PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Official Guide

Everything you need to know about Big Bang Smugglers

The official guide to Big Bang Smugglers 2.0. Mechanics, real numbers, and the gates that actually stop you.

Rewritten from the source for v2.0.8 and refreshed for v2.0.18 (August 2026). Every number here was read out of the shipped game, not the old guide.

A note on level gates. Unlocks in this game are level-gated, and the gate numbers are set per season: every season pins its own ladder, so the same unlock sits at a different level on a short ladder than on a long one. This guide describes gates by where they sit in the ladder — early, mid, late — and the in-game unlock list always shows your season’s exact numbers.

Returning from 1.x? Almost nothing carried over. Prices are dynamic now, ships have hull, the disabled state is gone, reputation was replaced by faction standing, and the ship catalog went from 30 hulls to 45 plus six you can only earn. Start with Getting Started and What Changed From 1.x.

Guide Sections

Getting Started

Signing up, joining a season, your first ten minutes, and what turns are.

Turns, Credits & Basics

The turn cycle, buying turns, wallet versus bank, streaks, and what a turn actually buys you.

Navigation & Travel

Moving, warp drives, the Tesseract, wormholes, hazards, beacons, and naming a sector.

The Galaxy & Territory

Regions, territory, the three starports, where PvP is legal, landmarks, and how a galaxy is built.

Trading & the Market

How prices are actually computed, stock and pressure, taxes and fees, cost basis, and what “profit” means now.

Ports & Services

Every port archetype, what it stocks, what it buys, and which of the eleven services it runs.

Ships

Three archetypes, three hull lines, five tiers, the Federation shield doctrine, allegiance locks, and the six earn-only epic hulls.

Upgrades, Drives & Tech

The upgrade ladder, warp and StarNav and Tesseract, tech modules, and why repair and restock are two different things.

Combat

How a fight resolves, hull versus shields, escape, immunity, destruction and escape pods, and fleets.

Bounties

Posting, collecting, the two-step faction claim, and buying off your own warrant.

Ordnance, Limpets & Beacons

Mines, drones, turrets, buoys, cloak fields, trackers, and the things you leave behind.

Scanners, Cloaks & Intel

StarNav tiers, active scans, what cloaks hide and what they don’t, and paid intel.

NPCs & Encounters

Pirates, patrols, traders, named captains, roadside deals and robberies, tavern retinues, and every way out of a contact that isn’t a fight.

Factions, Alignment & Standing

The two axes, how to actually earn alignment, price bands, docking gates, hull locks, and arrest at dock.

Smuggling & Contraband

The fence, the premium sale, customs scans, hidden holds, and the career that pays for the risk.

Planets

Claiming, six structures, storage, garrisons, raids, starbases, vaults, and trading posts.

Corporations & Fleets

Founding, roles, the corp bank, policies, fleets, and corp-held ports.

Progression

XP, levels, the unlock ladder in order, roles, insignia, prestige, and the leaderboards.

Missions, Goals & Streaks

Daily and season events, the Bronze/Silver/Gold ladders, the epic ladders, and the streak clock.

Seasons

What a season is, what carries over, what doesn’t, and how one ends.

Formulas & Numbers

Every constant on one page, generated from the shipped configuration.

Getting Started

Sign up, join a season, and survive your first ten minutes

Turns, Credits & Basics

The turn cycle, buying turns, wallet versus bank, and streaks

Navigation & Travel

Moving, warp, the Tesseract, wormholes, hazards and beacons

The Galaxy & Territory

Regions, territory, the three starports, and where PvP is legal

Trading & the Market

How prices are computed, taxes and fees, cost basis, and routes

Ports & Services

Every port archetype, what it stocks, and which services it runs

Ships

Three archetypes, three hull lines, five tiers, and the epics

Upgrades, Drives & Tech

The upgrade ladder, warp and StarNav, and the ten tech modules

Combat

How a fight resolves, hull versus shields, immunity, and fleets

Bounties

Posting, collecting, faction claims, and buying off your warrant

Ordnance, Limpets & Beacons

Mines, drones, turrets, trackers, and the things you leave behind

Scanners, Cloaks & Intel

StarNav tiers, active scans, cloaks, and paid intel

NPCs & Encounters

Pirates, patrols, traders, named captains, and every way out

Factions, Alignment & Standing

The two axes, how to earn them, and every gate they control

Smuggling & Contraband

The fence, the premium sale, customs scans, and hidden holds

Planets

Claiming, structures, storage, garrisons, raids and starbases

Corporations & Fleets

Founding, roles, the corp bank, policies, fleets and held ports

Progression

XP, levels, gates, roles, insignia, prestige and leaderboards

Missions, Goals & Streaks

Daily and season events, goal ladders, epics, and the streak clock

Seasons

What a season is, what carries over, and how one ends

Formulas & Numbers

Every constant on one page, current season defaults