Tier lists are subjective. This one’s based on my 100+ hours across multiple playthroughs, testing different builds and strategies. Your mileage may vary, but here’s what consistently worked (and didn’t) for me.
How This Works
- S Tier: Game-changing. Build as soon as possible.
- A Tier: Strong. Worth the investment.
- B Tier: Situational. Good in specific contexts.
- C Tier: Niche. Only useful for specific strategies.
- D Tier: Trap. Skip unless you have a specific reason.
Ships Tier List
S Tier Ships
Scout
- Fast, versatile, cheap
- Handles quick contracts efficiently
- First ship I build in every run
Why S: Speed matters more than cargo for early contracts. Scouts pay for themselves in 2-3 runs.
Freighter
- Massive cargo capacity
- Essential for bulk resource contracts
- Single freighter can supply a small station via contracts
Why S: The backbone of contract income. Build one early, keep it running constantly.
A Tier Ships
Mining Ship
- Generates resources directly
- Excellent when local resources run low
- Requires mining contracts to shine
Why A: Powerful but situational. When mining contracts are available, this ship is A-tier. When they’re not, it sits idle.
Construction Ship
- Builds remote infrastructure
- Essential for wormhole expansion
- Expensive but unlocks new gameplay
Why A: Enables expansion beyond your starting asteroid. Not needed early, but critical for mid-game scaling.
B Tier Ships
Combat Ship
- Required for escort/patrol contracts
- Higher cost, lower general utility
- Only valuable if you’re pursuing combat contracts
Why B: Niche. If combat contracts are your strategy, this is A-tier. Otherwise, skip.
C-D Tier Ships
Luxury Transport
- High-end passenger contracts only
- Very specific use case
- Low ROI compared to other ships
Why C: Prestige item. Builds it when your fleet is otherwise complete and you want to chase high-paying niche contracts.
Station Modules Tier List
S Tier Modules
Solar Panel
- Free power
- Zero fuel cost
- Foundation of all power grids
Why S: You can’t play without power. Solar is the cheapest, most reliable early source.
Small Battery
- Night cycle survival
- Power spike smoothing
- Compact footprint
Why S: Non-negotiable for solar-based power. Build 1 battery per 2-3 solar panels minimum.
Oxygen Generator
- Survival requirement
- Set-and-forget once built
- Low power draw
Why S: Not having oxygen = game over. This is a hard requirement, not a choice.
A Tier Modules
Small Reactor
- Consistent power regardless of time
- Compact for output
- Requires cooling
Why A: Upgrades your power situation from “manage day/night” to “always on.” Build when solar isn’t keeping up.
Wormhole Generator
- Access remote resources
- Enables expansion
- Opens new contract types
Why A: The moment you research this, the game opens up. Powerful but requires infrastructure to support.
Medium Storage
- Production buffer
- Manages overflow
- Reasonable cost
Why A: Solves the “my drill stopped because storage is full” problem. Build these liberally.
B Tier Modules
Large Storage
- Massive capacity
- Expensive
- Overkill for most early/mid situations
Why B: Great when you need it, but you’ll know when that is. Don’t rush these.
Drone Port
- Automated logistics
- Requires coordination
- Best paired with wormholes
Why B: Powerful when set up correctly, but requires planning. Not a plug-and-play solution.
Repair Bay
- Ship maintenance
- Prevents contract failures
- Low priority early game
Why B: Essential once you have a fleet. Irrelevant before that. Build when ship count justifies it.
C-D Tier Modules
Decoration Modules
- Visual only
- Zero gameplay impact
- Resource sink
Why C: Build these when you’re optimizing for aesthetics. Never for gameplay.
Large Battery
- Massive capacity
- Expensive
- Small batteries are more flexible
Why C: Niche. If you’re doing a compact build and need maximum power storage per tile, this makes sense. Otherwise, multiple small batteries are better.
Production Buildings Tier List
S Tier Production
Drill
- Extracts ore
- Foundation of everything
- Build many, build early
Why S: Without ore, you have nothing. Drills are the root of your production tree.
Smelter
- Processes raw materials
- Required for construction
- High throughput
Why S: Raw ore doesn’t build stations. Smelters turn ore into useful materials.
Assembler
- Creates components
- Enables advanced construction
- Connects well to storage
Why S: Components are needed for everything past basic infrastructure. Assemblers are essential.
A Tier Production
Electronics Fabricator
- Circuit boards, electronics
- Required for ships, advanced modules
- Moderate power draw
Why A: Unlocks the tech tree. Electronics are bottlenecks for mid-game progression.
Chemical Processor
- Gas processing
- Required for advanced materials
- Nitrox production for fusion
Why A: Essential for fusion power setup. Not needed early, but critical later.
B Tier Production
Advanced Alloy Furnace
- Specialty materials
- High power cost
- Situational recipes
Why B: Useful when specific materials are needed. Not universally valuable.
Composite Factory
- Advanced construction materials
- Required for high-tier buildings
- Expensive to operate
Why B: Necessary for endgame content. Skippable for early/mid game.
Summary Table
| Category | S Tier | A Tier | B Tier | C-D Tier |
|---|---|---|---|---|
| Ships | Scout, Freighter | Mining, Construction | Combat | Luxury |
| Modules | Solar, Battery, Oxygen | Reactor, Wormhole, Storage | Large Storage, Drone, Repair | Decorations |
| Production | Drill, Smelter, Assembler | Electronics, Chemical | Alloy, Composite | — |
Build Priority Recommendations
Hour 0-2:
- Drill (S)
- Smelter (S)
- Solar Panel (S)
- Small Battery (S)
Hour 2-6:
- Assembler (S)
- Oxygen Generator (S)
- Medium Storage (A)
- Scout Ship (S)
Hour 6-12:
- Small Reactor (A)
- Electronics Fabricator (A)
- Freighter Ship (S)
- Wormhole Generator (A)
Hour 12+:
- Fusion Reactor (A)
- Mining Ship (A)
- Advanced production as needed
📖 Related Guides
Research Order Guide
Explains when to unlock each building. Tested tech paths from hour 0 to fusion power —avoid the research traps I fell into.
Beginner Guide
Covers the first hour setup. Power, drilling, smelting, and your first automated production line —everything a new player needs.
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