Stellar Age: Discovery
Humanity has left the solar system. A faint signal leads to a habitable world — Hendron — where the remains of an ancient civilisation lie buried, along with something calling itself the Synthetic Intelligence Remnant. Studying it will take Ages. You are here to stay.
A permanent second city — not another outpost
Reaching the Age unlocks the Stellar City, accessed through an updated Spaceport. Unlike the Space Outposts of the previous cycle, this city does not reset when the next Age arrives — it persists through the whole Stellar Cycle, and it is the biggest map Inno has built to date. The Space Age Space Hub settlement retires when you advance.
The city begins with 9 free expansions, plus 9 premium and 16 tech-tree expansions — and notably, tech expansions can be bought with Stellar Age resources, not just Forge Points.
The New Resource Loop
Stellar Points
Your main progression currency, produced by Stellar Beacons and boosted by Stellar Relays. Spent on research and missions. Storage is capped — collection stalls when full, just like FP in your main city.
Stellar Capacity
Produced by Capacity Beacons, boosted by Capacity Relays. Feeds buildings, missions and research. Also carries a collection limit — plan your spending.
Fusion Cells
Basic mission energy from the Fusion Cell Reactor. Every launch burns cells, so keep the reactor ticking over.
Crew & Workers
Crew is the city's population, from Habitats. Research unlocks Engineers, Explorers and Scientists — specialist workers gating access to better buildings.
Missions replace the campaign map
Progress is now driven from the Mission Control Hub (in the HUD, plus an off-grid building). Three mission slots exist — one from the start, two more via research. The old campaign map remains visitable, and the Age's PvP Tower unlocks on reaching the Era (its tournament begins the week after release).
Rarity — Rolled For You
Each mission is assigned a rarity that drives its rewards. Not happy with the roll? Re-roll any mission that hasn't launched, or dismiss active ones in Phases 2–3.
Depth — Chosen By You
Depth is your risk dial. Deeper missions cost more and skew towards better rewards — though shallow runs can still surprise you. Each of the four deeper stages sits behind a technology:
How A Mission Runs
- Phase 1 — prepare your ship. Phase 2 — travel. Phase 3 — the objective: a fight or a negotiation, with star-rated difficulty shown up front.
- Costs: Fusion Cells + Stellar Capacity + Stellar Points, scaling with rarity and depth.
- Rewards: every mission pays Encoded Tablets (amount set by rarity), with chances at Void Shards, Goods, Special Goods, Units, Blueprints or Fragments.
- Scaling: missions match your overall power including army boosts — Historical Allies and one-off GB bonuses (e.g. Kraken) are worth lining up.
- Your first mission is a preset tutorial — play it through to learn the flow.
The tech tree branches — and choices are final
At certain points in the tree you will reach a fork where only one path can be taken. The game throws extra confirmation windows at you for good reason:
Technologies cost Forge Points or Stellar Points — always one or the other, never both on the same tech. Building up your city's Stellar Point production directly feeds your research pace, and the Synthetic Intelligence Remnant resource (earned from research) plays into the tree's choices.
Waypoints — The "Choose Your Path" Element
A three-arrow Waypoint marker on the tree announces a pending decision. When you reach it, the tree splits into an upper and a lower path — you take one, and the other locks permanently. Discovery holds three Waypoints in total.
The Full Tree, Costed
Extracted from the Beta tech tree (10 Aug). Thirty-seven technologies, counting one side of each Waypoint. Numbers may shift before Live.
| Technology | FP / SP | Currency | Unlock Costs | Note |
|---|---|---|---|---|
| Alien Ruin Excavation | 2,000 | Forge Points | 1,0001,0001,0001,000 | |
| Expedition Resource Optimisation | 4,000 | Forge Points | 2,0002,0002,0002,000 | |
| Integrated Materials Production | 6,000 | Forge Points | 3,0003,0003,0003,000 | |
| Resonance Powered Research | 8,000 | Forge Points | 5,0005,0005,0005,000 | |
| Expedition Command Initiative | 100 | Stellar Points | 25051,000 | Unlocks Depth 2 missions |
| Remnant Doctrine | 100 | Stellar Points | 25051,000 | |
| Dark Matter Extraction | 3,000 | Forge Points | ⤷ 2505801,000 ⤷ 2505801,000 | Waypoint I |
| Space Hub Goods Synthesizing I | 100 | Stellar Points | ⤷ 25051,0001,000 ⤷ 25051,0001,000 | Waypoint I |
| Settlement Protocols | 618 | Stellar Points | 1,950396,0006,000 | |
| Space Hub Goods Synthesizing II | 12,000 | Forge Points | 1,950393716,000 | |
| Space Hub Goods Synthesizing III | 618 | Stellar Points | 1,950396,0006,000 | |
| Space Hub Goods Synthesizing IV | 12,000 | Forge Points | 1,950393716,000 | |
| Space Hub Goods Synthesizing V | 618 | Stellar Points | 1,950396,0006,000 | |
| Aerial Combat Division | 12,000 | Forge Points | 1,950393716,000 | |
| Precision Strike Initiative | 618 | Stellar Points | 1,950396,0006,000 | |
| Quantum Resonance Calibration | 618 | Stellar Points | 1,950396,0006,000 | |
| Logistics Network Expansion | 618 | Stellar Points | 1,950396,0006,000 | |
| Deep Space Signal Sources | 618 | Stellar Points | 1,950396,0006,000 | Unlocks Depth 3 missions |
| Colonial Workforce Initiative | 3,240 | Stellar Points | 7,65015313,50013,500 | |
| Covert Operations Unit | 22,500 | Forge Points | 7,6501532,86213,500 | |
| The Open Archive Initiative | 3,240 | Stellar Points | 7,65015313,50013,500 | |
| Deep Space Survey Protocols | 3,240 | Stellar Points | ⤷ 7,65015313,50013,500 ⤷ 7,65015313,50013,500 | Waypoint II |
| Coordinated Framework | 22,500 | Forge Points | ⤷ 7,6501532,86213,500 ⤷ 7,6501532,86213,500 | Waypoint II |
| Xenomaterial Synthesis | 3,240 | Stellar Points | 7,65015313,50013,500 | |
| Autonomous Resource Routing | 3,240 | Stellar Points | 7,65015313,50013,500 | |
| Void Extraction Refinement | 3,240 | Stellar Points | 7,65015313,50013,500 | Unlocks Depth 4 missions |
| Long Range Artillery Program | 22,500 | Forge Points | 7,6501532,86213,500 | |
| Stellar Support Systems | 11,424 | Stellar Points | 18,00036024,00024,000 | |
| Adaptive Distribution Data | 11,424 | Stellar Points | 18,00036024,00024,000 | |
| Mechanised Assault Corps | 45,000 | Forge Points | 18,00036020,16024,000 | |
| The Secure Containment Directive | 11,424 | Stellar Points | 18,00036024,00024,000 | |
| The Sovereign Pact | 11,424 | Stellar Points | 18,00036024,00024,000 | |
| Stellar Point Containment Fields | 11,424 | Stellar Points | 18,00036024,00024,000 | Waypoint III |
| The Outreach Expansion Act | 11,424 | Stellar Points | 18,00036024,00024,000 | Waypoint III · Unlocks Depth 5 |
| Extended Storage Architecture | 11,424 | Stellar Points | 18,00036024,00024,000 | Waypoint III |
| The Fortification Mandate | 16,660 | Stellar Points | 31,50063035,00035,000 | |
| The Frontier Accord | 70,000 | Forge Points | 31,50063029,40035,000 | Final tech — biggest single cost |
All 37 unlock costs read directly from Beta tooltips, 10 Aug. Waypoint I & II techs show both path variants (⤷); Waypoint III costs are captured from one path — expect the mirrored instances to swap goods types, per the Waypoint rule.
Goods Of The Age
Straight from the Beta tech tooltips — the five new Stellar Age: Discovery goods, not yet documented anywhere else:
Previous-age goods still matter: all five Space Hub goods — Silver Crystals, Dark Energy Batteries, Oxygen Pills, Deep Space Data and Hypersleep Modules — appear in unlock requirements throughout the tree, so don't liquidate your SASH stockpile before advancing.
Unlock Costs Per Tech
Beyond the FP/SP price, each technology has a "Costs to Unlock Reward" panel. Two clear bands show up on Beta:
| Tree Stage | Void Shards | Encoded Tablets | Stellar Capacity | Goods (per type) |
|---|---|---|---|---|
| Techs I–IV (FP line) | — | — | — | 4 × Space Hub goods: 1,000 → 2,000 → 3,000 → 5,000 |
| Early tree | 250 | 5 | 80 (when required) | 1,000 |
| Later tree (from Settlement Protocols) | 1,950 | 39 | 371 (when required) | 6,000 |
| Deep tree (from Colonial Workforce) | 7,650 | 153 | 2,862 (when required) | 13,500 |
| Endgame (from Stellar Support Systems) | 18,000 | 360 | up to 20,160 | 24,000 |
| Finale (Fortification + Frontier) | 31,500 | 630 | 29,400 (Frontier) | 35,000 |
Each tech asks for one or two goods types from a mix of new Age and Space Hub goods. Since every mission pays Encoded Tablets and Void Shards also flow from main-city GBs and events, the Tablet and Shard requirements are the built-in pacing mechanism between missions and research.
Full-Tree Totals
Summing every unlock panel across all 37 technologies (Waypoint I & II counted on the first-captured path; goods split shifts slightly with path choices, amounts do not):
| Resource | Total Required | Note |
|---|---|---|
| Void Shards | 296,350 | Every band, all 37 techs |
| Encoded Tablets | 5,927 | ≈ your minimum mission count driver |
| Stellar Capacity | 59,339 | Frontier Accord + Mech Assault alone: 49,560 |
| Silver Crystals | 92,000 | Space Hub good |
| Dark Energy Batteries | 63,000 | Space Hub good |
| Oxygen Pills | 87,500 | Space Hub good |
| Deep Space Data | 69,000 | Space Hub good |
| Hypersleep Modules | 59,500 | Space Hub good |
| Xenocrystals | 50,500 | New Age good |
| Glyph Circuits | 101,500 | New Age good — heaviest demand |
| Psionic Conduits | 123,000 | New Age good — heaviest demand |
| Metamorphic Alloys | 74,500 | New Age good |
| Resonance Cores | 98,000 | New Age good |
On top of 241,500 Forge Points and 120,694 Stellar Points. SASH goods total 371,000 across five types; new Age goods total 447,500 — so most of the goods burden falls on goods you cannot stockpile in advance.
Where Everything Comes From
| Resource | Used For | Comes From |
|---|---|---|
| Crew | Population, city buildings | Habitats (Basic/Enhanced/Advanced) |
| Workers | City buildings | Technology research |
| Stellar Capacity | Buildings, missions, research | Capacity Beacons (+ Relays to boost) |
| Stellar Points | Missions, research | Stellar Beacons (+ Relays to boost) |
| Fusion Cells | Missions, research | Fusion Cell Reactor |
| Encoded Tablets | Research | Missions (guaranteed reward) |
| Void Shards | Special goods for research | Main-city GBs & events, missions |
| SA:D Goods | Research | Main-city GBs & events, missions, rewards — Xenocrystals, Glyph Circuits, Psionic Conduits, Metamorphic Alloys, Resonance Cores |
| SI Remnant | Tech-tree choices | Research rewards |
The FGX series — six new units
A full new military line with some spicy skill combinations: flying fast units, splash-damage light units, and an artillery piece that hits multiple targets but only fires every other turn.
| Unit | Class | Atk / Def | Rng / Mov | Key Skills |
|---|---|---|---|---|
| FGX-100 Champion | Heavy | 2040 / 2430 | 8 / 20 | Reactive Armor 3 · Blast 10 (ignores stealth) · Morale (all allies start with 1 armor) |
| FGX-101 Skyrider | Fast | 1600 / 2110 | 4 / 30 | Flying (immune to artillery, ignores terrain) · Contact! · Force Field 2 — big bonuses vs artillery |
| FGX-102 Anvil | Heavy | 1650 / 2290 | 8 / 20 | Reactive Armor 5 · Force Field 2 · Stealth on hills |
| FGX-103 Shadow | Light | 1780 / 1910 | 3 / 30 | Stealth on plains & rocks · Contact! · Frenzy 100 (splash to adjacent enemies) |
| FGX-104 Hammer | Artillery | 1910 / 1720 | 24 / 10 | MIRV 2 (hits 1–3 extra units) · Recharge (fires every other turn) — bonus vs heavy |
| FGX-105 Assassin | Ranged | 1650 / 1910 | 10 / 16 | Power Shot (ignores most defences) · Reactive Armor 4 · Stealth on rocks |
Terrain and counter bonuses run from 7,500 up to 12,500 depending on the unit — check in-game tooltips for the full breakdown.
The Shattered Horizon Siphon
A new main-city Great Building — not a Stellar City one — with an anomaly inside that the research team has decided to observe. Unless it observes us. Despite its Stellar Age origins it builds the conventional way: Blueprints, Forge Points, and goods of the Age.
Its effects depend on where you play, because it is designed around the Prestige system still in testing:
On Beta — Prestige Testing
Copper: Attack & Defense for attacking and defending armies — notably multiplicative. Silver: a Contribution Bonus, described by Inno as "akin to the Arc's", applying to Gold-Tier Great Buildings. Confirmed live on zz1 — the in-game tooltip reads: attack and defense boosts for defending armies, plus boosted Gold Great Building contribution rewards.
On Live — Temporary Kit
Passive: Attack & Defense for attacking and defending armies. Production: Supplies. Effects will be updated once Prestige ships to all servers — the feature itself is being redesigned and will return to Beta, then Live, with updated functionality.
Why This One Matters
An Arc-style contribution bonus is the single most consequential effect in the game — the Arc has anchored the Great Building economy for a decade. If the Siphon becomes the contribution building for Gold-tier GBs under Prestige, it is a must-build for anyone running 1.9 threads. The "multiplicative" wording on the attack boost also hints at a new stacking mechanic, distinct from the usual additive percentages.
Construction
A compact 4×4 footprint (road required), instant construction once requirements are met, and a maximum Prestige Tier of Silver. Lore-wise, it was built to specifications recovered from the Synthetic Intelligence Remnants — with a captured fracture of space at its heart that nobody is entirely sure is only being observed.
| Requirement | Amount |
|---|---|
| Forge Points (Level 1) | 4,150 |
| Blueprint set | ×1 (9 prints) |
| Glyph Circuits | 5,200 |
| Metamorphic Alloys | 5,200 |
| Psionic Conduits | 5,200 |
| Resonance Cores | 5,200 |
| Xenocrystals | 5,200 |
All five construction goods are the new Age goods — 26,000 total on top of the tech tree's demands. Budget accordingly.
Observed Level Data (Beta, 10 Aug)
From the in-game Bonus Overview — the Siphon scales to Level 300, bonuses level up to a cap, and new Prestige tiers unlock new bonuses on top:
| Effect | Level 1 | Level 101 | Level 201 | Level 300 |
|---|---|---|---|---|
| Attack & Defense (both armies) | +1% | +3% | +5% | +5% |
| Supplies / 24h | 414.3K | 4.5M | 10.2M | 10.2M |
| Enhanced Contribution Boost (Gold-Tier GBs) | — | 5% | 34% | 50% |
The in-game tooltip spells the third effect out: contribution rewards you receive from Gold-Tier Great Buildings are increased, with all previous Prestige Tier bonuses also applying. Early levels grow slowly — roughly +10K supplies and fractions of a percent per level at the Copper stage.
Two readings worth holding at once: the headline percentages look modest next to a 1.9-Arc (50% Gold-tier contribution at Level 300 versus the Arc's 90% at ~80), but the attack/defense boost works differently to anything before it — per the in-game description, it multiplies your existing Attack and Defense bonuses for both armies by the percentage and adds the result to your total. At Level 300 that is your entire boost stack ×1.05, which scales with everything else you build. Add the contribution boost stacking previous Prestige-tier bonuses, and a Level 300 curve as a different investment horizon entirely — until Prestige's economy is visible, treat any "is it worth it" verdict as premature.
What to look forward to
- A permanent Stellar City that carries through every future Stellar Age — no more resets.
- Space Missions with rarity rolls and player-chosen depth replacing the campaign map.
- A branching tech tree — 37 techs, 3 Waypoint decisions, totalling 241,500 FP, 120,694 Stellar Points, 296,350 Void Shards and 5,927 Encoded Tablets on current Beta numbers.
- Six FGX units to relearn battle tactics with.
- The Shattered Horizon Siphon GB — a potential Arc successor, carrying a Gold-tier contribution bonus under the incoming Prestige system.
- And a mystery: who lived on Hendron, what did they leave behind — and what is the Synthetic Intelligence Remnant?