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Fleet

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The Fleet screen

Fleet is a late-game system unlocked after reinforcing 5 times. Here, players can travel to Galaxies, short gauntlets of multiple battles against enemy fleets, which grant powerful permanent upgrades that last through reinforces. It is the first system that takes place outside the reinforce-layer, finally making reinforcing a true second Prestige-layer. Hence, nothing about the Fleet system gets reset on reinforces.

Fleet gameplay takes place entirely separate from standard and capital gameplay.

Galaxies[edit | edit source]

A galaxy

The Fleet system is split into multiple Galaxies, to which players can travel in order to complete Nodes, and spend Artifacts on strong permanent upgrades that activate on the next reinforce.

Travelling to a galaxy costs Astrium Fuel, which players generate passively at a rate of 1 per second. For convenience, Astrium Fuel is expressed as a time, meaning if a player has 3600 of it, it will be displayed as "0D 1:00:00". Astrium Fuel is capped at 4 days. The amount of fuel it costs depends on the galaxy, as well as any "Transit Speed" upgrades inside that galaxy.

Fleet Resources[edit | edit source]

Each galaxy has a certain recommended amount of Fleet Resources, which players can increase by reaching higher and higher sectors. Although most galaxies can be completed with slightly less than that, it's recommended players get at least close to this amount, as it makes progression a lot faster. Each sector reached above 100 multiplies the players Fleet Resources by x1.1, meaning the resources for any given reached sector can be calculated like this: 100 * 1.1 ^ (sector-100) (so 110 in S101, 121 in S102, etc...).

The amount of Fleet Resources players get after travelling to a galaxy depends on the players base resources, as well as any upgrades to in-galaxy FR in that specific galaxy. For galaxies 7 and above, in-galaxy FR is reduced to 10%. These Fleet Resources can then be spent on ships and upgrades inside the galaxy, and will be refilled once travelling to it again.

Recommended Fleet Resources per galaxy 1-6
Galaxy Recommendation Max Recommended Sector Max Sector
UNND-GLX-z121-1 100 133 S100 S103
UNND-GLX-z113-2 100 133 S100 S103
UNND-GLX-z107-3 146 194 S104 S107
UNND-GLX-z95-4 259 345 S110 S113
UNND-GLX-z89-5 459 611 S116 S119
UNND-GLX-z69-6 895 1191 S123 S126
Recommended Fleet Resources per galaxy 7+ (Reduced to 10%)
Galaxy Recommendation Max Recommended Sector Max Sector
UNND-GLX-z60-7 158.6 211.1 S129 S132
UNND-GLX-z52-8 255.4 340.0 S134 S137
The Galaxy Guide Hub provides detailed guides for each galaxy.

Galaxy Nodes[edit | edit source]

Galaxies are split into multiple Nodes, which can be battles, Artifacts, galaxy-specific upgrades, extra ships, or entirely new ships or weapons. Players have to complete nodes in order, meaning clearing a node enables access to all further directly connected nodes.

Each Galaxy ends with a bossfight against an enemy base, which unlocks the next galaxy in the list.

Battle Nodes (B)[edit | edit source]

A fleet battlefield
A Battle Node

Battles make up the majority of nodes in most galaxies. Here, players have to deploy a fleet of their own ships in order to defeat the enemy fleet, while sustaining minimal damage. Deploying ships costs Fleet Resources (10 for light ships, 20 for medium ones), and overdeploying over the limit increases this cost by 10 for every ship. It is recommended to deploy as few ships as possible to beat a battle.

Players can repeat a battle as often as they want without any loss of resources, until they "accept" a win, after which the battle will count as completed for this run and any committed Fleet Resources will be lost. Likewise, players can abandon any battle without any loss of resources.

After "committing" Fleet Resources to a battle, half of them will always be lost by default (though this can be decreased by galaxy-specific upgrades), and the other half may be refunded to the player based on how much damage their ships sustained. If none of the players ships take any damage, half of the committed resources will always be refunded.

Completing a battle grants Fleet Scrap, which can be spent on various upgrade nodes. On the first clear, players will also recieve small bonus to Astrium Fuel Efficiency, which reduces the Astrium Fuel needed to re-enter the galaxy.

Astrium Fuel Efficiency gain on first clear
Galaxy Efficiency gain
UNND-GLX-z121-1 z121-1 Astrium Fuel Efficiency x1.025
UNND-GLX-z113-2 z113-2 Astrium Fuel Efficiency x1.02
UNND-GLX-z107-3 z107-3 Astrium Fuel Efficiency x1.02
UNND-GLX-z95-4 z95-4 Astrium Fuel Efficiency x1.015
UNND-GLX-z89-5 z89-5 Astrium Fuel Efficiency x1.005
UNND-GLX-z69-6 z69-6 Astrium Fuel Efficiency x1.005
UNND-GLX-z60-7 z60-7 Astrium Fuel Efficiency x1.01
UNND-GLX-z52-8 z52-8 Astrium Fuel Efficiency x1.01
Base Battles (BB)[edit | edit source]
A Base Battle Node

Base Battles are the bossfights of galaxies, and each galaxy has at least one of them at the end, which unlocks the next galaxy (though there may be more spread throughout, granting various permanent upgrades).

In addition to the normal battle against the enemy fleet, there will also be an alien base. This base won't attack or interfere with the fleet battle in any way, until all enemy ships have been defeated. The players ships will then close in on and attack the enemy base, which will retaliate in return, destroying every ship that attacks it in a single shot (effectively causing each of the players ships to deal a single attack to it before being destroyed). Once all the players ships have been defeated by the base, the battle counts as a "win" and will show how much damage the enemy base has sustained. The base battle can then be repeated as many times as needed, until the bases HP reaches 0, after which it is completed. Any damage dealt to the enemy base gets retained through runs, meaning players can leave a galaxy and then defeat the base on their next run.

Unique Base Battle Rewards
Galaxy Node First Clear Reward
UNND-GLX-z113-2 BB1 Turns off Void Energy and Salvage Scrap spawns - gain permanent upgrade with similar effects
Salvage Amount Multiplier x1.00e4
Void Power Generation x4
Synth Speed x2
Compute Levels Gained x2
Energy Voids -1
Salvage Scrap -1

Getting this upgrade also removes the relevant auto-collect Modules

UNND-GLX-z107-3 BB1 Unlock new row of fixtures and Fixture Speed x20
UNND-GLX-z95-4 BB1 Unlock button on Sector Data tab to jump to any cleared sector
BB2 Unlocks new Alien Synth recipes
UNND-GLX-z89-5 BB1 New Compute Spec Damage/Durability Upgrades, +5 Spec Points
BB2 Warp Overdrive Charge Speed x10
BB3 Synth Speed x10
UNND-GLX-z69-6 BB1 Max Shard Links +1
BB2 Research Datacores now apply to all researches automatically
Universal Data Cores +1
Data Core Exponent +0.25
BB3 Unlock Tether Warps (Requires all warp upgrades purchased)
Warp Overdrive Charge Speed x6
UNND-GLX-z60-7 BB1 Overdrive Catch Up Cutoff -4
S. Battle Overdrive Charge Speed x5
Overdrive Catch Up Bonus x1.25
UNND-GLX-z52-8 BB1 Unlock new row of fixtures and Fixture Speed x20
Command Ship Carriers (B)[edit | edit source]
CommandShipCarrierNode.png

Command Ship Carrier battles are battle nodes similar to Base Battles, but with a Command Ship Carrier instead of an enemy base. They behave similarly to normal bases, can be defeated over multiple fights, but don't retaliate to attack and instead fire at the players ships like normal. When defeated, the corresponding Hazard will be disabled for all affected nodes. Additionally, players will gain a small amount of Astrium Fuel Efficiency for the galaxy.

Ship Fabricator (L/M)[edit | edit source]

ShipFabricatorNode.png

Ship Fabricators allow players to spend Fleet Resources in order to add a ship of their choice to their fleet. The types of ships available depends on which ones players have unlocked. They are temporary and need to be purchased each run. There are two types of Ship Fabricators:

  • Light Ship Fabricator (L)
  • Medium Ship Fabricator (M)

Ship Printer (FP/CP)[edit | edit source]

ShipPrinterNode.png

Ship Printers allow players to spend Fleet Resources in order to add a new ship to their starting-fleet, meaning from that point on they will start every run with an extra ship already. These nodes are permanent.

Localized Printer (CL/HL)[edit | edit source]

Localized Printers act the same as Ship Printers, being permanent. However, they only apply to the specific galaxy.

Foundry (FF/CL/MI/AR/SH/MR/AT)[edit | edit source]

FoundryNode.png

Foundries allow players to spend Fleet Resources in order to unlock new ship types, weapons, or other mods, which can then be bought from Ship Fabricators. Some Foundries also grant a small bonus to the Fleet Resources Mulitpiler when completed. These nodes are permanent.

Galaxy Foothold (GF)[edit | edit source]

GalaxyFootholdNode.png

Galaxy Foothold nodes allow players to spend excess Fleet Resources in order to upgrade their available resources and combat stats inside that galaxy. These nodes are permanent, but it's recommended to only upgrade these nodes after progressing as far as possible in a galaxy, and only spending excess resources on them as these are very expensive and weak, and it is usually far more efficient to spend fleet resources to battle enemies for fleet scrap, then use that to upgrade shipyards and resource deposits.

Shipyard (S)[edit | edit source]

ShipyardNode.png

Shipyards allow players to spend Fleet Scrap in order to upgrade their combat stats in that specific galaxy. These upgrades apply instantly. They can each be upgraded several times, costing more and more resources to do so, and are permanent.

Resource Deposit (R)[edit | edit source]

ResourceDepositNode.png

Resource Deposits allow players to spend Fleet Scrap in order to upgrade their available Fleet Resources in that specific galaxy. These upgrades apply the next time players travel to that galaxy. Most of them can each be upgraded several times, costing more and more resources to do so, and are permanent.

Temporary Power Amplifier (TP)[edit | edit source]

TemporaryPowerAmplifierNode.png

Temporary Power Amplifiers allow players to spend Fleet Resources in order to gain a major boost to their combat stats in that specific galaxy. They are temporary and need to be bought again each run.

Artifact Trove (A)[edit | edit source]

ArtifactTroveNode.png

Artifact Troves allow players to spend Fleet Resources in order to gain Artifacts, which can be spent on powerful upgrades that activate upon the next reinforce. They need to be purchased again every run, granting further artifacts, but can be completed for free after all Artifact upgrades in that galaxy have been purchased. In Galaxy 2 and above, there is a special type of Artifact Trove that is repeatable after the final Base Battle node. Player can use excess Fleet Resources on this node to gain more Artifacts based on Fleet Resources.

Debris Fields (D)[edit | edit source]

AdaptiveNode.png

Debris fields, first seen in UNND-GLX-z89-1 (Galaxy 5), require large amounts of Fleet Resources in order to pass, similar to Artifact Troves. They grant small amount of Fleet Scrap for completing, and each completion reduces the required Fleet Resources by 50%. Once this becomes less than 1, they become free to complete and grant a secret achievement.

Locked Nodes[edit | edit source]

Locked nodes require a certain amount of fleet resources to unlock. Each locked node only needs to be unlocked once, then the node can be used as normal.

Fleet Support Nodes (F)[edit | edit source]

Fleet support nodes cost fleet resources to add support to nearby battles. Supports are the opposite to hazards, weakening enemies. Friendly support nodes reset on leaving the galaxy so they need to be activated every time you visit the galaxy.

Patrol Nodes (PL/PM)[edit | edit source]

Patrol nodes temporarily remove a chosen ship(light or medium depending on the node) from the player fleet. If a ship has been reduced to 0, it cannot be deployed at all.

Artifacts[edit | edit source]

An artifact upgrade grid.

Each Galaxy has a grid of upgrades, which players can spend Artifacts on. In order to access an upgrade, at least one of the adjacent ones needs to already be unlocked. The amount of Artifacts needed to completely fill out the grid is shown in the top right corner.

Upgrades from Artifacts are permanent, but don't get activated immediately. Instead, they get granted when players click on the "apply" button. This also means players can freely undo any of these upgrades that are still pending, and put their points into something else.

Galaxy 1 Artifacts[edit | edit source]

Galaxy 1 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Synth Speed 1 5 3 Synth Speed x1.15 (+0.15 Per Level) Synth Speed x1.75
Capital Battle 2 5 9 Capital Damage x1.15 (+0.15 Per Level)

Capital Max Shields x1.15 (+0.15 Per Level)

Capital Damage x1.75

Capital Max Shields x1.75

Galaxy 2 Artifacts[edit | edit source]

Galaxy 2 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Capital Battle 1 5 3 Capital Damage x1.4 (+0.4 Per Level)

Capital Max Shields x1.4 (+0.4 Per Level)

Capital Damage x3.0

Capital Max Shields x3.0

Base Production 2 5 9 Base 1-4 Production Multiplier x1.25 (+0.25 Per Level)

Base 5 Production Multiplier x1.6 (+0.6 Per Level)

Base 1-4 Production Multiplier x2.25

Base 5 Production Multiplier x4.0

Applied Research 3 5 40 Bonus to Applied Research x3 (+2 Per Level) Bonus to Applied Research x11
Crew Mastery 3 5 27 Mastery Gain Multiplier x1.7 (+0.7 Per Level) Mastery Gain Multiplier x4.5
Fundamental Research 3 5 40 Bonus to Fundamental Research x3 (+2 Per Level) Bonus to Fundamental Research x11

Galaxy 3 Artifacts[edit | edit source]

Galaxy 3 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Void Power Max 1 5 3 Max Void Power x4 (+3 Per Level) Max Void Power x16
Capital Damage 2 5 13 Capital Damage x1.2 (+0.2 Per Level) Capital Damage x2.0
Specimen Research 2 5 9 Bonus to Specimen Research x3 (+2 Per Level) Bonus to Specimen Research x11
Capital Shield 2 5 13 Capital Max Shields x1.2 (+0.2 Per Level) Capital Max Shields x2.0
Compute Spec Points 3 5 40 Compute Spec Points +2 Compute Spec Points +10
Retrofit Travel Bonus 3 1 135 Grants a Retrofit (up to your max) when you travel to a galaxy in Fleet

Retrofit Travel Bonus +1 Retrofits +4

Compute Speed 3 5 40 Compute Speed x3.5 (+2.5 Per Level) Compute Speed x13.5
Veil Piercer Charge Rate 4 5 121 Veil Piercer Charge Rate x1.025 (+0.025 Per Level) Veil Piercer Charge Rate x1.125
Data Cores 4 5 81 Starting Data Cores +2 Starting Data Cores +10
Fighter Efficiency 4 5 121 Fighter Efficiency x1.15 (+0.15 Per Level) Fighter Efficiency x1.75
Shard Link 5 1 1215 Max Shard Links +1

Galaxy 4 Artifacts[edit | edit source]

Galaxy 4 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Capital Damage 1 5 9 Capital Damage x1.15 (+0.15 Per Level) Capital Damage x1.75
Compute Speed 1 5 6 Compute Speed x7 (+6 Per Level) Compute Speed x31
Capital Shield 1 5 9 Capital Max Shields x1.15 (+0.15 Per Level) Capital Max Shields x1.75
Pulverium Gain 2 5 27 Pulverium Amount Multiplier x1.25 (+0.25 Per Level) Pulverium Amount Multiplier x2.25
Fortifium Gain 2 5 18 Fortifium Amount Multiplier x1.25 (+0.25 Per Level) Fortifium Amount Multiplier x2.25
Adaptium Gain 2 5 27 Adaptium Amount Multiplier x1.25 (+0.25 Per Level) Adaptium Amount Multiplier x2.25
Capital Damage 3 5 121 Capital Damage x1.15 (+0.15 Per Level) Capital Damage x1.75
Specimen Gain Bonus 3 5 81 Specimen Gain Bonus x1.4 (+0.4 Per Level) Specimen Gain Bonus x3.0
Shard Drop Amount 3 1 270 Shard Drop Amount x2
Warp Improvement 3 5 81 Warp Essence Gain Multiplier x1.15 (+0.15 Per Level) Warp Essence Gain Multiplier x1.75
Capital Shield 3 5 121 Capital Max Shields x1.15 (+0.15 Per Level) Capital Max Shields x1.75
Applied and Fundamental Research 4 5 243 Bonus to Applied Research x3 (+2 Per Level)

Bonus to Fundamental Research x3 (+2 Per Level)

Bonus to Applied Research x11

Bonus to Fundamental Research x11

Synth Speed 4 5 162 Synth Speed x1.3 (+0.3 Per Level) Synth Speed x2.5
Void Power Supercharge 4 5 243 Void Power Generation x4 (+3 Per Level)

Max Void Power x4 (+3 Per Level)

Void Power Generation x16

Max Void Power x16

Veil Piercer Charge Rate 5 5 486 Veil Piercer Charge Rate x1.025 (+0.025 Per Level) Veil Piercer Charge Rate x1.125

Galaxy 5 Artifacts[edit | edit source]

Galaxy 5 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Specimen Research 1 5 8 Bonus to Specimen Research x2.5 (+1.5 Per Level) Bonus to Specimen Research x8.5
Capital Damage 2 5 36 Capital Damage x1.22 (+0.22 Per Level) Capital Damage x2.1
Warp Improvement 2 5 24 Warp Essence Gain Multiplier x1.2 (+0.2 Per Level) Warp Essence Gain Multiplier x2.0
Capital Shield 2 5 36 Capital Max Shields x1.22 (+0.22 Per Level) Capital Max Shields x2.1
Specimen Gain 3 5 162 Specimen Gain Bonus x1.35 (+0.35 Per Level) Specimen Gain Bonus x2.75
Fighter Improvement 3 5 108 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Bio Sleeve Generation 3 1 360 Bio Sleeve Generation Speed x5
Compute Power 3 5 108 Compute Power x6 (+5 Per Level) Compute Power x26
Base 6 Component Gain 3 5 162 Base 6 Components Multiplier x1.4 (+0.4 Per Level) Base 6 Components Multiplier x3.0
Overdrive Combat Charge Speed 4 5 729 Capital Battle Overdrive Charge Speed x1.075 (+0.075 Per Level)

S. Battle Overdrive Charge Speed x1.3 (+0.3 Per Level) Fighter Overdrive Charge Speed x1.075 (+0.075 Per Level) Compute Overdrive Charge Speed x1.075 (+0.075 Per Level)

Capital Battle Overdrive Charge Speed x1.375

S. Battle Overdrive Charge Speed x2.5 Fighter Overdrive Charge Speed x1.375 Compute Overdrive Charge Speed x1.375

Veil Piercer Charge Rate 4 5 486 Veil Piercer Charge Rate x1.01 (+0.01 Per Level) Veil Piercer Charge Rate x1.05
Pulverium Gain 4 5 324 Pulverium Amount Multiplier x1.25 (+0.25 Per Level) Pulverium Amount Multiplier x2.25
Fortifium Gain 4 5 216 Fortifium Amount Multiplier x1.25 (+0.25 Per Level) Fortifium Amount Multiplier x2.25
Adaptium Gain 4 5 324 Adaptium Amount Multiplier x1.25 (+0.25 Per Level) Adaptium Amount Multiplier x2.25
Synth Speed 4 5 486 Synth Speed x1.4 (+0.4 Per Level) Synth Speed x3.0
Overdrive Support Charge Speed 4 5 729 Synth Overdrive Charge Speed x1.075 (+0.075 Per Level)

Reactor Overdrive Charge Speed x1.075 (+0.075 Per Level) Research Overdrive Charge Speed x1.075 (+0.075 Per Level) Warp Overdrive Charge Speed x1.075 (+0.075 Per Level)

Synth Overdrive Charge Speed x1.375

Reactor Overdrive Charge Speed x1.375 Research Overdrive Charge Speed x1.375 Warp Overdrive Charge Speed x1.375

Capital Damage 5 5 972 Capital Damage x1.22 (+0.22 Per Level) Capital Damage x2.1
Compute Spec Points 5 5 648 Compute Spec Points +1 Compute Spec Points +5
Capital Shield 5 5 972 Capital Max Shields x1.22 (+0.22 Per Level) Capital Max Shields x2.1
Crew Splicing 6 1 9720 Unlocks Crew Splicing (Available After Crew Supremacy and Sector 117+)

Crew Splicing +1 Crew Starting Mastery Level +1

Galaxy 6 Artifacts[edit | edit source]

Galaxy 6 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Capital Damage 1 5 49 Capital Damage x1.175 (+0.175 Per Level) Capital Damage x1.875
Specimen Research 1 5 33 Bonus to Specimen Research x1.2 (+0.2 Per Level) Bonus to Specimen Research x2.0
Capital Shield 1 5 49 Capital Max Shields x1.175 (+0.175 Per Level) Capital Max Shields x1.875
Fixture Speed 2 5 148 Fixture Creation Speed x1.1 (+0.1 Per Level) Fixture Creation Speed x1.5
Compute Power 2 5 99 Compute Power x6 (+5 Per Level) Compute Power x26
Data Cores 2 5 148 Starting Data Cores +1 Starting Data Cores +5
Overdrive Combat Charge Speed 3 5 1002 Capital Battle Overdrive Charge Speed x1.02 (+0.02 Per Level)

S. Battle Overdrive Charge Speed x1.02 (+0.02 Per Level) Fighter Overdrive Charge Speed x1.02 (+0.02 Per Level) Compute Overdrive Charge Speed x1.02 (+0.02 Per Level)

Capital Battle Overdrive Charge Speed x1.1

S. Battle Overdrive Charge Speed x1.1 Fighter Overdrive Charge Speed x1.1 Compute Overdrive Charge Speed x1.1

Fighter Improvement 3 5 668 Fighter Damage x1.125 (+0.125 Per Level)

Fighter Durability x1.125 (+0.125 Per Level)

Fighter Damage x1.625

Fighter Durability x1.625

Applied Research 3 5 445 Bonus to Applied Research x1.5 (+0.5 Per Level) Bonus to Applied Research x3.5
Warp Improvement 3 5 297 Warp Essence Gain Multiplier x1.15 (+0.15 Per Level) Warp Essence Gain Multiplier x1.75
Fundamental Research 3 5 445 Bonus to Fundamental Research x1.5 (+0.5 Per Level) Bonus to Fundamental Research x3.5
Fighter Efficiency 3 5 668 Fighter Efficiency x1.15 (+0.15 Per Level) Fighter Efficiency x1.75
Overdrive Support Charge Speed 3 5 1002 Synth Overdrive Charge Speed x1.02 (+0.02 Per Level)

Reactor Overdrive Charge Speed x1.02 (+0.02 Per Level) Research Overdrive Charge Speed x1.02 (+0.02 Per Level) Warp Overdrive Charge Speed x1.02 (+0.02 Per Level)

Synth Overdrive Charge Speed x1.1

Reactor Overdrive Charge Speed x1.1 Research Overdrive Charge Speed x1.1 Warp Overdrive Charge Speed x1.1

Capital Damage 4 5 3007 Capital Damage x1.175 (+0.175 Per Level) Capital Damage x1.875
Compute Spec Points 4 5 2004 Compute Spec Points +2 Compute Spec Points +10
Veil Piercer Rare Bonus 4 5 1336 Rare Bonus Multiplier +0.05 Rare Bonus Multiplier +0.25
Base 6 Renovation 4 1 4455 Unlocks Base 6 Renovation upgrades that cap and increase the bonus then starts a new one. 3e23 Components for the first one.

Base 6 Production Multiplier x10

Specimen Gain Bonus 4 5 1336 Specimen Gain Bonus x1.2 (+0.2 Per Level) Specimen Gain Bonus x2.0
Siphon Improvement 4 5 2004 Siphoning Multiplier x1.02 (+0.02 Per Level) Siphoning Multiplier x1.1
Capital Shield 4 5 3007 Capital Max Shields x1.175 (+0.175 Per Level) Capital Max Shields x1.875
Overdrive Combat Charge Speed 5 5 6014 Capital Battle Overdrive Charge Speed x1.02 (+0.02 Per Level)

S. Battle Overdrive Charge Speed x1.02 (+0.02 Per Level) Fighter Overdrive Charge Speed x1.02 (+0.02 Per Level) Compute Overdrive Charge Speed x1.02 (+0.02 Per Level)

Capital Battle Overdrive Charge Speed x1.1

S. Battle Overdrive Charge Speed x1.1 Fighter Overdrive Charge Speed x1.1 Compute Overdrive Charge Speed x1.1

Veil Piercer Charge Rate 5 5 4009 Veil Piercer Charge Rate x1.02 (+0.02 Per Level) Veil Piercer Charge Rate x1.1
Warp Charge Speed 5 5 2673 Warp Core Charge Speed x1.2 (+0.2 Per Level) Warp Core Charge Speed x2.0
Data Core Exponent 5 5 4009 Data Core Exponent +0.025 Data Core Exponent +0.125
Overdrive Support Charge Speed 5 5 6014 Synth Overdrive Charge Speed x1.02 (+0.02 Per Level)

Reactor Overdrive Charge Speed x1.02 (+0.02 Per Level) Research Overdrive Charge Speed x1.02 (+0.02 Per Level) Warp Overdrive Charge Speed x1.02 (+0.02 Per Level)

Synth Overdrive Charge Speed x1.1

Reactor Overdrive Charge Speed x1.1 Research Overdrive Charge Speed x1.1 Warp Overdrive Charge Speed x1.1

Spliced Phenomenologist 6 1 40095 Unlocks Spliced Phenomenologist

Galaxy 7 Artifacts[edit | edit source]

Galaxy 7 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Aspect Catchup Multiplier 1 1 100 Adds a multiplier to mastery gain for Aspects that are below their previous highest this reinforce

Aspect Highest Catchup Multiplier x3

Discipline Mastery 2 5 60 Discipline Mastery Gain Multiplier x1.75 (+0.75 Per Level) Discipline Mastery Gain Multiplier x4.75
Overdrive Max Charging 2 1 200 Max Overdrives Charging +4
Specimen Gain 2 5 60 Specimen Gain Bonus x1.75 (+0.75 Per Level) Specimen Gain Bonus x4.75
Pulverium Gain 3 5 120 Pulverium Amount Multiplier x1.4 (+0.4 Per Level) Pulverium Amount Multiplier x3.0
Fortifium Gain 3 5 80 Fortifium Amount Multiplier x1.4 (+0.4 Per Level) Fortifium Amount Multiplier x3.0
Adaptium Gain 3 5 120 Adaptium Amount Multiplier x1.4 (+0.4 Per Level) Adaptium Amount Multiplier x3.0
Capital Damage 4 5 240 Capital Damage x1.3 (+0.3 Per Level) Capital Damage x2.5
Synth Speed 4 5 160 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Capital Shield 4 5 240 Capital Max Shields x1.3 (+0.3 Per Level) Capital Max Shields x2.5
Base 6 Component Gain 5 5 480 Base 6 Components Multiplier x1.7 (+0.7 Per Level) Base 6 Components Multiplier x4.5
Discipline Potency 5 1 1600 Discipline Potency x1.05
AF Research 5 5 480 Bonus to Applied Research x2.5 (+1.5 Per Level)

Bonus to Fundamental Research x2.5 (+1.5 Per Level)

Bonus to Applied Research x8.5

Bonus to Fundamental Research x8.5

Galaxy 8 Artifacts[edit | edit source]

Galaxy 8 Artifacts
Upgrade name Icon Row Levels Cost Individual Effect Total Effect
Fighter Damage 1 5 67 Fighter Damage x1.08 (+0.08 Per Level) Fighter Damage x1.4
Fixture Speed 1 5 45 Fixture Creation Speed x1.1 (+0.1 Per Level) Fixture Creation Speed x1.5
Fighter Durability 1 5 67 Fighter Durability x1.08 (+0.08 Per Level) Fighter Durability x1.4
Specimen Research 2 5 135 Bonus to Specimen Research x1.3 (+0.3 Per Level) Bonus to Specimen Research x2.5
Base 6 Materials 2 5 90 Base 6 Material Multiplier x1.4 (+0.4 Per Level) Base 6 Material Multiplier x3.0
Acclimation Rate 2 5 135 Acclimation Rate x1.25 (+0.25 Per Level) Acclimation Rate x2.25
Capital Damage 3 5 405 Capital Damage x1.3 (+0.3 Per Level) Capital Damage x2.5
Skein Gain 3 5 270 Warp Skein Gain x1.04 (+0.04 Per Level) Warp Skein Gain x1.2
Synth Speed 3 5 180 Synth Speed x1.5 (+0.5 Per Level) Synth Speed x3.5
Data Core Exponent 3 5 270 Data Core Exponent +0.0125 Data Core Exponent +0.0625
Capital Shield 3 5 405 Capital Max Shields x1.3 (+0.3 Per Level) Capital Max Shields x2.5
Overdrive Charge Speed 4 5 540 Overdrive Charge Speed x1.07 (+0.07 Per Level) Overdrive Charge Speed x1.35
Compute Spec Points 4 5 360 Compute Spec Points +2 Compute Spec Points +10
Adaptation Speed 4 5 540 Adaptation Speed x3 (+2 Per Level) Adaptation Speed x11

Player Ships[edit | edit source]

[Missing information]

Enemies[edit | edit source]

[Missing information]

Hazards and Supports[edit | edit source]

Hazards, first seen in UNND-GLX-z89-5 (Galaxy 5), are additional events in battles that makes them harder. There are 4 types of hazards:

  • R: Enemy reinforcement comes a few seconds after starting the battle. The locations and types of enemies spawning from reinforcements depends on the battle. Reinforcements take a few seconds to fully appear, but can be damaged in this state already.
  • L: A volley of laser projectiles is fired at the players ships a few seconds after starting the battle, with variable projectile count and damage depending on the battle. When triggered, they with fire one time at the ship closest to the source of the volley.
  • D: All player ships constantly take damage, the amount and interval depending on the battle. There is a special type of D hazard with a long interval, which instantly defeat all player ships.
  • G: Some enemy grid slots gained bonuses.
  • H: Multiple types of hazards.

Most L, R and G hazards are linked to Command Ship Carrier battles. In these battles the corresponding hazards will happen repeatedly at a set interval instead of only happening once after starting the battle. Once the Command Ship Carrier is destroyed, its hazard will disappear permanently, along with the hazards in all battles linked to this one, making these battles much easier the next time. D hazards cannot be removed.

Supports are the opposite of hazards. For example, R provides player ship reinforcements and L volley fires at enemies.

Unstable Transit[edit | edit source]

[Missing information]

Run Modifiers[edit | edit source]

Run modifiers affect the difficulty of an unstable transit run. Run modifiers are random in a standard run but can be chosen freely in a simulation run.
Only 1 modifier in the Difficulty/Choices/Ships category can be active each. Multiple modifiers in the Other category may be active at the same time.
Certain modifiers can only appear in a simulation run.

Run Modifiers
Category Name Effect Appear in Standard run
Difficulty Standard none yes
Difficulty Hard Enemy scaling increased by 0.01 yes
Difficulty Extreme Enemy scaling increased by 0.03 no
Choices Standard none yes
Choices More Choices 4 reward choices instead of 3 yes
Choices Fewer Choices 2 reward choices instead of 3 yes
Choices No Choice 1 reward 'Choice' instead of 3 no
Ships Standard none yes
Ships Mono Your ships are all the same no
Ships Duo You only have 2 ship types yes
Other Fragile Base starts with 1 hull no
Other Balance Mod choices presented will always be for the ship(s) with the fewest mods yes
Other No Extra Ships No additional ship rewards yes
Other More Mods Every 3rd reward sequence will offer an additional selection yes
Other Rarer Mods Rare and Very Rare mods are more common yes, always active during spacemas event
Other Grid Buffed Grid slots get a random buff every battle, 1 per stage yes

Ship Mods[edit | edit source]

Ship Mods
Name Icon Effect Requirement
Damage Boost Damage +10% none, repeatable
Damage Amplifier (rare) Damage x1.2 Origin z52 or further, repeatable
Fire Rate Fire Rate +5% none, repeatable
Burst Fire(rare) Damage x0.7
Burst Fire +1
Getting this on the same ship for the 3rd time is a downgrade to DPS
none, repeatable
Range Boost Range +3% none, repeatable
Hull Boost Hull +15% none, repeatable
Hull Amplifier (rare) Hull x1.3 Origin z52 or further, repeatable
Ship Improvement (rare) Damage +10%
Fire Rate +5%
Range +3%
Hull +15%
origin z89 or further
Glass Cannon Damage x1.2
Hull x0.9
Origin z52 or further, repeatable up to 4 times
Grants a Barrier (rare) Barrier +1
Damage x0.9(if on fighter)
none

Weapon Mods[edit | edit source]

Weapon Mods
Name Icon Effect Requirement
Single Cruiser reduces damage taken(always takes some damage)(rare) # Ships -1
Damage x1.75
Fire Rate x1.3
Hull x2
Damage Block = 1% of Hull
exclusive to Cruiser
Charge Laser Damage x2.4
Fire Rate x0.5
Armor Damage = 1
Shield Damage = 2
Range x1.33
Speed -1
ship has no Missile Launchers or Mini Rail Gun mods
Missile Launchers Damage x0.5
Fire Rate x0.8
Targets +2
Armor Damage = 2
Shield Damage = 1
Range x0.92
ship has no Charge Laser or Mini Rail Gun mods
Mini Rail Gun Fire Rate x1.2
Armor Damage = 2
Shield Damage = 1
Range x1.04
ship has no Charge Laser or Missile Launchers mods
Charge Laser Quick Fire Rate x1.2
Speed -0.5
ship has Charge Laser mod
Charge Laser Snipe Damage x1.2
Fire Rate x0.9
Range x1.2
Speed -0.65
ship has Charge Laser mod
Barrage Missile Launchers Damage x0.9
Targets +1
Range x1.2
Speed -0.4
ship has Missile Launchers mod
Close Range Missile Launchers Fire Rate x1.2
Range x0.75
Speed +0.5
ship has Missile Launchers mod
Rapid Mini Rail Gun Damage x0.75
Fire Rate x1.5
ship has Mini Rail Gun mod
Versatile Mini Rail Gun Damage x1.1
Shield Damage = 2
Range x1.1
ship has Mini Rail Gun mod

Ability Mods[edit | edit source]

Adds temporary abilities to ships. Rare mods tend to apply to only the specific ship while very rare mods tend to apply to the whole fleet.

Ability Mods
Name Icon Effect Requirement
Grants Rapid Fire Ability (rare) Ability: Rapid Fire
1.5x Fire Rate
Charge Time: 6s
Duration: 4s
exclusive to Corvette
Grants Fleet Rapid Fire Ability (very rare) Adds Rapid Fire ability to all ship types Corvette has Rapid Fire mod
Grants Double Tap Ability (rare) Ability: Double Tap
2x Burst Fire
Charge Time: 6s
Duration: 4s
exclusive to Frigate
Grants Fleet Double Tap Ability (very rare) Adds Double Tap ability to all ship types Frigate has Double Tap mod
Grants Hull Bomb Ability (rare) Ability: Hull Bomb
Deals damage equal to 25% of ship's max hull to closest enemy
Charge Time: 5s
exclusive to Cruiser
Grants Dispersion Pulse Ability (rare) Ability: Dispersion Pulse
Deals 1.5% of your max hull to enemies within 500 radius
Charge Time: 2s
exclusive to Heavy Cruiser
Grants Teleport Drive Ability (rare) Ability: Teleport Drive
Jumps to the furthest enemy one time, 2x damage
Charge Time: 3s
exclusive to Fighter
Grants Fleet Teleport Drive Ability (very rare) Adds Teleport Drive ability to all ship types Fighter has Teleport mod
Grants Exploitation Field Ability (very rare) Ability: Exploitation Field
Increases damage taken by enemies by 20%
Charge Time: 6s
exclusive to Base, replace previous Base abilities
Grants Barrier Projection Ability (very rare) Ability: Barrier Projection
Gives a barrier to all allies
Charge Time: 8s
exclusive to Base, replace previous Base abilities
Grants Fleet Barrage Ability (very rare) Ability: Fleet Barrage
1.25x Fire Rate to all allies
Charge Time: 8s
exclusive to Base, replace previous Base abilities

Grid Slot Mods[edit | edit source]

Only available in z69 or further; the slot is randomly chosen when selecting the reward. Each slot can only have 1 mod.

Grid Slot Mods
Name Icon Effect Requirement
Damage (rare) 2x Damage none
Health (rare) 2x Health none
Fire Rate (rare) 2x Fire Rate none
Barrier (rare) Grands Barrier that absorbs damage none
Teleportation Drive (rare) Jump to furthest enemy after 2 seconds,
brief 2x damage
none
Ship Improvement (very rare) 2x Damage and Health none
Super Charged (very rare) 2x Damage and Fire Rate none
Sniper (very rare) 5x Damage, 2x Range, 0.25x Fire Rate and Speed none
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