Choose Starmap nodes by net value: visible resources, a needed relic/build payoff, or a meaningful unlock must justify advancing the boss meter. In the latest demo, Resource Mission primary rewards are granted automatically when you win and are visible on the Starmap; crates are now mostly in-mission buffs, so stop treating crate hunting as the main payout.


The August economy update changed route information
The August 2026 demo shows Resource Mission rewards directly on Starmap zones. That is a major routing improvement because you can compare what you need before committing a node instead of entering a mission hoping the right crate appears.
Every detour has a boss-meter cost
Video-backed tutorial text says every node you visit triggers additional research progress for the sector boss. The boss meter also reveals researched tech and what is coming next. Route planning is therefore a race between your power growth and the boss’s.
- Take a resource node when it funds a concrete repair, replacement, colony or tech need.
- Take a relic node when it meaningfully strengthens the fleet you already have or creates a viable pivot.
- Skip curiosity detours when the next boss tech already threatens your current composition.
Crates are now tactical, not your main salary
The developers changed Resource Missions so the main resource reward is automatic on victory. Crates still reward exploration, but their purpose is now primarily in-mission buffs and power-ups for the squadron that collects them.
Traders, shipyards and special nodes
Not every node is a fight. Tutorial footage shows Trader nodes selling ships, with a Discovery Tree option that reduces Trader prices, and shipyard-type nodes that can add an extra active fleet. Player footage from longer runs also shows three fleets active at once and a squadron-capacity increase, so a detour that expands fleet capacity can outweigh a small resource node. The same routing rule applies: pay the node visit only when the offer upgrades an actual need in your current run.
Mission completion rules in stable 0.2.811
Check the exact objective before committing the remaining resources. Some missions now have a conquest route or a lower survival requirement.
| Mission | Current rule | Decision |
|---|---|---|
| Build X / Collect X | Conquest can win during the first stage in 0.2.811 | Consider conquest if the required resource runs out; the first-stage condition matters. |
| Build X | No more than three of any one item required | Recheck the objective at Ascension 7+ rather than assuming an unavailable station-capacity upgrade is mandatory. |
| Build Turret | Bombard and Rocket Stations count | Use an eligible station that fits the mission and current budget. |
| Escort | One escorted ship must survive after 0.2.808 | Protect a viable survivor instead of treating every loss as failure. |
| Protect Defense Station | At least two stations are provided; one must survive | Concentrate defense where it can preserve a station. |
| Onslaught / kill X ships | Killing all enemies can also finish it | Compare remaining enemies with the displayed objective. |
Sources & version note
EA v0.2.811 · Updated 2026-11-04. Use the released version named beside the task; announced later updates have separate conditions.