List of all research available at the lab in PSS. Filter on lab level required, price and more.
Sprite | Name | Description | Required Lab Level | Required Research | Cost | Research Time | Used For | Visability |
---|---|---|---|---|---|---|---|---|
Rocket Lv2 | Improvements to the standard rocket warhead results in higher damage. | 1 | - | 2500 | 3 hour(s) | Ships + starbase | - | |
Jungler Missiles | Recent chemical warfare discoveries have allowed us to fit neurotoxin gas to our warheads. | 1 | - | 1500 | 1 hour(s) | Ships + starbase | - | |
Penetrator Missiles | Special hull-buster missile technology that is designed to inflict direct damage to the core stability of the enemy ship hull. | 1 | - | 1500 | 1 hour(s) | Ships + starbase | - | |
Beer | Allow access to recruit better crew. | 1 | - | 2500 | 20 minute(s) | Ships only | - | |
Mimic Missiles Lv2 | Improves the mimic missile array to deal additional damage. | 1 | - | 5000 | 3 hour(s) | Starbase only | - | |
Jungler Missiles Lv2 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 1 | 6000 | 3 hour(s) | Ships + starbase | - | ||
Advanced Training | Reduce character level up cost by 5 percent | 1 | - | 1500 | 2 hour(s) | Ships only | - | |
Advanced Training Lv2 | Reduce character level up cost by 10 percent | 1 | 5000 | 3 hour(s) | Ships only | - | ||
Advanced Engineering | Allows up to 3 systems to be constructed simultaneously. | 1 | - | 150 | 5 second(s) | Ships only | - | |
Advanced Engineering Lv2 | Allows up to 4 systems to be constructed simultaneously. | 1 | 450 | 10 second(s) | Ships only | - | ||
Advanced Engineering Lv3 | Allows up to 5 systems to be constructed simultaneously. | 1 | 1000 | 15 second(s) | Ships only | - | ||
Intergalactic Commerce | Gain access to gBay marketplace. Allows one listing. Subject to 20% gBay success fee. | 1 | - | 1500 | 3 hour(s) | Ships only | - | |
UFO | UFO Research. Unlocks alien ship and weapons technology. | 1 | - | 5000 | 8 hour(s) | Ships only | - | |
Sticker | Allows a sticker to be added to your ship in the ship designer. | 1 | - | 1500 | 5 minute(s) | Ships + starbase | - | |
Ammo Recycling | Your crew can train to automatically recycle up to 30% of craft and ammo from used shells during defence. 15% via rebuild and 15% in ammo vault. | 1 | - | 1000 | 30 minute(s) | Ships + starbase | - | |
Starbase Hull Expansion | Allows Starbase Hulls to be expanded for extra resource space but with a reduced HP and at significant cost. | 1 | - | 7500 | 6 hour(s) | Starbase only | - | |
EMP Technology | Our scientists can research a way to deliver EMP payload in our projectile missiles. | 2 | - | 5000 | 12 hour(s) | Ships only | - | |
X-Ray | You will be able to scan and view the inside of opponent's ships | 2 | - | 6000 | 8 hour(s) | Ships only | - | |
Mimic Missiles Lv3 | Improves the mimic missile array to deal additional damage. | 2 | 10000 | 6 hour(s) | Starbase only | - | ||
Nanotech Paint | Optional Technology. Allows your ship to be repainted from the Shipyard. | 2 | - | 300 | 5 second(s) | Ships + starbase | - | |
Fitness 101 | As seen on TV. Magically improves effectiveness of all DIY training. | 2 | - | 7500 | 12 hour(s) | Ships only | - | |
Python | Additional AI Scripting Options. | 2 | - | 7500 | 6 hour(s) | Ships + starbase | - | |
Modularization | Architects can unlock the ability to customize rooms using various module components. | 2 | - | 6500 | 12 hour(s) | Ships + starbase | - | |
Ammo Recycling II | Your crew can train to automatically recycle up to 50% of craft and ammo from used shells during defence. 25% via rebuild and 25% in ammo vault. | 2 | 10000 | 4 hour(s) | Ships + starbase | - | ||
Collector Bot 3K | Are you tired of manually collecting resources? Introducing Collector Bot 3K! Automatically puts stuff in a nice box for you in the Bridge. | 2 | - | 75 | 5 second(s) | Ships + starbase | - | |
Mini Droid | Engineers can develop a low cost, all purpose, miniature droid to service the Starbase. | 2 | - | 5000 | 4 hour(s) | Starbase only | - | |
Incendiary Technology | Pyro experts can design a new range of incendiary weapons using the latest space pyro technology. | 3 | - | 12500 | 12 hour(s) | Ships + starbase | - | |
Rocket Lv3 | Improvements to the standard rocket warhead results in higher damage. | 3 | 17500 | 18 hour(s) | Ships + starbase | - | ||
Mimic Missiles Lv4 | Improves the mimic missile array to deal additional damage. | 3 | 17500 | 18 hour(s) | Starbase only | - | ||
Jungler Missiles Lv3 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 3 | 30000 | 18 hour(s) | Ships + starbase | - | ||
Penetrator Missiles Lv2 | Upgrading the penetrator warhead to cause extra hull damage. | 3 | 6000 | 12 hour(s) | Ships + starbase | - | ||
Penetrator Missiles Lv3 | Upgrading the penetrator warhead to cause extra hull damage. | 3 | 30000 | 1 day(s) | Ships + starbase | - | ||
EMP Technology Lv2 | Our scientists can improve the effectiveness of EMP based weapons. | 3 | 17500 | 18 hour(s) | Ships only | - | ||
Advanced Training Lv3 | Reduce character level up cost by 15 percent | 3 | 25000 | 12 hour(s) | Ships only | - | ||
Fitness 102 | Improves professional gym program efficiency. | 3 | 20000 | 1 day(s) | Ships only | - | ||
Intergalactic Commerce Lv2 | For real merchants. Allows two simultaneous listings on gBay. Subject to 20% gBay success fee. | 3 | 30000 | 18 hour(s) | Ships only | - | ||
Education 101 | Improve academic facilities and materials to increase training yield. | 3 | - | 20000 | 1 day(s) | Ships only | - | |
Stickers | Allows multiple stickers to be added to your ship in the ship designer. | 3 | 150 | 10 minute(s) | Ships + starbase | - | ||
Mini Droid II | Engineers can improve the low cost, all purpose, miniature droid with improved parts. | 3 | 12500 | 12 hour(s) | Starbase only | - | ||
Supply Chain Automation | Unlocks option to rearm most ship weapons and modules quickly. | 3 | 50 | 10 second(s) | Ships + starbase | - | ||
Day Trader | Gain access to pricing change, historical chart, and open interest information when trading on gBay Market. | 3 | 150 | 10 second(s) | Ships only | - | ||
CRISPR Genome Editing | Grants the ability to consume copies of Non-Special rarity crews to increase maximum training potential. | 3 | - | 25000 | 1 day(s) | Ships only | - | |
Incendiary Technology Lv2 | Pyro experts can improve the flammability of our pyro weapons range | 4 | 50000 | 18 hour(s) | Ships + starbase | - | ||
Mimic Missiles Lv5 | Improves the mimic missile array to deal additional damage. | 4 | 35000 | 1 day(s) | Starbase only | - | ||
EMP Technology Lv3 | Our scientists can improve the effectiveness of EMP based weapons. | 4 | 50000 | 1 day(s) | Ships only | - | ||
Fitness 103 | Improves military grade training efficiency. | 4 | 40000 | 2 day(s) | Ships only | - | ||
Modularization Lv2 | Architects can unlock the ability to customize rooms with additional components. | 4 | 40000 | 1 day(s) | Ships + starbase | - | ||
Education 102 | Improve academic facilities and materials to increase training yield. | 4 | 40000 | 2 day(s) | Ships only | - | ||
Ammo Recycling III | Your crew can train to automatically recycle up to 60% of craft and ammo from used shells during defence. 30% via rebuild and 30% in ammo vault. | 4 | 30000 | 8 hour(s) | Ships + starbase | - | ||
Mini Droid III | Engineers can improve the low cost, all purpose, miniature droid with improved parts. | 4 | 32500 | 18 hour(s) | Starbase only | - | ||
Javelin Missiles | Cutting-edge armor-piercing technology has allowed for the creation of specialized missiles that can ignore the target's armor to deal maximum damage. | 4 | - | 30000 | 18 hour(s) | Ships + starbase | - | |
Javelin Missiles Lv2 | Upgrading the javelin missile will increase AP damage. | 4 | 50000 | 1 day(s) | Ships + starbase | - | ||
Tracker Missile | Engineers have developed a special tracking technology that can be utilized as a special warhead to improve accuracy of other missiles after striking the target ship. | 4 | - | 50000 | 1 day(s) | Ships + starbase | - | |
Rocket Lv4 | Improvements to the standard rocket warhead results in higher damage. | 5 | 60000 | 2 day(s) | Ships + starbase | - | ||
Incendiary Technology Lv3 | Pyro experts can improve the flammability of our pyro weapons range | 5 | 150000 | 1 day(s) | Ships + starbase | - | ||
Mimic Missiles Lv6 | Improves the mimic missile array to deal additional damage. | 5 | 60000 | 2 day(s) | Starbase only | - | ||
Jungler Missiles Lv4 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 5 | 90000 | 2 day(s) | Ships + starbase | - | ||
Penetrator Missiles Lv4 | Upgrading the penetrator warhead to cause extra hull damage. | 5 | 90000 | 2 day(s) | Ships + starbase | - | ||
EMP Technology Lv4 | Our scientists can improve the effectiveness of EMP based weapons. | 5 | 150000 | 2 day(s) | Ships only | - | ||
Advanced Training Lv4 | Reduce character level up cost by 20 percent | 5 | 75000 | 1 day(s) | Ships only | - | ||
Interceptor Lv2 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 5 | - | 50000 | 1 day(s) | Ships only | - | |
Defender Lv2 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 5 | - | 100000 | 2 day(s) | Ships only | - | |
Intergalactic Commerce Lv3 | For diamond entrepreneurs. Allows three simultaneous listings on gBay. Subject to 20% gBay success fee. | 5 | 65000 | 3 day(s) | Ships only | - | ||
Education 103 | Improve academic facilities and materials to increase training yield. | 5 | 50000 | 3 day(s) | Ships only | - | ||
More Stickers | Allows a load of stickers to be added to your ship in the ship designer. | 5 | 450 | 15 minute(s) | Ships + starbase | - | ||
Service Droid II | Improvements to the standard service droid to be more durable and repair quicker. | 5 | - | 150000 | 1 day(s) | Ships only | - | |
Defence Droid I | Engineers can develop a heavily armoured defensive droid to protect our ship. | 5 | - | 150000 | 1 day(s) | Ships only | - | |
Javelin Missiles Lv3 | Upgrading the javelin missile will increase AP damage. | 5 | 75000 | 2 day(s) | Ships + starbase | - | ||
Stinger Lv2 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 5 | - | 25000 | 18 hour(s) | Ships only | - | |
Gas Extraction Technology | Cutting edge tech now allows your mining lasers to collect gas instead of minerals! | 5 | - | 100000 | 1 day(s) | Ships only | AlwaysShow | |
Rocket Lv5 | Improvements to the standard rocket warhead results in higher damage. | 6 | 175000 | 3 day(s) | Ships + starbase | - | ||
Incendiary Technology Lv4 | Pyro experts can improve the flammability of our pyro weapons range | 6 | 300000 | 2 day(s) | Ships + starbase | - | ||
Jungler Missiles Lv5 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 6 | 275000 | 3 day(s) | Ships + starbase | - | ||
Penetrator Missiles Lv5 | Upgrading the penetrator warhead to cause extra hull damage. | 6 | 300000 | 3 day(s) | Ships + starbase | - | ||
EMP Technology Lv5 | Our scientists can improve the effectiveness of EMP based weapons. | 6 | 300000 | 3 day(s) | Ships only | - | ||
Advanced Training Lv5 | Reduce character level up cost by 25 percent | 6 | 250000 | 2 day(s) | Ships only | - | ||
Interceptor Lv3 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 6 | 100000 | 2 day(s) | Ships only | - | ||
Defender Lv3 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 6 | 150000 | 3 day(s) | Ships only | - | ||
Defender Lv4 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 6 | 200000 | 4 day(s) | Ships only | - | ||
Interceptor Lv4 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 6 | 150000 | 3 day(s) | Ships only | - | ||
Firehawk Craft | A new type of assault craft can be developed utilising latest developments in incendiary technology. | 6 | - | 125000 | 1 day(s) | Ships only | - | |
Firehawk Lv2 Craft | Improve the combat effectiveness of the Firehawk. | 6 | 200000 | 2 day(s) | Ships only | - | ||
Python 2.0 | Additional AI Scripting Options. | 6 | 200000 | 4 day(s) | Ships + starbase | - | ||
Modularization Lv3 | Architects can unlock the ability to customize rooms with additional components. | 6 | 250000 | 3 day(s) | Ships + starbase | - | ||
Ammo Recycling IV | Your crew can train to automatically recycle up to 80% of craft and ammo from used shells during defence. 40% via rebuild and 40% in ammo vault. | 6 | 225000 | 18 hour(s) | Ships + starbase | - | ||
Javelin Missiles Lv4 | Upgrading the javelin missile will increase AP damage. | 6 | 175000 | 3 day(s) | Ships + starbase | - | ||
Stinger Lv3 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 6 | 50000 | 1 day(s) | Ships only | - | ||
Stinger Pair Synchronization | Stingers can now be launched and operate as a pair in combat. | 6 | 75000 | 10 day(s) | Ships only | - | ||
Rocket Lv6 | Improvements to the standard rocket warhead results in higher damage. | 7 | 500000 | 5 day(s) | Ships + starbase | - | ||
Incendiary Technology Lv5 | Pyro experts can improve the flammability of our pyro weapons range | 7 | 500000 | 3 day(s) | Ships + starbase | - | ||
Jungler Missiles Lv6 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 7 | 750000 | 4 day(s) | Ships + starbase | - | ||
EMP Technology Lv6 | Our scientists can improve the effectiveness of EMP based weapons. | 7 | 750000 | 4 day(s) | Ships only | - | ||
Advanced Training Lv6 | Reduce character level up cost by 30 percent | 7 | 750000 | 5 day(s) | Ships only | - | ||
Defender Lv5 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 7 | 250000 | 5 day(s) | Ships only | - | ||
Interceptor Lv5 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 7 | 200000 | 4 day(s) | Ships only | - | ||
Firehawk Lv3 Craft | Improve the combat effectiveness of the Firehawk. | 7 | 250000 | 3 day(s) | Ships only | - | ||
Firehawk Lv4 Craft | Improve the combat effectiveness of the Firehawk. | 7 | 300000 | 4 day(s) | Ships only | - | ||
Fitness 201 | As seen on TV. Magically improves effectiveness of all DIY training. | 7 | 600000 | 3 day(s) | Ships only | - | ||
Corsair Craft | Our engineers have worked hard to develop a corvette class vessel capable of launching EMP attacks. | 7 | - | 125000 | 1 day(s) | Ships only | - | |
Corsair Lv2 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 7 | 200000 | 2 day(s) | Ships only | - | ||
Education 201 | Improve academic facilities and materials to increase training yield. | 7 | 350000 | 4 day(s) | Ships only | - | ||
Service Droid III | Improvements to the standard service droid to be more durable and repair quicker. | 7 | 500000 | 2 day(s) | Ships only | - | ||
Defence Droid II | Engineers can upgrade the armour and weapons systems on the defence droid. | 7 | 500000 | 2 day(s) | Ships only | - | ||
Boarder Droid I | Engineers can develop a quick assault bot to board enemy ships. | 7 | - | 500000 | 1 day(s) | Ships only | - | |
Boarder Droid II | Improved Boarder Droids can cause additional damage and take extra hits. | 7 | 650000 | 2 day(s) | Ships only | - | ||
Javelin Missiles Lv5 | Upgrading the javelin missile will increase AP damage. | 7 | 450000 | 4 day(s) | Ships + starbase | - | ||
Stinger Lv5 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 7 | 150000 | 2 day(s) | Ships only | - | ||
Atomic Disassembly | A breakthrough in atomic scale technology now allows for the dismantling of equipment and tools into a new malleable resource. | 7 | - | 150 | 10 second(s) | Ships only | - | |
Incendiary Technology Lv6 | Pyro experts can improve the flammability of our pyro weapons range | 8 | 1400000 | 4 day(s) | Ships + starbase | - | ||
Penetrator Missiles Lv6 | Upgrading the penetrator warhead to cause extra hull damage. | 8 | 1000000 | 5 day(s) | Ships + starbase | - | ||
Advanced Training Lv7 | Reduce character level up cost by 35 percent | 8 | 1500000 | 12 day(s) | Ships only | - | ||
Defender Lv6 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 8 | 1000000 | 6 day(s) | Ships only | - | ||
Interceptor Lv6 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 8 | 750000 | 5 day(s) | Ships only | - | ||
Firehawk Lv5 Craft | Improve the combat effectiveness of the Firehawk. | 8 | 500000 | 5 day(s) | Ships only | - | ||
Fitness 202 | Further improves effectiveness of professional training programs. | 8 | 1500000 | 5 day(s) | Ships only | - | ||
Corsair Lv3 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 8 | 250000 | 3 day(s) | Ships only | - | ||
Corsair Lv4 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 8 | 300000 | 4 day(s) | Ships only | - | ||
Python 3.x | Advanced Conditional AI Scripting Options. | 8 | 1300000 | 5 day(s) | Ships + starbase | - | ||
Education 202 | Improve academic facilities and materials to increase training yield. | 8 | 1000000 | 5 day(s) | Ships only | - | ||
Service Droid IV | Improvements to the standard service droid to be more durable and repair quicker. | 8 | 1300000 | 3 day(s) | Ships only | - | ||
Defence Droid III | Engineers can upgrade the armour and weapons systems on the defence droid. | 8 | 1300000 | 3 day(s) | Ships only | - | ||
Boarder Droid III | Improved Boarder Droids can cause additional damage and take extra hits. | 8 | 1300000 | 3 day(s) | Ships only | - | ||
Ammo Recycling V | Your crew can train to automatically recycle up to 90% of craft and ammo from used shells during defence. 45% via rebuild and 45% in ammo vault. | 8 | 1000000 | 2 day(s) | Ships + starbase | - | ||
Javelin Missiles Lv6 | Upgrading the javelin missile will increase AP damage. | 8 | 1000000 | 5 day(s) | Ships + starbase | - | ||
Stinger Lv6 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 8 | 500000 | 3 day(s) | Ships only | - | ||
Catapult Craft | Engineers have adapted the long range cruise missiles typically used on a starbase into a more compact and lightweight form capable of being carried into battle by small crafts. | 8 | - | 250000 | 5 day(s) | Ships only | - | |
Tracker Missile Lv2 | Engineers have developed a special tracking technology that can be utilized as a special warhead to improve accuracy of other missiles after striking the target ship. | 8 | 100000 | 4 day(s) | Ships + starbase | - | ||
Defender Lv7 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 9 | 1500000 | 7 day(s) | Ships only | - | ||
Interceptor Lv7 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 9 | 1000000 | 6 day(s) | Ships only | - | ||
Advanced Starships Technology | Leading starship architects are developing new starship hull designs. | 9 | - | 1500000 | 5 day(s) | Ships only | - | |
Prestige | Biomedical staff have uncovered advanced DNA strain for ship crew. Requires two level 40 crew to activate in bedroom. | 9 | - | 2000000 | 2 day(s) | Ships only | - | |
Firehawk Lv6 Craft | Improve the combat effectiveness of the Firehawk. | 9 | 1000000 | 6 day(s) | Ships only | - | ||
Fitness 203 | Further improves effectiveness of military training programs. | 9 | 2000000 | 7 day(s) | Ships only | - | ||
Corsair Lv5 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 9 | 500000 | 5 day(s) | Ships only | - | ||
Corsair Lv6 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 9 | 1000000 | 6 day(s) | Ships only | - | ||
Education 203 | Improve academic facilities and materials to increase training yield. | 9 | 1500000 | 7 day(s) | Ships only | - | ||
Service Droid V | Improvements to the standard service droid to be more durable and repair quicker. | 9 | 2000000 | 5 day(s) | Ships only | - | ||
Defence Droid IV | Engineers can upgrade the armour and weapons systems on the defence droid. | 9 | 2000000 | 4 day(s) | Ships only | - | ||
Boarder Droid IV | Improved Boarder Droids can cause additional damage and take extra hits. | 9 | 2000000 | 4 day(s) | Ships only | - | ||
Starship Hull Expansion | Allows basic Starship Hulls to be expanded for extra resource space but with a reduced HP and at significant cost. | 9 | - | 500000 | 1 day(s) | Ships only | - | |
Stinger Squad Synchronization | Stingers can now be launched and operate as a squad of three in combat. | 9 | 700000 | 12 day(s) | Ships only | - | ||
Vacuum Packing I | Improves storage capacity of all inventory storage rooms by an additional 10%. | 9 | - | 250 | 2 day(s) | Ships only | - | |
Bombshell Lv2 Craft | Improves the Bombshell's speed and firepower. | 9 | - | 700000 | 3 day(s) | Ships only | - | |
Bulwark Lv2 Craft | Improves the Bulwark's survivability. | 9 | - | 1500000 | 5 day(s) | Ships only | - | |
Shieldbuster Craft | Advancements in anti-shielding photon weaponry have allowed our engineers to equip them on fighter crafts. | 9 | - | 1000000 | 7 day(s) | Ships only | - | |
Shieldbuster Lv2 Craft | Improves the Shieldbuster's overall strength. | 9 | 1500000 | 9 day(s) | Ships only | - | ||
Prism Craft | Cutting edge laser weaponry now allows for a specialized fighter to strike multiple targets at once for every attack. | 9 | - | 1000000 | 7 day(s) | Ships only | - | |
Prism Lv2 Craft | Improves the Prism's effectiveness and targeting. | 9 | 1500000 | 9 day(s) | Ships only | - | ||
Catapult Lv2 Craft | Improved damage and survivability of the Catapult siege craft. | 9 | 750000 | 10 day(s) | Ships only | - | ||
Defender Lv8 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 10 | 2000000 | 10 day(s) | Ships only | - | ||
Interceptor Lv8 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 10 | 1500000 | 7 day(s) | Ships only | - | ||
Firehawk Lv7 Craft | Improve the combat effectiveness of the Firehawk. | 10 | 1500000 | 7 day(s) | Ships only | - | ||
Firehawk Lv8 Craft | Improve the combat effectiveness of the Firehawk. | 10 | 2000000 | 10 day(s) | Ships only | - | ||
Ion Charge Lv2 | Physicists can strengthen our Ion Core Capsules to hold additional charge. | 10 | - | 800000 | 5 day(s) | Ships only | - | |
Ion Charge Lv3 | Physicists can strengthen our Ion Core Capsules to hold additional charge. | 10 | 1000000 | 10 day(s) | Ships only | - | ||
Ion Charge Lv4 | Physicists can strengthen our Ion Core Capsules to hold additional charge. | 10 | 1500000 | 12 day(s) | Ships only | - | ||
Corsair Lv7 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 10 | 1500000 | 7 day(s) | Ships only | - | ||
Corsair Lv8 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 10 | 2000000 | 9 day(s) | Ships only | - | ||
Defence Droid V | Engineers can upgrade the armour and weapons systems on the defence droid. | 10 | 2500000 | 5 day(s) | Ships only | - | ||
Boarder Droid V | Improved Boarder Droids can cause additional damage and take extra hits. | 10 | 2500000 | 5 day(s) | Ships only | - | ||
Ammo Recycling VI | Your crew can train to automatically recycle up to 100% of craft and ammo from used shells during defence. 50% via rebuild and 50% in ammo vault. | 10 | 2000000 | 2 day(s) | Ships + starbase | - | ||
Stinger Lv8 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 10 | 1000000 | 4 day(s) | Ships only | - | ||
Vacuum Packing II | Improves storage capacity of all inventory storage rooms by an additional 15%. | 10 | 1500 | 5 day(s) | Ships only | - | ||
Bombshell Lv3 Craft | Improves the Bombshell's speed and firepower. | 10 | 1000000 | 5 day(s) | Ships only | - | ||
Shieldbuster Lv3 Craft | Improves the Shieldbuster's overall strength. | 10 | 2000000 | 12 day(s) | Ships only | - | ||
Prism Lv3 Craft | Improves the Prism's effectiveness and targeting. | 10 | 2000000 | 12 day(s) | Ships only | - | ||
Unstable Ion Core | Mad Scientists have developed an unstable version of the Ion Core that will cause it to disperse its charge randomly over a wide area. | 10 | - | 2000000 | 7 day(s) | Ships only | - | |
Overcharged Ion Core | Experimental weapon makers accidentally discovered this variant of the Ion Core, allowing to deal damage over a larger area. | 10 | - | 2000000 | 7 day(s) | Ships only | - | |
Catapult Lv3 Craft | Improved damage and survivability of the Catapult siege craft. | 10 | 2000000 | 14 day(s) | Ships only | - | ||
Quantum Programming | Go insane with more advanced scripting options! | 10 | 2000000 | 7 day(s) | Ships + starbase | - | ||
Interceptor Lv9 Craft | Our engineers can upgrade our basic interceptors for increased firing rate and maneuverability. | 11 | 2000000 | 8 day(s) | Ships only | - | ||
Stinger Lv9 Craft | Advances in starship technology allows for better designs for the scout class fighter, improving firing rate and speed. | 11 | 1500000 | 5 day(s) | Ships only | - | ||
Defender Lv9 Craft | Advanced Defender schematics can be developed to increase Defender combat effectiveness. | 11 | 3000000 | 12 day(s) | Ships only | - | ||
Firehawk Lv9 Craft | Improve the combat effectiveness of the Firehawk. | 11 | 3000000 | 12 day(s) | Ships only | - | ||
Corsair Lv9 Craft | Our engineers can improve the combat capability of our standard Corsairs with a range of upgrades. | 11 | 3000000 | 10 day(s) | Ships only | - | ||
Rocket Lv7 | Improvements to the standard rocket warhead results in higher damage. | 11 | 1000000 | 7 day(s) | Ships + starbase | - | ||
Incendiary Technology Lv7 | Pyro experts can improve the flammability of our pyro weapons range | 11 | 2000000 | 5 day(s) | Ships + starbase | - | ||
Jungler Missiles Lv7 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 11 | 1500000 | 5 day(s) | Ships + starbase | - | ||
Penetrator Missiles Lv7 | Upgrading the penetrator warhead to cause extra hull damage. | 11 | 2000000 | 7 day(s) | Ships + starbase | - | ||
EMP Technology Lv7 | Our scientists can improve the effectiveness of EMP based weapons. | 11 | 2000000 | 5 day(s) | Ships only | - | ||
Javelin Missiles Lv7 | Upgrading the javelin missile will increase AP damage. | 11 | 2000000 | 7 day(s) | Ships + starbase | - | ||
Service Droid VI | Improvements to the standard service droid to be more durable and repair quicker. | 11 | 2500000 | 6 day(s) | Ships only | - | ||
Defence Droid VI | Engineers can upgrade the armour and weapons systems on the defence droid. | 11 | 3000000 | 6 day(s) | Ships only | - | ||
Boarder Droid VI | Improved Boarder Droids can cause additional damage and take extra hits. | 11 | 3000000 | 6 day(s) | Ships only | - | ||
Vacuum Packing III | Improves storage capacity of all inventory storage rooms by an additional 25%. | 11 | 3500 | 7 day(s) | Ships only | - | ||
Bombshell Lv4 Craft | Improves the Bombshell's speed and firepower. | 11 | 1500000 | 7 day(s) | Ships only | - | ||
Bulwark Lv3 Craft | Improves the Bulwark's survivability. | 11 | 2000000 | 10 day(s) | Ships only | - | ||
Bulwark Lv4 Craft | Improves the Bulwark's survivability. | 11 | 3000000 | 14 day(s) | Ships only | - | ||
Shieldbuster Lv4 Craft | Improves the Shieldbuster's overall strength. | 11 | 3000000 | 14 day(s) | Ships only | - | ||
Prism Lv4 Craft | Improves the Prism's effectiveness and targeting. | 11 | 3000000 | 14 day(s) | Ships only | - | ||
Rocket Lv8 | Improvements to the standard rocket warhead results in higher damage. | 11 | 2500000 | 10 day(s) | Ships + starbase | - | ||
Incendiary Technology Lv8 | Pyro experts can improve the flammability of our pyro weapons range | 11 | 3000000 | 7 day(s) | Ships + starbase | - | ||
Penetrator Missiles Lv8 | Upgrading the penetrator warhead to cause extra hull damage. | 11 | 3000000 | 10 day(s) | Ships + starbase | - | ||
Jungler Missiles Lv8 | Biolab engineers can increase the toxicity of neurotoxins in our warheads. | 11 | 3000000 | 10 day(s) | Ships + starbase | - | ||
EMP Technology Lv8 | Our scientists can improve the effectiveness of EMP based weapons. | 11 | 4000000 | 7 day(s) | Ships only | - | ||
Javelin Missiles Lv8 | Upgrading the javelin missile will increase AP damage. | 11 | 3000000 | 10 day(s) | Ships + starbase | - | ||
Unstable Ion Core Lv2 | Mad Scientists have developed an unstable version of the Ion Core that will cause it to disperse its charge randomly over a wide area. | 11 | 4000000 | 12 day(s) | Ships only | - | ||
Overcharged Ion Core Lv2 | Experimental weapon makers accidentally discovered this variant of the Ion Core, allowing to deal damage over a larger area. | 11 | 4000000 | 12 day(s) | Ships only | - | ||
Boomer Lv2 | Increased explosive intensity to torpedo your enemies' hopes and dreams. | 11 | - | 2000000 | 10 day(s) | Ships + starbase | - | |
Boomer Lv3 | Increased explosive intensity to torpedo your enemies' hopes and dreams. | 11 | 3000000 | 14 day(s) | Ships + starbase | - | ||
Inferno | What's better than an explosion of fire? A bigger explosion of fire! | 11 | - | 2000000 | 5 day(s) | Ships + starbase | - | |
Inferno Lv2 | What's better than an explosion of fire? A bigger explosion of fire! | 11 | 4000000 | 10 day(s) | Ships + starbase | - | ||
Inferno Lv3 | What's better than an explosion of fire? A bigger explosion of fire! | 11 | 5000000 | 14 day(s) | Ships + starbase | - | ||
Blizzard | Engineering has figured out a way to outfit a torpedo with cryo technology, giving it the capability of flash freezing any crews on contact. | 11 | - | 2000000 | 5 day(s) | Ships + starbase | - | |
Blizzard Lv2 | Engineering has figured out a way to outfit a torpedo with cryo technology, giving it the capability of flash freezing any crews on contact. | 11 | 4000000 | 10 day(s) | Ships + starbase | - | ||
Blizzard Lv3 | Engineering has figured out a way to outfit a torpedo with cryo technology, giving it the capability of flash freezing any crews on contact. | 11 | 5000000 | 14 day(s) | Ships + starbase | - | ||
Thunderclap | Want to feel like a God of Thunder? This torpedo allows you to unleash electro-magnetic hell on the enemy. | 11 | - | 2000000 | 5 day(s) | Ships + starbase | - | |
Thunderclap Lv2 | Want to feel like a God of Thunder? This torpedo allows you to unleash electro-magnetic hell on the enemy. | 11 | 4000000 | 10 day(s) | Ships + starbase | - | ||
Thunderclap Lv3 | Want to feel like a God of Thunder? This torpedo allows you to unleash electro-magnetic hell on the enemy. | 11 | 5000000 | 14 day(s) | Ships + starbase | - | ||
Ion Charge Lv5 | Physicists can strengthen our Ion Core Capsules to hold additional charge. | 11 | 3000000 | 14 day(s) | Ships only | - | ||
Tracker Missile Lv3 | Engineers have developed a special tracking technology that can be utilized as a special warhead to improve accuracy of other missiles after striking the target ship. | 11 | 4000000 | 7 day(s) | Ships + starbase | - | ||
Research Mimic missile | Improves the mimic missile array to deal additional damage. | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
Impossible Technology | Impossible Research | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
Test Research | Test Research | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
VIP Research | VIP Research | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
Armada For Original Backers | Research to unlock Golden Armada ship | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
Armada For Galaxy Backers | Research to unlock Galaxy Armada ship | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Backer | Research to unlock Backer Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Officer | Research to unlock Officer Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Captain | Research to unlock Captain Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Major | Research to unlock Major Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Commander | Research to unlock Commander Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Admiral | Research to unlock Admiral Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
KS Fleet Admiral | Research to unlock Fleet Admiral Kickstarter Tier (Gmap) | 99 | - | 100 | 30 second(s) | Ships only | Hidden | |
Boost Gauge | Breakthroughs in space-time technology have now allowed for short bursts of time-acceleration for specific tasks. Can only currently be used to speed up construction, training, and research times. | 99 | - | 10 | 20 second(s) | Ships only | Hidden | |
Boost Gauge 2.0 | Breakthroughs in space-time technology have now allowed for short bursts of time-acceleration for specific tasks. Can only currently be used to speed up construction, training, and research times. | 99 | 100 | 20 second(s) | Ships only | Hidden | ||
Boost Gauge 3.0 | Breakthroughs in space-time technology have now allowed for short bursts of time-acceleration for specific tasks. Can only currently be used to speed up construction, training, and research times. | 99 | 300 | 20 second(s) | Ships only | Hidden | ||
Boost Gauge 4.0 | Breakthroughs in space-time technology have now allowed for short bursts of time-acceleration for specific tasks. Can only currently be used to speed up construction, training, and research times. | 99 | 600 | 20 second(s) | Ships only | Hidden |