Out There Oceans of Time: Official Guide

A beginner’s guide and overview of the many systems and mechanics you will encounter throughout your journey, with some additional reference material.

 

Traversing The Galaxy

Locations

Much of your journey will be spent travelling between the various solar systems and planets in the galaxy. These will be important for maintaining your ship and collecting resources and crew to complete your mission.

Travelling between systems and orbiting planets takes Fuel and Oxygen, limiting your ability to travel without maintaining these essential needs. Some locations may also cause damage to the Hull, such as orbiting a Gaseous Planet or landing on a planet with an atmosphere.

Stars and Systems

The type of system will indicate the type of planets you will be able to find orbiting the system, including Rocky, Garden, and Gaseous planets. Other points of interest like Abandoned Ships, Civilised Planets, and Storage Bays appear rarely in any system and are not tied to specific star types.

Red Dwarf
Rocky planets
Small
Red Giant
Rocky planets
Large
Red Supergiant
Rocky planets
Very large
Yellow Dwarf
Garden planets
Small
Neutron Star
Garden planets
Large
Blue Giant
Gaseous planets
Large
White Dwarf
A variety of each planet
Very large
Black Hole
Few, if any planets
Very small

You can look at the star types of any system within range of your Telescope, and by upgrading the Telescope you can plan ahead for systems you need.

Planets and Ships

Within every system you visit there will be points of interest to visit. Moving to and between these will cost some Fuel and Oxygen but provide a large amount of benefit, particularly in the upkeep of your Fuel, Oxygen, and Hull.

Rocky Planet
Good for repairing Hull. Can be scanned for Expedition zones. Drilling on the surface receives various metal resources.
Garden Planet
Good for refilling Oxygen. Can be scanned for Expedition zones. Landing on a Garden planet refills Oxygen to 100%. Drilling on the surface receives non-combustible gas resources.
Gaseous Planet
Good for repairing Fuel. Damages Hull upon entering orbit. Cannot be landed on, but probing from orbit receives combustible gas resources.
Civilised Planet
Good for Morale. Increases Morale upon landing. Allows trading treasure and resources for other items and resources. Crew can be removed and recruited.
Abandoned Ship
You can replace your current ship with any abandoned ship. You can also dismantle its equipment and use it for resources.
Storage Bay
Save your progress. Visiting a Storage Bay allows you to spend Omega to save your progress, giving you a point to return to if your journey fails.
Stars
Available in every galaxy. Can be probed with a Hyperprobe.
Black Hole
Replaces the Star in Black Hole systems. Can be used with a Wormhole Generator to quickly travel the galaxy.

Rocky, Garden, and Gaseous planets are the most common in systems, and provide the basic necessities you will need on your journey. Civilised planets offer potentially any resource you need, even Omega, but for a price, however it can also be important for maintaining your crew’s Morale. Stars offer similar benefits to a Gas Giant, but require a Hyperprobe to take advantage of.

Abandoned Ships can be potentially easy resources by taking all on-board resources and dismantling its equipment, or a way to upgrade your ship. By boarding on a new ship, you receive its different stats, current Fuel, Oxygen, and Hull; and all equipment currently on-board. Be aware that you cannot transfer equipment from one ship to another, and must rebuild any that you need. Additionally, different ships require different resources to maintain, and may be more difficult with your current resources (See the Ships section for more information).

The Storage Bay is not like other locations, you are able to spend one Omega and your progress will be saved. This means even if you get a Game Over, you will immediately return to your last save point. Your game still auto-saves progress between sessions, even without the use of a Storage Bay

Mission Log

The Mission Log contains a list of objectives given to you throughout your journey, helping you keep track of your goals and what will need to be done.

Each mission is marked by an indicator in the Galaxy View, with an arrow indicating the direction and distance in Light Years from your current position. Hovering over these markers at any time will tell you which location it points towards.

Managing The Ship

Any time except during an Expedition, you can view your ship, which can be accessed through the Cargo View. This will be your main hub for managing resources you gather, the equipment on your ship, and the crew you have available.

Storage and Equipment

Cargo View is where you will manage a lot of your resources to gather resources and improve your ship. Each of these is handled on a square segment called a slot. There are three types of slot on the ship:

Storage
Holds resources for later use. Can hold up to 20 of a single resource per slot.
Technologies
Special modules to perform or upgrade ship functions.
Modules
Additional modules that provide benefits to the Crew.

The type of equipment slot determines what can be placed into the slot. If the slot is currently empty, it can also be converted into a different type of module, using a small amount of resources.

The total number of slots available will be determined by the type of ship you have.

Disassembly

If you do not wish to use a module anymore, you can disassemble it. Doing so returns some of the resources originally used to create the module. This can also be done on abandoned ships you find in the galaxy.

If you wish to dispose of a resource that you do not want, you can click and drag the resource out of the edge of the ship. You will gain nothing for doing this but can free up a slot for other use.

Fixing Equipment

Technologies and Modules can become damaged particularly through use. When damaged, the Technology or Module becomes unusable, however it can still be dismantled or repaired.

To repair a module, you will require a small amount of the materials originally required to construct it, or by using Omega. For most basic technologies this will require Iron, but other modules may need rarer resources.

You can also choose to disassemble the equipment. This will give less resources than disassembling when it is in full working condition, but will free up a slot. This is particularly useful if you cannot repair it and wish to use the slot for something else.

Ship Stats and Utilities

The ship comes with a set of basic utilities to uphold, these are always visible when viewing the ship, local solar system, or galaxy.

Fuel
Essential. Required to travel the galaxy.
Oxygen
Essential. Required to travel the galaxy.
Hull
Essential. Required to maintain the ship’s integrity.
Morale
Non-essential. Required to motivate crew on expeditions.

Fuel, Oxygen, and Hull:
These three are all essential systems of the ship. If at any time you run out of these, your journey will be over and you must return to your last save. Even if you do not have enough of any of these three utilities to make the next jump, you have a 50% chance to survive the journey, in hopes of finding a means of survival, but it is a gamble every time you attempt this. You must stay on top of these three if your journey is to survive.

Morale:
Unlike the other three, this is non-essential, and you can have zero Morale without immediate consequences. However, when your Morale is low, some crew will not go on expeditions.

  • At 40% Morale, 1 crew member will be demotivated.
  • At 20% Morale, 2 crew members will be demotivated.

Demotivated crew will refuse to go on expeditions. Additionally, when you next visit a Civil planet, they will immediately resign. Less crew on expeditions means more dangers and lower rewards, while resigning crew means you will get less benefits from their learned skills over time. If you wish to have the greatest success, you will benefit from keeping a good Morale.

Ship Stats

Every ship comes with a set of stats determined by the ship and its equipment on-board. These stats determine its efficiency at handling each of its conditions, and its capacity for equipment, resources, and crew.

Performance
Reduces loss of Fuel.
Ecosystem
Reduces loss of Oxygen.
Resistance
Reduces loss of Hull.
Comfort
Reduces loss of Morale.
Crew
Total number of Crew your ship can occupy.
Slots
Total number of usable Slots for Equipment.
Cosmic Folder range
Range for travelling to another solar system in a single jump.
Telescope range
Range for identifying the type of stars nearby.

Every variety of ship comes with a base value for Performance, Ecosystem, Resistance, Comfort, and Slots. Some may be more fuel efficient, some may be very comfortable for the crew.

Each stat can also be improved through the use of additional Technologies and Modules or the assignment of Crew to a task.

Resource Management

Cost and Damage

Various actions in your journey will cost some amount of the four utilities: Fuel, Oxygen, Hull, and Morale. Different tasks require different utilities.


Fuel

Oxygen

Hull

Morale
Space Travel
Interstellar Travel
Orbiting a Planet
Orbiting a Gas Giant
Orbiting a Star
Orbiting a Black Hole
Landing
Rocky Planet
Garden Planet
Civil Planet
Other
Probing and Drilling
Calling ship on expedition
Events
?
?
?
?

Unlike other utilities, actions that require Hull will consume a random amount. This makes it unpredictable how well your Hull will be maintained across several damaging actions.
Events are completely unpredictable, as the outcomes depend entirely on the event in question. Sometimes you may be given a choice, and can select what is spent or gained.

Refilling

To survive you will need to continuously refill and repair your ship by using resources. By dragging a usable resource on one of the meters, you can spend those resources on refilling and repairing the ship.

Every ship has different needs for all three primary statuses: where one ship may use Iron to repair the Hull, another ship may require Cobalt. Some ships may not even be able to use Oxygen to refill the Oxygen meter, so be mindful of what resources your ship can use. You can also use Omega, providing a huge refill on any meter.

Resources that can be used on the ship will be labelled with a Fuel, Hull, or Oxygen icon. Additionally, hovering over any of these utilities will highlight all stored resources that can be used.

For Oxygen specifically, if you travel to a Garden planet and land, you will automatically refill to 100 Oxygen, gaining the benefits of the breathable atmosphere. Each type of planet provides for each resource you will need (see the Planets section for more information).

Crew

Your ship is where you can also find and manage your Crew. This can be done by going into Storage View then selecting the Crew tab.

Crew Stats

Every crew member has a unique set of stats

Class
The general specialism of the abilities and action points. Can be Engineer, Survivalist, or Xenolinguist.
Action Points
The total available Action Points the crew member can use on expeditions for abilities and events. Some crew may have access to more than one type of action point.
Level
The crew member’s level, improving in various aspects with each level up. Level increases when the current XP amount is reached.
HP
The crew member’s health. If this depletes the 0, the crew member is lost permanent, except for Nyx and
Skills
Special actions to be used on expeditions at the cost of Action Points.
Specialisations
Expertise at performing an Assignment on the ship.

 

Assignments and Specialisations

Each member of the crew can be assigned to one basic technology currently installed on the ship. Doing so will improve the operation of the Technology when used. Each technology can only have one crew member assigned at one time.

Geological scanner
Increases the probability of finding anomalies.
Refinery
Increases the chance of refining minerals into resources.
Driller
Increases the probability of finding resources when drilling.
Hydrogen probe
Increases the probability of finding resources when probing.
Cosmic folder
Increases the range of the cosmic folder.
Telescope
Increases the range of the telescope.
Interplanetary propulsion
Reduces the amount of fuel consumed.
Geological scanner
Increases the probability of finding anomalies.
Botanical complex
Reduces the amount of oxygen consumed.
Shield generator
Reduces damage to the hull.

Every time the technology is used, the crew gains experience, developing a Specialisation at it. Once they reach 15 points in a single task, they become more proficient and will perform the task even better.

There are 3 levels of specialisation, each further enhancing the benefits.

Level 1
15 XP
Level 2
25 XP (Total 40 XP)
Level 3
40 XP (Total 80 XP)

Crew can change assignments at any time, and gain specialisation in more than one skill.

Motivation

When Morale drops too low, one or more crew members become demotivated, with the exception of Nyx and Sergei who cannot become demotivated.

40% Morale or less
1 crew member will be Demotivated
20% Morale or less
2 crew members will be Demotivated

Demotivated crew members will not go on any expeditions. Additionally, one demotivated crew member will resign immediately upon visiting a civil planet.

Every time you lose crew or go on an expedition, the crew that are demotivated will change. This means you will be able to rely on any specific crew member to always be available, but no crew member will remain permanently demotivated.

Suits

Unique to Nyx and Sergei, as you progress through the story they receive unique Suits, which allow them to change their abilities

Expeditions

When you orbit a Rocky or Garden planet, you may be given a chance to Scan for anomalies, revealing points of interest. You can choose to land at these anomalies and go on an expedition to find valuable resources, items, and improve Morale.

When you scan an anomaly, you will be given some basic information about the expedition sight:

Objective shows the goal of the expedition. It may not have a specific target, and be a place for mining, or contain a village to visit. Objectives show the action points a good outcome may require.

Danger, shown in a scale 1 to 3, this will indicate the dangers present, including number of hazards and the risks on Events you will encounter.

Possible Rewards, the type of rewards you can find, including Minerals, Plants, Objects, Blueprints, Aliens (Crew) and Omega.

Risks, showing the type of hazards you will encounter. Consider bringing crew and equipping objects that can better tolerate the risks.

Preparing for an Expedition

Before any expedition, you must prepare the team that will go. You can select up to 4 members to go on an expedition.

Demotivated crew cannot be taken on expeditions, this is caused by low Morale. This is indicated by a red marker, and their portrait will have a darkened background.

Items

Items are special objects found on expeditions, from events, and for sale on Civilised planets, which can be used on expeditions.

Every member of the team can be assigned 1 item from the ship. These items provide a passive benefit to the member or team. However, items can only be used a finite number of times before they’re used up completely.

Every item has an associated Class with it of either Xenolinquist, Survivalist, or Engineer. Items can only be used by crew of the corresponding class.

Health

A crew member’s health persists both before and after expeditions. Expeditions run a large risk of causing damage, therefore crew that are not full-health prior to an expedition may be at risk of death. Health can be naturally regenerated over time using a Sickbay while travelling across systems.

Suits

Unlike most crew, Nyx and Sergei have access to unique ‘Suits’. These are options that change both their Skills and Action Points during expeditions. Select the Suit most appropriate for the task.

Suits are unlocked as you progress through the story and complete missions.

During an Expedition

Expeditions operate on an expansive hexagonal board, with turn-based navigation. You begin the expedition with all of the crew you selected, with full action points.

The crew are given a set of stats that will determine their options during an expedition:

Speed
The number of tiles the crew can move in a single round.
Vision
The number of tiles ahead that will be identified upon moving to a location.
Health
Unique to each crew member, if it hits zero, they’re gone.
Action Points
Unique to each crew member, used to activate their Skills, and during Events.

Rounds are done by selecting a location then clicking it again to move. Using a Skill or calling the ship does not take a round to perform, and the round only finishes when you move. You can only move as far as the Crew’s Speed in a single round.

Points of Interest and Events

Scattered around the map will be areas to gather valuable items to take back to the ship, including Treasure chests and resource veins. Treasure Chests can contain items including Objects and Blueprints, while resources can be for either Minerals or Plants.

Some named areas you may find will trigger an Event. Events during expeditions provide a choice where you may spend Action Points. Good outcomes can provide new crew, objects, blueprints, and materials, while some bad outcomes can cause crew to receive afflictions, lose health, or lose action points. If the Expedition has an Objective, the Objective will always have an Event.

Events offer three choices, with at least one that costs zero action points, usually with a low reward and riskier outcomes, and one that uses Action Points to more safely resolve the situation with better rewards. If more than one crew member can fulfil the Action Points, you will be asked to choose which one will perform the task. You will need to consider the current condition of your crew, and the potential implications of what your choice could do.

You can see what Action Points are required to receive the best outcome when hovering over a Point of Interest, and on the expedition’s Objective, however this will not show if a second option using Action Points is available. You can use this information to plan ahead what you will wish to spend on Skills and other Events.

Buffs and Hazards

The crew can receive beneficial and harmful status conditions, particularly from skills, objects, and some events. Some held objects may give these randomly or upon completing certain conditions, while skills can be activated any time to receive their benefits.

Celerity
+2 Speed
Improved Vision
+1 Vision

By contrast, hazards are dangerous zones that are sometimes found during an expedition. Standing on or moving across has a chance to inflict each member with a condition. The shown percentage on the hazard tile is the chance each member has of receiving the affliction.

Most afflictions will apply immediately, and then apply again within a number of turns. This makes it imperative to reach locations quickly, if the affliction will cause severe harm.

Fever
Lose 2 Health points every 3 rounds.
Asphyxia
Lose 1 Health points every 2 rounds.
Bleeding
Lose 1 Health point every round.
Dazed
Lose 1 Action Point every round for 2 rounds.
Blindness
Reduces the crew’s Vision by 1
Hypothermia
Reduces the crew’s Speed by 2

Expeditions (Continued)

Villages

On some Expeditions you may find a Village. Similar to Civilised Planets, you can visit these locations to dismiss crew, recruit new crew, and trade materials and objects.

Calling the Ship

If you cannot make it back safely or need it immediately (i.e. a crew member has been dangerously afflicted), you can spend 7 Fuel to immediately call the Ship to an adjacent tile.

This action does not take a round. However, boarding the ship still requires 1 round, so plan accordingly if you are in dire need.

Losing Crew

If a crew member’s Health hits zero, they are immediately lost permanently. If all crew on the expedition are lost (and Nyx and Sergei are not on the expedition), the Expedition will end prematurely, and you will not receive any item or material gathered on the expedition.

If either Nyx or Sergei reach 0 Health, you risk a Game Over. The only way to avoid this is to spend 1 Omega from the ship to revive them. If you do not, your journey immediately comes to an end.

Completing an Expeditionp

Upon returning to the ship, you will receive every item and material earned on the expedition, alongside experience and morale for the crew, with a quick overview.

Experience and Morale

Depending on activities done during the expedition, your entire crew gains a certain amount of XP towards levelling up, and Morale benefitting the entire crew.

Experience gained depends on points of interest within an expedition, and the use of crew skills.

Objective
+30 XP is the Objective was completed
Event
+10 per Event encountered
Objective
+30 XP is the Objective was completed
Skill
+2 XP per Skill used.
Harvest
+3 XP per resource vein harvested
Village
+3 XP per resource vein harvested

Morale is influenced by the completion of objectives and visiting villages, but is also affected by the loss and gain of crew.

Death of a crew member
-20 Morale per death
New crew member
+5 Morale per crew member received
Objective Complete
+10 if the Objective was completed
Entering a village
+5 Morale per village entered
Other
-10 Morale per crew member dismissed at Villages

Frequent expeditions are good for Morale if managed properly, but can be devastating if any crew falls. Complete as much of the expedition as possible to get more XP, but make sure to protect your crew, and prioritise safer expeditions if necessary.

Crew Level Up

When a member of the crew has their XP reach maximum, they will Level Up. During Level Up, you can select 2 of 3 level up perks:

Health
+1 Health
Upgrade Skill
Upgrade one of the two skills.
You cannot upgrade both skills.
Action Points
+1 of the given Action Points

After levelling up, their XP returns to 0. No excess XP is earned. After each Level Up, the XP requirement increases

Level 1
Starting level
Level 2
90 XP
Level 3
150 XP (Total 240 XP)
Level 4
200 XP (Total 440 XP)

Using a crew member on expeditions will improve their abilities for future expeditions. Maintain valuable crew and give them more expedition opportunities to ensure you can build levels.

Fatigue

After an expedition, all crew that went on the expedition become fatigued, and cannot go on another expedition for at least 2 inter-stellar trips, limiting how many expeditions you can perform. Currently fatigued crew are indicated by a red battery icon.

With more crew, or by using less crew on expeditions, you can perform more expeditions in a solar system, to better maintain Morale and gain resources.

Archives: Technologies

Technology and Equipment

 

Assignable Technologies
Name
Description
Rarity
Resources
Geological scanner
Essential technology.
Allows you to scan planets while in orbit, to find landing zones for expeditions.
Uncommon
Fe 3, Si 3
Refinery
Allows you to refine raw Minerals into metal resources.
Rare
Th 2
Driller
Essential technology.
Allows you to Drill when landed on a planet to either collect metals from Rocky planets or gases from Garden planets.
Common
Fe 4
Hydrogen probe
Essential technology.
Allows you to probe while in orbit of a gaseous planet to collect gases usable as fuel.
Common
Fe 3, Cu 2
Cosmic folder
Essential technology.
Allows you to jump between planetary systems. Provides a base 5 light-years of Cosmic Folder range.
Common
Fe 3, Si 2
Telescope
Allows you to select stars in Galaxy view to observe their star type. Provide a base 10 light-years of Telescope range.
Common
Fe 3, Si 2
Interplanetary propulsion
Essential technology.
Allows you to move between planets in a solar system.
Common
Fe 3, C 2
Botanical complex
Allows you to use Plants to grow flowers, and use flowers to improve Morale.
Common
Fe 3, Cu 2, Si 1
Shield generator
+2 Resistance
Common
Fe 5, Pt 3, Th 4

 

Additional Technologies
Gravitational lens
+5 light-years of Telescope range
Rare
Au 3, Hf 3
Ultraprobe
Allows probing of stars in addition to gaseous planets, to collect gases usable as fuel.
Uncommon
Pt 4, Si 2
Thermal resonance generator
+1 resistance
Uncommon
Fe 3, Co 2, Th 3
Void fluctuation projector
+1 resistance
Rare
Fe 3, Hf 2, Th 3
Supra-conductor protection
+1 resistance
Legendary
Th 5, Pt 5
Solar Sails
+1 performance
Uncommon
Au 5
Gravitational sails
+2 performance
Rare
Th 4, Pt 3
Gravitational well generator
+1 performance
+3 light-years of Cosmic Folder range
Uncommon
Fe 5, Cu 4, Th 3
Tau stasis
+2 performance
+3 light-years of Cosmic Folder range
Rare
Th 6, Cu 5
Subspace reactor
+3 performance
+3 light-years of Cosmic Folder range
Legendary
Pt 5, Hf 6, Cu 4
Wormhole Generator
Allows you to travel from one black hole to any other black hole that is within range of the telescope.
Rare
Th 3, Si 4, Au 4, Fe 5
Life seed
Allows you to transform a Rocky planet to a Garden planet using 1 Omega.
Rare
C 5, Pt 2, Cu 4
Death seed
Allows you to transform any star into a black hole using 1 Omega. Destroys all planets in the solar system.
Rare
Co 5, Au 7, Th 3, Pt 4
Planetary extension
Significantly increases the amount of material received from Drilling.
Rare
Cu 3, Fe 3

Archives: Modules

Standard Modules
Name
Description
Rarity
Resources
Regular Cabin
Essential technology.
+10 comfort
+2 Crew capacity
Common
C 4, W 2, Fe 1
Sick Bay
All crew members are healed +1 HP each interstellar trip.
+5 comfort
Common
C 5, F 5
Suitable bunk
-5 comfort
+2 Crew capacity
Common
Fe 4, C 1
Mess hall
+20 comfort
Common
Cu 5, Co 2
Recruit dormitory
-10 comfort
+3 Crew capacity
Common
C 5, Fe 5
Relaxation pod
+10 comfort
Uncommon
Fe 3, Si 6
Luxury room
+20 comfort
+1 Crew capacity
Rare
Pt 3, W 3
Communication station
+5 comfort
+20% chance of regaining +5 Morale per interstellar trip.
Legendary
Fe 4, td 3, Co 3

 

Special Modules
Name
Description
Rarity
Resources
Energy cage
A cage able tocontain tde Archon
Legendary
N/a
God module
+1 Crew capacity
Allows storing divine beings on the ship
Legendary
C 2, Cu 2

Archives: Misc.

Resources
Name
Locations
Rarity
Carbon
Rocky planets only
Refining minerals
Common
Iron
Rocky planets only
Refining minerals
Common
Silicon
Rocky and Garden planets
Refining minerals
Common
Copper
Rocky and Garden planets
Refining minerals
Common
Gold
Rocky and Garden planets
Refining minerals
Common
Cobalt
Rocky and Garden planets
Refining minerals
Rare
Thorium
Rocky and Garden planets
Refining minerals
Rare
Hafnium
Rocky and Garden planets
Refining minerals
Rare
Tungsten
Rocky and Garden planets
Refining minerals
Rare
Platinum
Rocky and Garden planets
Refining minerals
Rare
Oxygen
Garden planets only
Common
Hydrogen
Gas planets and stars
Common
Helium
Gas planets and stars
Rare
Omega
Anywhere
Legendary

 

Plants
Name
Effect
Duration
Recycle value
Rarity
Clusiana
+3 morale per Survivalist every 4 interstellar voyages
12
3
Common
Agenensis
+3 morale per Engineer every 4 interstellar voyages
12
3
Common
Humilis
+3 morale per Xenolinguist every 4 interstellar voyages
12
3
Common
Orientalis
+5 morale every 6 trips if used on a ship with a Ecosystem of 60 or more
18
3
Common
Gipsy Queen
+5 morale every 6 trips if used on a ship with a Resistance of 60 or more
18
3
Common
Bellevalia
+5 morale every 6 trips if used on a ship with a Performance of 60 or more
18
3
Common
Yellow Hammer
+5 morale every 6 trips if used on a ship with 5 or more crew members
18
4
Uncommon
Aloe Helenae
+15 additional morale for each landing on a Civilised Planet
30
4
Uncommon
Sempervivum
+5 extra morale each time an expedition is completed
15
4
Uncommon
Heliopsis Helianthoides
+5 morale each time a module is constructed
15
6
Rare
Cygnus Segetum
+5 morale each time a technology is constructed
15
6
Rare
Taraxacum
Protects from morale loss due to nebulae
50
6
Rare
Japonicum
Orbiting a Black Hole no longer causes morale loss
30
7
Legendary

Thanks to Charis and Sir Emo Tarquin Death Chapington for his great guide, all credit to his effort. you can also read the original guide from Steam Community. enjoy the game.

Leave a Comment

ArabicEnglishFrenchGermanItalianJapaneseKoreanPortugueseSpanish