Castaways
First bring a castaway two nutrient canisters and one Med-Gel for 120 credits. Then provide eight circuits, four cells and six reinforced plates for an advanced processor. The rescued trader becomes a technician or biologist with a broader stock.

Field data
- Habitat
- Visitors and points of interest
- Faction
- Castaways
- Health
- 40 HP
- Movement speed
- 3 m/s
- Escape speed
- 4.6 m/s
- Attack damage
- 2.5 HP
- Attack range
- 7 m
- Attack interval
- 3 s
- Group size
- 1
Barter
Base exchange rates; reputation changes the price.
| You give | You receive |
|---|---|
| 2 × Med-Gel | 1 × Cell |
| 1 × Nutrient solution | 2 × Circuit |
| 2 × Worm chitin | 1 × Reinforced plate |
Trade & contracts
Friendly traders offer barter, credit purchases, buyback and delivery contracts. Stock is finite and shared by the crew; it rotates every two home-world game days. Reloading or time spent outside the game does not refill it. Advanced goods still require research and expedition milestones.
Contracts ↗Helping castaways
First bring a castaway two nutrient canisters and one Med-Gel for 120 credits. Then provide eight circuits, four cells and six reinforced plates for an advanced processor. The rescued trader becomes a technician or biologist with a broader stock.





