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Ship Systems · Guide

Hull Rupture Ship Speed: Mass, Engines, and Exploration

Quick answer

Ship speed only changes how fast you travel on the galaxy map; it does not make combat waves arrive faster. Speed comes from engine count and level minus total ship mass. Keep enough speed to reach the events you need, but do not sell a core turret or stop human production to chase it. Values above roughly 4000 do not improve effective travel speed.

Quick answer

Ship speed controls how quickly you reach destinations on the galaxy map. It does not make combat waves arrive faster.

Use speed as an exploration and opportunity stat, not as a wave timer. A faster ship can visit more systems and find more events or modifiers; a slower ship may have to choose fewer stops and make each one count.

What changes speed

Travel speed depends on the number and level of the ship’s engines and on the ship’s total mass. More modules make the ship heavier and slower.

Engines and engine upgrades add speed but consume resources and, in stronger configurations, more Fuel. This creates the central exploration tradeoff: invest in engines to visit more star systems, or keep the ship light and use the saved resources on production and defense.

Change Effect on speed Cost
Add or upgrade an engine Faster map travel Resources and possibly more Fuel
Add another module Heavier ship, slower travel The module’s build cost plus the speed loss
Keep the hull light Better speed for the same engines Less production or defense capacity

The exploration tradeoff

There is no one correct amount of speed. A low-mass ship can reach more destinations, but it still cannot visit every star in one run. A heavy production ship may choose fewer stops and make each stop count.

Decide based on what the ship is missing. If the economy is starved, a resource market or event may be worth the fuel. If the defenses are already strong, more route visits can compound into a better late run.

The 500-speed milestone and the practical cap

The achievement list includes a 500-speed milestone, confirming that high speed is a deliberate build target rather than only a travel convenience. Hitting that number is a run-specific achievement goal, not a requirement for a normal clear. Do not sacrifice the defense just to reach it.

There is also a practical cap. One player showed a much higher speed value, but a developer reply quoted in the channel said speed is limited to about 4000 and the cap is not visible. Treat values above roughly 4000 as not improving effective travel speed until the UI or cap behavior changes.

A simple speed rule

Keep a small speed reserve while the ship is still growing. If the next map segment would take so long that you will miss every optional event, add or upgrade an engine.

If the engine cost would force you to sell a core turret or stop human production, stay slower and take the safer route. After the current wave is secure, reassess rather than treating engine investment as permanent.

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