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:
- Mega Projects — multi-phase milestone builds with their own per-phase rewards.
- Research — permanent unlocks gated by research points.
- Leaderboards & Activity Feed — competitive metrics and public milestone broadcasts for VIP players.
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
resourceSoldTotalcounter 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.