SpaceDwarves Wiki
Documents game v0.16.1

Data Tables

A consolidated cheat sheet of the key numbers across SpaceDwarves. Each table summarizes values documented in full elsewhere — follow the links for the complete treatment. Numbers are sourced from the game’s data catalogs and core loop; balance values are first-pass and subject to tuning.


Core loop & offline progression

The simulation runs on a fixed tick. Offline time is fast-forwarded through a diminishing-returns curve and clamped by a hard ceiling.

Constant Value Notes
Simulation tick (SIM_STEP_MS) 250 ms Fixed delta-time step
Offline fast-forward chunk (OFFLINE_STEP_MS) 60,000 ms (60 s) Coarser step keeps iteration bounded
Offline hard cap (OFFLINE_CAP_MS) 72 hours Absolute ceiling on offline gains
Offline halflife (OFFLINE_HALFLIFE_MS) 24 hours Diminishing-returns curve constant
Offline base cap (OFFLINE_CAP_BASE_HOURS) 8 hours Before Guild Administration research
Live tab-wake clamp (MAX_LIVE_DELTA_MS) 5,000 ms Caps a single live delta on tab focus

Effective offline elapsed:

diminished    = OFFLINE_CAP_MS * (1 - e^(-rawElapsed / OFFLINE_HALFLIFE_MS))
cappedElapsed = min(OFFLINE_CAP_MS, diminished * offlineIncomeMultiplier)

The base cap of 8h rises toward the 72h ceiling as Guild Administration research tiers are unlocked. Full detail: Core Loop and Automation & QoL.


Save & persistence

Constant Value Notes
Current save schema version 17 Migrations run on load when older
Server save size limit 2 MB (2,097,152 bytes) Enforced via SAVE_SIZE_LIMIT
Cloud save rate limit ~10 saves / user / hour Rate-limit middleware (first-pass)
Save envelope fields version, lastSaveTimestamp, checksum, gameState

Free players persist to localStorage/IndexedDB; VIP adds server-side cloud sync. Full detail: Persistence & Saves.


Dwarf classes

Six classes, each with a domain, a class-fit bonus and a combat fit.

Class Domain Bonus Home accommodation Combat fit
Miner extraction +15% extraction Miner Quarters 0.7
Engineer construction -10% build cost, +10% speed Engineering Bay 0.7
Scientist research +20% research XP Science Dorm 0.5
Pilot expedition +15% auto-res quality, +10% outcome weights Pilot Barracks 0.9
Trader market +20% sell, -10% buy Trade Lodge 0.5
Foreman global +5% global production Any Habitat 1.0

Class fit applies only when a dwarf is housed in its home accommodation. Full detail: Dwarves Overview.

Trait rarity counts

Rarity Count Examples
Common 7 Efficient, Hardworking, Sturdy, Thrifty, Steady, Eager, Keen
Rare 6 Lucky, Inventive, Seasoned, Tenacious, Shrewd, Well Rested
Legendary 6 Void-Touched, Master Prospector, Forge Genius, Ancient Blood, Vault Keeper, Cosmic Sense

Accommodations & training

Eight accommodation types; progression is at the building level (occupants share the trained stat — no per-dwarf XP).

Accommodation Stat domain Capacity Max level
Habitat comfort 4–18 8
Miner Quarters extraction 4–18 8
Engineering Bay construction 4–18 8
Science Dorm research 4–18 8
Pilot Barracks piloting 4–18 8
Trade Lodge market 4–18 8
Hospital / Medbay recovery 2–4 (+3–10 benched) 6
Tavern / Mead Hall morale 6–20 6

Training formulas

Quantity Formula
XP to next level 100 × n^1.6
Stat multiplier at level n 1.0 + (n × 0.08)
Training session duration 300 × statLevel^1.4 seconds

Full detail: Accommodations & Training.


Production buildings

Nine building types; most cap at level 10 with a steep upgrade curve.

Building Function Max level
Mine Shaft Extract raw ore (5→105 units/sec, Lv1→Lv10) 10
Refinery Raw ore → refined resources 10
Warehouse Resource storage 10
Fungus Farm Water + Biomass → Food/Grain 10
Galley Food → Meals 10
Brewery Water + grain/biomass → Ale 10
Cargo Shuttle Dock Inter-asteroid logistics (2,000→32,000 units/trip) 10
Component Factory Assemble Tier 3 components 10
Assembly Plant Assemble Tier 4 / station parts 10

The Cargo Shuttle Dock unlocks at 2 asteroids (since v0.10’s logistics changes). Full detail: Production Buildings and Production Chain.

Effective production rate

effectiveRate = baseRate × accommodationStat(domain) × classFit × (health/100) × (1 - fatiguePenalty)

Sector Stations

Since v0.10.0 the Sector Station is a shared warehouse + economic hub for its sector (it no longer gates progression). Values are per station level.

Level Mining / Refining bonus Max connected asteroids Storage cap
1 +10% 5 25,000
2 +15% 8 75,000
3 +20% 12 200,000
4 +28% 18 500,000
5 +38% 25 1,000,000

Limpets deliver from a station to any asteroid in the same sector instantly and free; station-to-station shuttles move goods cross-sector. Specialized variants (Industrial Hub, Research Nexus, Trade Hub, Military Outpost) unlock from the research tree. Full detail: Stations.


Resource tiers

50+ resources across the production spine, plus consumables, combat components and currency.

Tier Count Examples
Consumables 5 Water, Food, Meals, Grain, Biomass
Ale 5 Stout, Firebrew, Courage, Deep Delver’s, Healing Mead
Tier 1 (raw ore) 13 Iron, Copper, Ice, Silica, Carbon, Crystal, Helium-3
Tier 2 (refined) 11 Steel, Fuel, Alloys, Graphite, Plastics, Ceramics
Tier 3 (manufactured) 10 Machine Parts, Electronics, Carbon Fiber, Focusing Lens
Tier 4 (assembled) 6 Components, Station Parts, Optics, Servo Motor
Special 4 Rare Relics, Exotic Materials, Polymer Conduit, Clay Conduit
Combat components 10 Gun Barrel, Power Cell, Ammunition, Rune Shard, Void Crystal Shard
Currency 1 Credits

Full detail: Resources.


Ale & potions

Five brews, each from the Brewery and stored in the Tavern.

Brew Buff Duration Scope
Stout +15% mining, +10% production 10 min Individual / colony
Firebrew Clear 40 fatigue; block fatigue 5 min 5 min Individual
Courage Ale -20% expedition risk, -15% health dmg/stage Full expedition Squad
Deep Delver’s Ale +25% loot value (Stages 3–5) Full expedition Squad
Healing Mead +50% hospital recovery rate 60 min Individual (Hospital)

Full detail: Ale & Potions.


Expeditions

Five stages of escalating duration, supply cost and reward. Squad size 1–6.

Stage Duration
1 5 min (300 s)
2 8 min (480 s)
3 12 min (720 s)
4 18 min (1,080 s)
5 25 min (1,500 s)
Quantity Value
Squad size 1–6 dwarves
Base concurrent slots 5 (rare-drop-gated research adds more)
Supply cost per task ~10–22 units (varies by difficulty)
Supplies conversion 10 Meals = 1 Supply unit

Supplies come from Meals; hazard sector traits raise drain (1.3–1.4×). Since v0.10.0, completing an expedition can discover a new asteroid for free. Full detail: Expeditions.


Sectors

Since v0.14.0 the Home Galaxy holds eight sectors, each re-themed to a Hitchhiker’s Guide race and gated by a rift fleet (no more “Unlock Sector” buttons).

Sector Name Tier Base danger Race
Alpha Sol Reach Safe 1.00 Human
Beta Vorgon Verge Dangerous 1.35 Vorgon
Gamma Betelgeuse Cluster Ancient 1.80 Betelgeusian
Delta Magrathea Stellar 2.30 Magrathean
Epsilon Golgafrincham Drift Dominion 3.00 Golgafrinchan
Zeta Kakrafoon Dominion 3.40 Belcerebon
Eta Santraginus V Dominion 3.80 Santraginean
Theta Krikkit Krikkit 4.50 Krikkiter

Alpha is the gate-free start; Theta is the endgame wall. Each sector holds 5 claimable asteroids. Full detail: Sector Expansion & Rift Gates, Sectors, Galaxies & Rulesets and Progression.

Sector unlock chance (v0.14.0)

Fully clearing a rift rolls once to open the next sector. Chance halves per tier from a 50% base, floored at 10%: max(0.10, 0.50 / 2^sectorIndex). Success also grants 2 free starter asteroids.

From → opening Chance
Alpha → Beta 50%
Beta → Gamma 25%
Gamma → Delta 12.5%
Delta → Epsilon and beyond 10% (floored)

Alien materials (v0.14.0)

Each non-human sector adds a raw ore and its refined form — 14 in total. Raw ores are non-sellable (marketValue: null); refined values climb steeply by sector. Refined via the Xeno-Refinery (one rig, seven recipes).

Sector Raw ore Refined form Refined market value
Beta Bistromath Ore Bistromath Alloy 70
Gamma Praxis Ore Praxis Crystal 120
Delta Goldveil Ore Magrathean Goldveil 200
Epsilon Arkfoam Scrap Arkfoam Composite 320
Zeta Resonite Ore Silent Resonite 450
Eta Searock Ore Santraginean Searock 600
Theta Wikkit Ore Wikkit Steelium 800

Xeno-Refinery (alienRefinery, max Lv 5): throughput 4 → 24 input/sec, output ratio 0.8 → 1.2, parallel recipes 1 → 3; unlocks with a Refinery Lv 1 plus a race station in-sector. Full detail: Sector Expansion.


Race stations (v0.14.0)

One per non-human sector. Mechanically identical to the Sector Station (same caps, bonuses and module slots) — themed to the race and built with that sector’s refined alien material.

Station Icon Sector Build cost (beyond steel + credits)
Vorgon Bistromath Station 📜 Beta
Betelgeusian Praxis Station 🕶️ Gamma 200 Bistromath Alloy
Magrathean Planetworks Station 🌍 Delta 300 Praxis Crystal
Golgafrinchan B-Ark Station 📞 Epsilon 400 Magrathean Goldveil
Belcerebon Resonance Station 🔊 Zeta 500 Arkfoam Composite
Santraginean Tidewatch Station 🍸 Eta 600 Silent Resonite
Krikkit Wikkit Station 🏏 Theta 800 Santraginean Searock

All share the standard storage ramp 25,000 → 1,000,000 and mining/refining bonus +10% → +38% (Lv 1→5). Full detail: Stations.


Race drones (v0.14.0)

Eight new ship classes unlocked from the sector research branches. Values are per-ship; attackPerShip × count is the wing’s firepower.

Drone Icon Role Sector HP Atk Mit Init Acc Max count
Bistromath Auditor 🧮 DPS Beta 7 3.2 2 9 78 30
Hooloovoo Deflector Skiff 🔭 Support Gamma 9 1.0 4 11 84 30
Slartibartfast-Class Bastion 🪐 Tank Delta 22 1.2 9 5 60 30
Telephone Sanitiser Swarm Support Epsilon 12 1.3 4 9 75 30
Belcerebon Hush Frigate 🔕 Support Zeta 9 1.1 6 9 75 30
Old Janx Dreadhull 🐋 Tank Eta 30 1.6 9 5 62 24
Krikkit Killer Robot 🏏 DPS Theta 16 4.2 3 11 86 30
Wikkit Gate Sentinel 🛡 Tank Theta 30 1.2 8 6 66 24

Each is fabricated from its sector’s refined alien material. Full detail: Rifts & Fleet and Sector Expansion.


Rift tiers — per-race gate fleets (v0.14.0)

Each locked sector’s rift gate runs the standard 5-wave structure with a wave-5 boss capital and a chance of a mid-wave elite capital. Loot multiplier and wave counts climb with depth.

Rift tier Sector tier Per-wave counts Loot ×mult Elite chance
Vorgon (Beta gate) dangerous 16 / 22 / 28 / 34 / 4 4.0 12%
Betelgeusian (Gamma) ancient 18 / 26 / 34 / 42 / 4 4.5 13%
Magrathean (Delta) stellar 22 / 30 / 38 / 48 / 4 5.5 16%
Golgafrinchan (Epsilon) dominion 22 / 32 / 44 / 56 / 4 6.5 19%
Belcerebon (Zeta) dominion 24 / 36 / 48 / 62 / 4 7.5 22%
Santraginean (Eta) dominion 30 / 42 / 54 / 66 / 5 8.5 25%
Krikkit (Theta) krikkit 30 / 44 / 58 / 72 / 5 9.5 28%

Boss & elite flagships (base hull / attack)

Race Boss flagship Hull Atk Elite flagship Hull Atk
Betelgeusian 🕶️ Beeblebrox’s Two-Headed Pride 720 46 ✨ The Improbable Argument 480 32
Magrathean 🪐 Planet-Forge “Magrathea Mk II” 1010 56 🏔️ The Slartibartfast 700 40
Golgafrinchan 🛳️ Golgafrinchan Ark Fleet Ship B 1280 71 🛁 The Captain (still in his bath) 840 46
Belcerebon 🤐 The Maddening Silence 1500 80 🧠 Cantor Chorus-of-One 1080 58
Santraginean 🐙 The Deep Mother of Santraginus V 1760 92 🌊 Santraginean Maelstrom-Hull 1280 64
Krikkiter 🏏 Krikkit Warglobe 2040 104 🧠 Hactar’s Remnant 1480 78

Unlike the Vorgon capitals, these race flagships are shieldless (pure hull). Hull/attack are base values at the ×1.0 baseline; they scale with difficulty D and rift depth like every Vorgon. Full detail: Rifts & Fleet. All values first-pass and subject to tuning.


Research

Five branches; each card now levels through 5 stages (since v0.9.0), costing Research Points and Credits.

Branch Domain Unlock
Deep Delving Mining Available early
Ancestor Lore Artifacts Available early
Runic Engineering Stations After first station
Void Navigation Expeditions After first station
Guild Administration Global / automation Early/mid
Quantity Value
Node time range 600 s (Tier 1) → 28,800 s (Tier 5)
XP cost per level 100 × n^1.6
Stat multiplier 1.0 + (level × 0.08)

Full detail: Research Tree.


Combat

Quantity Value
Weapon damage 10–40 (Tier 1–3)
Armor mitigation +5 to +15
Raid warning lead time 0–600 s (Sensor Array Lv0–Lv3)
Enemy factions 5 (Void Swarm, Crystallite Hive, Ancient Automaton, Void Predator, Precursor Guardian)
Waves per raid 1–3 (scales with threat tier)

Raid threat scales with wealth (credits held), sector tier, sector traits and defense level. Full detail: Combat Overview, Raids and Equipment.


Sector raids (v0.16.0)

Online-only fleet raids on a sector station you hold beyond Alpha. Park capitals and drones to defend; an un-repelled fleet grinds down the station’s infrastructure durability over time.

Quantity Value
Durability max (station Lv 1→5) 500 / 900 / 1,500 / 2,400 / 4,000
Attrition 1% max per 15-min tick (first tick ~2 min after spawn)
Repair cost 2 Station Parts + 60 Credits per 1%
Crippled threshold Below 25% durability

Defence rating contributions

Source Contribution
Parked capital attack ×1.0
Parked drone count ×~8 per role
Turret rating ×2 (rating = Σ turret tier×10 + plating tier×5, cap 300)
Garrison dwarves ×15

Fleet tier weights & rewards

Quantity Value
Fleet tier weight safe/dangerous 1.0 · ancient 1.3 · stellar 1.6 · dominion 2.0 · krikkit 2.6
Threat index +1 per raid (cap 20; +15% fleet strength per point)
Repel reward 250–750 Credits + 3 × threat-tier Station Parts

Full detail: Sector Raids. All values first-pass and subject to tuning.


Capital Ships

Three capital classes crew the fleet in rift dives. Since v0.12.0 each ship earns its own XP and levels, spending talent points in a per-class talent tree.

Class Base attack Crew slots Base HP Mitigation
Forgehammer Corvette 144 2 250 6
Anvil Destroyer 84 3 450 9
Khaz-Doom Dreadnought 144 5 900 12

Base attack was rebalanced in the v0.15.0 firepower rebalance: capital firepower was doubled, then the Corvette was tripled again on top. Older docs list 24 / 42 / 72 — those are stale.

Talent-tree capstone actives

Class Capstone active Effect Cooldown
Corvette Alpha Run 3× damage to a single target 3 turns
Destroyer Siege Mode +50% attack & +4 mitigation for 2 turns 3 turns
Dreadnought Annihilation Lance AoE hit on all enemy groups 4 turns

Capital level rises as 1 + floor(sqrt(shipXP/50)), granting 1 talent point per level. Full detail: Rifts & Fleet. Values are first-pass and subject to tuning.


Capital-ship equipment (v0.16.0)

Each capital fits four typed equipment slots. Gear is procedural, drops from rifts, and multiplies the ship’s stats.

Slot Icon Stat effect
Weapon Attack multiplier
Armour 🛡 HP multiplier + mitigation
Core 🎯 Accuracy / crit / initiative
Reactor 🔋 Attack multiplier + crit

Tier multipliers

Tier Multiplier
Common ×1.0
Uncommon ×1.35
Rare ×1.8
Epic ×2.4
Legendary ×3.2
Mythic ×4.2
Exquisite ×5.5

Items roll a level 1–20 (+8% per level on top of the tier multiplier). Rift-boss drops are power-scaled with no tier cap; per-wave and expedition drops are capped at Rare. Full detail: Rifts & Fleet. Values are first-pass and subject to tuning.


Player rift-combat tunables (current)

Live tuning constants governing the player side of rift fights.

Constant Value
BASE_HIT_CHANCE 65
PLAYER_ACCURACY_BONUS +25
PLAYER_DRONE_DAMAGE_MULT ×1.6 (+60%)
PLAYER_CAPITAL_DAMAGE_MULT ×1.75 (+75%)
CRITICAL_HIT_THRESHOLD 95 (~6% crit) → ×1.5 damage
Enemy scaling step (enemyStep) 0.06 (was 0.18)
Level scaling step (levelStep) 0.22
Reward step (rewardStep) 0.25
Max rift level (maxLevel) 10
Max waves cap (maxWaves) 8
Per-wave part drop chance (wavePartDropChance) 0.08 (8%)
Rift discovery chance 0.22 + 0.07/stage (Stage 1 22% → Stage 5 50%)
Capital insurance Free below Lv 5 · paid policy 1,000 FXP

Full detail: Rifts & Fleet. All values first-pass and subject to tuning.


Vorgon roster (Rift Combat 3.0)

The Vorgon capitals and their abilities you fight in the deepest Rifts & Fleet dives, new in v0.13.0 (latest documented release is v0.12.0 “Capital Ascendant”). All values below are first-pass pre-1.0 values and will be tuned.

Vorgon capital ships

Ship Hull Attack Shield Mitigation Init Threat tier
Vorgon Phantom 320 22 3 8 5
Vorgon Warbringer 600 35 120 5 5 6
Vorgon Harbinger 850 45 150 6 5 7
Vorgon Leviathan 1400 55 300 7 4 9

The Leviathan also enrages below 35% hull (×1.6 attack), so expect its telegraphed finishers to hit even harder once you crack it open.

Vorgon abilities

Ability Type Effect Cooldown
Vorgon Broadside attack 2.0× damage to one of your ships 2
Void Lance overload Charges 1 turn (⚠ telegraphed), then 2.5× hull-melting damage; stun the ship while it charges to cancel 4
Corrosion Cloud corrode Damage-over-time at 0.4× for 3 turns until cleansed 3
Targeting Jam jam Cuts a wing to 0.6× attack and −15 accuracy for 2 turns 3
Stun Blast stun 80% chance to make a wing skip its next turn (1 turn) 4
Call Escort summon Tears a micro-rift and drops 14 escort skirmishers 4
Hardlight Fortify fortify Restores +200 shield and +3 mitigation for 2 turns 4

These are first-pass pre-1.0 values and will be tuned.

Mega projects

Three long-term projects, each delivered in 5 phased milestones (partial bonus per phase; progress is persistent).

Project Unlock Final effect
Orbital Foundry Assembly Plant Lv3 Late-game component production engine
Dwarf Citadel Habitat Lv5 ×3 + 30 dwarves Empire-wide population capacity
Stellar Extractor Science Dorm Lv4 + Delta operational Harvest stars; enables Delta/Epsilon

Build times run ~12–48h per phase (first-pass). Full detail: Mega Projects.


Automation tiers

Eight tiers, all early-to-mid-game unlocks; each removes one manual step and can be overridden.

Tier Name Key benefit
1 Manual Collect Tap/click buildings
2 Auto-Collect Resources auto-move to Warehouse
3 Auto-Transport Shuttle routes auto-established
4 Resource Priorities Target thresholds auto-route
5 Production Balancing Workforce auto-allocated
6 Chain Automation Full chains auto-run
7 Upgrade Advisory Top-3 upgrade suggestions
8 Full Sector Automation Hands-free sector; offline cap → 72h

Full detail: Automation & QoL.


VIP

Item Value
Annual subscription £3.99 / year
Power difference None — persistence, convenience & cosmetics only
Payment gateways Stripe (embedded Checkout) + PayPal
Session policy One active session per account

Full detail: VIP and Accounts & Auth.

Documents SpaceDwarves v0.10.0 · Changelog