Plant Life
- +0.5 Culture
- +0.5 Atmosphere
Interactions: Medicinal Flora.
iPhone + iPad field manual
Look up a discovery, check a ship system, or plan the upgrades for your next voyage.
Open Codex from the title screen or the Legacy hub. The ship-system guide is available from the start. The discovery collection records surface features, moon types, and ring types across your voyages.
Complete a landing to record discoveries. Scanning a world or spending a probe does not unlock its Codex effects by itself. A finalized landing records the world’s features, its moon types and rings, plus the surface features of a moon you settle.
Values are the in-game Codex’s base reference modifiers, not percentages or guaranteed final-score points. World conditions, ship capability, feature interactions, moon size, and ring density can change the outcome. Metal-rich moon values are approximate additive equivalents of scaling effects. An interaction can help or hurt.
Interactions: Medicinal Flora.
Interactions: Poisonous Plants, Deep Oceans, Symbiotic Organisms.
Interactions: Edible Plants.
Interactions: Plant Life.
Interactions: Medicinal Flora, Apex Predator.
Interactions: Tameable Fauna, Megafauna.
Interactions: Dangerous Fauna, Megafauna, Symbiotic Organisms.
Interactions: Dangerous Fauna, Tameable Fauna.
Interactions: Edible Plants, Tameable Fauna.
Interactions: Deep Oceans.
Interactions: Dangerous Fauna, Megafauna, Carnivorous Flora.
Interactions: Tectonic Instability.
Interactions: Volcanic Activity.
Interactions: Outstanding Beauty.
Interactions: Singing Crystals.
Interactions: Outstanding Ugliness, Floating Islands, Weak Magnetosphere.
Interactions: Outstanding Beauty.
Interactions: Monuments, Subspace Echoes.
Interactions: Ancient Ruins, Subspace Echoes.
Interactions: Ancient Ruins.
Interactions: Ancient Ruins, Archive Vaults, Subspace Echoes.
Interactions: Ancient Ruins, Ghost Cities.
Interactions: Insulated Caves.
Interactions: Airtight Caves.
Interactions: Underground Rivers.
Interactions: Crystal Caverns.
Interactions: Underground Rivers.
Interactions: Outstanding Beauty.
Interactions: Edible Plants, Geothermal Vents, Aquatic Megafauna.
Interactions: Deep Oceans.
Interactions: Airtight Caves, Sinkhole Fields, Salt Flats.
Interactions: Outstanding Beauty.
Interactions: Outstanding Beauty, Weak Magnetosphere.
Interactions: Megastructural Fragments.
Interactions: Ancient Ruins, Monuments.
Interactions: Crystal Caverns.
No base additive modifier listed.
Protect the systems that keep the voyage alive, while preserving the capability your colony will need after landing.
Hull at 0% ends the voyage immediately. Hull condition is heavily weighted in the final ship-condition score; impacts, hazards, and rough landings damage it.
Navigation at 0% ends the voyage immediately. Its condition is heavily weighted in the final ship-condition score and is exposed to transit wear and navigation events.
Cryopods at 0% end the voyage. Below 40%, sleepers are lost on each transit; the lower the condition, the greater the attrition.
Damaged scanners produce wider errors. A survey probe verifies all six readings and can reveal hidden surface features; scanner upgrades reduce uncertainty but do not make every result infallible.
Pressing on consumes 5–10 Fuel and landing consumes 20–30. Reaching 0 ends the voyage; remaining Fuel also contributes to colony viability and landing precision.
Planet scans consume Energy. Each transit provides a small reactor trickle, but awake groups consume upkeep; if upkeep cannot be paid, awake colonists die.
A survey probe is consumed when deployed. It verifies all six scanner readings and can reveal hidden surface features. Compare a world’s conditions before committing to a landing.
Awake colonists consume Energy during transit; sleepers do not, but depend on Cryopods. If all awake colonists die, up to 25 sleepers wake automatically. Losing the entire population ends the voyage.
Tech improves colony viability and the final technology level. High Tech can unlock larger benefits from ruins and other advanced discoveries; spending it represents consuming scarce capability, not forgetting knowledge.
Constructors improve colony viability, construction level, and ship-condition score. Damage leaves the settlement slower and less capable of building shelter and infrastructure.
Shields influence the final ship-condition score and are frequently spent or damaged by defensive choices. At 0% the voyage continues, but the hull has less protection from later hazards.
Landing condition directly improves landing precision. Below 30%, a landing becomes substantially more dangerous and can cause extra hull damage and colonist losses.
Awake colonists consume one unit per 400 people each jump. Sleepers consume none; an exhausted reserve causes life-support losses.
Society: Raised by fair decisions, rescues, shared victories, and trusted leadership. Lowered by casualties, injustice, conflict, and repeated setbacks.
Culture: Raised by preserving archives, education, art, traditions, and cultural exchange. Lowered by corruption, censorship, neglect, destruction, or deliberate sacrifice.
Legacy Points (LP) are earned through play and spent in the Legacy → Upgrades screen. They carry over between voyages, as do the ranks you have purchased.
Purchased ranks apply when you start your next voyage, including a Daily Voyage. Resuming an existing voyage preserves the upgrades it started with. Skeleton Crew is the exception in free, ad-supported play: a completed optional rewarded ad activates Rank III for one new voyage instead of spending LP. Premium players can buy permanent ranks with LP; Premium does not grant the ranks automatically.
| Upgrade | LP / rank | Rank I | Rank II | Rank III |
|---|---|---|---|---|
| Extra Probes | 40 | +1 probe | +2 probes | +3 probes |
| Solar Collector | 55 | +1 Energy | +2 Energy | +3 Energy |
| Reinforced Hull | 50 | +3% Hull | +6% Hull | +10% Hull |
| Cryo Shield | 60 | +3% Cryopods | +6% Cryopods | +10% Cryopods |
| Skeleton Crew | 65 | 180 awake / 820 sleepers | 160 awake / 840 sleepers | 140 awake / 860 sleepers |
| Advanced Scanner | 75 | +3% scanners | +6% scanners | +10% scanners |
| Cultural Archive | 80 | +3% Culture | +6% Culture | +10% Culture |
| Tech Boost | 90 | +3% Tech | +6% Tech | +10% Tech |
| Warp Navigation | 100 | +3% Navigation | +6% Navigation | +10% Navigation |
| Xenology Observatory | 110 | +3% detection | +6% detection | +10% detection |
| Bussard Collector | 70 | 2 Water total | 3 Water total | 4 Water total |
| Star Charts | 120 | +3% Nav + scanners | +6% Nav + scanners | +10% Nav + scanners |
Skeleton Crew: shifts more of the starting 1,000 colonists into cryostasis and lowers the awake crew target used when automatically replacing casualties. The normal complement is 200 awake and 800 sleepers. This is not a cap on people awakened by later events.
Fully ranking every permanent, Premium-accessible upgrade costs 2,745 LP. In free play, the other eleven permanent upgrades total 2,550 LP; Skeleton Crew uses the per-voyage rewarded option. You do not need to complete one upgrade before buying another.