2
Add fuel to view burn rate and total time remaining
Click Start to activate the Network Node and distribute energy to assemblies
Once the Network Node is active you can deploy your other assemblies nearby to the Network Node and start expanding your base in the Void of Frontier.
Final Word: The Frontier Doesn't Forgive
You've learned to fly, to fuel, to build, to cut, and to leap. The tutorial prompts will continue to trigger the moment you touch a new system - never before. Learn by doing. Ignore a mechanic, and the Frontier will teach you the hard way.
You want answers? Go find them.
See you in the void, Rider.