PLAYER GUIDE 21 SECTIONS
B Big Bang Smugglers

Upgrades, Drives & Tech

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

Accurate as of v2.0.18 (August 2026).

Three separate systems live behind the “upgrade” button, and they behave differently.

  • Stat upgrades are five-tier ladders on holds, shields, fighters and torpedoes. Bound to the ship.
  • Drives are warp, StarNav and Tesseract. Bound to the ship.
  • Tech modules are one-per-ship permanent installs. Bound to the ship.

All three die with the ship. There is no salvage.

Stat upgrades

Each of the four stats has a five-tier ladder. The total you can add is a fixed fraction of the hull’s base stat:

ArchetypeHoldsShieldsFightersTorpedoes
Trading / Smuggling / Patrol+100%+50%+100%+100%
War / Raider / Enforcer+50%+50%+200%+200%
Balanced / Corsair / Dreadnought+80%+50%+160%+160%

Notice the shape: shields cap at +50% on everything. The archetypes differ on holds and on weapons, never on shields.

How the ladder is priced

Holds distribute the total gain 30 / 20 / 20 / 15 / 15% across five tiers, at cost multipliers ×8 / 16 / 40 / 100 / 300 of the hull’s hold base cost.

Combat stats reach cumulative 25 / 45 / 60 / 70 / 80% of the shape at multipliers ×8 / 16 / 28 / 44 / 64.

Two consequences worth internalizing:

  1. Early tiers are absurdly cheap relative to late ones. Tier 1 holds on a hull with a 50 cr hold base costs 400 cr for 30% of the total gain. Tier 5 costs 15,000 for 15%.
  2. Buying tier 1 and 2 on everything beats maxing anything. The first two hold tiers give you half the total gain for 24 of the 464 total multiplier units. Spread wide before you go deep.

What to buy first

Holds, if you’re trading. It is the only upgrade that compounds — every extra hold multiplies the return on every run you make for the rest of the season.

Shields, if you’re fighting. Shields defend at weight 3.0, the highest defensive weight in the game, and they are the layer that regenerates for free every four hours.

Torpedoes are the strongest attack stat (weight 5.0) but they are consumed in every fight — 20% base plus up to 50% more — and they cost 150 cr each to replace. Fighters attack at 2.0, defend at 1.0, and cost 75.

Drives

Warp Drive

Install15,000 cr
RequiresTier-2+ hull, plus an early ladder gate
Upgrade15,000 cr × the new level
Max level5

Cost of a jump is max(1, ceil(hops ÷ level)). At level 5, a 20-hop journey costs 4 turns.

Warp only reaches sectors you have already visited. See Navigation for interruption rules.

StarNav 2002

Install100,000 cr
Upgrade100,000 cr × the new level (L2 = 200k, L5 = 500k)
GatesEach level has its own ladder gate, from mid-early at L1 to deep at L5
Max level5

The gate levels are pinned per season — the shop quotes your season’s exact numbers.

The passive scanner. It costs nothing to use and it never stops working. See Scanners & Intel for what each level actually resolves.

The single most important threshold: StarNav 4 sees through ship cloaks.

Tesseract Drive

Install10,000,000 cr
RequiresTier-5 hull, plus the deepest level gate in the game
Jump costFlat 25 turns, any distance, any visited sector

The last unlock in the game. The Tesseract’s gate sits at the very top of the season ladder — whether the ladder actually reaches it depends on the season’s tuning, and some running seasons cap out below it. Check the in-game unlock list for your season before you save the ten million.

Tech modules

One of each per ship, permanent, wallet-only. Bought at ports running the upgrade or research service — Tech Ports, Research Ports, the Pirate Haven and the Merchant Exchange.

Every module’s effect is computed live from the flag, not snapshotted into your stats when you buy it. Changing hulls never leaves a stale bonus behind.

ModuleCostEffect
Cargo Compressors8,000+20% holds, of the hull’s base holds
Shield Booster10,000+15% max shields, of base shields
Attack Systems12,000+10% attack power
Armor Plating12,000+10% defense power
Combat AI15,000+20% fighter effectiveness, in combat and sieges
Advanced Sensors15,000Cuts a stealth attacker’s first strike from +12pp to +6pp
Warp Optimizer18,000Warp jumps cost 1 fewer turn (never the Tesseract)
Stealth Plating15,000−30pp on customs scans, +15pp escape chance, +12pp first strike when attacking
Patrol Transponder20,000Federation only — patrols never materialize
False Manifest20,000Pirate only — one failed customs scan per day quietly rerolls

Every module also carries a level gate — the utility modules early in the ladder, the stealth and faction modules deeper, in roughly the order of the table. The shop shows your season’s numbers.

The last two are faction-exclusive and require ±500 alignment on the matching side.

The ones that punch above their cost

Stealth Plating is the best 15,000 cr in the game if you fly anywhere interesting. It is simultaneously the second-biggest customs counter, a +15pp escape chance, and a first-strike bonus when you attack.

Combat AI at +20% fighter effectiveness applies in ship combat and in port and planet sieges. If you siege anything, buy it.

Cargo Compressors at +20% of base holds stacks additively with the trading line’s signature ability. A Star Galleon (320 base holds, +10% signature) with compressors runs 320 + 32 + 64 = 416 effective holds before a single upgrade tier.

Ion storms degrade every tech bonus by 20% while you’re fighting in one. Attack Systems, Armor Plating and Combat AI all get shaved. Nebulas hit fighters directly for −15%; radiation zones cut shield defense by 10%.