SpaceDwarves Wiki
Documents game v0.10.0

Quests & Objectives

SpaceDwarves ships with a single, linear questline — a guided tutorial track that teaches the game’s core systems in order. There is no branching, no time limit, and no failure state: each quest simply asks you to reach a goal, hands you a reward, and points you at the next one. The questline is fully implemented in the v0.10.0 build.

The quest tracker is an always-visible widget pinned to the screen (bottom-left on desktop, top-left under the HUD on mobile). Tap its body to open the full Quests panel; use the side tab to fold it away. Your fold/unfold preference is remembered between sessions.

For a higher-level walkthrough of your first hours, see Onboarding and the Core Loop.

How the questline works

  • Quests are stored as an ordered list. When the active quest’s objectives are all met, it completes, its rewards are granted, and the next quest in the list becomes active.
  • A quest can have one or more objectives, and all of them must be satisfied before it completes.
  • Progress is evaluated roughly once per second while the game runs.
  • The active pointer is re-derived on each load from the set of completed quest IDs, so quests can be added or reordered in future updates without losing your place.
  • Counters (expeditions completed, research nodes finished, etc.) accumulate globally and permanently — replaying or revisiting an earlier objective never re-credits them.

Objective types

Objectives come in two flavours.

Snapshot objectives are checked against your live game state every tick:

Type Passes when
resourceAtLeast You hold at least the target amount of a resource (supports ale sub-types, e.g. ale.stout)
creditsAtLeast Your credit balance reaches the target
mealsAtLeast Your stored Meals reach the target
aleAtLeast The combined total of all ale types reaches the target
buildingBuilt Any building of the given type exists
buildingLevelAtLeast Any building of that type reaches the target level
accommodationBuilt Any accommodation of the given type exists
accommodationStatAtLeast Any accommodation has the named stat (extraction, research, etc.) at the target level
asteroidsOwned You own at least the target number of asteroids

Counter objectives are incremented by in-game events and persist across the whole save:

Type Increments on
expeditionsCompleted Each expedition that returns with status “completed”
researchCompleted Each research node unlocked
resourceSoldTotal Credits earned from market sales (reserved; the current questline uses creditsAtLeast as a proxy)

Rewards

Each quest pays out Credits and, often, a small bundle of resources (iron, steel, water, meals, components, and so on). Rewards are granted automatically the moment a quest completes, and a toast notification confirms it.

The full questline

The v0.10.0 build contains 23 quests, running from your first lump of iron through to a multi-asteroid logistics network. They are designed to introduce each system right when you need it.

# ID Title Objectives Reward
1 q01_first_iron We Need Ore Mine 100 Iron 500 cr
2 q01b_split_seams Work Both Seams Mine 25 Ice (split the Mine Shaft) 300 cr
3 q02_upgrade_mine Dig Deeper Mine Shaft to Lv 2 300 cr + 200 iron
4 q03_first_sale Cash In Reach 1,500 Credits 200 cr
5 q04_build_refinery Smelt Something Build a Refinery 500 cr + 300 iron
6 q05_harvest_water Ice to Water Stockpile 50 Water 150 cr + 100 iron
7 q06_grow_food_and_cook Feed the Crew Build Fungus Farm + Galley, cook 20 Meals 400 cr + 50 water
8 q07_brew_ale First Round’s On Us Build a Brewery, brew 5 Stout 300 cr + 10 meals
9 q08_train_a_dwarf Shape Up Raise an Extraction stat to Lv 2 600 cr
10 q09_first_expedition Into the Unknown Complete 1 Expedition 800 cr + 500 iron
11 q10_build_defense Fortify the Colony Build an Armory + a Turret Platform 800 cr + 100 steel
12 q11_first_research Knowledge Is Power Build a Science Dorm, complete 1 research node 1,000 cr
13 q12_steel_surplus Industrial Footing Stockpile 500 Steel, complete 3 expeditions 1,500 cr + 200 steel
14 q13_train_research Sharpen the Mind Train a Research stat to Lv 2, complete 3 nodes 2,000 cr
15 q14_mass_production Mass Production Build a Component Factory, make 50 Machine Parts 2,500 cr + 200 steel
16 q15_assembly_line The Assembly Line Build an Assembly Plant, make 25 Components 4,000 cr
17 q16_arm_the_guard Arm the Guard Build a Garrison, stockpile 30 Ammunition 3,000 cr
18 q17_seasoned_crews Seasoned Crews Complete 8 expeditions total 3,500 cr
19 q18_deep_knowledge Deep Knowledge Complete more research nodes 5,000 cr
20 q19_corporate_empire Corporate Empire Reach a credit + resource milestone 5,000 cr
21 q20_second_claim Stake a Second Claim Own a second asteroid 3,000 cr + 500 iron
22 q21_copper_boom Copper Boom Stockpile copper 4,000 cr
23 q22_logistics_network Logistics Network Build a Cargo Shuttle Dock, expand asteroid holdings 8,000 cr + 25 components

The questline deliberately follows the natural progression curve: extraction first, then refining, the food and ale chains, accommodation training, your first expedition, defence, research, manufacturing, and finally multi-asteroid logistics.

Quests vs. other goals

The questline is the only structured objective system in v0.10.0. Several other systems provide their own long-horizon goals that are tracked separately and are not part of the questline:

Notes & limitations

  • The questline is a guided tutorial track, weighted toward the early and mid game. Once all 23 quests are complete the tracker simply reads “All quests complete!”
  • The resourceSoldTotal counter is wired but unused by the shipped quests; it depends on the market emitting sale events. Quest 4 (“Cash In”) uses a credit-balance check instead so it always works.
  • All reward and target numbers above are first-pass tuning values and may change in future updates.
Documents SpaceDwarves v0.10.0 · Changelog