← Official Wiki Expedition guide

A reason to
leave home.

The Radar finds an opportunity. You choose the crew, commit the fuel, and decide whether the trip is worth the risk.

Prepare for departure ↓
The base Radar used to find expeditions
The next opportunity is out there.
Find a destination

Read the Radar.

Build the Radar at your base to access the expedition map. It shows opportunities in available sectors, the journey ahead, and the expedition you already have underway.

Your ship’s flight range and your progression open access to more sectors. Radar upgrades expand your choice of expeditions and reduce their duration. Check the map when you need something your base cannot supply.

Before you commit

Check the whole trip.

Crew requirements

Look at each slot. A trip may need a particular character, faction, combat type, or level of strength.

Success estimate

Check the chance shown for your chosen team. A stronger group can improve its prospects, but pay attention to the requirements too.

Time and fuel

Check how long the crew will be away and how much Fuel the departure costs.

Reward preview

Compare the possible supplies with the ingredients and upgrades you are working toward.

Who goes, who stays

Send a team you can spare.

Choose available characters who fit the expedition’s slots. Characters in your active combat squad need to leave that squad before they can join the expedition.

Once dispatched, the team stays committed to the trip. Those characters become available again when you collect the expedition result or abort the trip.

A finished timer is not the last step.

Return to the expedition and collect its result to get your rewards and release the crew.

Find characters for your crew →
Out in the field

Finish the trip. Bring it home.

  1. Depart

    Confirm the prepared team. Fuel is spent when the expedition starts.

  2. Wait for the outcome

    Follow the remaining time from the expedition screen. The game resolves the operation when it finishes.

  3. Collect the result

    Review the outcome and collect what the crew brought back. An unsuccessful expedition can still return reduced rewards.

Need to recall the crew?

Aborting releases the assigned characters, but gives no expedition rewards and does not refund the Fuel spent on departure.

Make the trip count

Supplies for the next step.

Expeditions can bring back base resources, implant components, Dust, and credits. Use the reward preview to choose a useful destination instead of sending the crew out without a goal.

Need a building upgrade? Look up its materials. Want a particular implant? Start with its recipe, then find the ingredients you are missing.

A bigger unknown

Beyond familiar routes.

Today’s expeditions take the crew through the Known Half: established routes, scattered settlements, and the spaces between the great powers. What lies beyond the Far Frontier remains an open question.

For now, there is plenty worth finding closer to home.

Back to the base guide →