What to expect

140 Technologies

5 branches with clear prerequisites. No technology is decoration; each one unlocks something you could not do before.

Apply for the alpha

Extraction

Materials science I

The Ferrite collector gets more out of the same ground.

Your Ferrite collectors extract more.

≤ 5 1 min

Ore sorting I

The Iridyne drill gets more out of the same spoil.

More Iridyne from every drill — the scarcest of the three resources.

≤ 5 1 min

Silex compression I

The compute field packs more into the same cycle.

Your compute fields deliver more Silex.

≤ 5 1 min

Sensor calibration I

Surveyed building sites: every facility stands sooner.

Shorter build time for all facilities, on every world.

≤ 5 1 min

Storage logic I

Your stores hold more without your having to build anew.

All your stores hold more.

≤ 5 1 min

Research methods I

Your labs work faster.

Every research finishes sooner — including this line itself.

≤ 5 2 min

Power grid I

Your fusion reactors deliver more output.

Your power plants deliver more energy.

≤ 5 2 min

Iridyne extraction II

Your Iridyne extractor gets more out of foreign physics.

Your Iridyne extractors deliver more.

≤ 5 1 h 6 min

Buffer theory II

All your stores hold more.

More storage without building another store.

≤ 5 1 h 10 min

Reclamation II

Salvage works recovers more from wrecks.

Makes lost engagements cheaper.

≤ 5 1 h 9 min

Seam mapping II

The deep shaft hits productive layers more often.

Makes the deep shaft markedly more productive.

≤ 5 1 h 17 min

Separation methods II

The refinery gets more out of the same mixture.

The refinery upgrade without build costs.

≤ 5 1 h 23 min

Caesite matching II

Your Deep bore hits the rare materials more precisely.

Your Deep bore brings up more rare materials.

≤ 5 1 h 59 min

Supply chains III

Your transfer posts hold more.

More buffer between your worlds.

≤ 5 2 h 15 min

Deep survey III

The survey yields more Silex.

Silex supply that is independent of how calm your world is.

≤ 5 2 h 18 min

Load balancing III

Your facilities build faster.

Shorter build times on all your worlds.

≤ 5 2 h 17 min

Vein lore III

The deep bore gets more out of the same vein.

Your deep shaft extracts more Caesite, Stibium or Halite.

≤ 5 2 h 24 min

Yield networks III

All your facilities produce more.

The broadest yield effect in the tree.

≤ 5 2 h 35 min

Vault engineering IV

All your stores hold markedly more.

The great storage upgrade of the late game.

≤ 5 6 h 12 min

Iridyne refining IV

Your Iridyne yield rises.

More Iridyne from all sources at once.

≤ 5 6 h 36 min

Self-steering IV

Your facilities build markedly faster.

The great build-time lever of the late game.

≤ 5 6 h 47 min

Closed cycles IV

All your facilities produce more.

The strongest broad yield effect in the tree.

≤ 5 6 h 45 min

Deep extraction IV

The deep shaft mines from layers that were out of reach before.

Makes every deep shaft markedly more productive — the second step after seam mapping.

≤ 5 5 h 55 min

Deep vaults V

All your stores hold many times as much.

Storage room that no longer overflows even in the late game.

≤ 5 10 h 50 min

World shaping V

All your facilities produce considerably more.

The last and strongest yield effect in the tree.

≤ 5 12 h 5 min

Matter synthesis V

Your Iridyne yield rises sharply.

Iridyne in the quantities that late rifts demand.

≤ 5 13 h 7 min

Legacy industry V

Your facilities build considerably faster.

Build times that make even the last upgrade levels bearable.

≤ 5 13 h 17 min

Rifts

Seam reading I

You see further. Each level raises the range of your scouting.

The first step into the branch. You see more without building anything.

≤ 5 2 min

Edge stability I

A crossing costs less Iridyne.

Makes your first rift passages affordable.

≤ 5 2 min

Reading the rift I

More mass fits through a rift at once.

Fewer waves per passage: large fleets arrive more closed up.

≤ 5 2 min

First passage I

Your probes come through a crossing better.

Fewer losses when flying through a rift.

≤ 5 2 min

Rift survey II

You recognise rifts by their signature instead of stumbling over them. Each level widens your view by one system.

You see rifts on the map without having sent a scout.

≤ 5 1 h 13 min

Anchor theory II

A rift lets more Ferrite through per hour.

More throughput for your own fleets.

≤ 5 1 h 37 min

Rift charting II

Unlocks the Relay mast — the cheaper extension of your rift detection.

More range for detection without upgrading the Rift listener.

≤ 1 1 h 42 min

Passage shielding II

Your probes lose less shield in a crossing.

Ships arrive on the other side ready for action.

≤ 5 1 h 43 min

Crossing speed II

Flights through rifts take less time.

Shorter routes between the universes.

≤ 5 1 h 43 min

Rift passage II

You can send fleets through a rift. The one technology without which you stay in the Homespace.

Your fleets may use rifts.

≤ 1 1 h 33 min

Wide denial III

You throttle foreign fleets more strongly.

Attacks through rifts become expensive for others.

≤ 5 2 h 41 min

Outpost network III

You may hold one more outpost. One per level.

More outposts and thus more eyes in foreign space.

≤ 4 2 h 42 min

Iridyne conduits III

Passing through a rift takes less time when a conduit carries it.

Shorter passages between the universes — the second step of the transit ladder.

≤ 5 2 h 49 min

Throughput widening III

More ship mass fits through a rift per wave.

Your fleets get through in fewer waves.

≤ 5 2 h 29 min

Crossing economy III

A rift crossing costs less Iridyne.

You travel more often for the same amount of Iridyne.

≤ 5 2 h 36 min

Iridyne synthesis III

Your facilities win more Iridyne from foreign physics.

All your Iridyne extractors deliver more.

≤ 5 2 h 32 min

Rift tending III

You can build Rift Tenders that hold a rift open as long as they stand there.

You can hold a rift open permanently, even against a foreign rift anchor.

≤ 1 2 h 59 min

Standing crossings IV

A rift lets considerably more through.

Large fleets arrive in one wave instead of four.

≤ 5 7 h 2 min

Deep charting IV

You see considerably further. Each level raises scouting depth markedly — and you share the scouted regions of your alliance members.

Finding targets before others even notice them.

≤ 5 7 h 4 min

Crossing mastery IV

Flights through rifts take considerably less time.

Reaction time across universe boundaries.

≤ 5 7 h 5 min

Crossing denial IV

Your rift anchor slows foreign fleets more strongly.

Strangers come more slowly through the rifts you control.

≤ 5 6 h 6 min

Tuned denial IV

Unlocks the Rift watch — the facility that throttles foreign fleets at your rift.

Foreign fleets come through your rifts slowly, yours do not.

≤ 1 7 h

Star register V

You see further than anyone else. Each level raises scouting depth sharply.

A complete overview of your surroundings and beyond.

≤ 5 13 h 26 min

Standing gates V

A rift lets many times as much through.

The last throughput lever in the game.

≤ 5 13 h 31 min

Free passage V

A crossing costs almost no Iridyne at all.

Rift traffic without running Iridyne costs.

≤ 5 14 h 19 min

Sealed borders V

Your throttling becomes nearly impenetrable.

A territory that is practically unreachable without your consent.

≤ 5 14 h 10 min

Gate theory V

You can build jump gates and move your fleets between your own worlds without the detour through the Homespace.

You connect two of your own worlds in different universes directly.

≤ 1 8 h 48 min

Propulsion

Thrust balancing I

Unlocks the Pathfinder — the scout that sees more and takes more.

The second scout: it sees more than the Scout and survives what burns the Scout up.

≤ 1 4 min

Hold layout I

Your probes carry more.

More loot per flight without building another Freighter.

≤ 5 1 min

Probe construction I

You can raise a shipyard and build ships in it. The basis of every fleet.

You may build the shipyard and thus produce ships at all.

≤ 1 4 min

Yard practice I

Your shipyard builds faster.

Shorter build times for probes.

≤ 5 2 min

Impulse drive I

All your ships fly faster.

Your fleets travel faster everywhere.

≤ 5 2 min

Parallel slips II

Your shipyard works on several hulls at once.

Ships are finished sooner.

≤ 5 1 h 17 min

Course planning II

Your fleets take shorter routes.

Every journey takes less time, regardless of ship speed.

≤ 5 1 h 24 min

Heavy-load frames II

Standardised frames: the shipyard assembles every hull faster.

Shorter build time for all ships — the second step of the shipyard ladder.

≤ 5 1 h 24 min

Ion drives II

Your probes fly markedly faster.

The first big speed jump.

≤ 5 1 h 27 min

Heavy building II

Unlocks the Anvil — the first hull that no longer carries itself.

Without it your shipyard stays with medium ships like the Wedge.

≤ 5 1 h 42 min

Cargo frames II

Your ships take more with them.

All your ships carry more — including the loot from an attack.

≤ 5 1 h 8 min

Modular yards III

Your shipyard builds markedly faster.

The shipyard upgrade without build costs.

≤ 5 2 h 32 min

Deep loaders III

Your probes carry considerably more.

Fewer flights for the same amount.

≤ 5 2 h 33 min

Convoy command III

Large groups lose less speed.

Mixed fleets arrive sooner.

≤ 5 2 h 38 min

Field drives III

Flight times fall.

Shorter routes regardless of ship type.

≤ 5 2 h 39 min

Field shielding III

Your ships carry stronger shields.

Your ships take more before the hull is damaged.

≤ 5 2 h 13 min

Settler frames III

You can build colony ships — heavy, slow and good for one use.

You may build colony ships. Together with foreign-space settlement you found worlds with them.

≤ 1 2 h 53 min

Serial production IV

Your shipyard builds considerably faster.

Fleet build-up in hours instead of days.

≤ 5 6 h 54 min

Route lore IV

Flight times fall considerably.

The great travel-time lever.

≤ 5 7 h 5 min

Coupling drive IV

Your probes fly considerably faster.

The great speed lever of the late game.

≤ 5 7 h 5 min

Capital hulls IV

Unlocks the Flagship — the largest hull in the catalogue.

Without it the Flagship stays unbuildable.

≤ 5 7 h 28 min

Tender frames IV

You can build Repair Tenders that patch hulls during a battle.

You may build Repair Tenders that mend your formation between rounds.

≤ 1 5 h 45 min

Fold holds V

Your probes carry many times as much.

In the end one freighter replaces a whole formation.

≤ 5 12 h 38 min

Legacy routes V

Flight times fall sharply.

Your territory becomes contiguous instead of sprawling.

≤ 5 12 h 53 min

Inertia balancing V

Your probes fly as though they had no Ferrite.

The last speed lever in the game.

≤ 5 13 h 31 min

Instant fabrication V

Your shipyard builds many times faster.

Fleet build-up in minutes.

≤ 5 13 h 55 min

Combat

Firing drill I

Unlocks the first combat probes: Swarm and Splinter.

The way into combat: the two combat probes of the first era.

≤ 1 4 min

Plating I

Unlocks the Shutter: armoured stores that a raider cannot empty.

Part of your stock stays untouched in every raid.

≤ 1 4 min

Ground batteries I

Your defences hit harder.

Makes your world expensive to take.

≤ 5 2 min

Target acquisition I

Your probes hit harder.

Your probes do more damage.

≤ 5 2 min

Hull reinforcement I

Your probes take more punishment.

Your probes take more.

≤ 5 1 min

Structural bracing II

Your probes take markedly more punishment.

The second big hull bonus.

≤ 5 1 h 32 min

Fire control II

Your probes hit markedly harder.

The second big attack bonus.

≤ 5 1 h 34 min

Shield grids II

Your probes have more shield.

Hits bounce off instead of reaching the hull.

≤ 5 1 h 36 min

Hard points II

Bulwark and resonance wall hit harder.

Makes heavy defence installations markedly stronger.

≤ 5 1 h 33 min

Defence works II

You can raise bulwarks and shutters — the heavy defences of your worlds.

You may build defence works — heavier ones with each level.

≤ 3 1 h 31 min

Signal analysis II

Your scouts read more out of a foreign world — and your listening posts report foreign formations on their way to you.

Your reconnaissance shows you more about the target — and on the battle station you see who is on their way to you.

≤ 5 1 h 13 min

Layered defence III

Scatter field and defence lattice hit more often.

Makes light defence effective against swarms.

≤ 5 2 h 39 min

Ablative armour III

Your probes take considerably more punishment.

The hull bonus for long engagements.

≤ 5 2 h 42 min

Battle networks III

Your probes hit considerably harder.

The attack bonus for large formations.

≤ 5 2 h 47 min

Shield harmonics III

Your probes have considerably more shield.

The shield bonus for the Emberspace.

≤ 5 2 h 52 min

Salvage rights III

You take more with you in an attack.

Attacks pay off sooner.

≤ 5 2 h 40 min

Jamming arrays III

You can build Jammer probes that make the target’s defences aim worse.

You may build Jammer probes. They lower the hit rate of the enemy defence.

≤ 1 2 h 26 min

Field armour IV

Your probes take very much more punishment.

The great hull lever of the late game.

≤ 5 7 h 7 min

Predictive fire IV

Your probes hit very much harder.

The great attack lever of the late game.

≤ 5 7 h 15 min

Carrier building IV

You can build Carriers that strengthen small combat probes within the group.

You may build Carriers. They make your small probes markedly more dangerous.

≤ 1 5 h 30 min

Rift watch IV

Your detection reaches farther: rifts near your worlds show up sooner.

More range for listening posts and scouts.

≤ 1 5 h 42 min

Foreign-space doctrine IV

Your probes stop more with their shields.

Stronger shields for every probe that has any — the fourth step of the shield ladder.

≤ 5 6 h 37 min

Fortress doctrine V

All your defences hit considerably harder.

Makes a core world practically unassailable.

≤ 5 13 h 17 min

Coupled hulls V

Your probes withstand almost anything.

The last hull lever in the game.

≤ 5 14 h 24 min

Doctrine of annihilation V

Your probes strike with full force.

The last attack lever in the game.

≤ 5 14 h 34 min

Full shield V

Your probes have many times the shield.

The last shield lever in the game.

≤ 5 15 h 22 min

Adaptation

Sample returns I

You win more Iridyne.

The first Iridyne stocks at all.

≤ 5 2 min

Foreign physics I

The yield penalty of foreign universes shrinks.

The entry into the branch. Foreign worlds become less uneconomical.

≤ 5 2 min

Reading the depths I

Your deep bore gets more out of the same vein.

More Caesite, Stibium or Halite from one drilling.

≤ 5 2 min

Field matching I

Your shields work better in foreign universes.

Losses in foreign universes drop.

≤ 5 2 min

Acclimation II

You learn to measure foreign universes instead of merely entering them. After that you can see everywhere where you stand.

You see the complete factor table of every universe you have visited.

≤ 1 1 h 25 min

Cold fabrication II

Your facilities build faster in foreign universes.

Build times in foreign universes become bearable.

≤ 5 1 h 45 min

Constant matching II

The energy penalty of foreign universes shrinks.

The second adaptation step, markedly stronger than the first.

≤ 5 1 h 51 min

Holding lattices II

You win markedly more Iridyne.

Iridyne in quantities that suffice for rift traffic.

≤ 5 1 h 56 min

Settlement doctrine II

You may hold a second world.

Raises your world limit from one to two.

≤ 1 1 h 52 min

Field anchoring III

You can build outposts on asteroid fields. Four building slots, and ore where no planet stands.

You may build outposts on asteroid fields. Four build slots per post, at most three.

≤ 1 2 h 58 min

Reading the veins III

Your deep bores follow the vein rather than the plumb line.

Markedly more rare materials on all worlds with a vein.

≤ 5 2 h 51 min

Universal frames III

The hull penalty of foreign universes shrinks.

Your ships take almost as much in foreign universes as at home.

≤ 5 2 h 59 min

Strangeness theory III

The stranger the universe, the more Iridyne.

Turns the most awkward universe into the most rewarding one.

≤ 5 3 h 2 min

Fabrication tuning III

Building takes less long in foreign universes.

In the Voidspace you build faster.

≤ 5 2 h 12 min

Yield tuning III

Your facilities get something even out of barren ground.

In the Voidspace and Emberspace your facilities extract more.

≤ 5 2 h 13 min

Drive tuning III

Your ships cope better with sluggish universes.

In the Denspace and Coldspace your fleets crawl less.

≤ 5 2 h 14 min

Power tuning III

Your power plants run smoothly even in poor conditions.

In the Coldspace and Denspace your power plants deliver more.

≤ 5 2 h 15 min

Foreign-space settlement III

You can found worlds in foreign universes instead of merely visiting them. The goal of the whole branch.

You may build colony ships and settle foreign universes permanently.

≤ 1 3 h 58 min

Charter of expansion III

You may hold two more worlds.

Raises your world limit from two to four.

≤ 1 5 h 37 min

Shaft building IV

The hole becomes a shaft, the shaft an operation.

The biggest jump in rare materials.

≤ 5 7 h 17 min

Mastery of physics IV

The build-time penalty of foreign universes shrinks sharply.

Building in foreign universes barely takes longer.

≤ 5 7 h 38 min

Iridyne mastery IV

Your Iridyne yield rises sharply.

Iridyne in the quantities that late rifts and fields demand.

≤ 5 7 h 53 min

Hull tuning IV

Your hulls stand up better to foreign radiation.

In the Emberspace and Voidspace your ships and defences last longer.

≤ 5 5 h 32 min

Field tuning IV

Your shields hold even where fields are hard to keep.

In the Denspace and Coldspace your shields take more.

≤ 5 5 h 34 min

Deep anchoring IV

You may hold three more outposts. Even in restless fields.

Raises your outpost limit from three to six.

≤ 1 8 h 21 min

Colonial administration IV

You may hold three more planets. Administration is reach.

Raises your planet limit from four to seven.

≤ 1 9 h 54 min

Moon binding IV

You can settle moons. Fewer building slots than a planet, but they already lie where you are.

You may settle moons. They give six to twelve building slots — a planet gives fifteen to twenty-nine.

≤ 1 8 h 13 min

Seamless expansion IV

You may hold one more moon.

Raises your moon limit from four to five.

≤ 1 8 h 37 min

Vein yield V

In the end nothing is left behind in the vein.

The last thing to be got out of a vein.

≤ 5 13 h 46 min

At home anywhere V

The speed penalty of foreign universes nearly vanishes.

Your ships fly at almost the same speed everywhere.

≤ 5 15 h 7 min

Iridyne abundance V

Iridyne is no longer a scarce resource for you.

Iridyne stops dictating your planning.

≤ 5 15 h 50 min

Stellar dominion V

You may hold four more worlds — eleven in all.

Raises your world limit from seven to eleven — the maximum.

≤ 1 24 h 12 min

Lunar network V

You may hold two more moons. They carry one another.

Raises your moon limit from five to seven.

≤ 1 15 h 41 min

Own Design V

You may build the ship of your class. There are five of them, and you get exactly one.

Opens the class ship. Which one is decided by your class.

≤ 1 22 h