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Progression: Permits and Experience - Version 1 vs Version 2
Jun 3, 2026, 01:58 PM
Created Progression page covering the Permits tech tree (Modular Systems, 40 Credits) and the Exploration/Technology/Science/Combat experience paths
Jun 3, 2026, 02:26 PM
Fixed garbled table label cells
11Progression in SpaceCraft is built around two systems the developer has confirmed: Permits and Experience. Together they decide what you can build, where you can go, and how you specialize.2233Permits4455Permits are the primary progression track and are structured as a tech tree: unlocking one permit often opens access to others, gradually adding new crafting recipes, modules, and services. To unlock a permit you meet its prerequisites and pay the required Credits, the standard currency in the game.6677The first permit in the tutorial is the Modular Systems permit. It costs 40 Credits and grants the blueprints for the Scanalyzer Alpha and the Small Cargo Hold, along with access to the Shipyard. Deeper ship modification, such as the Assembly and Customization tabs in the ship editor, is itself unlocked through permit progression. See Ship Building.8899Early Permit DetailValueFirst permitModular SystemsCost40 CreditsUnlocksScanalyzer Alpha blueprint, Small Cargo Hold blueprint, Shipyard accessStructureTech tree: one unlock leads to others1010Experience Paths11111212Alongside permits, characters develop along experience paths. The developer has named four: Exploration, Technology, and Science are implemented in the playtest, and Combat is a planned fourth path that is not implemented yet. Leveling a path takes time, so the developer encourages members of a group to specialize rather than spreading thin.131314-PathFocusStatus[object Object]High-level Explorers can travel farther across the galaxy and reach rarer resources.Implemented in playtest[object Object]Skilled Technologists build bigger bases with improved automation.Implemented in playtest[object Object]Expert Scientists create exotic materials and alloys.Implemented in playtest[object Object]Combat-focused progression.Not implemented yet (planned)14+PathFocusStatusExplorationHigh-level Explorers can travel farther across the galaxy and reach rarer resources.Implemented in playtestTechnologySkilled Technologists build bigger bases with improved automation.Implemented in playtestScienceExpert Scientists create exotic materials and alloys.Implemented in playtestCombatCombat-focused progression.Not implemented yet (planned)1515Why Paths Matter in a Group16161717Experience paths also feed into Corporations and Co-Op. High-level Explorers let other members travel farther and exploit rarer resources, skilled Technologists are instrumental in completing Corporation Requests, and expert Scientists supply exotic materials useful to everyone. The developer’s phrasing is that a good Corporation is a diverse one, so paths reward a mix of specializations.18181919Credits and Commissions20202121Credits are the standard currency used to unlock permits and pay for services. Refining and crafting at a station carry a commission paid to The Company: smelting ore into ingots costs a percentage of the output’s market value, and the Workshop takes a smaller commission that scales with the value of what you craft. See Crafting for the refining chain and Trading and the Player-Driven Economy for how Credits move through the economy.22222323Subject to Change24242525Because SpaceCraft is in Early Access and these systems are being tuned through playtesting, exact costs, unlock contents, and path effects can change between updates. The Combat path in particular is planned but not yet in the build.