Outworld Station Tier List [S to D]: Best Ships, Station Modules & Buildings Ranked

Not everything is worth building. I ranked every ship, module, and building from S (must-have) to D (trap) based on 100+ hours of testing.

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

S

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

A

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

B

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

C

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

S

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

A

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

B

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

C

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

S

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

A

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

B

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

CategoryS TierA TierB TierC-D Tier
ShipsScout, FreighterMining, ConstructionCombatLuxury
ModulesSolar, Battery, OxygenReactor, Wormhole, StorageLarge Storage, Drone, RepairDecorations
ProductionDrill, Smelter, AssemblerElectronics, ChemicalAlloy, 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

🔬 Tech

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.