Steam release · October 16, 2026 · the demo is live now
Beyond These Stars

Resources and production chains

Quick answer

The Home Spaceship feeds you wood, stone and iron at first; natural resources, by-products and synthesized goods take over as the city grows. Food and water are produced from day one.

Beyond These Stars starts you with a trickle of materials and ends with planet-side supply chains feeding a city of hundreds. Knowing when each handoff happens is the difference between a smooth ramp and a colony that stalls out waiting for wood.

An early production base with its storage and industry at work

Act one: the Home Spaceship drip

You never truly start from nothing. The Home Spaceship is a complete basic industry that runs while you find your feet:

OutputRateNotes
Water3 / minuteIndefinitely, no inputs
Potatoes3 / minuteIndefinitely, no inputs
Wood10 / minuteFrom tree trunks — needs trees in range
Iron10 / minuteFrom raw iron ore — one deposit is always near the landing
Stone10 / minuteFrom raw stone — one deposit is always near the landing
Tools—Produced once the ship is supplied with wood and iron

Two facts about the spaceship shape your early choices. First, it generates no pollution — which means early on it is also your cleanest toolsmith, worth keeping active for that reason alone. Second, it produces no by-products: the wood waste, soot and slag that real industry spits out simply never appear while the ship is doing the work.

Act two: real buildings and the by-product trade

Specialized buildings — the Woodcutter, Ore Smelter, Toolsmith and friends — make wood, stone and iron faster and more efficiently than the spaceship, and they produce the valuable by-products: wood waste, soot and slag respectively. If a later production chain needs those by-products, the standard move is to deactivate the corresponding work aboard the spaceship so all raw resources flow through the real buildings instead.

The trade is real: you lose the no-pollution advantage and take on supply-chain management. By the time you're making that trade, your settlement should be housing all 30 of the starting crew (the first 15 huts) and have a School — that's the growth gate beyond the starting population.

The resource map

  • Natural resources: wood from trees, plus one stone deposit and one iron deposit near the landing, always. As you expand and explore, more appear — including copper, shell and crystal.
  • Food and drink: potatoes carry the early game; more valuable meals restore more energy per bite. Planet-side, the Pasture turns animals into milk and eggs, the Orchard adds fruit, and the Trawler works the ocean — with wheat feeding the animals and shells feeding a cement chain.
  • Synthesized resources: everything made from simpler inputs by buildings — the full list lives on the official wiki's resources page.

Where storage and roads fit in

Peeps don't teleport materials. They carry them — and they gather food and drink from nearby storage back to their homes so it's waiting during breaks. That's why placement adjacency effects that boost storage (like the Water Pump's +30% surrounded by three water tiles, or the Woodcutter's +30% inside forest) are economy upgrades, not cosmetics. Roads decide which of those trips are short, and the 16-tile work rule decides which jobs each home can actually fill — see the buildings guide and beginner guide.

Early supply checklist

  1. Keep an eye on the top bar: if wood or stone is falling, the spaceship alone isn't keeping up anymore.
  2. Build your way toward the Woodcutter → Ore Smelter → Toolsmith chain before you strictly need it.
  3. Only deactivate spaceship production when you specifically need by-products or need the crew freed up.
  4. Route food through storage near housing — meals happen at home, and empty homes eat into happiness recovery.
  5. When a chain stalls, walk it backwards: the paused building is usually the one missing input, not the one that looks busiest.

Next steps