Trade & expeditions
NPC markets, castaway rescues, contracts, the MK2 backpack and ship modules.
Markets and reputation
Interact with an NPC to inspect barter, buying, selling and available work. Markets have finite stock and refresh every two home-world game days; reloading a save does not reroll them. Local traders specialize in their biome’s products and demand imports. Shared faction reputation affects prices. Advanced purchases still respect research and progression: late ship modules and exotic products require actual fusion operation.
Helping castaways
Castaways need help in two stages. Deliver the supplies listed below, then the repair components. Completing both stages opens a technician’s or biologist’s specialized market and awards an advanced processor. The rescue state belongs to the shared world.
| Stage | Supplies |
|---|---|
| 1 | 2 × Nutrient solution + 1 × Med-Gel |
| 2 | 8 × Circuit + 4 × Cell + 6 × Reinforced plate |
Contracts and the MK2 backpack
Accept a delivery contract before collecting its reward. Accepted contracts survive market refreshes and can be completed with a trader of the same faction. The MK2 backpack is available after your first flight, while wearing MK1, once you have completed eight contracts across at least three factions. Claim the loyalty reward in the trading panel.
Coordinates and ship upgrades
Couriers and rescued specialists can sell coordinates for 320 credits when a real undiscovered site is available. Check the local map and journal afterwards. Archive expeditions award ship modules; they can also be manufactured or bought when unlocked. Install each module on the ship itself, once per type. Cargo rises from 2,000 to 4,000 items; the drive reduces flight fuel from two units to one; thermal protection halves magma damage only within the oxygen zone of a fueled ship. It is not protection for an entire expedition.
Spaceship · Ship cargo module · Ship drive module · Ship thermal module