Missions & Streaks

Missions & Streaks

Accurate as of v1.22.0 (July 2026).

Missions are contracts you pick up at a Starport. They pay credits, XP, and faction reputation, and faction-flavored contracts also shift your alignment — Federation work pushes you toward the Federation, pirate work pushes you toward the pirates.

Where to Find Missions

Contracts are offered at exactly one place: the contracts office at either Starport.

  • Federation Contract Office — at the Federation Starport
  • The Bounty Board — at the pirate Starport

Watch the pirate name: “The Bounty Board” is the missions office, not the bounty office. Posting and collecting bounties happens at the Bounty Hunter Registry — see Bounties. Regular trade ports have no missions at all.

The board is curated, not self-refilling. Contracts arrive in batches and the board can legitimately be empty — if nothing appeals, check back later.


Mission Types

Five types of contract appear on the board:

TypeWhat you do
TradeBuy or sell specified commodities at ports
CourierRun a delivery or financial errand between locations
PatrolDefeat NPC ships in designated space — includes bounty-hunt style contracts
RaidAttack and disrupt targets (pirate work)
EscortProtect a convoy or merchant through hostile space

Every contract is open to every captain. There is no faction gating and no reputation, alignment, or ship-class requirement — if it’s on the board, you can take it.

Categories

  • Standard — the regular board pool described above.
  • Daily — one shared daily contract per galaxy, marked with a DAILY badge. Each captain can claim it once.
  • Special event — time-limited contracts announced in the feed. They show up alongside standard contracts and vanish when the event window closes.

Difficulty and Rewards

Contracts are labeled Easy, Medium, Hard, or Elite. Rewards are rolled per contract from that contract’s own range — across the board roughly 2,000–35,000 credits, 100–700 XP, and 50–500 faction reputation, plus an alignment shift on faction-flavored contracts (Federation +5 to +30, pirate −5 to −30). There is no fixed reward multiplier per difficulty tier: read the payout on the card. Harder contracts simply tend to carry bigger ranges.


One Mission at a Time

You can hold exactly one active mission. The accept button greys out until you complete or abandon your current contract.

Plan around the single slot: take the contract that matches where you’re already headed, and don’t accept something you won’t finish soon — it blocks everything else.


Accepting and Completing

Accept at the contracts office — it costs nothing, no credits and no turns. Your active contract is viewable on Ship → Contracts (abandoning happens back at the Starport office).

Progress tracks automatically as you play:

  • Moving into sectors advances travel objectives
  • Defeating NPC ships advances Patrol, Raid, and Escort combat objectives
  • Buying and selling at ports advances Trade and Courier objectives
  • Scans, planet claims and upgrades, and bank transactions advance matching objectives

Completion is automatic. The moment your final objective is met, the mission completes on the spot — rewards land in your wallet immediately and a completion notice fires. There is no collection step and no return trip: even “return to origin” objectives finish on their own once everything else is done.

Abandoning

Abandoning is free — no credit, reputation, or alignment penalty. But the contract is destroyed: your progress is lost and nobody, including you, can take it again.

Expiry

Every contract has an expiry timer, and accepting does not reset it — you inherit whatever time was left on the board posting, so check the clock before you accept. An expired contract can no longer be completed — abandon it to free your mission slot.

If the “missions” notification category is on in Settings, you get a push alert at roughly 24 hours remaining and again at roughly 1 hour.


Streaks

The game rewards consecutive days of fully spending your turns — not just logging in.

How a streak day counts: run your turn balance all the way down to exactly 0, with a movement action as the final spend. Days are UTC calendar days.

Grace day: each streak includes one free pass. Miss a single day and the streak survives; miss two in a row and it resets.

Milestones:

DaysReward
31,000 cr + 50 XP
75,000 cr + 200 XP + 5 bonus turns
1410,000 cr + 500 XP
3025,000 cr + 1,000 XP

Each milestone is claimable once per account, ever — milestone claims don’t reset between seasons or when a streak breaks. Rewards are claimed from the streak card on Ship → Stats. (The in-app streak display and milestone claiming are currently being fixed; your streak is tracked regardless, and milestones remain claimable once the fix ships.)


Tips

  • One mission slot means opportunity cost. Take contracts along the route you were flying anyway.
  • Don’t sit on a contract you won’t finish. Abandoning is free — just know that contract is gone for good.
  • The daily contract is a free extra — claim it whenever you dock at a Starport.
  • Chasing a streak? End your day with a move that lands you on exactly 0 turns.