PvE Content
The galaxy is full of dangers and opportunities beyond other players. Pirate camps, wormholes, asteroid mining, expeditions, outposts, artifacts, and field scanning provide rich PvE content for every stage of the game.
Pirate Camps
Pirate camps are NPC fleets that occupy systems across the galaxy. Players can scout camps first to assess enemy strength, then launch an attack for loot. A bounty system rewards players for defeating camps.
Pirate Tiers
Four tiers of increasing difficulty and reward:
Scavenger
The weakest pirates — small groups of drones and scouts. Found in Sentinel and Open zones. A solid first target for new players with a handful of scouts and fighters.
Loot: Basic resources (ore, silicates). Occasionally some cryo-ice.
Raider
Organized pirate bands with fighters and interceptors. Found in Open and Dead zones. Requires a proper combat fleet to engage.
Loot: Larger basic resource hauls, plus some rare materials.
Marauder
Dangerous pirate formations including cruisers and bombers. Found in Dead and Rift zones. These require a strong, well-composed fleet to defeat.
Loot: Significant resources, higher chance of rare materials, and a chance at Precursor Fragments.
Dread Fleet
The most formidable pirates — massive formations with battleships, carriers, and bombers. Found only in the Rift zone. Requires a powerful late-game fleet.
Loot: Massive resource hauls, rare materials, and a chance at Precursor Fragments.
Scouting & Bounties
- Scout first — send scouts to a pirate camp before attacking. Scouting reveals enemy fleet composition, ship types, and strength so you can prepare accordingly.
- Hunt patrols — active patrols in Hunt mode can uncover hidden pirate activity over time in covered systems.
- Bounty system — defeating pirate camps earns bounty rewards on top of regular loot. Higher-tier camps offer larger bounties.
Wormholes
Wormholes are temporary anomalies that appear in star systems. Sending a fleet inside triggers a multi-phase run — a gauntlet of encounters with escalating danger and better discoveries the deeper you push. You can retreat mid-run if things get too dangerous, keeping whatever loot you've collected so far.
Wormhole Classes
| Class | Difficulty | Reward Profile |
|---|---|---|
| C1 | Low — introductory wormhole content | Starter salvage and materials |
| C2 | Moderate — requires a solid combat fleet | Better caches and stranger contacts |
| C3 | High — dangerous encounters and hazards | High-value salvage and rare finds |
| C4 | Extreme — the deadliest PvE content | The best discoveries, guarded by serious danger |
How Wormholes Work
- Discovery — you need anomaly-scanning capability, and a system must be surveyed after a wormhole appears before it becomes visible to you.
- Multi-phase runs — each wormhole consists of multiple phases. You progress through encounters one at a time, with escalating difficulty and rewards.
- Retreat option — you can pull your fleet out at any time between phases. You keep all loot collected up to that point, but forfeit deeper rewards.
- Temporary — wormholes disappear after a period of time. Enter before they collapse.
- Preparation gates — higher classes expect deeper research and a more capable fleet.
- Mass limit — you can't send an infinite fleet. Each class restricts the scale of the fleet that can enter.
- Rewards escalate — each phase can drop resources, rare materials, and Precursor Fragments.
- Hazards — some encounters involve gravitational anomalies that can damage your fleet even without enemies.
- Support ships help — scouts can improve your read on danger between phases, and spy probes can sometimes blunt the worst hazard outcomes. Bring more support if you want a safer run, but do not expect perfect certainty.
- Cargo matters — a fleet that survives but lacks cargo room can still leave value behind.
Encounter Varieties
Inside wormholes you might face:
- Pirate patrols — hostile NPC fleets
- Debris salvage — non-combat, free resources
- Supply caches — hidden stockpiles of materials
- Precursor guardians — ancient automated defenses (higher classes)
- Ancient armadas — remnant war fleets (very dangerous)
- Dark matter wells — rare resource deposits
- Gravity collapses — hazards that can damage your fleet
Asteroid Mining
Asteroid fields scattered across star systems contain extractable resources. Mining is a critical part of your economy, especially for rare resources not easily produced by buildings.
Field Types
| Field Type | Resources | Found In |
|---|---|---|
| Ore | Ore, some silicates | All zones |
| Ice | Cryo-Ice | Open+ |
| Gas | Hydrogen | Open+ |
| Plasma | Plasma Core | Open+ |
| Quantum | Quantum Dust | Dead Space |
| Dark | Dark Matter | Dead Space |
How Mining Works
- Send mining ships to an asteroid field.
- Ships extract resources in cycles — each cycle yields a batch of materials that fills your mining cargo.
- A mining run has a cycle cap. When the cap is reached (or cargo is full), ships automatically return home.
- Each cycle carries a small drill-breakdown chance. A breakdown ends that ship's mining for the run — the remaining ships continue.
Mining yield depends on ship type, field type, field richness, cargo space, and active bonuses. Early salvaged freighters can perform light mining on compatible fields, but dedicated mining hulls are still the backbone of serious operations.
Specialized Mining Ships
| Ship | Specialization | Notes |
|---|---|---|
| Mining Vessel | Ore, Plasma fields | The basic mining workhorse |
| Gas Collector | Gas, Quantum fields | Atmospheric/gas field scooping |
| Freighter / Salvaged Freighter | Ore fields | Light mining and recovery work; useful early, but not a replacement for specialized miners. |
| Ice Drill | Ice, Dark fields | Handles exotic frozen materials |
| Excavator | Ore, Ice, Gas, Plasma fields; support for every field type | Universal miner. Grants a fleet-wide yield bonus to every ship in the mining fleet. |
Field Scanning
Before committing a mining fleet, you can scan asteroid fields to learn exactly what they contain. Field scanning uses at least one recon ship equipped for field analysis.
Standard Field Survey
- Requires: Navigation Computer research
- Ships: At least one recon ship
- Result: Detailed composition data for the asteroid field — resource types, richness, and estimated yields per cycle
Xeno Survey
- Requires: Xenoarchaeology research
- Ships: Hacker Ships instead of standard recon ships
- Result: Detects alien artifacts hidden within asteroid fields. Xeno surveys reveal artifact locations that standard surveys miss entirely
Expeditions
Expeditions send fleets deep into the Dead and Rift zones to discover unique encounters, resources, and Precursor Fragments.
Requirements
- Zone restriction — expeditions can only launch into Dead or Rift space.
- Dead Space expeditions — built around stealth and hacking capability, with ships chosen for quiet entry, data recovery, and survival in hostile space.
- Rift expeditions — require deeper navigation research and scout-led exploration. Advanced research can open stranger encounter branches.
- Fleet composition — the dispatch screen enforces the required ship roles. A token fleet can launch only if it meets the mission profile, but a better-balanced fleet is safer and more profitable.
How Expeditions Work
- Depth-based exploration — expeditions progress through increasing depth levels. Deeper levels take longer but yield better rewards.
- Multi-phase — each depth level can trigger one or more encounters. The expedition progresses phase by phase.
- Random encounters — ancient wreckage, void anomalies, precursor vaults, hostile contacts, and more. What you find depends on depth and luck.
- Risk escalates with depth — deeper expeditions face stronger enemies but find better loot.
- Cargo and support matter — combat power helps you survive, but cargo capacity and mission-specialist ships decide how much value you can actually bring home.
Expedition Rewards
- Industrial salvage: ore, silicates, alloys, and other useful materials
- Exotic traces: unusual materials from deeper or stranger encounters
- Large hauls: bigger cargo opportunities when the fleet is built to carry them
- Resource beacons: some discoveries leave a beacon in space. Send a follow-up collection fleet before someone else claims it or the signal fades.
- Precursor vaults — can yield Precursor Fragments
- Void anomalies — dangerous, but worth investigating with the right fleet
Outposts
Outposts are autonomous facilities built on asteroid fields. They passively extract resources, store them, and serve as forward operating bases for your mining and military operations.
Building an Outpost
- Research Outpost Engineering.
- Build an Engineer Ship.
- Send the engineer to an asteroid field.
- The engineer is consumed — dismantled to become the outpost foundation.
There is a cap on how many outposts one player can own at the same time. Pick locations strategically.
Outpost Buildings
| Building | Purpose | Details |
|---|---|---|
| Extractor | Passive mining | Automatically extracts resources from the asteroid field over time |
| Shield | Defense | Protective barrier that reduces incoming damage during attacks |
| Turret | Defense | Automated weapon system that fires at attacking fleets |
| Dock | Fleet operations | Expands the fleet garrison at the outpost with every level. |
| Storage | Resource storage | Adds basic and rare resource capacity per level. |
Garrison & Fleet Operations
- Base garrison: Every outpost has a small garrison capacity by default, before any Dock is built.
- Dock expansion: Building a Dock grows that garrison capacity with each level.
- Mining missions: You can dispatch garrisoned ships on mining missions directly from the outpost — no need to send them from a planet first.
- Supply missions: Send ships loaded with resources to your outpost to resupply it.
- Collect missions: Send ships to pick up accumulated resources from the outpost and bring them home.
Storage Capacity
- Base storage: Every outpost has a small baseline storage allotment without any Storage building.
- Storage building: Each level adds both basic and rare resource capacity.
- Resources produced by the Extractor accumulate in storage. If storage is full, production pauses until you collect.
Zone Production Bonuses
Outpost Extractor production scales with the security zone it sits in:
- Sentinel — baseline output.
- Open — modestly better than Sentinel.
- Dead — the best outpost production in the galaxy.
- Rift — expedition and special-event space rather than a normal asteroid-mining zone.
Artifacts
Artifacts are rare relics found throughout the galaxy. They can be activated for powerful temporary boosts or permanently transcended for lasting benefits.
Finding Artifacts
- Expeditions — deeper expeditions can discover artifacts
- Wormholes — certain higher-risk wormhole encounters can yield artifacts
- Special encounters — some rare events in the galaxy can reward artifacts
- Xeno surveys — scanning asteroid fields with Hacker Ships can reveal hidden artifacts
Using Artifacts
- Activate — apply an artifact to a planet for a temporary boost. The effect lasts for a set duration, then the artifact is consumed.
- Transcend — permanently activate an artifact for a lasting bonus. Transcending is irreversible but provides a permanent effect that doesn't expire.
Artifact Effects
Artifacts provide various bonuses, including:
- Increased planet resource production
- Enhanced planetary defense strength
- Boosted research speed
- Improved ship construction rates
- Other unique bonuses depending on the artifact type