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Xenobiome Command reference

Every rule in the game, in the game's own words. The text below is the in-game codex, rendered from the same strings the game ships, with the shipping numbers filled in. The tables under each entry are read straight from the engine data. Synced 2026-10-30.

27
Campaign maps
11
Chapters
18
Commanders
54
Buildings
146
Event cards
14
Techs
7
Resources
27
Artifacts

The Colony

Morale

How the colony feels.

Morale moves toward its target slowly at first, then faster the longer it keeps going the same way. A drop closes half the gap in about 2.4 days. A rise closes half the gap in about 3.2 days. Outpost > Services shows what the colonists want.

The target Morale cap is 85. You get 15 for housing everyone, up to 55 for covering the services people ask for, and 15 for having Biomass and Filtrate in the stores. Every colonist who has nowhere to sleep costs 5. A service people ask for but don't have costs Morale. Dead colonists with no grave cost 1, plus 1 more for every 4 dead, up to 4, and each Burial Field buries 6. Shortages, an open incident, and having no Heat Cells all subtract.

The Morale cap is 85 for most colonies. Some buildings and colonist traits increase it. The floor is -50. Command refills once Morale reaches 50 or 75% of what housing, services and food can give together, whichever is lower. Below -10, unrest costs Command every few days. The lower Morale sinks, the more it costs. The more Command you hold, the sooner it hits. Below 0, colonists start leaving too. They leave sooner the heavier your Morale penalties are, and no more than one every 4 days.

Command

Your standing with the Directorate. At zero you lose the run.

Command changes only on certain events. Outpost > Leaders lists every gain and loss, including Unrest, Losses, Desertion, Directorate impatience.

Finishing a quest gives 3. A colony above 50 Morale refills about 0.35 Command per day. The refill slows as Command rises. Every colonist who dies or leaves costs 8. Each later loss costs 2 more. Every new colonist gives 2. An overdue quest costs 0.75 per day until you finish it.

Command is checked at the end of every day and after every incident choice. At zero the Directorate recalls you.

The Diplomat never refills Command passively. Quests pay double instead. Relic finds still count, so ruins matter more to that commander.

Patience and overdue quests

The patience budget on the current quest, and the cost of missing it.

Every quest has a patience budget in days. It ticks down while the quest is open. It refills when you finish the quest.

At zero the quest is overdue. You lose 0.75 Command per day, multiplied by the difficulty level and the pace level. On Hostile and Lethal the drain starts early, with 44% of the budget left. From Brutal up it starts with 35% left. It continues until you finish the quest. It shrinks once Command runs low. On Mild and Hostile it stops at 6 and 3 Command. The Diplomat never goes overdue.

Relaxed pace multiplies every budget by 2 and the drain by 0.5. Sandbox has no quests, patience or scoring.

Vigor

What every action costs.

Every action costs Vigor. Vigor refills on its own at a base rate, plus more for every colonist. Colonists beyond the first 4 add half as much. A Council and some techs raise the rate further.

Vigor has a soft cap of 3. Every point above it slows the refill more. The refill stops at about 5 plus 1 per colonist. Spend Vigor instead of holding it.

Population

How the colony grows.

Growth needs beds, Biomass in the stores, Morale above zero and no waiting incident. Running out of Filtrate doesn't stop arrivals, but it kills people. The Outpost panel shows what holds growth back.

Morale must stay above zero for the colony to grow. Below that cap, Morale doesn't change the speed. When Morale rises past what housing, services and food provide, every point over speeds growth up.

New colonists wait at the door for 16 days. If nobody lets them in, they leave. That counts as a loss. It costs 2 Command and raises the cost of the next loss. If the colony is empty, you have 15 days before you lose. A colonist waiting at the door pauses that clock. Welcoming one ends it.

Resources and storage

Seven types, four of them at the start.

Each run starts with 4 resource types: Biomass, Filtrate, Fiber and Heat Cells. Research unlocks Medicine, Regolith and Alloy later. Once Medicine is unlocked and the colony reaches 7 colonists, every colonist uses 0.05 Medicine a day.

Every resource has a capacity. A store below capacity accepts one scavenge or production tick, even if that goes over capacity. A store at or over capacity gains 0. Capacity comes from buildings, a few techs, doctrines, boons and artifacts. Sustenance 1 unlocks silos, which hold more than stores. After that you can't build new stores, but existing ones keep working.

Scavenging gives extra resources on top of production. Scavenged resources arrive as map bubbles 2 to 5 days later. You collect them. Each scavenge of a resource costs more Vigor than the last. Biomass and Heat Cells rise 1 per scavenge, up to 4 over the base. Fiber and Regolith rise slower. Medicine and Alloy rise faster. Filtrate never rises. Every 6 months each price drops one step, down to 1 Vigor.

You can order a building or tech research you can't pay for. The game shows which resource will go negative. A negative store acts like an empty one. The order pauses while that store is at zero or below. Nothing else that costs that resource can start while it is negative.

ResourceUnlockedPer colonistScavenge VigorScavenge yieldRole
Biomass Start 0.16/day 1 3 Food. Seasonal growers halt through the Drift; fauna pens run all year.
Filtrate Start 0.36/day 1 2 Water. Condensers build on the Landing Zone; wetland is the rich ground.
Fiber Start - 1 1.4 Chitin-flora. The universal build material - almost everything costs Fiber.
Heat Cells Start 0.01/day 1 1.6 Biofuel. Heat Rings burn 5x as much through the Drift.
Medicine Sustenance 3 - 2 1.2 Medicine. Feeds the Med Bay and Med Lab.
Regolith Industry 2 - 3 1.2 Ground stone. Bulwarks, kilns, training grounds.
Alloy Industry 3 - 3 1.2 Refined metal. Spire habs, thermal lattices, signal lances.

All 54 buildings

Vigor is the order cost; materials are spent on placement; days is build time (0 = same day).
BuildingCategoryRequiresVigorMaterialsDaysWhereEffect
Sleep Pod Housing - 0 1 1 Core 1 bed, quality 0
Hab Cluster Housing Sustenance 1 0 2 2 Core 1 bed, quality 1
Hab Complex Housing Sustenance 3 0 4 1 2 Core 1 bed, quality 2
Heat Ring Service - 1 1 2 Core serves 3, weight 3; upkeep 0.12/day
Latrine Service - 1 - 2 Core serves 2, weight 2; upkeep 0.11/day
Mess Hall Service Uplink T2 1 1 2 Core serves 1.5, weight 2; upkeep 0.13/day
Heat Hearth Service after Heat Ring 2 2 2 Core serves 6.6, weight 3; upkeep 0.24/day
Sluice Latrine Service after Latrine 2 2 2 Core serves 4.4, weight 2; upkeep 0.22/day
Canteen Service after Mess Hall 2 2 3 Core serves 3.3, weight 2; upkeep 0.26/day
Gathering Circle Service Uplink T2 3 3 2 Core serves 3, weight 2; Morale ceiling +5
Joinery Service Uplink T4 3 3 3 Core serves 3, weight 2; upkeep 0.12/day
Fabricator Bay Special Industry 3 2 3 3 Core +1 build team
Survey Mast Special Survey 1 2 3 3 Core +1 survey team
Med Bay Service Sustenance 3 or Uplink T4 3 2 3 Core serves 3, weight 2; upkeep 0.15/day; growth x1.5; heals Wardens
Filtrate Condenser Production - 1 1 1 Core, Wetland +0.4/day
Deep Condenser Production Sustenance 1 2 2 2 Core, Wetland +1.04/day; upkeep 0.1/day
Spore Orchard Production - 1 1 2 Sporeplain +0.375/day; halts in the Drift
Animal Pen Production - 1 2 2 warren +0.25/day
Harvester Hut Production - 1 - 1 Chitin grove +0.2/day
Biofuel Vat Production - 1 1 1 Core, Ruinfield +0.2/day
Fiber Store Storage - 1 1 1 Core, Chitin grove cap +5
Heat Cell Store Storage - 1 1 1 Core, Ruinfield cap +5
Biomass Store Storage - 1 1 1 Core, Sporeplain, warren cap +4
Filtrate Store Storage - 1 1 1 Core, Wetland cap +4
Biomass Silo Storage Sustenance 1 2 2 1 Core, Sporeplain, warren cap +8
Filtrate Tank Storage Sustenance 1 2 2 1 Core, Wetland cap +8
Fiber Loft Storage Sustenance 1 2 2 1 Core, Chitin grove cap +10
Heat Cell Vault Storage Sustenance 1 2 2 1 Core, Ruinfield cap +10
Cold Store Storage Sustenance 3 2 2 1 Core, Wetland cap +4
Ore Bin Storage Industry 1 2 2 1 Core, Ruinfield, Chitin grove cap +6
Alloy Rack Storage Industry 2 2 2 1 Core, Ruinfield cap +6
Deep Vat Production Sustenance 2 3 3 2 Ruinfield +0.34/day
Bath House Service Uplink T3 2 2 3 Core serves 3, weight 2; upkeep 0.22/day
Training Grounds Defence Warfare 2 3 3 1 3 Core Wardens +20%
Med Lab Production Sustenance 3 3 3 3 Sporeplain, Chitin grove, Wetland, Ruinfield, warren +0.35/day
Regolith Kiln Production Industry 1 3 2 2 3 Sporeplain, Chitin grove, Wetland, Ruinfield, warren +0.2/day
Nursery Dome Special Sustenance 4 3 4 3 Core growth x1.4
Colony Archive Special Survey 2 3 3 2 3 Core Morale ceiling +5
Fire Watch Special after Fire in the Heat Cell Store 3 2 2 Core
Curing Shed Special after Spoilage in the Stores 3 2 2 Core
Settling Tank Special after Tainted Tanks 3 1 1 2 Core
Drying Racks Special after Mould in the Bales 3 1 1 2 Core
Warning Spikes Special after Pack Frenzy 3 2 2 Core
Assembly Hall Special after Unrest 3 3 2 Core
Alloy Forge Production Industry 2 4 2 3 4 Core +0.2/day
Stronghold Defence Warfare 2 3 3 2 3 Core, Sporeplain, Chitin grove, Wetland, Ruinfield, warren fortifies 2
Feral Pen Defence Warfare 3 3 2 2 4 Core, Sporeplain, Wetland, warren fortifies 1
Hunting Hollow Service Uplink T3 3 2 2 Core serves 3, weight 2; upkeep 0.12/day
Scholar's Dome Service Survey 2 or Uplink T5 3 3 1 3 Core serves 3, weight 2; upkeep 0.18/day
Shrine of Resonance Service Industry 4 or Uplink T6 3 2 1 3 Core serves 3, weight 1; upkeep 0.1/day
Brewhouse Service Sustenance 4 or Uplink T6 2 2 1 2 Core serves 3, weight 1; upkeep 0.14/day
Burial Field Special - 1 1 1 Core, Sporeplain, Ruinfield buries 6 dead
Spire Hab Housing Industry 4 0 4 1 3 Core 1 bed, quality 3
Heat Blankets Special Industry 2 4 2 2 4 Core upkeep 0.1/day; Drift shelter

Four research tracks across Uplink Tiers.

Research runs in 4 tracks, each levelled 1 to 4, in Outpost > Up⁠link. Warfare buys Warden gear, fortifications and a Command payout. Sustenance covers housing, Biomass, Filtrate and healing. Industry unlocks Regolith deposits, then Alloy, then an extra build team. Every track opens Regolith scavenging at Uplink Tier 4. Survey improves surveying and raises survey and expedition payouts.

Tier is 1 plus your total levels across all four tracks, capped at 7. It stops growing at 6 researched levels. Each tier adds 15% Warden strength, with 40% more at tier 3 and 40% more at tier 6. Tier also sets the Vigor a festival pays. Vigor income rises again at tiers 5 and 6.

Level 2 is free on any track. Higher levels force you to spread out. Level 3 needs 3 total levels across all four tracks. Level 4 needs 5.

Tier also caps how many copies of one producer an area can hold. At tier 3, for example, you can build 3 kilns per area. Condensers on a wetland are exempt. The Landing Zone holds one more condenser of each type than the tier.

Finishing a level always offers a tech draft of 3 cards from the track you just finished. Other tracks fill in only when that track has no cards left. You keep one card. The cards you pass on can return in a later draft. Techs are small permanent bonuses.

Track levels

Every research order also costs Vigor, set by how many levels you hold across all tracks: 3, 5, 7, 9, 11, 13. Biomass never drops below 3, 7, 11, 15, 18, 21 on the same steps.
LevelMaterialsDaysUnlocks
1 2 3 5 Regolith via Industry (cap 8); Warfare: +5 Command once; Sustenance: +5 Morale once
2 4 7 5 Alloy via Industry (cap 8)
3 8 1 or 12 14 6 Medicine via Sustenance (cap 6)
4 2 1 or 16 24 6 -

Tech draft pool (14)

TechTrackEffect
Sharpened Chitin Warfare Front Wardens take 17% less damage each round.
Light Step Warfare Retreating after the first day's fight won't wound your Wardens.
Antiseptic Moss Sustenance Wardens heal 25% faster.
Hearth Songs Sustenance +10 Morale cap. Unburied dead weigh half as much on Morale.
Festival Drums Sustenance Festivals recharge 6 days sooner.
Field Kitchens Sustenance Wardens outside your claimed areas heal too, at the slow rate.
Prefab Frames Industry Buildings finish 1 day faster.
Scrap Economy Industry Buildings cost 1 less Vigor.
Deep Stores Industry +5 storage cap for all resources.
Second Crew Industry +1 active build team.
Second Scouts Survey +1 survey team.
Sifting Hands Survey Scavenging turns up +1 extra find.
Trickle Relay Survey +0.1 Vigor per day for each connected area you hold.
Survey Caches Survey Each finished survey leaves 2 of a random base resource to collect.

Surveying

How you survey the fog.

Surveying reveals a fogged area. The Vigor cost rises with distance from the Landing Zone, from 1 for adjacent areas to 3 at the far edge. Every 4 areas you have claimed add 1 more. A large area can cost 1 more and a small one 1 less. You can survey only areas that border your revealed areas.

Survey track level 3 cuts every survey's cost by 1 Vigor. A Warden near a fogged area cuts it further over time. The Surveyor pays -1 Vigor for survey and +1 Vigor for claims, and sees what is on an area before you survey. The Forager surveys blind. Feral packs stay hidden until they reach your border.

Expeditions

Gathering from areas you don't own.

You can send an expedition to any surveyed or claimed area except the Landing Zone, for 2 Vigor, if no ferals stand on it. It returns after 3 days with what that area produces. Sporeplain and warren give Biomass. Chitin grove gives Fiber. Wetland gives Filtrate. Ruinfield gives Heat Cells.

Expeditions don't need a claimed area. They are the cheapest way to farm areas you can't hold yet. Survey track level 4 raises every expedition's output by 1. A pack that wanders onto the area doesn't cancel an expedition already returning.

Warrens and orchards

Two ways to grow Biomass. Only one works during the Drift.

Spore Orchard on sporeplain produces 0.375 Biomass per day. Animal Pen on a warren produces 0.25. The orchard stops during the Drift. Pens keep producing.

Isolation

Cut-off areas stop producing.

An area is yours only while claimed areas connect it to the Landing Zone. Rivers and lost areas break that chain.

Cut-off areas stop producing and lose buildings one at a time. Each costs 5 Morale, up to 15. The colonists there eventually leave.

Reclaiming any missing link repairs the whole chain at once.

Seasons and the Drift

The cold season in months 12-2.

In the first Drift, Heat Rings burn Heat Cells 5x faster. Every Drift after it adds 1x, up to 10x. Sporeplain stops producing Biomass. A Heat Ring burns only for the colonists it keeps warm, so spare rings cost nothing. The Morale floor of Heat Rings drops by 60 until the Drift ends. The calendar and the map clock both show it coming. Production under The Driftborn ignores the Drift.

Store Heat Cells before the Drift. Freezing kills faster than starving.

Verdant (months 3-5) has no penalty. The first Arid (months 6-8) cuts Filtrate production to 0.5x and raises Filtrate use to 1.25x. Every Arid after it is harsher, down to 0.3x production and up to 1.5x use. Ashfall (months 9-11) cuts Biomass production to 0.75x. A year is 12 months of 8 days.

Running out

What running out costs you, and how fast.

Running out lowers Morale first, then kills. Filtrate is fastest. After 4 days without it, every colonist has a 15% chance to die each day. Biomass takes 5 days, with a higher chance of 25%.

Freezing is the worst of the three. During the Drift, running out of Heat Cells gives you 3 days before the 15% daily chance starts. A supplied Drift shelter gives 6 days at 8%. Stock up before the Drift. Once Heat Cells run out, it is too late to build anything.

Resonance Festival

The reward for keeping people happy.

A festival unlocks when Morale reaches the festival target. The target is the highest Morale your colony can currently reach, at most 100 and at least 80. If your buildings can't support 80 Morale, the target drops to what they can support.

A festival costs no Morale. It gives 3 Command, Vigor equal to your Uplink Tier, and 5 extra days of patience. The feast raises Biomass and Filtrate consumption by 25% for 3 days. The next festival is possible 48 days later, or 42 with Festival Drums researched.

Governance

A permanent choice about how you run the colony.

At 5 people and day 60 you must pick a governance. You can't undo this choice.

Autarchy gives 12 Command at once. Inspire gives 8 Command, but you lose Command below 20 Morale instead of below -10. Council costs 8 Command up front and pays it back over time. At 60 Morale or better, Vigor refills 25% faster.

Each choice also has its own incident that fires once when its trigger hits. Autarchy gets unrest when Morale runs low. Inspire gets exhaustion during the Drift. Council gets deadlock when a shortage drags on.

Relic sweeps

The only Command you can earn on your own schedule.

Sweeping a claimed ruinfield turns up 3 relics. Each is worth 2 to 4 Command. The first sweep costs 3 Vigor. Unlike quests and festivals, you can sweep whenever you like.

The Command arrives as bubbles on the map a few days later. You collect it. Each sweep costs 1 more Vigor every 2 sweeps, up to 12.

Incidents

Decisions with a countdown. An open incident costs Morale and growth.

Incidents arrive as map bubbles. You have 6 days to resolve one before it opens on its own. An open card costs 10 Morale until you resolve it. The Kindler doesn't pay the cost of choices and gets one fewer option.

An open card also stops population growth completely. Resolve cards promptly.

An incident fires at most once a run. Some cards carry between runs. If you met one in an earlier run, it has a 10% chance to return.

The Corps

Wardens

Keeping the borders safe.

Wardens heal 2% per day on claimed areas, or 5% with a working Med Bay. A healing Warden shows a pulsing green ring on the map. Antiseptic Moss multiplies that rate by 1.25x. Disbanding returns 50% of the first recruit's 3 Vigor, scaled by the Warden's remaining health. On Nominal and Hostile, a Warden who dies returns 30% of it.

A Warden becomes a veteran after killing 3 whole packs. It ranks up again at 6 and 10. Each rank adds 15% strength and heals faster on your claimed areas, at 1.25x, 1.5x and 1.75x the usual rate. Fights that leave the pack alive don't count. If a veteran dies, you lose more Morale. Retreating from a fight costs no Vigor.

Every claimed area adds 2% to your Wardens' strength. 100 Morale adds 10%. Reaching Uplink Tiers 3 and 6 adds 40%. Every other Tier adds 15%.

The first Warden costs 3 Vigor. Later recruits cost more (4, 6, 8, 10, 12) and need more population (3, 6, 9, and so on). Training starts at 4 days and takes longer for each recruit (6, 16, 20, 24, 28). There is no fixed cap. You can have at most 1 Warden per colonist, and every recruit past the 6th costs 2 more Vigor than the last. You can recruit only on claimed areas with no other Warden.

Warfare research unlocks squad kit, one piece per Warden. Chitin Plate at Warfare 1 cuts the wounds a Warden takes by 50%. Venom Blades at Warfare 3 adds 30% strength against a bloom or the nest. Signal Lance at Warfare 4 adds 50% strength to a fight two borders away. Kit is carried, not stored. It marches with the Warden and is lost for good when that Warden dies. Equip it from the area panel on any claimed ground where a Warden stands.

After 3 fights a Warden is promoted and you choose a class. An All-rounder stays as it was. A Defender fights at x1.4 on your own ground and x0.7 in the field. An Attacker is the reverse, at x1.3 in the field and x0.8 at home. A Supporter is weak alone at x0.6, but lends x1.8 of the usual share to fights next door. Gear stacks on top. The class can't be changed.

Recruiting

RecruitNeeds colonistsVigorTraining days
1 1 3 4
2 3 4 6
3 6 6 16
4 9 8 20
5 12 10 24
6 15 12 28

Gear

GearRequiresVigorMaterialsEffect
Chitin Plate Warfare 1 1 3 Halves this Warden's battle wounds
Venom Blades Warfare 3 1 1 2 +30% strength vs. blooms and the nest
Signal Lance Warfare 4 1 2 1 Lends half-strength support two borders away

Warden upkeep

Wardens use supplies every day, more outside claimed areas.

Every Warden on a claimed area uses 0.06 Biomass and 0.06 Filtrate per day. The cost is flat. 10 Wardens cost ten times one.

Each Warden outside your claimed areas uses 0.08 Biomass and 0.18 Filtrate and burns 0.005 Heat Cells per day for every Uplink Tier. At Tier 3 a Warden outside costs 3 times as much as at Tier 1. On Mild and Hostile the cost is flat per Warden. On Lethal it grows faster than the headcount. 5 Wardens outside cost as much as 6.9 would at the flat rate. From Brutal up, 5 cost as much as 9.5.

If Biomass or Filtrate hits zero, Wardens outside your claimed areas lose 10% of their health every day and can die. Wardens on claimed areas take no damage from hunger. They don't heal and they fight at 80% strength.

Warden area interaction

How adjacent Wardens lend strength.

An area holds one Warden at most. You can't march onto an area another Warden stands on, and you can't recruit there. You can't recruit on contested areas either. Clear the ferals first.

Adjacent Wardens lend 50% of their strength to a fight in an adjacent area, but only if they aren't fighting themselves. An area with no Warden on it is undefended. Wardens don't defend areas from adjacent ones.

The Landing Zone adds strength to every fight it can reach. It adds 1 full Warden's worth on the zone itself and 0.5 for adjacent areas. Wardens fighting on the zone itself are 1.5x as strong.

A Warden adding strength from an unclaimed area counts for 70% of its strength.

Marching

How Wardens move.

Drag a Warden badge to send it to any claimed or surveyed area. A day has 10 ticks. Entering a claimed area costs 3 ticks. Entering a surveyed area costs 5.

Marching costs no Vigor. A Warden counts as staying in the area it left until it reaches its destination. If you cancel the move, it is as if you never moved the Warden.

Warden economy assist

A standing Warden slowly lowers survey and claim costs around it.

A Warden on a claimed area lowers the Vigor cost of surveying an adjacent area. A Warden on a surveyed area that is adjacent to any claimed one lowers the cost of claiming it. Claiming costs more the farther the area is from the Landing Zone, and 1 more for every 3 areas you have claimed. Reclaiming an area costs half of its original claim cost. The discount grows by 1 Vigor every 22 days and stops once the cost reaches zero.

An assisting Warden uses 0.1 Biomass and 0.1 Filtrate per day on top of its normal upkeep. The work stops if either resource runs out.

The Wilds

Fights

Where strength comes from, and how a fight resolves.

A pack's strength comes from its size, its breed, the difficulty and where it stands. An uncleared bloom multiplies it by 1.5x and a nest by 1.4x. Your side gets the fighting Warden's strength and health, 50% of each adjacent Warden, and bonuses on claimed areas from Uplink Tier, defensive buildings and Morale.

A fight resolves once per day. The first day kills at most half the pack, so every fight lasts at least 2 days. After that you usually kill one feral a day. At more than 1.4x the pack's strength, you kill more, up to 8 per day. If the pack is more than 3x as strong, you kill fewer than one per day, down to one every 10 days. On a bloom or a nest this starts at 2x. A pack stronger than your side wounds your Warden harder each day, up to 1.5x the usual wound. Off blooms and nests it works the other way too. A pack weaker than your side wounds less, down to 30% of the usual wound when you badly outnumber it.

Any pack can be killed eventually, but some fights outlast the Warden. You can retreat at any time by marching the Warden away. The pack always gets its first swing. Leaving before the first day's fight still wounds the Warden by 30%. After that, leaving wounds it by 5% for each day fought, up to 15%. Light Step removes that later wound, but not the first swing.

A pack entering from a fogged area surprises you and lowers your strength to 50%. Stronghold on the area prevents that.

Feral breeds

What each breed does.

There are 6 breeds. Early campaign regions have only the standard Feral pack breed. Later regions add more. The last region has all of them. Blooms spawn only the standard Feral pack breed until day 180. After that, 40% of spawns are standard Feral pack and the rest are other breeds. From day 450, only 10% are standard Feral pack. Tap a pack badge to check its breed.

The Brutes breed fights at 2x strength. The Alpha pack breed fights at 1.5x. When you kill an Alpha pack pack, half of it scatters to adjacent unclaimed areas instead of dying. The Corroders breed fights at normal strength. If you fight it on your own claimed area, you lose the area even when you win. The area stays locked for 10 days. Fight it outside your claimed areas.

The Stalkers breed goes after the nearest Warden instead of the Landing Zone. It crosses claimed areas to reach a Warden. When the Burrowers breed reaches an area next to your claimed areas, it waits a day, goes underground, then surfaces at the Landing Zone. Kill it at the border or fight it at the Landing Zone. Stronghold doesn't stop it.

The Broodmother breed fights at 1.25x strength and makes its bloom spawn twice as often. Each nest has one. A pack on a nest also gets 1.4x strength.

BreedStrengthRaid weightTelegraph daysNotes
Feral pack x1 x1 2 spore-warped fauna, dangerous in numbers
Stalkers x1 x1 2 always move toward the nearest Warden, never the Landing Zone
Brutes x2 x2 3 twice the strength, and they mass for 3 days before striking
Corroders x1 x1 2 eat the claim itself, even when held off. Meet them off your ground
Burrowers x1 x1 2 wait a day at your border, then surface inside the Landing Zone. Walls don't stop them
Broodmother x1.25 x1 2 its bloom breeds twice as fast while it lives
Alpha pack x1.5 x1.5 2 fights at +50%. Break it and the survivors scatter

Pack movement

How packs wake up, walk, and try to take your areas.

A pack takes 0.6 day to enter the next area, then waits 1 day before moving again. It normally takes the shortest route to the Landing Zone. If a Warden is next to it, it goes for the Warden instead. The map shows where the pack stands. A red arrow points to the area it will enter next.

Packs on the map start asleep. One wakes when a Warden stands next to it or you claim an adjacent area. A sleeping pack within 2 areas of your land also sends a full copy toward you every 31.5 to 48 days. Higher difficulties send copies more often. The sleeping pack never gets smaller. Copies don't start before day 120. A pack you wake yourself attacks immediately, whatever the day.

A pack on one of your claimed areas starts a countdown if no Warden is there. Send a Warden within 5 days or lose the area. The Landing Zone gives 10 days, because losing it ends the game. A Warden arriving stops the countdown. You can reclaim a lost area after 10 days.

Lure costs 1 Vigor and takes 1 day. It pulls the whole pack onto the adjacent area where your Warden stands. You choose where the fight happens.

Bloom

Purple areas that spawn packs. Bloom doesn't spread.

Bloom is purple ground. Every day, each bloomed area you haven't cleared has a small chance to spawn one feral pack, unless a Warden stands on it. The pack appears on the bloom and starts walking toward you. Higher difficulties and longer runs raise the chance. Packs on an uncleared bloom have 1.5x strength. Every pack your Wardens draw off a bloom makes the ferals that later defend it 10% weaker. This stacks.

If a Warden walks onto a bloom, a pack of 2 ferals spawns on it immediately, on top of anything already there. Later defending packs are bigger. They gain one feral every 450 days of the run, up to 4. Kill everything on the bloom to clear it. A cleared bloom stays purple and stops spawning for now. Normally you can't claim a bloomed area. On a few campaign maps you can. You can also burn a cleared bloom. It costs 4 Vigor and 6 Heat Cells, and a Warden must stand on it for 3 days. The bloom fights back with a few ferals each day of the burn. Finishing the burn wakes the nearest sleeping pack. Then the purple is gone, the area is dead ground, and you can claim it. A cleared bloom you don't burn within 8 days grows back.

Every map has one special bloom area, the nest. Clearing the nest removes every cleared bloom. You can then claim those areas as dead ground, with no resources to gather or grow. Uncleared blooms keep spawning packs until you clear them. While a Broodmother lives on a bloom, it spawns twice as often. Killing the nest also gives 10 Morale and 2 Command.

Edge nests

Nests past the edge of the map. They never stop sending packs.

Every campaign region has at least one feral nest past the map edge. A purple line on the edge marks each one. You can't reach, fight or clear a nest. Each nest sends a pack in through the area next to the line. The pack walks toward the Landing Zone like any other. On Mild a nest sends 1 feral about every 48 days. On Lethal it sends 2 about every 24 days. The gap varies from pack to pack. Now and then a pack comes with 1 or 2 more ferals. Each year packs grow by one feral, up to 6. From year 3 the nests send more often, down to half the gap. More packs are brutes, corroders or stalkers. Every feral gains 10% strength a year, up to 60%. Fungal Grid is milder. Its packs stop at 4 and it skips the late-year ramp. The first pack comes after the grace period ends.

A campaign region always has the same number of edge nests. A scenario map rolls the number when it is made. Half have none and a few have up to 3. Keep Wardens on the area next to a nest to meet every pack as it comes in.

The Landing Zone

Lose it and the run ends.

The Landing Zone is your starting area. If a pack takes it, the run ends.

Only Wardens can defend areas. Stronghold doesn't. If a pack reaches the Landing Zone with no Warden there, you have 10 days to send one. Its arrival stops the countdown.

Stronghold adds strength to fights on its own area and prevents surprise attacks there. Buildings with combat bonuses help every fight on the map, not only fights where they stand.

The Run

Difficulty

Difficulty changes the world and the clock.

Difficulty changes feral numbers and strength, all resource consumption, starting Command and Morale, score multiplier, desertion speed and quest patience. Hostile is the baseline. Every other difficulty scales from it. The table below has every number.

Ferals grow stronger as a run goes on. Higher difficulties rise faster. The bonus stops at +50%.

Every difficulty knob the engine reads.
MildHostileLethalBrutalHardened IHardened IIHardened III
Start Command60453635323028
Start Morale201250000
Feral pressurex0.2x0.78x1.45x1.7x1.8x1.9x2
Feral strengthx0.8x1x1.1x1.2x1.3x1.4x1.5
Raid wavesx0.7x0.85x1x1.2x1.25x1.3x1.35
Wilds growth per 100 days3%7%11%15%17%19%21%
Days between edge nest packs90604540363330
Edge nest pack size1122233
Quiet days before packs move120604030303030
Colony upkeepx0.9x1x1.1x1.25x1.32x1.4x1.48
Outside Warden upkeep exponent111.21.41.41.41.4
Vigor back when a Warden dies30%30%-----
Quest patiencex1.5x1x0.95x0.75x0.7x0.65x0.6
Quest time (x best pace)x10.5x4.7x4.5x4.1x3.8x3.6x3.3
Overdue Command drainx1x1.1x2.2x2.75x3.3x3.85x4.4
Overdue drain starts with patience left-44%44%35%35%35%35%
Desertion per Morale point0.020.040.040.060.080.10.12
Incident Morale changesx1x1.5x2.25x2.25x2.25x2.25x2.25
Incidents start at colonists2111111
Score multiplierx0.75x1x1.5x2x2.4x2.8x3.3

Pace

Pace only changes the clock.

Pace changes timers only. Relaxed gives quests 2x as long and drains 0.5x as much Command when overdue. Sandbox has no quests or score. Campaign mode has no Sandbox pace.

Twists

Modifiers you take on for score.

Assignment and scenario modes use twists. You start with 26 available, out of 33 total. There are 3 kinds. 17 "hostile" twists make the run harder. 10 "boon" twists make it easier. 6 "trade" twists give a benefit with a cost.

Only twists with a downside raise score. A hostile twist adds 15% to your final score. A trade twist adds 5%. Boons add nothing. The bonuses add up, to a cap of 1.6x.

Scenarios give 2 twist slots, and you can buy 2 more with stars. Assignments come with a fixed set of twists instead.

TwistKindEffect
Spore Surge Hostile Blooms release spores. Expect more ferals than usual.
Hardened Packs Hostile Ferals take more hits to kill. Bring more Wardens.
Swarm Season Hostile Blooms grow past their usual size. Hit them before they reach full size.
Lean Stores Hostile Half the manifest never arrived. Scavenge or starve.
Hungry Ground Hostile Stores drain fast here. Upkeep is higher than normal.
Ash Drift Hostile Ash blocks the sun. Heat burns faster in the Drift.
Wasting Sickness Hostile Sickness in the air. New colonists arrive slowly or not at all.
Restless Colony Hostile Morale is low from day 1.
Faithless Flock Hostile Colonists distrust you. Desertion risk is high all run.
Silent Uplink Hostile The relay signal is weak. Research is slower.
Blind Survey Hostile Scanners work poorly here. Every survey takes longer.
Broken Relays Hostile Static on every channel. Command refills at half rate.
Green Wardens Hostile Wardens start untrained. They fight weaker.
Thin Air Hostile Thin air. Vigor refills slowly.
Brittle Frames Hostile Prefabs cracked in transit. Every building produces less.
Stripped Ruins Hostile The wrecks are already picked clean.
Impatient Directorate Hostile Every quest runs on a short clock.
Quiet Season Boon Packs stay hidden. Fewer ferals on the move.
Deep Cellars Boon The last crew left their cellars stocked. You start with more than the standard manifest.
Mild Drift Boon The Drift cold arrives late and is mild. Heat lasts through the Drift.
Eager Volunteers Boon Transports arrive full. Colonists keep arriving.
Deep Roots Boon Colonists settle well. Almost none leave.
Veteran Escort Boon The Directorate sent veteran Wardens. They hit harder.
Surveyor's Luck Boon Clear skies. Surveys finish fast.
Rich Ruins Boon Wrecks are barely touched. Scavenging pays more here.
Standing Orders Boon Relays are clear and orders are pre-approved. Command refills fast.
Directorate Cache Boon A sealed cache waits at the Landing Zone. You start with extra supplies.
Scorched Manifest Trade Supplies lost in the drop. You still have the salvage maps.
Forced March Trade Colonists push hard and recover fast. They eat more.
Open Ground Trade No cover here. Surveys run fast. Packs see you coming.
Press Gang Trade Transports arrive full. Nobody volunteered. Morale is lower.
Culled Bloom Trade The Drift thinned the blooms. Packs are smaller but fight harder.
Quiet Relays Trade Research runs clean here. Orders don't get through as well.

Scenario map traits (16)

TraitKindCostEffect
Dense Blooms Negative 4 feral pressure +40%
Feral Vanguard Negative 5 feral strength +40%, feral pressure +20%
Killing Frost Negative 3 Drift heat burn +40%, Morale target -3
Barren Landing Negative 2 start supplies -40%
Sour Water Negative 2 upkeep +20%
Packed Bags Negative 2 desertion +40%, Morale target -3
Dead Air Negative 3 research time +40%
Raw Recruits Negative 2 Warden strength -20%
Rich Veins Positive 3 start supplies +40%, scavenge +20%
Fertile Ground Positive 2 growth +40%, Morale target +3
Old Clearance Positive 2 start Vigor +2, start Command +6
Temperate Belt Positive 2 Drift heat burn -40%, Morale target +3
Hardy Stock Positive 2 upkeep -20%
Blooded Guard Positive 2 Warden strength +20%
Honest Ground Positive 1 survey speed +20%
Clean Signal Positive 2 research time -20%

Assignments

A fixed scenario that changes every few days.

An assignment is a scenario the game sets for everyone. It has one map, one difficulty and a fixed set of twists, the same for every player, and it rolls over every 3 days. It unlocks after your first campaign win. It shows on the Progress screen's Overview tab as the Active Assignment.

Its twists are rolled from the date. You can't pick or buy them. 4 times a year a seasonal event replaces the roll with its own set for two weeks. Score and stars work as in any scenario.

Seasonal events

EventDatesTwistsNotes
The Deep Drift 12/18 - 1/3 Ash Drift, Hungry Ground, Deep Cellars Peak cold. You can only use what you have stored.
Bloomfall 4/5 - 4/19 Spore Surge, Swarm Season, Surveyor's Luck The thaw is here. Everything under the snow is waking up.
The Dry Season 8/8 - 8/22 Hungry Ground, Thin Air, Rich Ruins Wells turn brackish. The ruins are no longer hidden.
The Lean Turn 10/24 - 11/7 Wasting Sickness, Stripped Ruins, Standing Orders Final weeks before the Drift. The sick don't heal.

Side quests

Optional goals that pay Vigor and Command.

Scenarios hand out side quests on top of the main chain. They ask you to store a resource, grow the colony, hold a number of areas, or clear a named pack. Up to 2 run at once. Each expires after 45 days. Finishing one pays Vigor, Command or both. Missing one costs nothing.

Score and stars

How a win is graded and turned into stars.

Score starts with (900 minus finish day) / 3 for speed, plus 15 per survivor, plus Command / 2. Reaching 100 Morale adds +10%. Difficulty then multiplies the score, from 0.75x on Mild to 3.3x on Hardened III. Assignment twists multiply it again, up to 1.6x. Finishing after day 900 gives no speed score. A loss scores zero.

Stars use fixed score thresholds. 120 for 2, 250 for 3, 400 for 4 and 600 for 5. A 5-star win needs a quick finish on a high difficulty. Mild can't reach 600.

Feats

Five side goals tracked per region.

Every campaign region tracks 5 feats, 135 across the campaign. Progress > Feats & Doctrine lists them per region.

The feats are: finish within 220 days, win on Lethal or higher, finish with 16 colonists, lose no Wardens, and win without losing any areas.

FeatHow
SwiftSecure the region inside 220 days.
ProvenSecure the region on Lethal or above.
CrowdedSecure the region holding 16 colonists.
UnbloodiedSecure the region without losing a Warden in battle.
UnyieldingSecure the region without losing an area.

How a run ends

The three ways a run ends.

At zero Command, the Directorate recalls you. This is the usual slow loss. Outpost > Leaders shows what drains Command.

Losing the Landing Zone ends the run at once. A pack must hold it for 10 days first.

Zero population ends the run after 15 days with nobody housed. Growth keeps running during that time, so one arrival resets the clock.

Undo and cancelling

We all make mistakes.

Undo reverses up to 5 actions before the next day ticks over. Find it in the map controls, Outpost > Resources, or press Ctrl+Z on pc and CMD+Z on mac.

Cancel a build before a crew starts it for a full refund. Once work has started, you can't cancel it.

Between Runs

The Progress screen

Everything you keep between runs, and where it lives.

Your progress is under PROGRESS on the main menu. It holds everything that carries over from run to run, split into tabs. Overview: the Active Assignment and three Rebuilding bars (your best scores added up, colonists raised across all runs, and regions won, each against a fixed target). Artifacts: the 27 you can own and the ones you acquired.

Contribution: your star balance, the 12 boons, and Supplies, the 4 things stars buy repeatedly (offer and artifact rerolls, a region reseed, a twist slot). Feats & Doctrine: feats per region and the doctrines you've drafted. Commissary: 40 cosmetics. Requisition Roster: content you unlock by playing. Frontier Map & Regions: the campaign map and your best result on each region.

Stars are the one currency here. Boons, cosmetics, rerolls and reseeds all use it. Artifacts, feats, doctrines (50) and unlocks (15) are earned by playing and can't be bought.

Doctrines

Small permanent bonuses drafted after new wins.

There are 50 doctrines in three families: 17 production, 17 society, 16 knowledge. Each is a small tweak of a few percent. Everything you acquire applies to every campaign and scenario run.

The first time you win a campaign region at a difficulty you haven't secured it on, you draft one of 3. A win that already offers an artifact draft doesn't offer a doctrine. Progress > Feats & Doctrine shows what you acquired, by family.

DoctrineFamilyEffect
Tight Rations Production Portions measured, not guessed.
Shift Rotation Production Nobody pulls two brutal shifts in a row.
Careful Hands Production Slow's smooth. Smooth loses less.
Deep Bins Production Dig stores down, not out.
Salvage Rights Production What the crew hauls, the crew logs.
Picked Clean Production Never leave scrap behind twice.
Standing Stock Production Manifest never ships short.
Landing Surplus Production Someone at the depot likes you.
Stored Vigor Production A day's work held in reserve.
Steady Drip Production The relay never goes quiet.
Second Shift Production Lamps stay lit past the bell.
Lean Frames Production Less structure, less to feed.
Cold Store Production Heat Cells keep better underground.
Fiber Reserve Production Store a bale of Fiber before the first Drift.
Quiet Kilns Production Output's up, arrivals are down. Nobody minds.
Measured Draw Production The colony learns to want less.
Wide Nets Production Cast further, feed more mouths.
Shared Table Society One mess hall, no assigned seats.
Open Ledger Society Everyone sees what the colony holds.
The Named Dead Society Every loss goes on the wall by name.
Early Beds Society Beds go up before the survey.
Wide Doors Society Anyone who walks in gets counted.
Settled Ground Society Deeds issued in year one.
Long Leases Society Leaving costs more than staying.
Known Faces Society Small colony - everyone's accounted for.
Staff College Society Officers trained on site.
Runner Corps Society Orders move at a jog.
Seal of Office Society Directorate's signed off before you even land.
Writ of Landing Society Authority granted in advance.
Patient Directorate Society Looks like someone upstairs bought you time.
Quiet Dispatches Society Capital won't hear the bad news anytime soon.
Drill Yard Society Wardens train between raids.
Veteran Cadre Society Old hands on every line.
The Held Line Society Wardens first, census second.
Field Notes Knowledge Every survey writes it down.
Clear Optics Knowledge Lenses ground on site.
Mapped Approaches Knowledge You'll know the routes before you touch the dirt.
Open Channel Knowledge The Uplink stays keyed.
Relay Discipline Knowledge No chatter. Research moves.
Shared Findings Knowledge One colony figures it out, they all know it.
Bloom Ledger Knowledge Track the spread so you'll see it coming.
Culling Theory Knowledge Cut early, cut small.
Pack Studies Knowledge Their habits are on file.
Nest Atlas Knowledge Every den's mapped before trouble starts.
Drift Almanac Knowledge Cold's right on schedule now.
Season Tables Knowledge Drift's just a date now, not a surprise.
Containment Doctrine Knowledge Blooms are boxed, not chased.
Quarantine Lines Knowledge Losing area's all part of the plan.
Salvaged Archive Knowledge Old-world files, still legible.
The Long Watch Knowledge Someone is always looking outward.

Artifacts

Permanent bonuses you pick between regions.

There are 27 artifacts, listed under Progress > Artifacts. Securing a campaign region for the first time offers 3. Keep one and it applies automatically to every later run.

Bigger regions offer better artifacts. Each campaign drafts from its own set. Rerolling the offer costs stars.

ArtifactCampaignTierEffect
Heat Cell Cache Foothold Small +3 starting Vigor.
Seed Vault Foothold Small +4 starting Biomass and Filtrate.
Deep Stores Foothold Small +4 storage cap for all base resources.
Command Codex Foothold Small +10 starting Command.
Fiber Looms Foothold Small Start with +4 Fiber and +2 Heat Cells.
Landing Charts Foothold Small Start with an adjacent area surveyed.
Warden Seals Foothold Medium +10% Warden fighting strength.
Hydro Reclaimers Foothold Medium -8% colony resource consumption.
Uplink Antenna Foothold Medium -15% research time.
Growth Vats Foothold Medium +15% colonist growth.
Survey Lenses Foothold Medium +20% survey speed.
Leader's Mark Foothold Medium +2 Command whenever you finish a goal.
Watchtower Network Foothold Medium Feral raids take +1 day to prep before striking.
Veterans' Hall Foothold Large +20% Warden fighting strength.
Genesis Ark Foothold Large Land with a 2nd colonist, Biomass and Filtrate, and +15% growth.
Bloom Suppressor Foothold Large Blooms spread 15% slower. Packs cap out 1 smaller.
Directorate Mandate Foothold Large Start with +20 Command and +15% faster Command refill.
Salt Larder Carrion Small +6 starting Biomass and +4 Biomass storage cap.
Picker Crews Carrion Small +20% scavenge output.
Rendering Hooks Carrion Small Every feral kill salvages +0.3 Biomass.
Blooded Recruits Carrion Medium New Wardens start 1 veterancy step in.
Flensing Drill Carrion Medium Ferals fight 10% weaker.
Stalker's Patience Carrion Medium Goal clocks run 15% longer.
Windfall Rights Carrion Medium Clearing a bloom or nest pays out +50%.
Abattoir Vats Carrion Large +10% production and -5% colony consumption.
War Hymns Carrion Large +10% Warden fighting strength and +10% faster Command refill.
The Great Feast Carrion Large Land with a 2nd colonist and +6 Biomass. +10% growth, +3 Morale target.

Boons

Starting advantages bought with stars.

There are 12 boons under Progress > Contribution, each costing 3 to 8 stars. Owned boons apply to every future run. Examples are extra starting Vigor or Command, more storage, or faster growth.

Boons make a run easier without affecting your score.

BoonStarsEffect
Surveyor's Cache 3 start Vigor +2
Landing Manifest 4 start supplies +25%
Deep Pantry 4 +5 storage cap for Biomass and Filtrate.
Command Seal 5 start Command +8
Gate Charter 5 growth +15%
Survey Doctrine 5 survey speed +20%
Warden Code 6 Warden strength +10%
Uplink Head Start 6 research time -12%
Heat Discipline 6 Drift heat burn -15%
Rationing Code 7 upkeep -8%
Resonant Standards 7 Morale target +5
Directorate Favor 8 patience +15%

Stars

What a win's stars buy.

A win pays stars based on its score. Stars are the only currency between runs. They don't expire.

Spend stars on boons or rerolls. Rerolling a setup offer costs 1, an artifact offer 2, a region map 4, and a permanent twist slot 6. Each gets more expensive when you buy it again, up to a cap.

Caps: setup offer reroll: 1 star, +1 every 3 buys, caps at 4. Artifact draft reroll: 2, +1 every 2 buys, caps at 6. Region map reseed: 4, +1 per buy, caps at 10. Twist slot: 6, +1 per buy, caps at 10.

Rerolls change what a run offers you. Boons change what you start it with.

Stars also buy cosmetics under Progress > Commissary. There are 40 items across 4 slots (card plates, map palettes, victory banners, menu titles), from 3 to 80 stars. They change looks only. Rerolls and the twist slot are bought under Progress > Contribution > Supplies.

Supplies

PurchaseBaseRampCapWhat it does
Re-roll the artifact draft 2 +1 every 2 6 Reroll for 3 new artifacts from this tier. Your current pick is stashed.
Re-seed this region 4 +1 every 1 10 Get a fresh map for a secured region. A re-seeded map doesn't match the original hand-drawn plate.
Scenario modifier slot 6 +1 every 1 10 Draft 1 extra modifier before each run. Permanent.
Re-roll the scenario offer 1 +1 every 3 4 Pull 3 different artifacts from your collection for this run.

Commissary (41)

ItemSlotStarsNotes
Field Plate Card plate 4 Standard issue, scuffed.
Ash Plate Card plate 6 Grey on grey. Survivor's taste.
Ember Plate Card plate 8 Warm brass when it's freezing out.
Verdant Plate Card plate 10 Green, 'cause you held your ground.
Bloodwork Plate Card plate 14 Earned somewhere loud.
Relay Plate Card plate 18 Uplink violet, for whoever's listening.
Directorate Plate Card plate 24 Gilt trim. Guess you're someone's favorite.
Deepwatch Plate Card plate 30 Issued to the outermost postings.
Ossuary Plate Card plate 40 Bone-white. Nobody asks about it.
Lastlight Plate Card plate 55 Color of a sky that didn't break.
Standard Survey Map palette 4 Just how the Directorate printed it.
Dusk Survey Map palette 6 Long shadows on every claim.
Saltflat Survey Map palette 8 Bleached, flat, honest.
Rust Survey Map palette 10 Old iron under every field.
Deepgreen Survey Map palette 14 How the biome sees itself, anyway.
Cinder Survey Map palette 18 Drawn after a bad season.
Glacier Survey Map palette 24 Cold light on cold ground.
Spore Survey Map palette 30 Rendered in bloom color.
Nightwatch Survey Map palette 40 For reading by lamp.
Goldrun Survey Map palette 55 Every claim inked in gold.
Foothold Banner Victory banner 5 First flag anyone stuck in the dirt.
Wardens' Banner Victory banner 8 Carried by the people who held the wire.
Quartermaster's Banner Victory banner 11 Stitched from surplus canvas.
Sundering Banner Victory banner 15 Flown over what was broken.
Last Stand Banner Victory banner 20 Torn, kept, flown anyway.
Unbroken Banner Victory banner 28 No repairs on this one.
Reclamation Banner Victory banner 36 For ground taken back twice.
Long Watch Banner Victory banner 48 Grey, plain, very old.
Ashcrown Banner Victory banner 60 Awarded, never requested.
Hardened Banner Victory banner 80 Only flown above Brutal.
Settler Menu title 3 Where everyone starts.
Holdfast Menu title 5 You didn't move.
Bloomwarden Menu title 8 You kept the spread honest.
Ashwalker Menu title 11 You crossed the bad seasons.
Quartermaster Menu title 15 Nothing spoiled on your watch.
Relaykeeper Menu title 20 The Uplink never went dark.
Nestbreaker Menu title 26 You went to them.
Frontier Menu title 34 Seventeen regions of it.
Unyielding Menu title 45 No given ground on record.
Last Command Menu title 60 There's nothing above this.
Cartographer Menu title 0 Found every secret on the Foothold frontier.

Achievements

Long-term goals tracked across runs.

There are 64 achievements. They track secured chapters, regions secured at each difficulty, stars earned, feats collected, and a few particular finishes.

They unlock the moment their condition is met, even between runs. You never need to claim them. Nothing in the game is locked behind Achievements.

AchievementHow
First LandingSecure your first region.
What Was BrokenClear The Sundering and close the first arc.
The Last StandClear Last Stand and close the Foothold campaign.
The Long TableClear the Carrion campaign.
A People, Not a ColonySecure all 17 Foothold regions.
FlawlessSecure a region at 5 stars.
Standard BearerSecure 5 regions at 5 stars.
Unbroken RecordSecure 12 regions at 5 stars.
Hard GroundSecure a region on Hostile.
Nothing GivenSecure a region on Lethal.
Brutal GroundSecure a region on Brutal.
Chain of CommandWin with 5 different commanders.
The Whole RosterWin with 10 different commanders.
ResonanceHold a Resonance Festival.
Season of PlentyHold 5 Resonance Festivals in one run.
Off the MapWin a scenario run.
Deep WaterWin a scenario at danger 5.
The Long HaulKeep a colony alive into its 5th year.
Crowded TableHouse 20 colonists at once.
The Living ColonyWin a scenario as the Symbiote.
Feast or FamineWin a scenario as the Carrion.
The Creeping TideWin a scenario as the Mycelia.
Held the WireSecure a siege region on Brutal.
Second LandingSecure a region on Hardened I.
No Ground GivenSecure a region on Hardened II.
It Remembers YouSecure a region on Hardened III.
Once MoreWin a campaign finale on NG+1.
Old Ground, New TeethWin a campaign finale on NG+2.
The Long CycleWin a campaign finale on NG+3.
Nothing Handed OverSecure all 17 Foothold regions on Hostile or above.
The Hard WaySecure all 17 Foothold regions on Lethal or above.
First GroundSecure every region in Chapter I.
Room to StandSecure every region in Chapter II.
Past the Green LineSecure every region in Chapter III.
Deep FrontierSecure every region in Chapter IV.
The Long ReachSecure every region in Chapter V.
Old RoadsSecure every region in Chapter VI.
What We KeptSecure every region in Chapter VII.
ContributorEarn 100 stars of contribution.
UnderwriterEarn 500 stars of contribution.
Everything on the ShelfOwn every boon.
The Full ReliquaryOwn every artifact.
Paperwork FiledBuy your first requisition.
Signed the LogPlay a daily drop.
A Week of ItPlay 7 daily drops in a row.
Every MorningPlay 30 daily drops in a row.
Took the Hard DrawWin a run carrying a modifier.
Stacked AgainstWin a run carrying 3 modifiers at once.
Off the Map, RepeatedlyWin 5 scenario runs.
By the BookWin a scenario as the Foothold.
Named in DispatchesEarn a mastery title with any commander.
A Deep BenchEarn a mastery title with 5 commanders.
UndyingWin 50 runs with one commander.
NotedEarn your first regional feat.
A Record of ItEarn 20 regional feats.
Nothing Left UndoneEarn all 5 feats on one region.
The Whole FrontierEarn every feat on every region.
Standing OrderTake your first doctrine.
House StyleHold ten doctrines.
The Whole ManualHold twenty-five doctrines.
Written in FullHold every doctrine.
Off the ManifestFind your first secret.
The Whole StoryFind every secret in the Foothold campaign.
The Old CrewFind every secret in the Carrion campaign.

Leaderboards

Where a score goes after the run.

A finished campaign run posts to that region's board. A daily drop posts to that day's board. Scenarios and assignments don't use leaderboards. The score is the one on the results screen.

Each entry carries your score, stars, finish day, difficulty and the year you reached. Boards need a connected platform account. Offline runs post nothing.

Secrets

One hidden find in every campaign region.

Each campaign region hides one secret, 27 in all. The hint is on the region's card in the Campaign menu. Read it before you start. Some secrets are an object on the map. Find it and tap it once the area is surveyed. Others need a particular order, day, commander, or play style.

A found secret opens a card with a plate and a lore entry. Both stay on the Secrets tab in Progress. Secrets never change the run. They give nothing in-game. Nothing is locked behind them except the achievements for finding every secret in a campaign. Scenarios have no secrets.

Daily drop

One fixed map per day, the same for everybody.

Each day has one drop. It has a fixed map, difficulty and twist set based on the date. You bring your own commander. Everyone who plays that day gets the same run. You can retry it as often as you like, and the best score counts.

Drops stay playable for 30 days. Only today's drop counts toward a streak. Personal bests are kept for each drop.

Commanders and colony traits

Two picks at setup that change different rules.

Besides the Pathfinder in the tutorial, there are 18 commanders and 17 colony traits. Commanders change how you act, such as action costs and research pace. Traits are pure bonuses. They include extra stocks and storage, free Vigor on your first surveys, claims, builds, scavenges or expeditions, an extra colonist or Warden, a head start on Morale or Command, bigger scavenge finds, or heat rings that use fewer Heat Cells in the Drift. Some are locked until you earn them. Progress > Requisition Roster lists what you unlock by playing, with the condition for each. That is 8 of the traits and 7 of the twists.

Some change rules rather than numbers. The codex notes those where they matter. The Diplomat gets Command only from quests and relics. The Driftborn ignores the Drift.

Three commanders have an ability with a cooldown. The Speaker rallies for +20 Morale every 15 days. The Driver surges for +5 Vigor every 20 days. The Hunter purges a small pack next to your land for 15 Command. The cooldown is 20 to 45 days, depending on how strong the pack was.

Wins with the same commander earn a mastery title shown on the setup card: Commended at 3, Decorated at 5, Exemplar at 10, Vaunted at 15, Storied at 25, Undying at 50 wins.

The Bookkeeper

The Bookkeeper

  • +20% Vigor refill
  • Uplink offline until day 50

Runs things by the numbers. Works fast. The Uplink is locked for the first 50 days.

The Warden-Captain

The Warden-Captain

  • +50% Warden strength
  • Wardens never retreat or recall

Wardens hit 50% harder. They can't retreat.

The Driftborn

The Driftborn

  • survey cost: +1 off-Drift
  • claim cost: +1 off-Drift
  • Drift never slows production

Raised in the frost. Farms ignore the Drift. Surveys and claims cost 1 more outside it.

The Surveyor

The Surveyor

  • -1 survey cost
  • sees pack sizes in the fog adjacent to surveyed areas
  • +1 claim cost

Counts the packs in the fog before anyone crosses. Surveys are cheaper. Claims take longer to approve.

The Tyrant

The Tyrant

  • -5 Morale target
  • +50% quest patience
  • colonists never abandon

Nobody leaves and nobody argues.

The Hoarder

The Hoarder

  • auto-builds storage at caps

Storage grows ahead of need and costs Fiber. Caps aren't a limit.

The Foreman

The Foreman

  • every build finishes in 1 day
  • each build order: -1 Morale

Buildings finish overnight. Colonists dislike the hours.

The Den-Boss

The Den-Boss

  • Colonists and Wardens eat x2 Biomass
  • Biomass over the store cap turns into Vigor, 4 to 1

Colonists eat double. Overflow the stores can't hold is sold for Vigor.

The Recluse

The Recluse

  • +50% output on areas with one adjacent claimed area or none, -10% with three or more

An area with no neighbors produces more. Neighbors reduce its output.

The Kindler

The Kindler

  • incident choices cost nothing
  • one fewer choice on every incident

Trouble costs nothing. There are fewer choices.

The Forager

The Forager

  • feral-free surveyed areas forage themselves (+0.5/day each)
  • packs stay hidden until they touch your border

Every surveyed field produces food on its own. Surveys don't reveal what lives there.

The Marshal

The Marshal

  • Wardens finish training in 1d
  • each Warden needs the next population gate up

Recruits become Wardens overnight. Recruiting starts only once the colony is large enough.

The Frostwalker

The Frostwalker

  • x1.5 Warden strength attacking outside your areas in the Drift

Born to the cold. In the Drift she hunts packs while they are slowed by it.

The Alchemist

The Alchemist

  • stores overflow into Filtrate -> Biomass -> Fiber -> Heat Cells

Nothing overflows the stores. Spare Filtrate becomes Biomass, spare Biomass becomes Fiber, and spare Fiber becomes Heat Cells.

The Diplomat

The Diplomat

  • Command only comes back from quests
  • quests pay 2x Command
  • overdue quests drain Morale, not Command

Quests pay double. Command comes from quests only. An overdue quest drains Morale, not Command.

The Speaker

The Speaker

  • -5 Morale target
  • Rally - +20 Morale (15d)

Rallies everyone on demand. Morale dips between speeches.

The Driver

The Driver

  • -15% Vigor refill
  • Surge - +5 Vigor (20d)

Daily pace is slower. One big push meets deadlines.

The Hunter

The Hunter

  • -10% Warden strength
  • Purge - Finish an adjacent pack (max 4 Str, -15 Command) (20-45d)

Routine hits are weaker. The kill shot clears the whole pack.

Colonist traits (17)

TraitEffectFlavour
Provisioned +35% to +65% start resources; +40% to +60% storage caps; +10 to +20 start Morale Deep shelves and full crates. Everyone arrived rested.
Stocked +35% to +65% start resources; +15% to +25% goal patience; first 2 to 3 Vigor of builds free Lands with supplies. The first few builds are already paid for. No one is counting days yet.
Roaming +35% to +65% start resources; first 2 to 4 Vigor of surveys free Always surveying. The first stretch of ground is surveyed for free.
Tireless -25% to -15% build time; +3% to +7% production Builds finish faster and production runs higher.
Fertile +5% to +15% colony growth; +1 starting colonist 1 extra colonist at landing. The colony grows slightly faster.
Tempered +35% to +65% start resources; +8 to +12 Morale ceiling; +20% to +30% goal patience; +3 to +7 start Command Colonists complain and panic less. Morale has room to climb.
Spirited +10 to +20 start Morale; +4 to +6 Morale ceiling; +1 to +2 start Vigor; +7 to +13 start Command Morale starts high and holds.
Salvaged -30% to -20% build resources; first 2 to 3 Vigor of builds free They build out of what's already lying there. Every build takes less, and the first few take nothing.
Frugal +40% to +60% storage caps; +2 to +3 start Vigor; first 2 to 3 Vigor of scavenging free Nothing gets thrown out. Deep shelves, and the first scavenge runs come free.
Hardy +35% to +65% start resources; +1 starting Warden One of them came armed. Weather-proof and unbothered.
Zealous +1 to +2 start Vigor; first 2 to 4 Vigor of expeditions free They came to do something. The first expeditions go out on their own dime.
Veteran +10% to +20% goal patience; +2 to +3 start Vigor; +7 to +13 start Command Second colony for most of them. They know the drill, and the brass knows them.
Restless +2 to +3 start Vigor; first 2 to 3 Vigor of claims free Nobody unpacked. They hit the ground with Vigor to spare and claim what they see.
Ascetic +3 to +7 start Morale; +8 to +12 Morale ceiling; +20% to +30% goal patience; +7 to +13 start Command Content on very little. Morale runs high and nobody rushes the goals.
Heirloom +80% to +120% start resources; +40% to +60% storage caps They carried the old stores across, and built the shelves to hold them.
Scrounging balanced, no modifiers They grew up picking through wrecks. Every scavenge run comes back heavier.
Insulated balanced, no modifiers Their habs were built for the cold. The heat rings use far fewer Heat Cells in the Drift.

Mastery titles

TitleWins with one commander
Commended3
Decorated5
Exemplar10
Vaunted15
Storied25
Undying50

Requisition Roster

UnlockKind
Salvaged Colonist trait
Frugal Colonist trait
Hardy Colonist trait
Zealous Colonist trait
Veteran Colonist trait
Restless Colonist trait
Ascetic Colonist trait
Heirloom Colonist trait
Brittle Frames Twist
Culled Bloom Twist
Press Gang Twist
Deep Roots Twist
Ash Drift Twist
Quiet Relays Twist
Broken Relays Twist

Factions

Who you play as.

Scenario mode has 4 factions. Each changes combat, production and feral behaviour, and has its own map and interface color.

The first campaign is played as the Foothold and the second as the Carrion. Scenarios let you pick any of the four.

Foothold plays the base rules. It has the full toolkit, no handicap and no gimmick.

Carrion produces at 75%. Every feral kill salvages 0.6 Biomass and 0.4 Filtrate. Cleared blooms and nests pay 2x. Each kill adds 0.15 Command refill for 5 days.

Symbiote grows 0.4 Biomass per colonist and 0.15 per claimed area on its own. It gets +4% output per distinct claimed terrain. It can't build Spore Orchards or Fauna Pens. Bloom packs grow 1 feral larger before they stop (normally 5).

Mycelia doesn't claim. It creeps into surveyed areas in 3 days and regrows lost areas in 2. It ignores rivers. It fights at +25% on defense and 80% on the attack.

FactionIn a line
Foothold Balanced. Full toolkit, no gimmicks, no handicaps.
Symbiote Grows Biomass from its own flesh. Needs no farms.
Carrion Your soil yields little. You harvest the dead.
Mycelia Spreads instead of claiming land. Crosses land and water.

Campaigns

Two arcs, two factions.

The Foothold campaign has 17 regions. Securing Last Stand unlocks the Carrion campaign. It has 10 regions, where goals count kills and packs keep coming in tides.

Each campaign drafts its own artifacts on a first win. Foothold regions use the original set. Carrion regions have 10 of their own. Everything you acquire applies to every future run.

Win a campaign's finale to open NG+. It has the same regions, each map re-drawn with one hostile modifier, starting at Hostile. Winning that finale opens the next cycle, up to NG+3, starting at Lethal and then Hardened I. Artifacts, doctrines and stars carry over.

The Foothold Campaign

#MapChapterGoalsLast deadline (days)Map modifiers
1 Fungal Grid I 8 900 bloom cap -2, feral pressure -15%, patience +15%
2 Spore Reach I 9 800 bloom cap -3, feral pressure -10%, upkeep -10%
3 Abyssal Tide II 9 900 bloom cap -1, feral pressure -10%
4 The Drowning Deep II 9 950 bloom cap -1
5 Fracture Zone III 8 950 feral pressure +8%
6 The Sundering III 9 1050 feral pressure +20%
7 The Long Crossing IV 8 840 upkeep -25%, feral pressure +10%
8 The Corridor IV 8 460 bloom cap -1
9 The Oasis IV 8 420 scavenge +20%, growth +20%, bloom cap -2
10 Bloom Tide V 9 460 patience +30%, bloom cap -2, bloomGrowthMult 0.5
11 Quarantine V 9 900 baseline
12 The Breach V 9 460 feral strength +25%, feral pressure +15%
13 The Archipelago VI 8 420 feral pressure +20%, feral strength +15%
14 The Lost Outpost VI 8 800 feral pressure +10%
15 Pilgrimage VI 9 620 bloom cap -2
16 The Citadel VII 9 700 (+2 open) feral pressure +20%
17 Last Stand VII 7 none feral pressure +20%
#MapHook
1Fungal GridFirst landing. Soft turf, tall spore stalks, and ferals that have never faced a fence.
2Spore ReachDeep in the fungal wilds. Growth is thick. The ferals have had years to settle.
3Abyssal TideFlooded shelf over the abyss. Filtrate is plentiful. Other resources need fighting for.
4The Drowning DeepPast the shelf, over open abyss. Every trench breeds blooms. You win by overwhelming them with numbers.
5Fracture ZoneA shattered plateau with tight chokepoints, deep ruins, and the biggest feral packs.
6The SunderingThe deepest rift. Endless ruins, scarce rations, and blooms nesting ahead.
7The Long CrossingA march from corner to corner with two rivers along the route. The far gate is the only exit.
8The CorridorA canyon 2 cells wide and 9 deep. Ferals hold the high ground. Take it back band by band.
9The OasisLush core, dead zone, rich outer rim. The middle is dangerous. Don't linger there.
10Bloom TideHalf the map is purple and spreading fast. Beat the bloom before the Directorate writes you off.
11QuarantineThe center is lost. Lock down the outer ring and hold it.
12The BreachFerals hold the walled center. There is one way in. Break the siege.
13The Archipelago5 islands joined by 5 causeways. Lose one crossing and the far banner starves.
14The Lost OutpostAn abandoned colony in the waste. It has habs, stores and a cold condenser. Bring Haven back online.
15PilgrimageVisit the 4 corner shrines in order. Keep the roads open to survive the trip.
16The CitadelA keep, a moat, 4 bridges, and endless wilds. Hold the ring through 3 Drifts. Don't let them breach.
17Last StandSurvive 600 days against a rising tide. Build a colony that outlasts it.

The Carrion Campaign

#MapChapterGoalsLast deadline (days)Map modifiers
1 The Bonefield I 7 460 feral pressure -10%
2 The Cordon I 9 700 feral pressure +15%, bloom cap +1
3 The Gullet II 8 600 baseline
4 The Lean Ground II 7 520 (+2 open) feral pressure -20%
5 The Old Breach II 9 600 feral pressure +10%
6 The Brood Pits III 8 620 bloom cap +1
7 The Rotting Keep III 8 520 (+2 open) feral pressure -20%
8 The Saltmarsh III 9 640 feral pressure +5%
9 The Migration Road IV 8 660 feral pressure -5%
10 The Feast IV 9 200 (+8 open) feral pressure -15%
#MapHook
1The Bonefield4 arms of feral ground around a salvage yard. The soil is thin and the packs are plentiful.
2The CordonThe Foothold's quarantine line, packed with ferals on the inside. Open a gate and let them come to you.
3The GulletA canyon funnels packs down from a bowl. Hold the canyon, kill what comes through, then take the Maw.
4The Lean GroundThin soil, few packs, and the packs keep moving. Hunt them or starve.
5The Old BreachThe Sanctum the Foothold broke is full of ferals again. There is one bridge in. More ferals sit behind the wall than anywhere else on the frontier.
6The Brood Pits3 pits refill with Drift-bred packs every few weeks. Clear them and see if the salvage is worth it.
7The Rotting KeepThe Foothold's empty Citadel. The wilds keep attacking, and every attack yields salvage. Hold the bridges.
8The Saltmarsh2 rivers, 3 fords. Every pack that crosses comes over open ground. Hold the fords.
9The Migration RoadEvery pack the frontier pushed out is returning down the road. Camp on it, band by band.
10The Feast12 blooms on the rim, and your crews alone below. Hold the Long Table, then go up and kill what sent the tide.

The build itself

Saving

One colony, saved continuously - there are no save slots and no manual save. The game writes after every meaningful change and restores exactly where you left off, including mid-order. Saves are versioned and migrated forward, so a colony started on an older build keeps playing on a newer one; a save written by a newer build than the one reading it is refused rather than guessed at, and left untouched so upgrading again recovers it.

Controls

Mouse and keyboard, touch, or a gamepad, and the on-screen hints follow the device actually in your hands rather than the platform you bought on. Keys are rebindable, with Escape and the fullscreen pair reserved - a rebinding that could lock you out of the menu that does the rebinding is not offered.

Graphics

Terrain quality, ambient effects and map detail are separate settings rather than one slider, because they cost different things: terrain is memory, ambient is frame time, detail is both. A frame-rate chip can be turned on from options to see what a change actually did.

The demo

The demo is the tutorial plus the first six campaign maps - Fungal Grid, Spore Reach, Abyssal Tide, Drowning Deep, Fracture Zone and The Sundering - with scenarios, the daily drop and assignments held for the full game. A demo colony carries over: the full game recognises it and picks up where the demo stopped rather than making you replay it.

Glossary

The game reskins classic colony-sim vocabulary onto its alien setting:

Genre termXenobiome term
SettlementLanding Zone
Settlers / populationColonists
Zombies / infested areasFerals / bloomed areas
FightersWardens
StaminaVigor
AuthorityCommand
WinterDrift season
CelebrationsResonance festivals
SituationsIncidents
Technology levelsUplink tiers

External links