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.
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
| Level | Key Unlock | Tech Point Cost | Prep Requirement | Research Time |
|---|---|---|---|---|
| 13 | Enhanced Containment | 3,500 | 100 Steel, 40 Electronics, 15 Superalloy | 5 min |
| 14 | Logistics V | 3,000 | Fleet Command (existing) | 4 min |
| 15 | Exo-Planet Lifter | 3,500 | 150 Superalloy, 60 Electronics, 20 Titanium | 8 min |
| 16 | Advanced Landing Gear | 2,800 | Exo-Planet Ops Centre | 6 min |
| 17 | Multi-Planet Operations | 4,500 | 2 Exo-Planet missions active | 7 min |
| 18 | Deep Surface Analysis | 6,000 | 140 Electronics, 80 Superalloy | 10 min |
| 19 | Automated Resupply | 8,000 | Fleet Management Lv5 | 12 min |
| 20 | Space Elevator | 12,000 | 1,000 Superalloy, 400 Electronics, 200 Titanium, 50 Dark Matter | 30 min |
| Level Range | Tech Points Required | Key Resource Cost | Time to Next Level |
|---|---|---|---|
| 13-14 | 6,500 TP | 100 Steel + 40 Electronics | ~40 min |
| 15-16 | 6,300 TP | 150 Superalloy + 60 Electronics | ~60 min |
| 17-18 | 10,500 TP | 140 Electronics + 80 Superalloy | ~90 min |
| 19-20 | 20,000 TP | 1,000 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)
| Pros | Cons |
|---|---|
| Massive passive income (100-150K/hr by L17) | Requires 150 Superalloy upfront |
| Exotic Matter for endgame crafting | Needs a Frigate with landing gear |
| Dark Matter access at L18 (Space Elevator required) | Transit time management |
Path B: Fleet Expansion (L14 + L16/19)
| Pros | Cons |
|---|---|
| More CPU-controlled ships (up to 8 by L19) | Lower direct income |
| Automated Resupply means zero-maintenance fleets | Requires more CPU Control upgrades |
| Better for combat-focused playthroughs | L20 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:
- Containment Bay module (100 Steel + 40 Electronics + 15 Superalloy)
- Scan for Gas-type [Capturable] asteroids nearby
- Capture one gas asteroid with a Tractor Beam ship
- 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:
- Research L15 Exo-Planet Lifter (8 min)
- Do 2 extraction runs to build capital
- Research L16 Advanced Landing Gear (6 min)
- Do 5-6 extraction runs for deeper capital
- Research L17 Multi-Planet Operations (7 min)
- 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
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.