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Resources and Economy
June 6, 2026 at 05:45 AM
Initial version (2026-06-06)
The economy of ZeroSpace runs on two main resources, supported by a supply system and by control of key points on the map. Managing these is the foundation of every mode, from the Campaign to Skirmish.
Resource | Role | How You Get It |
|---|---|---|
Hexite | Primary resource for most units and structures | Mined from deposits and dropped by neutral creep units |
Flux | Secondary resource for advanced units, structures, and upgrades | Falls randomly at marked impact sites that appear on a countdown timer |
Supply | Caps how large your army can grow | Raised by building supply structures for your faction |
Because flux is scarcer and arrives at specific points, contesting those impact sites is a recurring source of conflict. Spending flux wisely matters a great deal; fully upgrading heroes and elite units can demand a heavy flux investment.
Each faction expands its supply with the right structures. The Protectorate, for example, uses upgradeable supply platforms that can double as turrets. Layered on top is faction experience: securing experience towers early raises your faction's level, which strengthens your Heroes and Commanders and your wider force.
Different Factions reskin these systems in their own language and mechanics, but the underlying loop of gathering hexite, securing flux, expanding supply, and leveling up is shared. A solid grasp of it is the first thing covered in Getting Started.