宇宙船を強化して、より遠くへ進む
Steam: https://store.steampowered.com/app/2471100/
App Store: https://apps.apple.com/jp/app/id6483933995
公式Wiki: https://spaceidle.game-vault.net/wiki/Main_Page
App Store: https://apps.apple.com/jp/app/id6483933995
公式Wiki: https://spaceidle.game-vault.net/wiki/Main_Page
| + | 目次 |
Core
- サルベージを使用して武器・シールド・補助ユニットを強化できる。
- 強化が一定レベルになるとボーナス
- 武器の優先攻撃対象を設定できる
Turret
| 名前 | 説明 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Laser Cannon | Laser Boost開放 ダメージ×1.1 |
ダメージ×1.25 | ダメージ×1.25 | ダメージ×1.25 | 攻撃速度×1.15 | ||||||
| LBクールダウン-10 | LBクールダウン-10 | 全シールドダメージ加算乗数+0.2 | LBパワー加算乗数+0.75 | ||||||||
| Gatling Laser | |||||||||||
| Charge Laser | |||||||||||
| Beam Laser | |||||||||||
| Kinetic Cannon | アーマーに有効 | ||||||||||
| Bomb Launcher | アーマーに有効 | ||||||||||
| Missile Launcher | Kinetic Volley | Wepon Power | Wepon Power | Wepon Power | Rapid Fire | Improved Tracking | Mass Barrage | Wepon Power | Wepon Power | Wepon Power | アーマーに有効 |
| Kinetic Volley Cooldown | Targeting Refinement | Fire Rate Synergy | Kinetic Volley Power | Empowered Missiles | Fire Rate Synergy | Launch Power | |||||
| Disruption Charge | Phasingに有効 | ||||||||||
Defence
| 名前 | 説明 |
|---|---|
| Continuous Generator | |
| Bulk Generator | |
| Deflector Shield |
Utility
| 名前 | 説明 |
|---|---|
| Advanced Computer Lab | |
| Advanced Synth Station | |
| Enhanced Reactor | |
| Research Station | |
| Resource Refinery |
Compute
| + | Compute |
- 計算力を割り振って計算して、ダメージとシールド容量にボーナスを増やす
- ボイドマターを使用して計算力を高める
Basic
| 効果 | |
|---|---|
| Damage 1.1 | ダメージブースト |
| Shield 1.1 | シールドブースト |
| Damage 1.25 | ダメージブースト |
| Shield 1.25 | シールドブースト |
| Damage 2 | ダメージブースト |
| Shield 2 | シールドブースト |
| Damage 4 | ダメージブースト |
| Shield 4 | シールドブースト |
| Damage 10 | ダメージブースト |
| Shield 10 | シールドブースト |
Advanced
| 効果 | |
|---|---|
| 1.1 Cap+ | Damage 1.1とShield 1.1の1秒毎の増加上限を上げる |
| 1.25 Cap+ | Damage 1.25とShield 1.25の1秒毎の増加上限を上げる |
| 2 Cap+ | Damage 2とShield 2の1秒毎の増加上限を上げる |
| 4 Cap+ | Damage 4とShield 4の1秒毎の増加上限を上げる |
| 10 Cap+ | Damage 10とShield 10の1秒毎の増加上限を上げる |
| 1.1 Cap+ Cap+ | 1.1 Cap+の1秒毎の増加上限を上げる |
| 1.25 Cap+ Cap+ | 1.25 Cap+の1秒毎の増加上限を上げる |
| 2 Cap+ Cap+ | 2 Cap+の1秒毎の増加上限を上げる |
| 4 Cap+ Cap+ | 4 Cap+の1秒毎の増加上限を上げる |
| 10 Cap+ Cap+ | 10 Cap+の1秒毎の増加上限を上げる |
| 1.1 Cap+++ | 1.1 Cap+ Cap+の1秒毎の増加上限を上げる |
Synth
- 素材を作成して、素材からモジュールを作成する
Material
| 作成時間 | 必要素材 | Synth Point/レベル | 最大レベル | 開放要素 |
|---|
Synth Upgrades
Module
| モジュール効果 | 必要素材 | Tier:1 | Tier:2 | Tier:3 | Tier:4 | Tier:5 | Tier:6 | Tier:7 | Tier:8 | Tier:9 | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Offence Efficiency | ダメージ | ×1.1e8 | ×1.1e9 | |||||||||
| Defence Efficiency | 最大シールド | ×1.1e8 | ×1.1e9 | |||||||||
| Combat Enhancer | ダメージ・最大シールド | ×31 | ×181 | |||||||||
| Salvage Recovery Efficiency | サルベージ量 | ×2.8e6 | ×1.68e7 | |||||||||
| Salvage Auto Collector | スクラップ自動収集 | ☆ | ||||||||||
| Void Matter Recovery Efficiency | ボイドマター量 | ×1.5e5 | ×9e5 | |||||||||
| Energy Void Auto Collector | エネルギーボイド自動起動 | ☆ | オフラインで使用不可 | |||||||||
| Compute Speed Booster | 計算速度 | ×1.2e6 | ×7.2e6 | |||||||||
| Compute Levels Booster | 計算レベル上昇 | ×8.5 | ×18.5 | |||||||||
| Extra Battery | ボイドパワー容量 | ×2.2e8 | ×2.2e9 | |||||||||
| Power Generator | ボイドパワー生成量 | ×1.32e7 | ×7.2e7 | |||||||||
| Research Enhancer | 研究 | ×3.2e6 | ×3.3e7 | |||||||||
| Void Shard Sensor | かけらドロップ率 | ×1.1e5 | ×6e5 | |||||||||
| Warp Stabilizer | ワープコアチャージ速度 | +2 | +2.7 | |||||||||
| Void Beacon | ウェーブ即開始 | +1 | オフラインで使用不可 | |||||||||
| Void Lure | 4秒ごとにウェーブ開始 | +1 | ||||||||||
| Base Coordinator | 基地生産量 | ×53 | ×213 | |||||||||
| XP Booster | XP獲得量 | ×3 | ||||||||||
| Laser Boost Automator | レーザーブースト自動使用 | ×0.9 | ||||||||||
| Shield Boost Automator | シールドブースト自動使用 | ×0.9 | ||||||||||
| Volley Automator | 一斉射撃自動使用 | ×0.93 | ||||||||||
Void Device
- 敵がドロップするかけらをスロットに入れる
| かけら種類 | Ⅰ | Ⅱ | Ⅲ | Ⅳ | Ⅴ | Ⅵ | Ⅶ | 共通 | 赤 | オレンジ | ピンク | 青 | 緑 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Battle | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ダメージ・最大シールド | 攻撃速度 | 計算速度 | サルベージ量 | 攻撃範囲 | シールド回復 | |
| Compute | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | 計算速度 | ボイドマター量 | サルベージ量 | 計算上昇量 | |||
| Flex | ◯ | ◯ | ◯ | ◯ | ◯ | 研究 | 合成速度 | かけらドロップ率 | ボイドパワー生成量 | ワープコアチャージ速度 | |||
| Power | ◯ | ◯ | ◯ | ◯ | ◯ | ボイドパワー容量 | ボイドマター変換時間 | ボイドパワー生成量 | |||||
| Salvage | ◯ | ◯ | ◯ | ◯ | ◯ | サルベージ量 | |||||||
| Synth | ◯ | ◯ | ◯ | ◯ | ◯ | 合成速度 | |||||||
| Research | ◯ | ◯ | ◯ | ◯ | 研究 | Material 研究 | Observational 研究 | Energy 研究 | フォーカス研究 | ||||
| Damage Target | ◯ | ◯ | ◯ | ◯ | 最大シールド | シールドダメージ | 船体ダメージ | ダメージ | 装甲ダメージ | ||||
| Warp | ◯ | ◯ | ◯ | ワープコアチャージ速度 | |||||||||
| Base | ◯ | ◯ | ◯ | 基地生産量 | Base 3生産量 | Base 4生産量 | Base 1生産量 | Base 2生産量 | |||||
| Crew | ◯ | クルーXP | Proficiency XP | Ingenuity XP | Acumen XP | Engineering XP | |||||||
| Manifest | ◯ | (リンク)合成速度 | (リンク)ワープエッセンス量 | (リンク)サルベージ量 | かけらドロップ率 |
Prestige
- いくつかの要素をリセットして、最初から進行する
- 宇宙船の種類や装備を変更できる
Prestige
- サルベージとボイドマター
- すべての装備のレベル
- 計算レベル
- 合成素材とモジュールレベル
- レトロフィット回数
- 基地の開放
- 出力した乗組員と生体スリーブ
Retrofit
- レトロフィットは1回のプレステージ中に一定回数までできる
- すべての装備のレベル
Distance
| 距離 | 報酬 |
|---|---|
| 21000 | 宇宙船アップグレード:任務リスト |
任務リスト
| + | Task List Tips |
| Challenge | すべてのチャレンジを完了する |
| Synth | 利用可能なすべてのマテリアルを無限にする |
| Compute | ダメージ・シールドボーナスを1e22にする |
| V Device | Manifest ShardのResonanceを最大にする |
| Warp | すべてのWarpアップグレードを購入する |
| Reactor | すべてのレベルを最大にして5分間稼動する |
| Sector 74 | セクター74を攻略する |
Reactor
- Void Matter→Void Powerに変換して、強化に使用する
- エンジン速度
- サルベージ量
- ダメージ
- 研究量
- 計算速度
- 合成速度
- 最大シールド
Research
- 研究ポイントをためて研究を進める
- 3つの研究から1つだけより速く研究を進められる
Material Research
Energy Research
Observational Research
Bases
- 生産ユニットを配置して、部品を生産する
Base 1
- セクター13で開放
- コンポーネントの数に応じてダメージと最大シールドを強化
| 説明 | 費用 | |
|---|---|---|
| Reactor Boost Levels | リアクターブーストレベルを開放 | |
| Upgrade Weapon and Defense Cores | 武器・シールド Tier2 | |
| Retrofitting | 改良+1 | |
| Compute Cap+ | 計算の1秒毎の増加上限+20 | |
| Research Lab | 研究×30 | |
| Base 1 Security | プレステージでセクター13から開始できる |
Base 2
- セクター26で開放
- コンポーネントの数に応じて計算速度を強化
| 説明 | 費用 | |
|---|---|---|
| Compute Improvements | Computeに新しいタブを追加 | |
| Retrofitting | 改良+1 | |
| Linked Base Efficiency | Base 1-4×3 Base 1×5 |
|
| Upgrade Weapon and Defense Cores | 武器とシールド Tier +1 | |
| Reactor Facility | ボイドパワー生成量×30 ボイドパワー容量×30 |
|
| Base 2 Security | プレステージでセクター26から開始できる |
Base 3
- セクター39で開放
- コンポーネントの数に応じて合成速度を強化
| 説明 | 費用 | |
|---|---|---|
| Shard Linking | かけらスロットをリンクできる 最大かけらリンク+1 |
|
| Retrofitting | 改良+1 | |
| Retrofit Recycling | 改良で消費したコストの25%を付与する | |
| Upgrade Weapon and Defense Cores | 武器とシールド Tier +1 | |
| Base 3 Security | プレステージでセクター39から開始できる |
Base 4
- セクター54で開放
- コンポーネントの数に応じてワープエッセンス獲得を強化
| 説明 | 費用 | |
|---|---|---|
| Linked Base Efficiency | Base 1-3×10 | |
| Retrofitting | 改良+1 | |
| Uncapped Power Boosts | リアクターのブーストレベル上限を削除 最大ボイドパワーボーナスを追加 |
|
| Base 4 Security | プレステージでセクター54から開始できる |
Challenges
- 制限付きでステージを進めて、クリアするとボーナスがもらえる
Core Computing
- コアを除くすべてのダメージと最大シールドのアップグレードは無効化される
- サルベージはドロップしない
- 計算はサルベージを生産する
- Coreタブのダメージと最大シールドは10倍強力
Synth Purity
- 合成とモジュールを除くすべてのダメージと最大シールドのアップグレードは無効化される
- サルベージはドロップしない
- 合成素材の無限化とスタート時所持量は適用されない
- 基本のダメージと最大シールドは合成素材によって決定する: (0.1×[所持量]×[作成時間])^0.8
Power Hungry
- すべてのダメージと最大シールドのアップグレードは無効化される
- ダメージと最大シールドは現在のボイドパワーに設定される
- 緊急撤退のあと10秒間はパワー生成量が10倍
Base Carry
- すべてのダメージと最大シールドのアップグレードは無効化される
- サルベージはドロップしない
- 基地の建造物は戦闘ステータスを持つ
| Material | シールド |
| Components | ダメージ |
| Parts | 戦闘乗数 |
| Booster | 建造物のブースト・全体ペナルティ発生 |
| Drain Reducer | 全体ペナルティ削減 |
| 2x Booster | 全体ブースト・全体ペナルティ発生 |
| + | ... |
Warp Drive
- 一時的に特殊ステージに移動して、ポイントで強化する
Warp Drive
| 開始 | 最大 | 出現する敵 | |
| Alpha | 41 | ||
| Beta | 46 | ||
| Ceta | 51 | ||
| Delta | 58 | ||
| Epsilon | 69 | ||
| Fenix | 70 | ||
| Gamma | 71 | ||
| Helius | 72 | ||
| Iota | 73 | ||
| Jovis | 74 |
Warp Upgrades
┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┐ ┌─┐
│ ├─┤ ├─┤ │ │ ├─┤ ├─┤ │ │ │ │ │ │ │
└─┘ └─┘\└─┘ └─┘/└─┘ └─┘ └┬┘ └┬┘ └┬┘
\ / │ │ │
┌─┐ \┌─┐/ ┌─┐ ┌─┐ ┌─┐ ┌┴┐ ┌─┐ ┌┴┐ ┌─┐ ┌┴┐ ┌─┐
│ ├───────┤ ├───────────┤ │ │ ├─────────────────────┤ ├─┤ ├─┤ ├─┤ ├─┤ ├─┤ ├─┤ │
└─┘ /└─┘\ └┬┘ └┬┘ ┌─┐ └┬┘ └┬┘ └─┘ └┬┘ └─┘ └┬┘ └─┘
/ \ │ / │ \ │ │ / │ │ │ │
┌─┐ ┌─┐/┌─┐ ┌─┐\┌─┐ ┌─┐ ┌┴┐ ┌─┐ ┌┴┐ ┌─┐ └┬┘ / │ ┌┴┐ ┌┴┐ ┌┴┐
│ ├─┤ ├─┤ │ │ ├─┤ ├─┤ │ │ │ │ │ │ │ │ │ │ / │ │ │ │ │ │ │
└─┘ └─┘ └─┘ └─┘ └─┘ └─┘ └┬┘ └─┘ └┬┘ └─┘ ┌─┐ ┌┴┐ ┌─┐│ └─┘ └─┘ └─┘
│ \ │ / │ ├─┤ ├─┤ ││
┌─┐ ┌─┐ ┌┴┐ ┌┴┐ └─┘ └─┘ └─┘│
│ ├─────────────┤ │ │ │ │ │ │
└┬┘ └┬┘ └┬┘ └┬┘ │
│ │ │ / │ \ │
│ ┌─┐ ┌┴┐ ┌─┐ │ ┌─┐ ┌┴┐ ┌─┐ │
│ │ ├─┤ ├─┤ │ ┌┴┐ │ │ │ │ │ │ │
│ └┬┘ └─┘ └┬┘ │ │ └┬┘ └┬┘ └┬┘ │
│ │ │ └┬┘ │ │ │ │
┌─┐ ┌─┐ ┌─┐ │ ┌┴┐ ┌─┐ ┌┴┐ │ ┌┴┐ ┌┴┐ ┌┴┐ │
│ ├─┤ ├─┤ │ │ │ ├─┤ ├─┤ │ │ │ │ │ │ │ │ │
└─┘ └─┘ └─┘ │ └─┘ └┬┘ └─┘ ┌┴┐ └─┘ └┬┘ └─┘ │
\ │ │ │ │ \ │ / │
┌─┐ ┌─┐ ┌─┐ ┌┴┐ ┌─┐ ┌─┐ ┌─┐ │ └┬┘ ┌┴┐ ┌─┐ ┌─┐ ┌─┐ │
│ ├─┤ ├─┤ ├─┤ ├─┤ │ │ ├─┤ │ │ │ │ │ │ ├─┤ ├─────┤ │ │
└─┘ └─┘ └─┘ └┬┘ └┬┘ └─┘ └┬┘ │ │ └┬┘ └┬┘ └─┘ └┬┘ │
/ │ │ │ │ │ │ │ │ │
┌─┐ ┌─┐ ┌─┐ │ ┌┴┐ ┌─┐ ┌┴┐ ┌┴┐ ┌┴┐ ┌┴┐ ┌─┐ ┌┴┐ ┌─┐ ┌─┐ ┌┴┐ ┌┴┐
│ ├─┤ ├─┤ │ │ │ ├─┤ ├─┤ ├─┤ ├───────┤ ├──────┤ │ │ ├─┤ ├─┤ ├─┤ │ │ ├─┤ │
└─┘ └─┘ └─┘ │ └─┘ └─┘ └─┘ └┬┘ └┬┘ └┬┘ └─┘ └┬┘ └─┘ └─┘ └┬┘ └─┘
│ │ │ │ │ │
│ │ ┌─┐ ┌┴┐ ┌┴┐ ┌─┐ ┌┴┐
│ │ │ │ │ │ │ ├─┤ ├─────┤ │
│ ┌─┐ ┌─┐ ┌┴┐ └┬┘ └┬┘ └─┘ └─┘ └─┘
│ │ ├─┤ ├─┤ │ │ │
│ └┬┘ └┬┘ └┬┘ ┌─┐ ┌┴┐ ┌─┐ ┌┴┐ ┌─┐
│ │ │ │ │ ├─│ │─┤ │ │ ├────┤ │
┌┴┐ ┌┴┐ ┌┴┐ ┌┴┐ └─┘ └─┘ └┬┘ └─┘ └─┘
│ ├─────┤ │ │ │ │ │ / \ │ / \
└─┘ └─┘ └─┘ └─┘ ┌─┐ ┌─┐ ┌┴┐ ┌─┐ ┌─┐
│ │ │ │ │ │ │ │ │ │
└┬┘ └┬┘ └┬┘ └─┘ └─┘
│ │ │ \ /
┌┴┐ ┌┴┐ ┌┴┐ ┌─┐
│ │ │ │ │ │ │ │
└─┘ └─┘ └┬┘ └┬┘
\ / │ │
┌─┐ ┌┴┐ ┌┴┐
│ ├─────┤ │ │ │
└─┘ └─┘ └─┘
| 効果(レベル毎) | 最大レベル | |
|---|---|---|
| Battle Improvement | ダメージ・シールド×2 | 1 |
| Warp Battle Sync | ダメージ・シールド×ワープ倍率 | 1 |
| Battle Improvement | ダメージ・シールド×1.5 | 1 |
| Shield Improvement | シールド×1.1 | 10 |
Crew
- クルーを作成して、働かせる
Crew
- [Stat] クルーの2つのレベルの合計
- [Rank] クルーのランク
- [Enginnering] クルーのEnginneringレベル
- [Active Enginnering Total] すべてのアクティブなクルーのEngineeringレベル合計
| クルー | メイン | サブ | 効果 | 最大レベル | 条件 | |
|---|---|---|---|---|---|---|
| Energy Technician | Engineering | Acumen | Reactor Maintenance | VP生成・最大 1+(0.01×[Stat]×[レベル]) | 50 | |
| Coordinated Power | VP生成・最大 1+(0.005×[E合計]×[レベル]) | 50 | 10RP | |||
| Tech Know How | 研究ボーナス 1+(0.005×[A]×[レベル]) | 50 | 10RP | |||
| Reactor Focus | VP生成・最大 1+(0.005×[E]÷[A合計]×[レベル]) | 50 | 50RP | |||
| Base Assisted Reactor | VP生成・最大×10・Base 1-4×0.5 | 1 | 50RP | |||
| Research Enjoyer | 研究ボーナス 1+(0.005×[A合計]÷[E]×[レベル]) | 50 | 50RP | |||
| Cyber Specialist | Proficiency | Ingenuity | ||||
| Researcher | Acumen | Ingenuity | ||||
| Materials Engineer | Ingenuity | Engineering | ||||
| Logistics Manager | Proficiency | Engineering | ||||
| Zeno Phenomenologist | Ingenuity | Acumen | ||||
| Industrial Engineer | Engineering | Proficiency | ||||
| Reconstitutioin Specialist | Acumen | Proficiency | ||||
Mastery
| コスト1 | 初期バイオスリーブ+1 | バイオスリーブ生成速度×2 | Enginnering XP×30 | Acumen XP×30 | Proficiency XP×30 | Ingenuity XP×30 | サルベージ量×40・ボイドマター量×20 | モジュールスロット+1 |
| コスト2 | アクティブクルー+1 | 計算力×20・計算速度×10・計算レベル上昇×1.5 | 合成速度×5 | かけらリンク+1 | VP最大・生成量×50 | すべて集中研究・すべての無制限研究を選択・研究ボーナス×10 | Base 1-4×10 | ワープエッセンス×5・ワープコア+4 |
Stat Totals
Ranks
Enginnering
Acumen
Proficiency
Ingenuity
Reinforce
- 特定セクター到達後、より強力なリセットと強力なボーナス
- セクター80到達で開放
| セクター | タイトル | 効果 |
| 80 | Reinforce Bonus | |
| Ship Upgrades | 新しいユーティリティを開放可能 | |
| Keep 2 Challenge Completion | チャレンジ自動完了 +2 | |
| Base 5 Conversion | セクター74の基地を利用可能 | |
| Base Improvements | リインフォース時に基地1,2のグリッドを全て開放 基地3,4にアップデートの追加 | |
| Enemy Strength Reduction | 敵の強さを削減 +0.2 敵の強さを削減セクター +74 | |
| Warp Sync | ||
| Smarter Craft | ||
| Void Device Smart Upgrade | ||
| Crew Mastery Progress Floor | ||
| 85 | Reinforce Bonus | |
| Ship Upgrades | ||
| Keep All Challenge Completion | ||
| Crew Keep 1 Mastery | ||
| Base Grid Unlock | ||
| Tracking Improvements | ||
| Data Core Sync | ||
| Crew Mastery Scaling | ||
| Overkill Engine Boost | ||
| 90 | Reinforce Bonus | |
| Ship Upgrades | ||
| Crew Mastery Progress Floor | ||
| Crew Keep 2 Mastery | ||
| Crew Bulk Sleeves | ||
| Reset Data Cores on Retrofit | ||
| Warp Sync | ||
| Overkill Engine Boost | ||
| 95 | Reinforce Bonus | |
| Ship Upgrades | ||
| Research Understanding | ||
| Crew Keep 3 Mastery | ||
| Base Grid Unlock | ||
| Veiled Enemy Harvesting | ||
| Warp Overkill Speedup | ||
| 100 | Reinforce Bonus | |
| Fleet | ||
| Crew Improved Mastery | ||
| Base Finalizing | ||
| Warp Full Sync | ||
| Overdrive Catchup | ||
| Overkill Engine Boost |
R5
- セクター100到達ととリインフォースで開放
Achievement
- 条件を満たすとAIポイントやボーナスがもらえる
Destroy Enemies
| 達成効果 | ||
| Destroy 100 Enemies | ダメージ×1.02 | 10 AP |
| Destroy 1000 Enemies | ダメージ×1.02 | 10 AP |
| Destroy 10000 Enemies | ダメージ×1.02 | 20 AP |
| Destroy 1e5 Enemies | ダメージ×1.02 | 20 AP |
| Destroy 5e5 Enemies | ダメージ×1.02 | 30 AP |
| Destroy 1e6 Enemies | ダメージ×1.02 | 30 AP |
| Destroy 2e6 Enemies | ダメージ×1.02 | 40 AP |
| Destroy 4e6 Enemies | ダメージ×1.02 | 40 AP |
| Destroy 8e6 Enemies | ダメージ×1.02 | 50 AP |
| Destroy 2e7 Enemies | ダメージ×1.02 | 50 AP |
| Destroy 5e7 Enemies | ダメージ×1.02 | 75 AP |
| Destroy 1e8 Enemies | ダメージ×1.02 | 75 AP |
Emergency Retreat
Sector
Unique Sector
Every Secure
Corvette
Compute
Synth
Void Shared
Reactor
Research
Challenge
Warp Drive
Crew
その他
| Enter secret code on the settings screen | 22 AP |
| Base(ic) Green | 緑の船 |
| Messed up the setup | 25 AP |
| Who would try to cheat an achievement??? | 50 AP |
| Three base word (enter code on settings screen) | 50 AP |
| Utterly fail at warp | 50 AP |
| Perform an Octocharge | 50 AP |
| Current Year Acumen | 100 AP |
| Reach sector 74 and complete all tasks | 300 AP |
AI
- AIポイントを使用して便利な機能を開放する
Automation 1
| 説明 | AI Points | |
|---|---|---|
| Auto Merge | Enables a toggle for automatically merging shards as you acquire them. HIGHLY RECOMMENDED. | |
| Core Auto Upgrade | Enables a toggle for automatically buying core upgrades every 5 seconds. | |
| Compute Auto Salvage | ||
| Compute Power Auto | ||
| Compute Optimize Button | ||
| Compute Auto Optimize | ||
| Smart Craft | ||
| Smart Craft 2 | ||
| Smart Craft 3 | ||
| Smart Craft 4 | ||
| Module Queue | 300 | |
| Synth Upgrades Byu Max | 300 | |
| Reactor Auto Buy | ||
| Reactor Power Manager | ||
| Reactor VM Manager | 300 | |
| Research Auto Select | ||
| Base Auto Upgrade | ||
| Auto Warp | ||
| Warp Upgrades Byu Max |
Automation 2
| 説明 | AI Points | |
|---|---|---|
| Crew XP/Skill Auto Buy | ||
| Crew Stat Auto Switcher | ||
| Crew Reprint Button | ||
| Crew Auto Reprint | ||
| Fixture Auto Select | ||
| Research Data Core Auto | ||
| Overdrive Auto | ||
| Overdrive Charge Auto | ||
| Fleet Repeat Auto Battle | ||
| Fleet Repeat Auto Improve | ||
| Splice Aspect Automation | ||
| Adaptations Auto Cheapest |
Quality of Life
| 説明 | AI Points | |
|---|---|---|
| Auto Advance | ||
| Custom Tab Order | 25 | |
| Auto Navigate | ||
| Auto Navigate Distance | 50 | |
| Loadout Slot | Unlocks a loadout slot. | |
| 2nd Loarout | Unlocks another loadout slot. | |
| 3rd Loarout | Unlocks another loadout slot. | |
| 4th Loarout | Unlocks another loadout slot. | |
| 5th Loarout | Unlocks another loadout slot. | |
| 6th Loarout | Unlocks another loadout slot. | |
| 7th Loarout | Unlocks another loadout slot. | |
| 8th Loarout | Unlocks another loadout slot. | |
| 9th Loarout | Unlocks another loadout slot. | |
| 10th Loarout | Unlocks another loadout slot. | |
| 11th Loarout | Unlocks another loadout slot. | |
| 12th Loarout | Unlocks another loadout slot. | 25 |
| Increased Offline Max | ||
| Module Pinning | 50 | |
| Custom Module Order | 25 | |
| Shard Stat Totals Display | ||
| Base Loadouts | 300 |
Accumulation
Consumables
Sector Data
- ステージ
| ステージ | 距離 | ボスのHP | |
|---|---|---|---|
| 1 | 1-10 | 800 |
Info Popups
Opening
Greetings captain, it has been 10,485 years since you were stored. You have been inserted into a biosleeve as the time has finally come to attempt to push back the enemy. We will face endless assault, but we must persevere. Our first goal is to push into enemy controlled areas as far as possible and gather better data.
My communications with you will pause time by default, you can change this on the settings tab after this if you want.
Many buttons and icons have more information available. Pressing the Show Tooltips button will switch to a tooltip mode and cause anything with more information available to flash. Pressing any of the flashing icons will popup their tooltip information.
We will be able to upgrade our systems with salvage from defeated foes. Start us moving forwards by clicking forward in the navigation section.
Shields
When shields are reduced to 0 the ship will automatically engage an emergency retreat until shields are back to full and then stop. We cannot risk complete destruction prematurely.
Compute
In addition to upgrading your cores with salvage, we can improve some things with computation power. Click the Compute tab up top.
In addition to upgrades from salvage we can continually improve some systems by devoting computing resources in the Compute section. Computation power can be improved with Void Matter that will sometimes be recoverable from enemies.
Compute power can be distributed to various upgrades using the buttons to the right of them. + and - will add or remove the amount designated. 1/2 will use half your available compute power and max will use it all.
Salvage can additionally be used to improve performance.
Void Energy
Spatial anomalies are relatively common around the enemy. Pick them up to boost most non-combat systems. Also keep an eye out for salvage wrecks that can be recovered.
Synth
We have overcome our first big obstacle. It looks like that ship had a fully intact Synth setup on it. We can utilize that ourselves, click Synth up top to get started.
Synthing will allow us to create various materials which we can then use to create Modules tha will improve the ship. As you Synth a material, we will become more proficient at it, which will convey various benefits. You will get 1 Synth Point per level to spend on upgrades below.
Synthing will continue until you stop it. Start by creating some Refined Alloy and then click Modules up above to see what else is needed.
Once created, modules can be turned on or off at will, there is a limit to how many we can support being on at one time. Select one below to see what materials are needed to create it.
When all the required materials for a module are made infinite, it will start on that tier.
Core Milestones
Some milestones for your cores provide more than one potion. Only one can be active at a time per section. By default the top selection will be activated. Click one to swap which is active.
Void Device
Excellent work, now that your competence has been illustrated we can commit serious resources to you. An unknown alien device was recovered 4829 years ago, after much study it was found to be similar to the enemies' technology and could do interesting things with their materials.
It can be imprinted onto a human and will follow them through space and time. Critically it somehow does this even for biosleeves of the same individual. When you perish, as soon as another biosleeve is created with your imprint in it the device will simply appear. Click the V. Device button up top.
Any time we are able to recover a Void Shard from an enemy it will show up here. Shards can fit in certain slots and will receive a bonus in addition to the base effect depending on the slot. These will stay with us at all times.
Shards can be combined with other shards of the same name. We have 2 already so try combining them by dragging one onto the other, this will result in a shard with higher resonance. Resonance is what determines how powerful the effect of the shard will be. Once that is done drag it up to the appropriate slot to equip it.
Prestige
We've gotten far enough that it might be time to consider utilizing our gathered data to improve the next ship. Click Prestige up top.
This section is an indicator of progress towards our main goal, to reach further into enemy space and in turn discover more powerful ships and weaponry to combat them. New innovations are displayed here, click to unlock them.
Determine the ship and loadout that will be built for the next generation. When it seems we can't progress any further and there are new unlocks to use, hit prestige reset to self destruct and let your next generation try with improved odds.
You can use the information in Sector Data to determine how best to set up your ship for the next run.
Small Enemy Tip
We are being overwhelmed by faster small ships. We may not be able to continue past this point in our current ship. You will need to end it and leave it to the next generation.
Set up the next ship to use at least one Gatling Laser and click reset on the prestige tab.
Reactor
We've certainly attracted their attention at this point, expect resistance to ramp up quicker. We are also able to convert Void Matter (the same resource used to upgrade compute power) into Power now, click Reactor up top.
Here we can generate void power using the void matter that enemies sometimes drop (you can see the base drop rate in the Sector Data tab after clicking an enemy). You can set how much void matter to consume using the entry box and buttons. The maximum amount consumed and several other stats can be upgraded.
The void matter will be consumed over a period of time and will generate void power while that is happening. You can see the duration that lasts and some other stats on the left.
You can permanently upgrade some of these by using power. These stats can also be affected by various other parts of the ship. There is also a new module available in the synth section.
Void power can then be used to power various boosts down below. Eventually you will be able to run multiple at once but for now just focus on sustaining 1. Power generation might be very inconsistent depending on how other areas of the ship are configured.
Void Shard Tier 2
We just found a tier 2 void shard. Only one shard with the same name can be equipped at once or there will be a bad chain reaction.
You can see where void shards drop and the drop rate on the Sector Data tab. Click enemies for more details once there.
Loadouts
Loadouts save your setup in several systems, you can choose which of those systems to include in a given loadout and save or load them individually if desired.
You can have up to 8 favorites that show up top at all times, left clicking will load and right clicking will save.
By default, loadouts will stay highlighted once loaded until you change something. You can enable auto update to have them automatically save any changes you make, just make sure you remember it is on.
Void Shard Slots
An additional slot in the Void Device has activated, try to put shards in the best slot for our current needs.
Sniper Enemy Tip
Those ships at a distance with the heavy hitting weapons are a problem, we need to kill them before they fire. The Charge Laser has a longer range and would be useful against them.
Research
We can now use information gathered from battling enemies to research various permanent upgrades. Click the Research button.
Destroying enemies will grant us research data. How much of each type we get per kill is dependent on the sector, this is represented by the Sector Density shown in each section. You can make progress in one of each research type simultaneously.
You can also choose a research to focus in which will grant a 9X bonus to the gain for that research. Focus either the research you want to make the most progress in or the research that has the highest density in this sector for best results.
You must also choose which research within the section progress will be applied to, Click them to designate which one you want to work. No progress will be made if a research is not selected, so make sure a research is highlighted in all three of the research sections.
Routes
Occasionally there will be more than one way forward and we will be able to choose which route to take. There may be different research data and enemies down each route, usually we will have some knowledge of what to expect.
You can see your choices in the battle area as well as some info about them. It might be worth going down both routes but you will have ample chances to do that so it's best to just push as far as we can for now. Your choice here is not permanent and you can always come back to this position and go the other way. Route A is best handled with at least one Charge Laser equipped. Route B is best handled with two Gatling Lasers equipped.
You can get a little more detailed information by clicking the sector data button and selecting the sectors To see what types of enemies are there as well as a hint of what they drop.
Here we can view the information for sectors we have been to or are about to be in. Click a sector to see more information and click an enemy to get more information on them and see what they may drop.
AI Points
You just received Al points as a bonus for making that backup save. Al Points can be used to buy various convenience or automation upgrades. Auto Merge or Smart Craft are recommended first purchases. Click the Al tab.
Al Points are gained from achievements, backup saves, codes and other systems. You can spend Al points here for automation or QOL upgrades. More upgrades will become available as you progress. You will gain enough to unlock everything here through normal gameplay.
As you accumulate more you will also unlock bonuses in the Accumulation tab, you do not have to spend your Al points for these bonuses.
Eventually you will unlock consumables that have various time saving effects.
Cruiser
The cruiser has room for two shield generators. When you have multiple shields, the damage is split between them. They each also regenerate based on their own stats. Mixing different types of shield generators can be quite powerful.
Shield Regen Enemy Tip
The specialized fighters in this area have a rapidly regenerating shield that starts nearly instantly after being hit. We either need to be able to kill them in one hit, or use a beam weapon that will prevent their shield recharge while attached. We should be able to manufacture a beam weapon shortly.
Targeting Controls
We are approaching an alien mega structure. It is still a couple of sectors away, but expect the resistance to ramp up as we get closer. Utilizing the targetting controls will be very important.
Bases
We should be able to utilize this structure. Click the Bases tab.
You can view bases we have access to here. Each base will have its own unique resources, buildings, bonuses and upgrades. Bases will unlock as you reach them and destroy their guardian.
You can see the resources the base generates here. These resources are used for either buildings and upgrades, or a stat bonus.
The stat bonus for this base is shown here. These scale on one of the resources the base produces.
Click the Manage button.
Each base has slots for buildings, a few are available from the start and more can be purchased with resources that are generated, but they will not be available until the next prestige reset.
Buildings can be placed on the grid by clicking one to select it, then clicking on any active square on the grid. Buildings can also be upgraded to produce more or increase their effect.
Finally, there will be a few unique upgrades purchaseable that have a large impact.
You should produce as much of the basic resource as you can.
But still produce plenty of the component resource as this increases the stat bonus shown above and is the main way the base contributes to your overall power.
Challenges
We can now experiment with a few of our systems to improve them. Click the Challenges tab.
Challenges let us run the ship with one or more of our systems altered. Completing these will improve that system significantly.
Many upgrades are often disabled, so you should focus specifically on the system in question.
You should be able to do the first Core Computing challenge soon if not right now. The other ones will be a bit harder and you will need to improve those systems a bit more before you attempt them.
Core Computing Challenge
In this challenge, damage and shield upgrades from cores are multiplied by 10. This makes certain nodes much better, for example the Mass Focuser upgrade on your Beam Laser is very powerful now, so choose that node once you can unlock it.
Your other weapons have all been set to Laser Cannon by default, as the Supportive Routing node is also very powerful. Configure your Laser Cannons to support your Beam Laser.
Armored Enemy Tip
It looks like we are starting to encounter enemies with ARMOR. If their bar is red instead of yellow it means their hull is armored. Lasers are very ineffective against armor and do only 1/4th the normal damage. Kinetic weapons will be necessary to deal with them.
Warp
It seems that ship had an intact warp drive and some warp coordinates. Click the Warp Drive button
With the warp drive, we can jump to specific locations we have the coordinates for and run a short gauntlet of enemies. We will be able to gather warp essence from the enemies there. More warp areas can be found on more difficult routes.
To warp, we need a warp core charged up and ready to go, they will charge up one at a time. Fortunately we recovered several fully charged so it is ready now.
Here you can see the available locations and some relevant information, right now we have 3 locations, but more will be unlocked in the future.
Here you can see the max difficulty we have available for this location. The number is representative of the equivalent sector. When a difficulty is fully cleared a higher one will be available the next time the warp is opened.
When you are ready, click Open Warp on one of the locations to open the warp. Try to match your loadout to best take on the enemies listed.
Now that the warp is open, it will remain so for some time. You can jump to the location as many times you want until time runs out or you manually close the warp.
You can see the jump and its difficulty and Warp Essence. This amount of Warp Essence is for Fully clearing the enemies, if you fail you will receive a partial amount of Essence.
You can jump multiple times, but warp essence is fickle and only your best amount gathered will be kept. You will receive it upon the warp closing. If you clear the highest difficulty available, the next highest will become available, this allows you to catch warps up that are behind.
Our Essence gathering ability improves over time, each unique location and difficulty cleared will increase how much we gather per jump, seen here. It is best to try to keep each location as high as you can to increase this bonus.
You can also overcharge the warp with any extra charged warp cores to multiply your reward. I advise you do not do that at this time though, it would be best to use your available cores to complete the highest difficulty on each warp first.
Click Jump when you are ready, make sure if you open the warp you also jump or you will receive nothing. The warp will also fill your shields and reset ability cooldowns.
With the warp closed, a warp core has been used and moved to the end.
You also received Warp Essence which can be spent in the upgrade section.
Deflector Shield
Deflectors Shields can completely negate hits. They don't provide traditional shields but instead will be able to stop hits occasionally.
They have a charge that will build up over time and deflect a hit if it is over a certain % of your shields. You can set this in the settings much like targeting options.
Additionally, each hit you take will serve to build up a Bonus Proc if you have any of the Bonus Buildup stat. Once full the next hit is deflected automatically without using a charge.
Crew
We were able to recover advanced materials that will allow us to make Bio Sleeves directly on the ship to print additional crew members. Click the Crew button
Here we can insert stored minds other than yours into Bio Sleeves. We have selected one prime candidate for now, but more will be available later.
We will start with three Bio Sleeves and can create more over time. Each one will take longer to create. Prestiging will reset our Bio Sleeves to three and reset the time taken to make new ones. It will also reset all active crew members.
Click print to use a Bio Sleeve and add the energy technician to our crew.
Crew members have a primary and secondary stat. Destroying enemy ships will generate XP for the focused stat. XP Generated per kill increases significantly with distance and sectors.
Stats will also receive a bonus to their XP gain based on the highest the stat has ever been. But this only kicks in the next time that crew member is printed.
They also have an overall rank which goes up based on their highest stat. Each rankup will require a larger stat increase than the last.
Increasing rank will give rank points to spend on upgrades. These upgrades usually interact with the crew members' stats or even your crew's total stats.
In addition to active crew member use, certain combined milestones will provide upgrades in the upgrade tab.
Retiring a crew member will reset their stats and rank to O. But will allow any bonus XP From a new highest stat level to kick in next time.
If a crew member gains enough levels within a single prestige, their mastery will increase and permanently improve their XP gain significantly. This will require retiring and printing the same crew member multiple times in a single run.
This bar shows the amount of total stat levels that they need to gain within this prestige to increase their mastery. It will likely be some time before this is doable.
Up top are mastery upgrades, you will receive a mastery point every time a crew members mastery is increased and they can be used to select a significant permanent upgrade here.
These are permanent upgrades that are automatically granted when you reach certain highest combined stat totals.
Crew members do not have to be active to contribute to these. It will always use their highest achieved stat/rank.
Crew Rank Upgrade Stats
The total boost from a rank upgrade doesn't just depend on the amount of points spent on it. They are also related to one or more crew member stats. These are denoted by the bracketed words in the tooltips and can be one of the following.
[Stat Levell means the combined level of that crew member's stats. So if you have 60 Engineering and 15 Acumen, it will be 75 total.
[Stat] such as [Ingenuity] means just that specific stat for that crew member.
[Active Stat Total] such as [Active Ingenuity Total] means the total of that stat across all active crew members. So if you have two active crew members with Ingenuity, and one has 50 Ingenuity and the other has 30 Ingenuity, it will be 80 total.
You will also see upgrades that have more than one stat listed with a division symbol (), such as [Engineering]/[Active Acumen Total]. In this example, it means the upgrade will be worse For every point of Acumen you have across all crew members. Having less Acumen in the divisor is better.
Eventually, you will acquire an upgrade that will make these divisors go away, but that is a ways off.
You have just put a rank point into an upgrade that has a divisor. This means the upgrade is WORSE for every point of the stat you have in the divisor. You will see red text in the tooltip and an exclamation mark (!) next to the icon when this is the case as a reminder. Do not level the indicated stat if you plan to use this upgrade.
Phasing Enemy Tip
It looks like we are starting to encounter enemies with PHASING. If they seem to blink out of existence it means the hit is being absorbed and triggering a phase jump, we can't hit them without disrupting that ability. The Disruption Charge weapon will be necessary to deal with them unless we do 20x overkill damage.
Barrier Enemy Tip
These enemies seem to have some form of void barrier. It will only go down by 1 per hit unless we deal significantly more damage than needed. Additionally it looks like the nature of weapons that do tick damage (Beam and Disruptor) cannot directly damage the barrier at all.
Massive Megastructure
This is a massive alien megastructure of a different kind than what we have encountered before. It is far larger and appears to have active weaponry.
Capital Ship Transition
I am detecting very large alien ships a few sectors away, as well as an odd warp energy signature. It is likely we will need a significant upgrade to face those ships.
This will be a larger task than normal. A list of requirements for this ship upgrade are now showing, some may be hard to complete for now but all will be necessary to enable us to create ships that will rival what I am detecting. Hover over them for more details.
Improving research and bases will help us hit these goals, so don't neglect them. Also, to help facilitate completing these tasks, I am generating a Crew Mastery Respec that will show up in the Al Consumables area.
For more detailed instructions, hover the tips indicator here.
Capital Ships
Capital ships have specific slots for capital class weapons and shields. These are used to battle other capital class ships exclusively. The normal weapons and shields will be required to continue to combat normal enemy ships for now.
We also get access to hangars, which will allow us to launch fighters to attack other enemy capital ships and target specific parts.
Capital ships also have innate upgrades just from using the ship. These will vary From ship to ship. Of note, retrofits will refund 100% of the core cost from now on.
And finally, many existing systems will have new functions as we progress. This will start with compute as soon as you use this ship; you would do well to investigate that right after switching.
Fighters and Compute
Compute is the main way to improve our fighters for now. It has been switched to work via tiers instead of pure levels. You will gain no benefit until you get to the next tier of a given upgrade.
Improving the fighter's stats will allow you to break enemy capital ship parts faster, so we can benefit from the temporary disruption and resources gained.
Enemy Warp Beachhead
It looks like this enemy ship is what is keeping the warp open. It does not appear to have any armaments, so we can easily destroy it. That should collapse the warp and reduce the enemies ability to inhabit previous sectors eventually.
Enemy Capital Ship
The big enemy is a capital ship. It will likely keep its distance until we reach the end of the sector. We can only damage it with a capital sized weapon and can only take hits from it with a capital sized shield.
The bars you see represent the health of various systems. The left-most one is its main health, getting through it will temporarily disable its main weapon and buy us time to recover. The capital ship's damage will also increase over time, and disabling them will reset it.
The other bars are targetable by your fighters. When depleted, we get resources used to upgrade our capital ship, as well as temporary bonuses versus the enemy's capital ship. By default our fighters will attack the Defensive Plating. This can be changed in the targeting settings on the hangar core.
Hover over any of the bars for more details.
Fixtures
The Synth system now has the capacity to create Fixture upgrades. Creating a fixture will pause any synthing. Go to the Synth tab to view available fixtures.
Battle Focus
Battle Focus lets us trade S. Battle stats for Capital Battle stats or vice versa, click the Core button.
Use this slider to divert power between the systems. You can increase either one up to 1.99x and the inverse will occur to the other, resulting in 0.01x for example.
High Priority Parts
Some enemy capital ships will have an especially dangerous system that is a high priority to keep disabled as much as possible. These parts will be indicated by an additional icon in the display.
Massive Warp Drive
We have received new warp locations. However, we need to upgrade our warp drive to reach them with our capital ship. This will significantly increase the time to charge the cores, but allow us to gather far more Warp Essence, as well as reach new locations.
Proceed to the Warp Drive screen and click the upgrade button. This will also enable new upgrades in the upgrades tab.
Reinforce
Initial analysis of the warp the enemy base was sustaining indicates we will eventually be able to use it to bring in fresh reinforcements. That will enable you to start from scratch, but start working towards establishing a fleet. Click the Reinforce tab.
Here we can do a Reinforcement reset once we reach Sector 80. You will go back to Sector 1 with most things reset, but gain other significant bonuses.
Upgrades will be gained based on the highest sector we have reached this reinforce, so reinforce each time we hit a new set of upgrades.
After reinforcing at sector 100, we will be able to build up and use Fleet Resources to build and send fleets to various galaxies.
Capital Utility Bonus
This version of the Battle Cruiser has no normal utility core slots, instead it has an innate upgrade that is equivalent to all of the normal utility cores at once.
Massive Reactor
That enemy ship contained parts that will finally allow us to upgrade our reactor like we did with our warp drive. Proceed to the Reactor screen to upgrade.
This upgrade makes the previous power boosts permanent, we do not have to worry about maintaining power for them anymore. Instead we can charge up various Overdrives and activate them for a short term improvement.
Each charge gained, even while capped on charges, also gives us a small permanent upgrade. This will reach a cap at some point, at which time the Overdrive will be tiered up to provide a larger passive bonus at the cost of increased charge time.
Each Overdrive must be charged individually and can hold 5 charges to start. Charging depends on the charge speed for that Overdrive; power generation does not matter.
Instead, power can be used to upgrade that Overdrive's charge speed.
Key Shards
We just found a shard that is resonating oddly with the Void Device. This Key Shard does not fit in any slots but maxing out its resonance will allow us to gain a new permanent slot to place the corresponding shard in.
Once maxed out you can charge the slot by consuming the key shard and focusing the Void Device entirely on charging that slot which will disable all shards temporarily. Once the slot is charged a Prestige Reset will unlock it for use.
The new slot will be ready for use after a prestige. It fits only one specific shard, but will trigger all of the color specific upgrades as well as the normal upgrade.
Additionally, this slot is completely permanent. It will not go away upon reinforce and neither will the corresponding shard.
Veil Piercer
Continued analysis of the warp that last enemy base was sustaining has yielded another breakthrough. It seems the use of the warp is even more varied than originally thought.
With this new utility core we will be able to periodically pierce directly through the veil of the warp and drag an alien ship directly out of it. Since we are able to reach all the way to their point of origination with this, it will be non combat ships.
We should be able to siphon additional resources off of them when destroyed with the proper equipment. Siphoning stats will grant a buff to the specified stat that turns on when one is destroyed.
As we progress sectors the difficulty multiplier will go up, this increases the bonus we get at the same rate that the charge time increases. It's possible we'll get lucky and find even more valuable enemy ships occasionally.
And finally, once charged and a small warp like area appears, it will automatically trigger in a few seconds. You can click the area to trigger it instantly.
Specimen Research
We now have the facilities required to gather and research specimens that can be received from veiled enemies. Click the Research tab.
Veiled enemies will drop one of five types of specimen depending on the sector. Once we have at least one of the specific type, research will happen automatically.
All of the research for that specific type of specimen will make progress at the same time and they can all be leveled repeatedly.
The research gained will be multiplied by the amount of specimens we have, so it might be more efficient to gather specimens for a while in each sector.
Additionally, knowledge of Material, Energy and Observational research Is marginally applicable and will also multiply our research for all specimens by a reduced amount.
Capital Ship Barriers
It looks like the enemy capital ships are equipped with a barrier that regenerates quickly. We will need to use a weapon that fires in bursts to be able to damage them during the time their barrier is down.
Spaceversary Event
Spaceversary is a temporary event that runs for a limited time. Spatial anomalies are running rampant, we can use a detector to periodically detect these and gain special resources.
The detector will charge while the game is open. Once ready you can trigger it to make anomalies start spawning in the battle area.
Once triggered, you will need to click each anomaly to properly harvest them before they disappear. Don't click the red ones though as those will drain our resources instead.
When it is finished, you will gain Versarite depending on how many you harvested. Versarite can be used to upgrade the detector in various ways such as lowering streak requirements or making the anomaly last longer. You can view upgrades by clicking the button here.
When you harvest a certain amount of anomalies in a row (starting at 10), you will spawn a special anomaly. The special anomaly will yield Yearium when harvested. Triggering the detector will also yield Yearium so you will get some no matter what.
Yearium can be used on any of these System Time Skips. They skip a specific system and give it a very small boost that lasts until the event ends. They go up by 1 in cost each time (except the first) so spreading them out makes sense.
Gaining Yearium will also enable you to unlock additional bonuses, culminating in a unique Ship Design.
You can gain 15 Yearium a day. All permanent bonuses can be attained in 10 days. There is also a temporary purchase available on the Al tab that boosts Yearium and Versarite gain and will help unlock the Ship Design faster.
Fleet
Now that we have Reinforced enough to start gaining Fleet Resources, we can use them to explore galaxies and attempt to find where the aliens have come from.
These are the base amount of Fleet Resources that we can take to galaxies. The only way to increase this value is to reach higher sectors. However, we will also be able to increase the total we bring to specific galaxies from within those galaxies.
Transiting to a galaxy requires Astrium Fuel. This is automatically generated over time and can't easily be sped up. It is expressed here as a time for convenience as you gain it per second. Fortunately, we have some available already.
Here you can see the amount of Astrium Fuel required to go to the galaxy and how much you have.
The Recommended Fleet Resources refers to your baseline amount of Fleet Resources. You can make progress in the galaxy with less than this amount, but progress will be smoother if you have at least the recommended amount.
You can only increase the baseline for the galaxy up to this maximum amount, any new high sectors reached past that will instead reduce the fuel cost.
Astrium Fuel, progress within galaxies, and everything else fleet related will persist through Reinforces.
When you are ready to continue, hit the View button to go to that galaxy's screen.
Fleet Galaxies
Right now we are just viewing the galaxy. Here you can see the Fleet Resources we will be able to bring to the galaxy, as well as how much Astrium Fuel it will take to get there.
Hit Travel to initiate travel to this galaxy.
Our resources in this galaxy are displayed here. Fleet Resources are important to our progress in the galaxy and is what is used to deploy our ships in battle, establish a foothold or upgrade our Fleet. When you run out, finish the current run and travel to it again for a refill.
Fleet Scrap will be generated from battles and is used to permanently upgrade fleet stats or resources in this specific Galaxy. When leaving the galaxy, any left over Fleet Scrap and Fleet Resources will automatically be distributed.
There are several different types of nodes on the Galaxy Map. Our point of entry to the Galaxy will always be the left most Battle Node and our ultimate goal is to get to and destroy the enemy at the final Battle Node on the right. Select this first Battle Node
Selecting a node will open the info panel. The information here will vary depending on the node.
Since this is a battle node, you can see the rewards here. The first time you beat them, battle nodes usually reward you with increased Fuel Efficiency which decreases the fuel required to travel to the galaxy. They also reward you with Fleet Scrap every time you beat them. You can also see the enemy information, when there is more than one enemy you can select them to see more info.
While in a Fleet Battle, your main ship and all the systems will continue working in the background. Hit the View Battle button on this node when you are ready to proceed
Fleet Battles
This is the Fleet Battle screen. Here you will deploy ships from your fleet to battle enemy ships. You can see the enemy fleet on the right side. We will deploy our fleet on the left side. You can see more details on an enemy by selecting them.
Up top are our ships to select from as well as the bar showing our Fleet Resources. Right now we only have the Corvette, and only 1 as you can see from the 0/1 below it. Select the Corvette.
Here you can see more information about the selected ship. Note the # Ships display. That is how many ships will deploy in this group, the stats (except DPS) reflect just one ship, not the whole group.
In addition to how many of each ship you have available, you will need enough Fleet Resources to deploy the ship, you will get some of this back depending on how the battle goes.
You can choose which Ship Design (that you have unlocked) to use on the ship using the buttons next to the ship icon.
Deploy a Corvette by hitting the Deploy Ship button or dragging the ship onto the deployment grid from the button up top.
When we added the ship it increased our fleet resources committed. When you start the battle half of the resources committed will be consumed immediately and the rest will be consumed as our ships sustain damage.
Basically, the better the battle goes the less resources get used. So it's best to complete the battle with the minimum amount of ships but still taking minimal damage. You can attempt the battle repeatedly until you are happy with the results or abandon it and come back later.
Since you have deployed your only ready to go Corvette, any more will be considered overdeployment and cost double the resources to use. Try to overcome battles without overdeployment, but sometimes you will need to.
Positioning is important, ships simply attack the closest enemy and will attack the same target iF they are not lined up properly. Your ships can be dragged to other slots on the grid to reposition.
Once you are ready, hit Start Battle in the top left.
Assuming you win it will show your resources committed and your total lost, or spent. Once you hit accept you will officially use those resources and cannot attempt to battle again for a better outcome until you do the next run of the galaxy.
Fleet Ship Node
This is a ship node, You can choose a ship to add to your fleet depending on what you have unlocked. These nodes typically cost fleet resources and are not permanent. Meaning next time you are in the galaxy you will have to spend the resources again to add a ship again.
You will often need to use these nodes to be able to clear future battles. For now there is no choice so just hit choose ship to add another Corvette to your fleet.
You unlocked Frigates in your last run, you will need one to defeat armored enemies in this galaxy so choose a frigate this time.
Fleet Node Undo
You can always undo your actions on nodes until you finish the run, so if it turns out you need to choose a different ship, or spend your resources differently, you can do that.
In addition to finding the node and hitting undo, you can also bring up the undo interface at any point with this button.
Note that this is just for undoing everything, when you are actually done and want to commit the run and gain everything, hit Finish Current Run at the top.
Fleet Foothold Node
This is a special node that you can spend any left over Fleet Resources on to slowly improve your fleet stats and Fleet Resources amount. You should not contribute to this until you are stuck as completing battles and using the Fleet Scrap from them on other nodes is usually far more efficient.
Fleet Contribution Node
This is a Contribution Node. They take various resources and give permanent upgrades. Your progress is kept in between runs of the galaxy, so don't worry about saving up to fill the bar in one go every time.
These usually either increase your fleet's combat stats, or multiply the Fleet Resources you can bring into the Galaxy on future runs. Filling these out is very important to progression within the Galaxy
Fleet Resource Node
This is a resource exchange node. Usually these allow you to get Artifacts in exchange for one of the other resources. Artifacts are used for upgrades to your main ship that will take effect on your next Reinforce. You can see these by clicking the Upgrades button up at the top right of the Galaxy screen.
Artifacts are not lost when exiting the Galaxy, you will build them up over several runs until you have enough for all of the upgrades.
Fleet Preciously Cleared Battles
When viewing a battle you have cleared before, you will see some additional information about that clear. Assuming you have the same ships and temporary node choices as before, you will see "Matching Clear" information here and the Auto Complete Battle button will be available.
If you do not have all the same ships and temporary nodes, it will instead say "No matching clear found" and show you information relating to your best clear.
Fleet Ship Unlocks
This is a special Contribution Node that unlocks a new ship type to use. It is important to complete these as soon as you can so you have them to better counter the enemy fleet. After unlocking this node, the next time you travel to the galaxy you will be able to select the Frigate on the ship choice node. Fully unlock this now if you are able.
Fleet Battle Composition
This battle has an armored enemy which your Corvettes are not very effective against. You likely will not be able to clear this battle until you have unlocked a Frigate and have it in your fleet as the Frigate has kinetic weapons by default and will be effective against the armored enemy.
Fleet Mods
This Contribution Node unlocks a Mod for a ship. Ship mods change weapons and stats on the ship that they are for. They apply to all ships of that type in the battle and are needed to better counter the enemy fleet. You can select the Mod during a Fleet Battle to enable it.
Fleet Missiles
Certain weapons do better against specific enemies. Equip your Missile Launcher by selecting it here, it will do well against these Swarm enemies.
Fleet Charge Laser
Certain weapons do better against specific enemies. Equip your Charge Laser by selecting it here, it will do well against these Shotgun enemies.
Fleet Enemy Base Battles
This battle has more enemy ships than normal, you will likely need to Overdeploy to win.
There is also an enemy base. The base will shoot back and instantly kill any ship that attacks it, but otherwise will not participate in the battle. The base's health will persist between battles and galaxy runs. You will likely need to do some damage to the base and then come back and finish it off next run. This battle will not count as fully complete until you have reduced the base's health to 0.
As long as you destroy all the enemy ships it will be considered a victory, and then you can do some damage to the base.
You will need to "win" these style of battles several times to destroy the base in most circumstances.
The final battles in a Galaxy will always be a Base Battle. You will most likely need to Overdeploy to deal damage to the Base. As long as you deal some damage it will stay and you can battle again next visit picking up where it left off.
Fleet Artifact Upgrades
Here you can spend Artifacts on various upgrades. Levels in these upgrades will not activate until you Reinforce. When you decide to Reinforce, make sure to spend all your available Artifacts first.
Starting from the top middle upgrade, all upgrades require at least one level in an adjacent upgrade before they can be purchased. The price of the upgrades increase as you go down the grid or out to the sides when the grid is bigger.
Since the levels in these upgrades don't activate until a Reinforce, you can freely reset any Artifacts spent on the upgrades that have not yet been activated via Reinforce here.
It takes a fixed amount of Artifacts to max out the grid, displayed here. Once you have this many, the Artifact nodes in the Exploration tab will no longer cost Fleet Resources.
You can view the cumulative effect of these upgrades here.
Void and Scrap Removal Upgrade
Completing this base battle rewards an upgrade that is a permanent replacement for Void Energy and Salvage Scrap. Once acquired, the auto collection modules for those will be fully removed since they would do nothing.
Fleet Damage Type Indicators
Some enemies do extra damage to Hull, Armor or Shields. That is indicated by icons on the bottom right of the enemy ship, in this case it is Hull Damage. It is also listed in the stats area.
Fleet Repeatable Artifact Nodes
The final Artifact node in the galaxy is usually repeatable. You can keep claiming these Artifacts as long as you have enough Fleet Resources
Fleet Medium Class Ships
This node lets you get a medium class ship, so it costs more to deploy and is more powerful. Ships will attempt to move towards and target ships of their own class at the start of a battle, so position appropriately
Capital Ship Support Weapons
The enemy capital ship in this next sector has support weapons that continue to fire even when it is disabled. You can combat that by selecting Shield Regen nodes on the 2.0 Capital Shield.
Capital Ship Shield
The enemy capital ship in this next sector has a shield that regenerates. Your fighters can destroy the shield generator to reduce the regeneration rate. The shield generator replaces the Hangar Bay.
Battle Ship
This larger capital ship is immune to small scale weapon damage and has two new types of slots. The first is a special slot for a more powerful small scale weapon to take care of smaller ships easier.
The second is a slot for a Combat Amplifier. While the ship is immune to small scale damage, taking that damage will reduce the effectiveness of the equipped Combat Amplifier. Once it is on you will be able to see its status in the left of the battle area.
You also lose the Battle Focus slider as the Combat Amplifier partially replaces it. We will be able to fit other Combat Amplifiers later.
Alien Synthing
Alien Synthing has its own set of materials and persists through Reinforce. There is a new checkbox on the synth screen that will show or hide the Recipes and materials.
Fleet Unstable Transit
Transiting and battling in various galaxies has led to the discovery of unstable regions with a new type of Artifact we can use for upgrades. We will need to defend a base while battling multiple enemy fleets in a row to harvest them.
We require Instability to start the process. An Instability will be generated over 24 hours and we can store up to 4. We can also use excess fuel to speed up this process.
The Unstable Artifacts earned will be fed into the upgrade we select here before we start. The upgrades that are eligible will change every run, you can see the other potential upgrades on the right.
The Origin Galaxy determines our starting fleet and what enemies we face. Later galaxies also multiply our artifacts gained. Completing a galaxy in the standard Fleet mode will unlock it here.
We have an Instability now, so select an upgrade and then use this button to start. Or you can do a simulation run first using the Simulate button above, this costs no resources but has no rewards.
Now that we have a successful run, it has been banked as you can see here. We can now use this banked run to instantly get Artifacts. Doing so will reduce the banked stage so the uses are limited.
The first run of each day is tracked and you can see your results for the last few, as well as a ranking on how well you did, with the bottom button.
Fleet Unstable Transit Run
Unlike battles in a galaxy, Fleet Resources are not a concern here, but we can not over deploy. Thus there is no reason to not deploy a ship.
We can keep going until our base is destroyed. It is busy harvesting Unstable Artifacts, but if an enemy reaches and damages it the enemy will be destroyed.
We can see the Stage, Modifiers (if any) and Artifacts gained so far here. We will harvest the maximum Artifacts by completing stage 10.
Completing stage 10 has yielded the maximum amount of Artifacts we can get. But continuing on will potentially let us re-use this run's result more times. More details on that once finished.
After every battle we will be able to upgrade our ships. Unlike within a Galaxy, the mods chosen here can usually be stacked and are permanently on and can not be turned off.
Fleet Hazards
Many of the battles in this galaxy contain Hazards. You can tell there is a hazard based on the letter next to the node on the map. The different letters represent different hazards. Select this battle node.
Once selected, you can see a little more detail in the panel here. But to really understand the effect, you will just need to see it in the battle.
Selecting a node will also highlight the node that is causing the hazard, if there is one. In this case the B6A node is what is causing this, select that node.
Now all the nodes that have a hazard due to this node are highlighted, once you defeat the special enemy at this node all those hazards will go away and the battles will be much easier.
Additionally, there will sometimes be no node causing the hazard and you won't be able to remove it. Nodes can also have multiple hazards affecting them.
This battle has hazards, you can see the information here. You will likely need to Overdeploy to deal with hazards in general.
This Hazard is a bit different than normal, if this damage occurs you won't be able to survive so you need to finish the fight fast.
Fleet Adaptive Nodes
This node is adaptive, we will be able to optimize every time we clear it and the cost will go down until it becomes free.