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

Respawning: Pirate camps may reappear after some time. It's worth revisiting systems you've cleared — new camps bring new loot.
Danger: Pirate camps in more dangerous zones are tougher but offer substantially better rewards. Risk matches reward.

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

Encounter Varieties

Inside wormholes you might face:

Strategic retreat: If your fleet is battered after a tough phase, consider retreating with what you have. A destroyed fleet earns nothing — a retreated fleet keeps everything collected so far.
Higher risk, higher reward. C4 wormholes contain the most dangerous NPC enemies in the game — but the highest-value discoveries can make them worth it for well-prepared fleets.

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
Field availability: Security zone controls which field types can appear and how rich they tend to be, but the system's star type still matters. A permitted field type is never guaranteed in every system, and some high-value fields may stay hidden until deeper scouting, station control, or later field activity reveals them.

How Mining Works

  1. Send mining ships to an asteroid field.
  2. Ships extract resources in cycles — each cycle yields a batch of materials that fills your mining cargo.
  3. A mining run has a cycle cap. When the cap is reached (or cargo is full), ships automatically return home.
  4. 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.
Excavator bonus: Including an Excavator in your mining fleet boosts the yield of every ship in that fleet, not just the Excavator itself. Even one Excavator in a big fleet is worth it.
Pirate Raids! Mining fleets can be intercepted by pirates. Small starter operations in Sentinel space have weak, hard-to-read ship signatures, but larger or riskier operations should use escorts, outpost defenses, or both.

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

Xeno Survey

Tip: Always scan a field before committing your mining fleet. Knowing the exact composition lets you send the right specialized ships and avoid wasting cycles on low-yield fields.

Expeditions

Expeditions send fleets deep into the Dead and Rift zones to discover unique encounters, resources, and Precursor Fragments.

Requirements

How Expeditions Work

Expedition Rewards

Commander synergy: The Explorer commander boosts expedition loot directly — if you plan to run expeditions often, Explorer (or Diplomat with the Expedition doctrine) is the natural pick.
Tip: Expeditions are one of the best repeatable sources of unusual discoveries once you can operate in Dead or Rift space. Treat them like a fleet-building puzzle, not a single "send your strongest ships" button.

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

  1. Research Outpost Engineering.
  2. Build an Engineer Ship.
  3. Send the engineer to an asteroid field.
  4. 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

Storage Capacity

Zone Production Bonuses

Outpost Extractor production scales with the security zone it sits in:

Advanced Outpost Systems: Research Advanced Outpost Systems to raise the maximum building levels for all outpost structures, unlocking higher Extractor output, stronger defenses, and more garrison capacity.
Outpost destroyed? If your outpost is destroyed while a fleet is on a mining mission dispatched from it, the fleet will redirect to your nearest planet — the emergency return takes a long time regardless of distance, so don't count on that fleet coming home quickly.

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

Using Artifacts

Artifact Effects

Artifacts provide various bonuses, including:

Tip: Save your best artifacts for transcending. Temporary activation is useful in a pinch, but permanent bonuses compound over time and become far more valuable in the long run.