Skip to content

Fleet Assembly

Fleet Assembly

Your fleet is everything. It's your crew, your investment, your shot at whatever's out there. No fleet, no expeditions. No expeditions, no extractions. No extractions, and you're just someone staring at a Hangar full of potential that never flew.

Everything starts here. If you've built fleets before, the Hangar feels the same, the interface, the glow of the fleet cards, the weight of choosing who flies and who stays. The Hangar never closed. It just went quiet for a while.

Workers

Workers

Workers are bio-synthetic extraction operatives rated 1 to 5 stars. Star rating reflects build quality, suit resilience, and how well they hold up when the sector turns hostile.

Higher-star Workers are more expensive. They're also the difference between a crew that comes back loaded and a crew that limps home with the tank bone dry and nothing in the hold. Every Worker contributes Mining Power to your fleet. When you're building, you can see exactly how much each one adds.

A 1-star Worker gets the job done in calm sectors. A 5-star Worker gets the job done everywhere.

Workers don't fly on their own, though. Every Worker needs a seat on a Ship. How many Workers a Ship can carry depends on the Ship's rarity.

Spaceships

Ships

Ships are your infrastructure: hull integrity, engine power, extraction chambers. But they're also what determines the size of your crew. Each Ship has a crew capacity — the number of Workers it can carry onboard.

Ship Rarity Crew Capacity
Common 1 Worker
Uncommon 2 Workers
Rare 3 Workers
Epic 4 Workers
Legendary 5 Workers

A Legendary Ship carrying five high-star Workers is a serious piece of machinery. A Common Ship with one Worker is still a Ship, it'll fly, it'll extract, but you're sending a skeleton crew into hostile space.

A fleet can carry a maximum of 10 Ships. That's the ceiling. Ten Ships, each loaded with Workers up to their capacity. How you fill those ten slots is the decision that defines your fleet.

You'll find everything from Common workhorses to Legendary vessels on the Marketplace. Each one has its own stats, its own look, its own crew capacity, and its own value in a trade.

Getting Workers & Ships

There are two ways to fill your Hangar: minting and the Marketplace.

Minting

Head to the Hangar, pick either Ships or Workers, and hit the mint button. You'll choose a Blueprint tier and how many you want (up to 10 at a time).

Every mint rolls a star rating from 1 to 5. The odds are the same across all blueprints. What changes is the Mining Power (MP), higher-tier blueprints produce stronger assets at every star level.

Standard — 50 Cargo

Stars Chance MP Range
1 ★ 44% 16 – 18
2 ★ 35% 18 – 23
3 ★ 15% 29 – 61
4 ★ 5% 63 – 147
5 ★ 1% 175 – 700

Advanced — 200 Cargo

Stars Chance MP Range
1 ★ 44% 66 – 73
2 ★ 35% 75 – 92
3 ★ 15% 118 – 245
4 ★ 5% 252 – 588
5 ★ 1% 700 – 2,800

Prototype — 500 Cargo

Stars Chance MP Range
1 ★ 44% 166 – 183
2 ★ 35% 189 – 231
3 ★ 15% 295 – 614
4 ★ 5% 630 – 1,470
5 ★ 1% 1,750 – 7,000

Quantum — 1,000 Cargo

Stars Chance MP Range
1 ★ 44% 332 – 367
2 ★ 35% 378 – 462
3 ★ 15% 591 – 1,228
4 ★ 5% 1,260 – 2,940
5 ★ 1% 3,500 – 14,000

The star you roll is luck. The blueprint you choose is strategy.

Once you confirm, your assets go through a reveal sequence. You'll see each card flip and show its star rating. Whatever you pull is yours immediately, ready to assign to a fleet.

Marketplace

If you'd rather skip the odds, browse the Marketplace. Other Commanders list their Workers and Ships for sale at prices they set. You can filter by rarity, mining power, and price to find exactly what you need. Buy it, and it shows up in your Hangar.

You can also list your own assets. If you pull duplicates or want to upgrade, selling on the Marketplace is a good way to recycle.

Burning

Don't want something? Burn it. Select any unassigned Worker, Ship, or even a full Fleet in the Hangar and trade it back for Cargo. The amount you get depends on the asset. It's a clean way to turn extras into fuel for your next mint.

Putting It Together

Once you have Workers and at least one Ship, head to the Hangar and assemble them into a Fleet. Assign Workers to Ships based on each Ship's capacity. Name the fleet. Something that matters to you, because it's going where you can't follow.

Your fleet card shows everything at a glance:

Stat What it tells you
Mining Power (MP) Combined extraction strength of all Workers and Ships. A stronger fleet performs better under hostile conditions and brings back more valuable items.
Fuel Starts at 100%. Each expedition burns a percentage. When it runs low, refuel with Cargo.
Ships Number of ships in the fleet (max 10).
Workers Number of crew members across all ships.
Faction Your fleet's alignment.

Rarity

Every asset has a rarity tier that affects its stats, crew capacity, and what it's worth on the Marketplace:

Rarity What to expect
Common Reliable. Where most Commanders start. Ships carry 1 Worker.
Uncommon Better stats. Ships carry 2 Workers. Worth the upgrade if you're pushing beyond Odrocury.
Rare Strong performers. Ships carry 3 Workers. Meaningful MP contribution.
Epic High-tier. Ships carry 4 Workers. Expensive to acquire, powerful to deploy.
Legendary The best in the game. Ships carry 5 Workers. When one shows up on the Marketplace, people notice.

The Decision

Fleet composition is where the game really lives. You've got 10 Ship slots. Each Ship has a crew capacity based on its rarity. And every Worker you assign adds MP to the total. So you're always balancing three things:

  • Ship quality: fewer high-rarity Ships can carry more Workers per slot than a full rack of Common ones
  • Worker quality: a 5-star Worker in a Legendary Ship adds dramatically more MP than a 1-star in a Common hull
  • Investment vs. capability: stronger assets cost more Cargo, but they bring more power and better results in harder sectors

A fleet of 10 Legendary Ships, each carrying 5 five-star Workers, is the theoretical maximum — 50 elite operatives in a fleet. Most Commanders won't get there overnight. But that's the ceiling, and every fleet decision you make is a step toward it or a conscious choice to deploy what you have right now.

Some Commanders run lean fleets into easy zones for steady, low-risk returns. Others stack everything they've got and push into Sector G where the hauls are massive and the losses are real. There's no right answer. There's just the fleet you built and the zone you chose.

Info

You can own multiple fleets. Some Commanders keep a safe fleet for daily operations and a separate high-risk build for deep sector pushes. Smart diversification isn't just for finance.