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Outworld Station Guide

Real builds, real mistakes, real solutions. Every guide based on actual gameplay testing.

Station Level 13-20 progression map showing key unlocks at each level and the two main endgame paths: Containment path (L13/15) and Ship path (L14/16/19)

Station Level 13-20 progression map showing key unlocks at each level and the two main endgame paths: Containment path (L13/15) and Ship path (L14/16/19)

Beyond the Original Endgame

The existing Station Level Progression Guide covers Levels 1-12. v1.1 extended the level cap with Levels 13-20, and the unlock structure changes significantly in this range. Pre-v1.1, Level 12 was the end of the tech tree. Now Level 20 unlocks the final Space Elevator.

The most important change in v1.1 endgame: you need to choose between two specialization paths around Level 14-15. The gear system introduced in v1.1 requires Deep Surface Analysis (Level 18, Rich exo-planet only) to craft the best modules.

The Short Version

Level 13: Enhanced Containment (asteroid capture). Level 14: Logistics V (fleet size). Level 15: Exo-Planet Lifter (surface ops). Level 16: Advanced Landing Gear (-30% transit). Level 17: Multi-Planet Operations (2 simultaneous). Level 18: Deep Surface Analysis (Dark Matter). Level 19: Automated Resupply (no fuel stops). Level 20: Space Elevator (endgame hub). Prep for each level takes roughly 30-60 minutes of resource gathering.

Level-by-Level Unlock Table

LevelKey UnlockTech Point CostPrep RequirementResearch Time
13Enhanced Containment3,500100 Steel, 40 Electronics, 15 Superalloy5 min
14Logistics V3,000Fleet Command (existing)4 min
15Exo-Planet Lifter3,500150 Superalloy, 60 Electronics, 20 Titanium8 min
16Advanced Landing Gear2,800Exo-Planet Ops Centre6 min
17Multi-Planet Operations4,5002 Exo-Planet missions active7 min
18Deep Surface Analysis6,000140 Electronics, 80 Superalloy10 min
19Automated Resupply8,000Fleet Management Lv512 min
20Space Elevator12,0001,000 Superalloy, 400 Electronics, 200 Titanium, 50 Dark Matter30 min
Level RangeTech Points RequiredKey Resource CostTime to Next Level
13-146,500 TP100 Steel + 40 Electronics~40 min
15-166,300 TP150 Superalloy + 60 Electronics~60 min
17-1810,500 TP140 Electronics + 80 Superalloy~90 min
19-2020,000 TP1,000 Superalloy + 400 Electronics + 50 Dark Matter~3 hours

The Two Endgame Specialization Paths

At Level 14 you face a strategic choice. You can access both, but one should be your priority:

Path A: Exo-Planet Economy (L15 first)

ProsCons
Massive passive income (100-150K/hr by L17)Requires 150 Superalloy upfront
Exotic Matter for endgame craftingNeeds a Frigate with landing gear
Dark Matter access at L18 (Space Elevator required)Transit time management

Path B: Fleet Expansion (L14 + L16/19)

ProsCons
More CPU-controlled ships (up to 8 by L19)Lower direct income
Automated Resupply means zero-maintenance fleetsRequires more CPU Control upgrades
Better for combat-focused playthroughsL20 Space Elevator costs more without Exo income

My recommendation: Take Path A first. The income from Exo-Planet operations funds everything else. The Space Elevator costs 1,000 Superalloy + 50 Dark Matter. Without Exo-Planet income, gathering that much Superalloy takes roughly 6-8 hours of production. With Exo-Planet ops, you can buy the Superalloy off the market in about 2 hours.

For Exo-Planet setup details, see our Exo-Planet Lifter Guide.

Level 13-14: The Mid-Game Bridge

Level 13 unlocks Enhanced Containment – the ability to capture asteroids and dock them to your station for passive resource extraction. This is the most important mid-game unlock because it solves the gas supply problem.

What to build first at Level 13:

  1. Containment Bay module (100 Steel + 40 Electronics + 15 Superalloy)
  2. Scan for Gas-type [Capturable] asteroids nearby
  3. Capture one gas asteroid with a Tractor Beam ship
  4. Pair its output to your Chemical Processing chain

Level 14 unlocks Logistics V – +2 CPU-controlled ships. Total CPU capacity goes from 4 to 6. This is when you should establish your first auto-trading routes.

For Enhanced Containment details, see our Enhanced Containment Guide.

Level 15-17: The Income Explosion

These three levels form the economic core of endgame:

Level 15: Exo-Planet Lifter. Build the Ops Centre. Assign a Frigate. Your first run pays for the setup cost.

Level 16: Advanced Landing Gear. -30% transit time means +30% income rate. Research this before expanding to more ships.

Level 17: Multi-Planet Operations. Run 2 simultaneous missions. This doubles your Exo-Planet income without adding ship costs.

Progression order for these three levels:

  1. Research L15 Exo-Planet Lifter (8 min)
  2. Do 2 extraction runs to build capital
  3. Research L16 Advanced Landing Gear (6 min)
  4. Do 5-6 extraction runs for deeper capital
  5. Research L17 Multi-Planet Operations (7 min)
  6. From here: 150-200K/hr passive income

Level 18-19: Endgame Power

Level 18: Deep Surface Analysis. This unlocks Dark Matter extraction on Rich exo-planets. Dark Matter sells for ~12,000 cr/unit and is required for the Space Elevator (50 units needed). Run Dark Matter extraction exclusively once unlocked – each Rich planet run yields 3-7 Dark Matter.

Level 19: Automated Resupply. Ships on Exo-Planet missions refuel at the planet instead of returning for fuel. This eliminates the fuel check problem and makes missions truly passive. The quality-of-life improvement here is enormous.

Level 20: Space Elevator

The final upgrade. The Space Elevator is a new station module that:

  • Acts as a central hub connecting all your outposts
  • Provides +50% cargo transfer rate between all connected stations
  • Unlocks the endgame economy loop (buy low, sell high at scale)
  • Costs: 1,000 Superalloy + 400 Electronics + 200 Titanium + 50 Dark Matter
  • Takes 30 minutes to research, 15 minutes to build

Prep checklist before Level 20:

  • 1,000 Superalloy in storage
  • 400 Electronics stockpiled
  • 200 Titanium available
  • 50 Dark Matter from Deep Surface Analysis runs
  • At least 12,000 Tech Points saved
Community Verification

Level unlocks confirmed against Steam patch notes for v1.1.0 through v1.1.1.0. Resource costs verified on fresh playthrough reaching Level 20. Research times are base – reduced by Tech Point generation rate upgrades.