What to expect

62 Buildings

Energy is produced and consumed, never stored. Build too far and you throttle your own output — and you see it immediately.

Apply for the alpha

Extraction

Ferrite Collector I

Draws Ferrite from the ground of your world. You need Ferrite for every single build.

Supplies Ferrite — the raw material you need for every build.

First of all, and then on and on. It is never finished.

≤ 30 38 s 10

Compute Field I

Collects readings across your world and turns them into Silex. You need Silex for research and for building probes.

Supplies Silex for your research and for building probes.

Right after the Ferrite collector. Without Silex your laboratory stands still.

≤ 30 57 s 14

Iridyne drill I

Produces Iridyne — the scarcest thing there is. Without enough Iridyne your world does not survive a split.

Produces Iridyne — the one thing that saves your world at the split.

On the first day at the latest. Build it too late and you will see your first decay.

≤ 25 2 min 26

Iridyne condenser I

Wins Iridyne straight from foreign physics. The more unusual the universe, the more it yields.

Your most important source of Iridyne in foreign universes.

As the first facility on every world outside the Homespace.

≤ 20 3 min 30

Salvage works II

Recovers Ferrite from wrecks and demolition. Keeps running even when the ground is exhausted.

A second source of Ferrite, independent of the ground.

After the first lost engagement — then there is enough lying around.

≤ 15 4 min 16

Survey office II

Turns observation into Silex. Every level delivers more, permanently, however quiet the world is.

Dependable Silex supply without unrest.

When you have calmed your world and the compute field weakens because of it.

≤ 15 5 min 20

Transfer post II

Buffers supplies for exchange between your worlds and unlocks one delivery route from here per level.

One more delivery route from this world per level — and more storage room with it.

From the second world on. Before that it has nothing to move.

≤ 15 7 min 24

Probe Bay III

Your probes launch from here. Each level shortens their build time — which hulls you may build is decided by the Shipyard.

Shortens the build time of every probe on this world.

As soon as you build probes regularly and the waiting gets in the way.

≤ 20 7 min 34

Refinery III

Compresses Ferrite and Silex into Iridyne. It does not extract — it makes a third substance out of two.

Converts Ferrite and Silex into Iridyne. The only source you can steer yourself.

As soon as Ferrite is abundant and Iridyne becomes the bottleneck — so before every rift passage.

≤ 20 5 min 34

Deep shaft III

Draws Ferrite from layers a collector cannot reach. Expensive to build, thrifty to run.

A second, larger source of Ferrite beside the collector.

As soon as your Ferrite collector passes level 15 and gets expensive.

≤ 20 4 min 22

Deep bore IV

Brings up the rare material lying beneath this world. If none lies there, it extracts nothing — not even a little.

Your only source of Caesite, Stibium and Halite.

As soon as you have settled a world with a vein — the system list shows them.

≤ 15 5 min 14

Power

Fusion Reactor I

Your baseline energy supply. Runs at the same strength whatever the world is doing.

Your dependable energy source. Always delivers the same, whatever the state of your world.

From the start, and always one level ahead of the next shortfall.

≤ 25 52 s

Radiation field I

Takes in the background radiation of the universe. In the Emberspace it is the cheapest energy there is.

Cheap energy with no moving parts.

In the Emberspace, where the energy yield counts one and a half times.

≤ 30 1 min

Buffer bank I

Catches load peaks so that not every facility throttles at once when energy is briefly short.

Keeps short shortfalls from throttling your whole output.

As soon as your energy balance gets tight for the first time.

≤ 20 2 min

Field Converter I

Yields more energy the stranger the physics of the place. In the Homespace it is nearly useless, in the Emberspace your strongest source.

Your strongest energy source in a foreign universe.

As soon as you hold a world outside the Homespace.

≤ 20 3 min

Reserve supply II

Keeps the most important facilities running when energy collapses.

Keeps everything from throttling at once when energy runs short.

As soon as your balance has slipped into the red for the first time.

≤ 15 4 min 4

Decay tap II

Taps the ground itself. The stranger the physics of the place, the more comes out.

The strongest energy source far out.

On worlds in the Emberspace or Voidspace, where the difference is large.

≤ 20 6 min

Thermal plant III

Uses the waste heat of your own facilities. The more you have built, the more it delivers.

Extra energy that grows as your world grows.

When many facilities are running. On an empty world it is worthless.

≤ 25 6 min

Iridyne burner III

Burns Iridyne into a great deal of energy. The most expensive energy you can build.

Energy where Ferrite and radiation are not enough.

In the Voidspace and the Denspace, where the other sources are weak.

≤ 15 8 min

Rift Turbine IV

Taps the current of an anchored rift. The strongest energy source in the catalogue — and the only one that runs without fuel.

Covers the energy of a fully built world, defences included.

As soon as a rift anchor stands and the balance no longer works out.

≤ 20 19 min

Infrastructure

Storage I

Enlarges your store for Ferrite, Silex and Iridyne. Whatever is extracted beyond the limit is lost.

Sets how much of each raw material you can store at all.

As soon as a store fills up for the first time — then you are giving away output.

≤ 25 1 min 4

Habitat Shaft I

Living space downward instead of outward. More people on the same world — and so more facilities that are actually staffed.

The only source of more people. Without it you stay at the five hundred the world starts with.

As soon as staffing drops below a hundred percent — then every facility of yours runs throttled.

≤ 25 2 min 5

Laboratory I

Unlocks technologies and makes every piece of research a little faster. Without a lab you do no research at all.

Unlocks research and makes every further research faster.

Early and then steadily — almost every technology demands a minimum level.

≤ 20 3 min 20

Assembly hall I

Everything on this world finishes sooner — facilities as well as ships.

Shortens every build time on this world.

Early on your main world. It pays for itself across everything that follows.

≤ 15 3 min 20

Supply Hall I

Food, clothing, spare parts — in one place, for everyone. Those who are provided for stay, and those who stay bring others after them.

Raises morale and with it the growth of your population. The habitat shaft creates the places — this makes them fill up faster.

As soon as you build housing ahead of demand. While your housing is full anyway, it does nothing.

≤ 20 1 min 3

Rift Anchor II

Holds the rift open from this world. Every journey through burns less Iridyne afterwards.

Lowers the Iridyne your fleets burn on the way through a rift.

As soon as you regularly fly into other universes.

≤ 15 5 min 40

Rift listener II

Shows you rifts in the surroundings without your having to send a scout.

Keeps rifts in range permanently visible on the map.

As soon as you start looking for rifts at all.

≤ 15 5 min 26

Relay mast II

Extends the range of your rift detection — cheaper than upgrading the listening post itself.

Makes rifts visible at greater distance.

When the next worthwhile rift lies outside your detection range.

≤ 15 5 min 18

Archive III

Speeds up every piece of research paid for from this world.

Your research finishes sooner.

On the world with your highest laboratory — research happens there anyway.

≤ 15 5 min 24

Cold store III

A store that holds only Iridyne — but a great deal of it.

Far more room for Iridyne without expanding the general store.

As soon as your Iridyne stock regularly hits the ceiling.

≤ 20 6 min 26

Simulation deck III

Runs research through before it costs money. Every technology gets cheaper.

Lowers the cost of your research.

In the midgame, when single technologies swallow whole stores.

≤ 15 8 min 34

Life Garden III

A dome full of green under an alien sky. Expensive in power, priceless to people who have not seen any for years.

The strongest source of morale. On a world with plenty of housing it fills that housing noticeably faster.

When your world is established and you want housing to fill faster than it would on its own.

≤ 15 38 min 26

Rift forge III

Lowers the Iridyne cost of every rift crossing made from this world.

Your flights through rifts cost less Iridyne.

On the world from which you regularly commute between universes.

≤ 10 8 min 38

Trade Office III

Keeps the books on your market offers. Ten more open offers per level.

You can leave more offers standing on the market at once — ten per level.

When you trade regularly and your four basic slots are constantly full.

≤ 10 28 min 10

Envoy Hall III

Keeps connections to other observers open. Two more pact slots per level.

You can hold more pacts at once — two more per level.

As soon as your three basic slots are taken and you want a fourth partner.

≤ 10 38 min 14

Jump Gate V

Gives you one fixed link per level to another world of yours. Linked worlds push supplies back and forth without anything having to fly.

Gives you slots to bind your world to others.

As soon as you have a second world — before that you have nothing to bind.

≤ 10 4 min 30

Control centre V

Speeds up everything on all your worlds a little. There is only ever one.

A small bonus on every world you hold.

From the third world on. Before that it does not pay.

≤ 10 14 min 40

Military

Crew Academy II

Trains flight crews and officers. Without it no ship lifts off — each level carries forty more hands and two more officers.

Every ship permanently ties up crew when it is built. This academy is the only source of it — and it counts only for the world it stands on.

Before the first ship, and after that always one level ahead of the fleet you mean to plan. Large capital ships cost officers, many small ships cost flight crew.

≤ 15 3 min 18

Shipyard II

You build your probes here. Each level unlocks larger hulls — which ones is written on the probe.

Builds probes for exploring, hauling and attacking.

When you want to know what is happening around you — reconnaissance is impossible without it.

≤ 20 3 min 24

Auxiliary yard II

A second building slot for hulls. What is built here is built alongside the shipyard.

Probes come out faster, on top of the shipyard.

As soon as you keep probes at home permanently.

≤ 15 6 min 20

Listening post III

Listens to the surroundings and reports rifts and movement — the higher the level, the further.

Warning time — you see further than the rift listening post alone.

As soon as you own something worth taking.

≤ 10 5 min 22

Dry dock III

Supplements the shipyard: large hulls take shape here markedly faster.

Shortens your ships’ build time on top of the shipyard.

When you build Flagships, Colony Ships or Hammers in series.

≤ 15 9 min 40

Fleet yard III

Builds several probes at once instead of one after another.

More build slots for probes on this world.

When your shipyard never stands idle and the queue still grows.

≤ 15 10 min 38

Command post IV

Unlocks the large hulls. Without it your shipyard stops at medium ships.

Makes Flagships and Carriers buildable in the first place.

Before the first serious attack.

≤ 10 9 min 32

Rift watch IV

Slows foreign fleets trying to come through a rift near you.

Strangers come through the rifts in your range more slowly.

As soon as you want to hold a system with a rift permanently.

≤ 10 10 min 46

Defence

Scatter Field I

Many small defence points that only amount to something together. Strong against swarms of light probes, useless against heavy ones.

Many small defence points that grind down swarms of small probes.

As your very first defence — most attackers start with small probes.

≤ 15 1 min 8

Shutter I

Part of your store stays untouchable in an attack. Incidentally, a foreign scout sees less of you.

Hides a fixed share of your stores from thieves.

As soon as you have been robbed for the first time — or better, before that.

≤ 15 3 min 12

Garrison II

Barracks, drill ground, armoury. Whoever cannot get through from above tries it on foot — here wait the ones who answer that.

Ground troops. They fight only once the attacker has already won the orbit — and then decide whether he reaches your hidden store.

When you have store concealment. Without it there is nothing down there to defend that would not already be gone from above.

≤ 20 4 min 4

Repair bay II

Puts part of your destroyed defences back together after an attack.

Lowers the cost of repeated attacks on you.

When you have been attacked more than once.

≤ 10 6 min 20

Flak Battery II

Short-range guns aimed straight up. They do not hit warships — they hit what falls out of them.

Shoots down Assault Shuttles on approach. Each level catches 5 % more, up to 70 %.

Together with the garrison. It shrinks what arrives below; the garrison beats the rest.

≤ 15 3 min 6

Ember Thrower II

Five light incendiary throwers per level. Thermal, so strong against medium armour — and cheap enough for an early defence.

Early thermal defence in numbers — against medium-weight formations.

When attackers come with medium armour and the scatter field achieves too little.

≤ 15 3 min 12

Shield Dome II

Two screens per level that swallow hits instead of returning them. Small rounds bounce off entirely.

Catches swarms that single guns can do nothing against.

As soon as someone attacks you with many small probes.

≤ 15 5 min 22

Barrier ring II

Medium defence points in medium numbers. The balance between scatter field and bulwark.

Defence that does not break against any formation.

When you do not know what you will be attacked with.

≤ 15 5 min 18

Chain Battery II

Three kinetic guns per level behind medium armour. The first defence that tears swarms apart without falling apart itself.

Kinetic defence that survives the swarm it takes apart.

As soon as you are regularly attacked with many small probes.

≤ 15 5 min 20

Bulwark III

Few defence points, but very hard ones. Strong against heavy probes, wasted on small ones.

Few but very strong defence points against heavy probes.

As soon as attackers come at you with Anvils or Carriers.

≤ 15 4 min 18

Caesite wall III

Two resonance guns per level instead of one. More firepower than the Bulwark, but markedly hungrier for energy.

Defence against heavy hulls such as armour cruisers and fire cruisers.

When your attackers come armoured.

≤ 10 8 min 30

Resonance Gun III

Two resonance guns per level behind medium armour. Resonance hits heavy things — here without the price of the bulwark.

Resonance against heavy formations, without the cost of the big installations.

When attackers come heavily armoured and the bulwark grows too slowly.

≤ 15 8 min 30

Brand Battery III

One heavy incendiary tower per level. Thermal and heavily armoured — the anvil that medium formations wear themselves out on.

Thermal defence that also takes heavy fire.

As the backbone, when light guns fall too fast.

≤ 15 11 min 38

Alien shield III

A shield field that draws strength from the strangeness of the universe. The more unfamiliar the physics, the firmer it stands.

Additional shield capacity for your world.

On worlds in foreign universes, where it works most strongly.

≤ 10 9 min 42

Defence lattice IV

Light defence in large numbers. Weak on its own, right against swarms.

Defence against many light probes at once.

When your reports mention swarms of combat probes or thrust fighters.

≤ 15 3 min 16

Shield Bell IV

A single large screen per level. On one build slot it gives half again the protection of a dome — and costs half again as much.

Concentrate protection when build slots run out.

When you want more defence but have no room left.

≤ 15 14 min 52

Decoy field IV

Makes your world look poorer than it is. A foreign scout reports too little.

Prevent attacks instead of surviving them.

When you are rich and weak — the most dangerous state in the game.

≤ 10 5 min 24