Plant Life
- +0.5 Culture
- +0.5 Atmosphere
Interactions Medicinal Flora
Steam field manual
Discoveries, ship systems and Legacy upgrades.
This reference includes effects the game keeps hidden until discovery. Values show base reference modifiers. How to read the reference
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
Examples from the game. Each moon’s appearance varies.

No base additive modifier listed.




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.
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. From 40–100%, pod condition causes no automatic deaths. Below 40%, sleepers are lost on every encounter advance; 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 uses purchased LP ranks, just like the other upgrades.
| 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 upgrade costs 2,745 LP. You do not need to complete one upgrade before buying another.