Survival

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Survival is an alternate gameplay mode that challenges players to survive, explore, and evacuate civilians from a galaxy threatened by an expanding Anomaly. It features a dynamic story, unique contracts known as Special Missions, escalating difficulty, and a growing sense of urgency. Survival can be accessed from the main menu and operates separately from the campaign.

Objective

The ultimate goal in Survival is to rescue and evacuate as many civilians as possible through a functioning Stargate, before it too is destroyed by the anomaly.

Getting Started

Before starting a Survival run, the player selects a starting ship from the library. Ships may cost up to $1.5M and must contain at least one Docking Port and one Cabin.

Alternatively, players can choose the Build New Ship option and begin at a Shipyard with $1.5M in budget to construct their own vessel.

All starting configurations receive a "starter kit" with essential components and supplies not already included in the chosen hull — such as Reactors, FTL Drives, Airducts, Engines, Loaders, Crew, and consumables.

A short, guided tutorial introduces the player to basic ship operations and initiates the first FTL Jump.

New Sector and Special Missions

After the first jump, three Special Missions become available. These narrative-driven contracts resemble Story Contracts and persist throughout the playthrough.

Analysis: Anomaly

The Institute tasks the player with collecting scientific data on the moving anomaly. Upon accepting this mission, the player receives two Hyperspace Sensors to install.

  • Data is gathered automatically during FTL jumps.
  • Jumps closer to the anomaly yield more data.
  • The Institute contacts the player with goals and rewards:
    • 10 data → $10,000
    • 100 data → $100,000
    • 1,000 data → $1,000,000
    • 10,000 data → $10,000,000

Further thresholds may exist but are currently unknown.

Evacuation

The player must help evacuate civilians from endangered systems before they are lost to the anomaly.

Evacuation totals are cumulative and do not require passengers to remain on board.

Further thresholds may exist but are currently unknown.

Nomad

This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival.

  • Rewards are based on the fleet’s concurrent total population (including crew, civilians, and temporary passengers):
    • 10 population → $10,000
    • 100 population → $100,000
    • 1,000 population → $1,000,000

To succeed, players must expand life support systems, housing, and infrastructure.

Further thresholds may exist but are currently unknown.

Civilians and Fleet Expansion

Civilians may be collected from any Colony or Shipyard in exchange for payment and will remain aboard as long-term residents. The number of available civilians — and their offered payment — increases as the anomaly expands. The total number of civilians rescued will eventually count as the player's final score.

Jump Gates and Sector Progression

The final Star System in each sector contains a Jump Gate, usually located in the system farthest from the start. This gate provides access to the next sector.

  • The gate may be damaged, demand a fee, or be under pirate control.
  • To use it, move your fleet into range and activate it via the FTL tab.
  • The jump screen displays the number of civilians in your fleet — this will become your final score.

Contracts

Alongside Special Missions, players can accept the usual Procedural Contracts as well as a sector-wide Hostile clearance mission and a protect mission.

Sector-wide Hostile Clearance

A sector may also include a mission to destroy all hostile ships:

  • Defeating all enemies in the sector grants a large cash bonus.
  • Destroyed hostiles do not respawn.
  • These missions are dangerous but highly profitable.

Protect Mission

Up to once per sector, a Distress Call may appear. A civilian ship is under pirate attack and must be rescued quickly.

  • If the player succeeds, they must choose between:
    • A monetary reward
    • Adding the rescued ship to their Fleet

These encounters offer both risk and permanent fleet expansion.

Anomaly Proximity Effects

The anomaly affects trade and availability of goods:

  • High-tech items become significantly discounted.
  • Basic consumables (Food, Water, Fuel, Oxygen, FTL Charges, Ammo) become more expensive.
  • Near the anomaly’s edge, critical resources may disappear entirely from markets.

Smart timing and stockpiling are essential for survival.

Resource Scarcity and Recycling

Beyond sector 5, trade stations stop offering vital supplies. From this point on, survival depends on internal fleet production:

  • Produce all consumables on board
  • Harvest and refine Ore, Gas, and Ice
  • Rely on Recycling systems for sustainability

All recycling starts at 66% efficiency and can be upgraded to 100% via Research. Hydroponics, Water Purifiers, and fuel production through Metreon Gas are also more efficient in Survival Mode.

Ships that are capable of sustaining themselves with little or no external trade will thrive. Those that aren’t will quickly fail.

Drones

Drones are vital for autonomous operations:

  • Mining, salvaging, and gas collection
  • Cargo transport, repair, and logistics
  • Scaling up large, modular ships

Players should acquire and maintain a fleet of drones early and invest in enough Drone Bays and spares.

Notes

See Also