Here you can find the most important Nexus Outpost systems in their current state. The guide covers not only getting started, but also the world map, global Nexus Crises, Nexus Signals, NPC factions, resource outposts, social features, Google/Discord accounts, alliance permissions, Discord webhooks, Player PvP, bounties, alliance wars, and alliance diplomacy.
1. Outpost & Resources
Metal, crystals, energy and colonists form the foundation of your outpost. Metal, crystals and energy are produced automatically and credited at regular intervals. At the top of the game you can see your stock, storage limit, hourly production and the countdown to the next credit. Offline production is recovered for up to 48 hours.
2. Buildings & Storage
Buildings increase production, meet requirements and unlock additional systems. The Command Center is especially important. The Storage Complex determines the maximum capacity for metal, crystals and energy: without upgrades, 10,000 units of each resource are available, and every storage level doubles this limit. When a storage is full, further production of that resource stops until space is available again.
Additional specialist buildings support later development: the Outpost Relay increases the output of your resource outposts on the world map, the Expedition Hangar improves mission success chance, and the Defense Grid strengthens your PvP defense. These buildings start at level 0 and unlock with advanced infrastructure.
3. Research
The Research Lab provides permanent improvements. Efficient Extraction, Crystal Analysis and Reactor Optimization increase the respective production by 8% per research level. Sector Scan expands your range on the world map. Outpost Logistics increases the number of active resource outposts and their output, while Expedition Logistics unlocks and later improves the expedition system.
4. Expeditions
Expeditions unlock with Command Center level 3, Research Lab level 2, Sector Scan level 1 and Expedition Logistics level 1. Targets differ in duration, energy cost, crew, risk and possible loot. After returning, you receive a report and collect successful finds yourself. Rare finds have their own bonus effects: data fragments provide energy, Xeno alloys provide metal, artifact cores provide crystals, and an unknown star chart guarantees an additional ship module when salvaged. Higher upgrade levels can allow up to three expeditions to run at the same time.
5. World Map & Sector Scan
The world map consists of a 9×9 region around your home sector. From Sector Scan level 1 onward, you can reveal unknown adjacent tiles within your current range. Every scan costs energy; sectors farther away are more expensive. Discovering a sector can grant a small salvage reward depending on its type. Known routes help you advance deeper into the region step by step.
6. Global Nexus Crises
Nexus Crises are automatic, server-wide major events. Every commander keeps their personal world map and receives a personal, already discovered deployment sector for an active crisis. This sector blinks clearly in red. Deployments cost 75 energy and generate deployment points that flow into the same global progress bar for all players.
A crisis lasts up to 72 hours and develops through three phases: stabilization, reconnaissance, and counterattack. If the shared target is reached early, the crisis ends successfully at once. A 48-hour recovery period follows before the next crisis can start automatically. Participants always receive a personal reward, with an additional community success bonus when the crisis is defeated.
7. Weekly World Shift
Every Sunday at 00:00 UTC a new world state begins. Events can include ion storms, magnetic anomalies, cosmic fog, radiation fronts, debris storms or spacetime distortions. Around 35–50% of your previously mapped, unprotected sectors can become obscured again and must be scanned again. On your first visit after a world shift, a notification explains what happened and how many sectors must be remapped.
8. What Remains Safe During a World Shift
The world shift does not delete your progress. Your home sector, claimed territory, resource outposts and sectors belonging to your alliance remain visible and fully intact. Only neutral, unclaimed and undeveloped sectors can actually change and may contain a different sector type or resource deposit after the weekly change.
9. Resource Outposts
Discovered metal, crystal and energy fields can be developed with a resource outpost. A new outpost starts at level 1, can be upgraded to level 3 and can be deactivated or reactivated at any time. Active outposts contribute directly to your hourly production. You start with two active slots; higher Command Center levels and Outpost Logistics research increase this limit. Outpost Logistics also increases output by 10% per level.
10. Claiming Sectors
You can mark discovered neutral sectors as personal territory using a control transmitter. The transmitter costs 150 metal, 80 crystals and 50 energy from your personal storage. Sectors already controlled by someone else cannot currently be taken over. Your own resource outpost also marks its sector as your territory.
11. Daily Sector Events
Up to three personal sector events can appear each day in already discovered areas. These include salvage signals, ruin echoes, hazard alerts, production surges and rare signals. An event remains available for 24 hours, costs energy to complete and then rewards resources. Rare signals occur much less often but can provide better loot.
12. Social Area & Commander Profiles
In the Social area you can find other commanders, search for players and manage friend requests. Public commander profiles only display information intended for the profile or explicitly shared by that player. Personal contact information can be shown or hidden through the account settings.
13. Messenger & Chats
The Messenger in the lower-right corner brings communication in Nexus Outpost together. All commanders can write in Global Chat; this channel can be hidden at any time in Messenger settings. If you are a member of an alliance, an Alliance channel also appears. Private conversations with confirmed friends remain available under “Friends”.
All chat areas support emojis as well as **bold**, *italic*, __underline__, ~~strikethrough~~ and `code`. New messages can be announced with a short sound, which can be disabled in Messenger settings.
14. Alliances & Projects
You can found an alliance or join an existing one. Alliance members donate personal resources to the shared alliance treasury and use them to develop projects. These projects unlock additional alliance systems and grant shared advantages. Members, roles and public alliance profiles are managed in the alliance area; the shared Alliance channel is available in Messenger.
Roles & Permissions: The founder always has full access. The founder can separately define which management actions officers and members may perform, such as handling join requests, removing members, upgrading projects, starting co-op expeditions, detecting bosses, managing diplomacy or Discord, and declaring alliance wars. Critical actions such as transferring leadership, changing roles, and dissolving the alliance always remain founder-only.
Discord Integration: Under Alliance → Management → Discord Integration, an authorized alliance member can save the alliance’s own Discord webhook. Optional switches can automatically send co-op starts and results, alliance bosses, and completed daily alliance missions to a Discord channel. A test message lets you immediately verify that the webhook works. The in-game Commander mailbox remains active as well.
15. Co-op Expeditions
After upgrading the Co-op Hangar, several alliance members can prepare expeditions together. During recruitment, members contribute crew; the mission then starts automatically. Success chance and rewards depend on the mission, upgrades and participation. After completion, each participant collects their personal reward.
16. Alliance Bosses
With the Boss Command system, the alliance can locate powerful major targets. Attacks cost energy and have a cooldown. Every point of damage contributes to defeating the boss together. After a victory, active participants receive personal rewards and the alliance treasury also benefits.
17. Alliance XP, Events & Ranking
Donations, projects, successful co-op expeditions, boss fights and rotating alliance events generate Alliance XP. This raises the alliance level and can provide shared production benefits. Alliance events last 24 hours and set common goals. The Alliance Ranking lets you compare your progress with other alliances.
18. Refer a Friend
Under Account you will find your personal invitation link. If a new commander registers through this link, they receive a one-time starting bonus of 500 metal, 300 crystals, and 200 energy. A referrer cannot be assigned afterwards.
Your own referral bonus is only unlocked once the referred commander has been registered for at least 24 hours, upgraded their Command Center to level 3, and completed and claimed at least one expedition. You then also receive 500 metal, 300 crystals, and 200 energy. An account can only be referred once and self-referrals are not allowed. After five qualified referrals, you unlock the commander title “Recruiter”.
19. Player PvP
Player PvP is located in the dedicated PvP Command via the main menu item “PvP”. Es wird mit Command Center level 4, Research Lab level 3 und Military Tactics Level 1 unlocked. Ein attack kostet 75 Energy und löst einen 30-minütigen attack cooldown aus. Combat strength comes from your upgrades, successful expedition experience, and the Military Tactics, Defensive Systems, Shield Technology, and Fleet Command research lines. Heimatsektoren und Buildings werden im PvP niemals zerstört. Ein erfolgreicher attack kann nur einen begrenzten Anteil an Metal, Crystalsn und Energy erbeuten. New accounts receive seven days of beginner protection. After losing a defense, the defender also receives six hours of battle protection to prevent repeated farming. Friends can fight each other as long as both have PvP enabled and unlocked and no protection is active. Members of the same alliance cannot attack each other. The opponent selection shows unavailable commanders together with their current status. Battle reports are stored directly in the PvP area.
Personal PvP participation: Under Account, you can enable or disable player PvP for your commander. When player PvP is disabled, you cannot attack other commanders and you will not appear in their opponent selection. Alliance PvP and alliance wars are unaffected by this setting. After you launch a player PvP attack, your personal PvP participation remains locked on for six hours and cannot be disabled during that time. This lock prevents a commander from attacking and then immediately protecting themselves from counterattacks.
20. Alliance PvP & Wars
Alliance PvP is also located in the dedicated PvP Command under “Alliance PvP”. Founder und Officere können einer anderen Alliance den Declare war. Danach beginnt zunächst eine zwölfstündige Vorbereitungsphase; erst anschließend sind Kampfhandlungen möglich. Ein Krieg läuft sieben days und wird über Kriegspunkte entschieden. Allianceangriffe kosten 100 Energy und besitzen pro Commander einen zweistündigen Cooldown. Successfule Vorstöße bringen 10 Kriegspunkte, abgewehrte attacke 3 points. Alliance combat strength consists of the personal PvP strength of all members, a network bonus of 250 points per member, and the four military alliance upgrades. Fleet Command mainly increases attack, the Defense Network mainly increases defense, the Alliance Shield Generator provides a strong defense bonus, and War Logistics strengthens both stats. These upgrades are paid from the alliance treasury and can be started directly in PvP Command by the founder or officers. Normal alliance projects no longer grant a flat PvP bonus. Bei einem erfolgreichen Allianceangriff kann ein kleiner, gedeckelter Anteil der gegnerischen Alliance treasury in die eigene Kasse überführt werden. Heimatsektoren, persönliche Buildings und Alliancefortschritt werden nicht gelöscht. Dadurch bleibt PvP strategisch, ohne dauerhaften Account-Verlust zu verursachen.
21. Bounties
In the PvP area, you can place resources as a bounty on other PvP commanders. A single contribution must be between 500 and 100,000 metal, crystals, or energy; each commander may have up to five active bounty contributions of their own. Multiple players can back the same target, stacking the visible bounty. Bounties cannot be placed on members of your own alliance. If another commander wins a valid PvP attack against the target, all bounty contributions available to that attacker are paid automatically. An attacker cannot claim their own contributions.
22. Alliance Diplomacy
Founders and officers can send diplomatic offers to other alliances from Alliance Command. Available treaty types are Non-Aggression Pact, Trade Pact, and Alliance Pact. A Non-Aggression Pact blocks alliance wars and direct Player PvP attacks between members of both alliances. A Trade Pact blocks alliance wars and reduces the market fee by 1 percentage point for trades between partner-alliance members. An Alliance Pact combines both benefits. The target alliance leadership can accept or decline an offer. When an active treaty is ended, an additional 24-hour diplomatic cooling-off period applies before war can be declared. Pending offers do not block wars and can be withdrawn by the sending alliance.
23. Account & Profile
Under Account you manage your avatar, profile description, optional contact details, email address, password and saved logins. Contact information is only shown publicly when you explicitly enable its visibility.
Link Google & Discord: Under Account → Linked Accounts, you can connect your existing commander account to Google and/or Discord. You can then sign in directly through the linked provider. New players can also register directly with Google or Discord and then choose their Commander name themselves. The Google/Discord profile name is not used automatically. Normal email and password sign-in remains available. Always link external accounts from inside your already signed-in commander account so that you do not accidentally create a second account.
Change Commander name: Your Commander name is publicly visible and can be changed once per year under Account → Commander Profile. This also lets you replace a real name that was used by mistake with a player name later.
Delete account: The account settings include a danger zone for deleting your account. For security, you must enter your current password and confirm with “DELETE”. You are then signed out immediately and the account is scheduled for deletion for seven days. A successful login within this period automatically cancels the deletion request. After the period expires, personal data and active game progress are removed or anonymized. Historical PvP, alliance, and referral records may remain under a neutral “Deleted Commander” name. Referral bonuses already paid out are not reversed. Alliance founders must first transfer leadership or dissolve the alliance.
24. Commander Command, Ship & Trade
In the Command section you develop your Commander through a long-term skill tree. Skill points are earned through building upgrades, long-term research, achievements and new Commander Levels. Starting with version 0.29.4, every new Commander Level grants one additional skill point. The four branches Economy, Research, Exploration and Military improve production, market fees, expeditions, storage, scan costs and PvP strength.
Your commander ship has separate systems for hull, drive, sensors, cargo hold, shields and weapons. At hull level 5 you can choose a specialization: Pathfinder, Bulwark, Reaper or Merchant. The first choice is free; later changes cost crystals.
Ship modules can be found on expeditions and from world bosses and installed in matching slots. As long as you are still missing module types, drops and reconstructions prioritize types you have not discovered yet; only after completing the collection do duplicates become normally random again. Matching modules form Pathfinder, Aegis or Helix sets with additional 2-piece and 3-piece bonuses. Unwanted modules can be recycled; 60 module fragments can be reconstructed into a new module of at least rare quality.
Four NPC factions react to your actions: the NEXUS Directorate, Helix Syndicate, Vanguard Coalition and Nomad Collective. Reputation is earned through Nexus Signals and matching gameplay activities and unlocks passive bonuses at higher standings. Negative reputation means distrust; the display then shows exactly how much reputation is needed to return to Neutral. Time-limited Nexus Signals can appear while scanning the world map and once per day. Each signal offers multiple decisions with different costs, rewards and reputation effects.
Der Trade Market erlaubt feste Tauschangebote für Metal, Crystals und Energy. Angebotenes Material wird beim Erstellen reserviert; direkte Resourcesgeschenke sind nicht möglich.
25. Community Events & World Bosses
Globale Operations werden von der Administration manuell geplant und unlocked. Jedes Event besitzt einen festen Start- und Endzeitpunkt, ein gemeinsames Serverziel und ein Reward package. Community-Events sammeln gemeinsame Operationspunkte. Bei Weltbossen verursachen Commander mit Energyeinsätzen Schaden und konkurrieren zusätzlich in einer Ranking.
Wird das globale Ziel bis zum End erreicht, können teilnehmende Commander ihre Claim Reward. Je nach Operation können zusätzliche Top-3-Boni und Ship Modules vergeben werden.
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