XSCAPEDocsSpace explorationStart playing

Equipment & progression

Understand the stakes before entering the facility.

Explore the first galaxy. Pass holders enter free; other wallets burn the configured XSCAPE amount for each new deployment. Resuming an active deployment is free. Pass rules.

What you keep#

OutcomeWhat happens
Extract aliveKeep collected equipment, all materials and earned experience.
Die or abandonLose unbanked equipment and materials. Keep habitat inventory, equipment, permanent upgrades and earned experience.
Save and quitThe deployment stays open. Resume its server-confirmed state later.

Equipment does not break or disappear on death in the current rules. There is no durability system.

Equipment and rarities#

The plasma cutter, repeater and plasma launcher are free attack styles. Equipment fill your weapon, armor and module slots. The catalog has 54 ordinary equipment types and 18 Mythics.

Ordinary items progress through Worn, Uncommon, Rare and Exalted. Mythics carry a fixed special property with a particular build in mind. Rarity, base quality, affix type, affix tier and each affix’s value make separate parts of a good drop.

Worn items have no affixes, Uncommon one, Rare two, Exalted four, and Mythic three plus its fixed property. Exalted gear can suit a build better than a Mythic.

Where equipment comes from#

Each sealed cargo crate holds one equipment. Keepers, bosses and marked elites each drop one equipment. Cargo crates guarantee Uncommon or better; keepers, elites and bosses guarantee Rare or better. Other enemies have an 18% chance to drop a piece of equipment.

Eligible ordinary types from the current biome have twice the selection weight of other types. A boss Mythic roll gives each eligible Mythic in that boss’s family four times the selection weight of other eligible Mythics. This changes which Mythic you find, not the chance of a Mythic drop. Bosses appear on sectors 3, 5, 6, then every third sector. Biomes repeat every nine sectors.

Base strength and affix tiers stop increasing at sector 9. Deeper sectors remain more dangerous. A particular item is never guaranteed.

Drop odds#

These percentages apply after a piece of equipment drops. Each roll is independent, with no pity counter or duplicate protection. This first table is for an ordinary enemy’s equipment.

SectorWornUncommonRareExaltedMythic
1–250.8%35%13%1.2%0%
3–544.485%35%18%2.5%0.015%
6–837.47%35%23%4.5%0.03%
9+29.94%35%28%7%0.06%

Cargo crates promote Worn results to Uncommon. Keepers, elites and bosses promote Worn and Uncommon results to Rare. Bosses have their own Exalted and Mythic odds:

SectorEnemy / sealed cargo crate MythicCustodian / elite MythicBoss ExaltedBoss Mythic
1–20%0%No bossNo boss
3–50.015%0.08%12%0.3%
6–80.03%0.15%18%0.5%
9+0.06%0.25%24%0.8%

Affix tiers and rolls#

Each item has base quality from 1 to 100. This sets its main stat between 80% and 100% of the base’s peak at that rarity and sector, subject to rounding. Quality is fixed when found.

Each affix independently chooses an eligible type, tier and value. An affix type cannot repeat on the same item, but may match its main stat. T1 is the best tier. Only tiers unlocked by the item’s sector can be rolled, including during crafting.

TierFirst sectorWeightChance at sector 9+
T514848%
T433030%
T351515%
T2766%
T1911%

Before sector 9, available weights are normalized: floor-1 affixes are all T5; floor-3 affixes are T5 or T4. Every tier has 20 equally likely roll positions across 75–100% of its maximum, rounded to the displayed precision. Adjacent positions can yield the same value. Your inspector shows the tier, value range and roll position.

Affixes: Life, Damage, Armor, Critical chance, Move speed, Attack speed, Evade recovery, Critical damage, Burn damage, Boss damage, Damage after evade, Med injector healing, Life on kill. Med injector healing rolls on armor and modules; life on kill rolls on weapons and modules. Other types can appear in any slot.

Ordinary equipment catalog#

Survey Complex

EquipmentSlotMain statFirst sector
EVA CutterweaponDamage1
Hull SplitterweaponDamage1
Ceramic FangweaponCritical chance1
Thermal HookweaponDamage1
MicrobladeweaponAttack speed1
Salvage LanceweaponDamage1
Thermal ShroudarmorLife1
Pressure PlatearmorArmor1
Custodian SuitarmorLife1
Composite ShellarmorArmor1
Survey HarnessarmorArmor1
Mobility RigarmorEvade recovery1
Beacon ChipcharmMove speed1
Targeting LenscharmCritical chance1
Reserve CellcharmLife1
Impact AmplifiercharmDamage1
Cycle RegulatorcharmAttack speed1
Vector CouplercharmEvade recovery1
Breach HammerweaponDamage2
Grapple EdgeweaponCritical chance3
Patrol ShellarmorLife2
Vacuum LinerarmorArmor3
Survey OpticcharmCritical chance2
Impulse RelaycharmEvade recovery3

Helios Facility

EquipmentSlotMain statFirst sector
Induction EdgeweaponDamage4
Thermal NeedleweaponCritical chance4
Reactor BreakerweaponDamage4
Heatshield VestarmorArmor4
Ablative MantlearmorLife4
Conduction SuitarmorAttack speed4
Ignition CellcharmDamage4
Armor ControllercharmArmor4
Pulse TimercharmAttack speed4
Fusion EdgeweaponAttack speed5
Corona LanceweaponDamage7
Ceramic AegisarmorArmor5
Thermal MesharmorLife7
Reactor OpticcharmDamage5
Ignition TimercharmAttack speed7

Cryogenic Vault

EquipmentSlotMain statFirst sector
Cryo EdgeweaponDamage7
Memory LanceweaponCritical chance7
Recovery SickleweaponAttack speed7
Cryogenic ShellarmorArmor7
Archivist SuitarmorLife7
Vector WeavearmorEvade recovery7
Inertial NavigatorcharmMove speed7
Resonance SensorcharmCritical chance7
Recovery ClockcharmEvade recovery7
Silent OrbitweaponCritical chance7
Data SpikeweaponDamage9
Cryo VeilarmorEvade recovery7
Deep-Space ShellarmorLife9
Transit LenscharmMove speed7
Black BoxcharmCritical chance9

Mythic equipment#

Find the expanded Mythic catalog in the facility. The referral pilot can also award one of its three current Mythics from its separate compatibility pool. Properties stay fixed through tempering and affix crafting. Base quality and three affixes vary. The family column tells you which boss favors the item: Survey Complex is titan-03, Helios Facility is HELIOS Core, and Cryogenic Vault is the Archivist.

Solar Wake

weapon · sector 3+ · Helios Facility

Weapon hits burn for 12 damage over 2 seconds. Further hits refresh the burn; burns cannot crit or stack.

First Contact

weapon · sector 3+ · Survey Complex

Weapon hits deal 25% more damage to enemies above 80% life.

Return Protocol

armor · sector 3+ · Survey Complex

Block the first damaging hit on each sector. Restoring a session does not recharge it.

Medical Reserve

armor · sector 5+ · Cryogenic Vault

Injectors restore 75% of maximum life instead of 50%.

Redline Vector

charm · sector 3+ · Cryogenic Vault

+25% evade recovery, but 15% less maximum life. Total evade recovery is capped at +50%.

Emergency Output

charm · sector 5+ · Helios Facility

Weapon hits deal 20% more damage while you have 35% life or less.

Fusion Cascade

weapon · sector 5+ · Helios Facility

Hits ignite for 18 damage over 3 seconds. Burning kills ignite nearby enemies. Direct hits deal 15% less damage.

Recovery Leech

weapon · sector 3+ · Survey Complex

Kills restore 4 extra life. Maximum life is reduced by 10%.

Terminal Velocity

weapon · sector 7+ · Survey Complex

Deal 40% more hit damage below 30% enemy life, but 15% less above 80%.

Mass Lock

armor · sector 3+ · Survey Complex

Gain 30% more armor. Move 10% slower.

Emergency Bulkhead

armor · sector 7+ · Survey Complex

Take 20% less damage while at or below 35% life.

Medical Barrier

armor · sector 5+ · Cryogenic Vault

Injectors grant a barrier equal to 20% maximum life for 5 seconds, but heal 15 percentage points less.

Afterburn Module

charm · sector 5+ · Helios Facility

Hits within 1.2 seconds after dodging ignite for 18 damage over 3 seconds.

Vector Echo

charm · sector 7+ · Cryogenic Vault

Deal 25% more hit damage within 1.2 seconds after dodging. Evade recovery is reduced by 10 percentage points.

Stable Platform

charm · sector 7+ · Survey Complex

After standing still for 1 second, deal 25% more hit damage. Moving ends the bonus.

Overflow Reservoir

armor · sector 9+ · Cryogenic Vault

Med injector overhealing becomes a 5-second barrier, capped at 30% maximum life.

Long-Range Array

weapon · sector 9+ · Cryogenic Vault

Deal 25% more hit damage beyond 200 distance, but 15% less within 80.

Critical Overdrive

charm · sector 9+ · Helios Facility

Critical hits gain 50 percentage points of extra damage. Maximum life is reduced by 15%.

Materials#

All materials must be extracted to keep them. They do not use equipment slots. Death or abandonment loses all unbanked materials.

MaterialSource and use
Fabrication DustFuel for every fabrication recipe.
Raw AlloyMined in the facility. Refine into ingots.
Refined AlloyRefined Raw Alloy for advanced crafting.
Circuit FragmentSalvage Rare or Exalted gear to reshape affixes.
Thermal CompoundHelios Facility encounters and HELIOS Core. Targets plasma affixes.
Structural CompositeSurvey Complex encounters and TITAN-03. Targets defense affixes.
Cryogenic FluidCryogenic Vault encounters and MNEMOS Array. Targets recovery affixes.
Custodian CoreBosses from sector 5. Required for selective crafting.
Exotic CoreDismantle a Mythic. Used for rare finishing crafts.

From sector 3, each raw alloy deposit has a 6% chance of an extra Refined Alloy. Keepers and elites have an 18% chance of the current biome’s essence; bosses have a 65% chance of their own family’s essence. Bosses from sector 5 also have a separate 25% chance of a Custodian Core.

Salvaging a new Rare gives one Circuit Fragment, Exalted four, and Mythic eight, in addition to fabrication dust. Any Mythic, including existing equipment, also yields one Exotic Core. Other existing equipment retains its ash-only salvage.

Refinement recipes: 10 Raw Alloy + 20 Fabrication Dust → 1 Refined Alloy; 5 Refined Alloy + 60 Fabrication Dust → 1 Circuit Fragment. You may order 1–100 batches. Essences, Cores and Mythic Embers cannot be made from common materials.

Crafting#

Temper: five ranks, each adding 10% of the original main stat on new equipment. It does not improve affixes, base quality or the fixed property. Existing gear keeps its previous tempering rules.

Reshape: replaces one affix’s type, tier and value. Attune: uses an essence to choose the defense, plasma or recovery family; tier and value remain random. The first reshape, attunement or ascension permanently selects that one crafting slot. Other affix types and tiers remain fixed. Results can be worse and can repeat.

Ascend: rerolls that affix at T2 or better. Sector 7 is required; T1 requires sector 9 and has a 1-in-7 chance on an ascension. Its type is random. It consumes two Custodian Cores, one Exotic Core, five Ingots, eight Shards and rarity-scaled fabrication dust.

Recalibrate: rerolls every affix value together. Types, tiers, chosen crafting slot, base quality and main stat stay fixed. There is no way to lock high values and perfect the others one at a time.

Transmute: consume three unminted, unequipped, unlisted equipment of the same rarity for one of the next rarity, up to Exalted. The lowest ingredient sector determines the output pool and strength. Mythics cannot be transmuted.

Each reshape, attunement, ascension, recalibration or refinement order burns 8 XSCAPE in the paid game, plus the displayed materials. Refinement’s token fee covers the order, not each batch. Preview uses habitat credits; offline practice uses materials only. Existing tempering, transmutation and permanent-upgrade token fees stay unchanged. Random paid outputs are committed only after payment finalizes; the review does not expose a future result.

Dismantle NFT: return deposited equipment to your wallet, cancel any listing, then choose Dismantle. The review identifies the NFT and material return. A signed on-chain burn permanently destroys the NFT and its equipment; materials arrive after confirmation. This has no XSCAPE fee, but SOL network fees apply. It never returns a duplicate equipment.

Build limits and existing gear#

Attack speed and evade recovery each cap at +50% across gear and properties. Burns cannot crit; burn-damage affixes scale their ticks. Boss damage applies to bosses and keepers. Damage after evade lasts 1.2 seconds. Barriers absorb damage and expire after five seconds. Armor still leaves a minimum 40% of an incoming hit before special reductions.

Existing equipment keeps its numbers, names, properties and NFT identity. Existing deployments and pending craft payments finish with their pinned rules. Original bonus rerolls remain available on existing equipment; they cannot be used to bypass the chosen-affix limit on new gear. The referral campaign remains on its current equipment pool.

A rare drop is a potential build ingredient, not a guaranteed sale. These rules do not guarantee retention, market scarcity or resale demand.

Habitat workshop#

Open Habitat → Workshop or Gear → Workshop. Earn access through successful extractions, then build stations with materials. Existing cosmetic furniture does not grant power.

StationRequired extractionConstruction materials
FabricatorSector 1+60 Fabrication Dust + 12 Raw Alloy
Medical LabSector 3+100 Fabrication Dust + 20 Raw Alloy + 2 Refined Alloy
Systems BenchSector 6+180 Fabrication Dust + 5 Refined Alloy + 4 Circuit Fragment + 1 Custodian Core

Station construction, moving chips, and preparing a treatment have no XSCAPE fee. Cutting chips, adding a socket, programming, brewing and empowering burn 8 XSCAPE per order plus materials. Cut or brew 1–100 at a time. Practice consumes only materials.

Socket chips

One socket per equipment. The replaced chip returns to your inventory. Chips travel with traded items; remove them before salvage, transmutation or NFT dismantling.

ChipEffectMaterials
Targeting Chip+2% Critical chance24 Fabrication Dust + 6 Raw Alloy + 1 Circuit Fragment
Armor Chip+2 Armor24 Fabrication Dust + 8 Raw Alloy
Thermal Chip+12% Burn damage24 Fabrication Dust + 1 Circuit Fragment + 1 Thermal Compound
Vector Chip+5% Evade recovery24 Fabrication Dust + 1 Refined Alloy + 1 Circuit Fragment
Medical Chip+5% Med injector healing24 Fabrication Dust + 1 Circuit Fragment + 1 Cryogenic Fluid
Heavy-Target Chip+8% Boss damage24 Fabrication Dust + 1 Refined Alloy + 2 Circuit Fragment

Firmware

One per item. Replacing it destroys the previous firmware; identical firmware do not stack.

  • Ignition Routine: Critical hits ignite for 8 damage over 2 seconds. Stronger burns take priority.
  • Barrier Routine: Injectors grant an 8% maximum-life barrier for 3 seconds. Stronger barriers take priority.
  • Pursuit Routine: Your first attack within 1.2 seconds after dodging deals 12% more damage.

Deployment treatments

Prepare one treatment before entry. A confirmed new deployment consumes one dose, which lasts until extraction, death or abandonment. Reconnects and resumes preserve the effect without another dose. Failed entry payments consume none.

  • Thermal Infusion: Hits ignite for 8 damage over 2 seconds. Injectors heal 10 percentage points less.
  • Armor Infusion: +4 armor. Move 8% slower.
  • Reflex Infusion: +15% evade recovery. Maximum life is reduced by 8%.

Empower an affix

Raise the chosen affix by one tier without changing its stat or roll position. Its discovery sector still limits the available tiers, and the existing one-crafted-affix rule applies. T2 requires a Custodian Core; T1 also requires a Exotic Core. Ascend retains its random behavior.

Manage your cargo#

Open the cargo with I, the HUD button or the pause menu. The deployment pauses while you inspect your haul. Select a slot to inspect a piece of equipment without leaving the grid. Filter by equipment slot, sort by rarity or newest finds, and compare a piece of equipment with your equipped gear. Change equipped gear at habitat.

Select an unbanked equipment and choose Drop equipment to leave it at your feet. It will not be picked up automatically. Select it in the At your feet tray and choose Pick up while within reach. Dropping and picking up cost no XSCAPE.

Dropped equipment stay on the current sector, including after reconnecting. Leaving that sector, extracting, dying or abandoning leaves uncollected equipment behind. You can only drop equipment from this run; habitat inventory and equipped gear stay safe. Materials do not use equipment slots.

Cargo upgrades and storage#

Your cargo starts with 60 equipment slots. At habitat, open Gear → Upgrades → Larger cargo. Each rank is permanent and adds 20 slots for future deployments.

RankEquipment slotsXSCAPE burnedFabrication DustRaw Alloy
18030355
2100607010
31209010515

Habitat holds 250 equipment, including equipped gear. Your run is limited to the space available at habitat so every equipment you carry can be banked on extraction. The entry review shows this limit before you pay. For example, with 220 equipment at habitat, you can bring home 30 more even with a 120-slot cargo. Salvage unwanted ordinary gear or mint equipment into your wallet to make room. A full habitat cannot start a new run.

Use the fabrication#

  • Equip. Wear or remove a piece of equipment in its equipment slot.
  • Temper. Improve a piece of equipment's main stat, up to five ranks.
  • Reroll. Existing equipment can reroll its bonus. New gear uses one chosen affix slot for reshaping, essence attunement and ascension; recalibration rolls all values together.
  • Salvage. Destroy unminted, unequipped gear for fabrication dust, plus Shards on new Rare or better gear and an Pip on any Mythic.
  • Transmute. Consume three ordinary, unequipped equipment of the same eligible rarity for one random equipment of the next rarity. Review the ingredients before confirming.
  • Permanent upgrades. Improve maximum life, damage, med injector capacity or cargo space.

Crafting consumes materials. Costs are shown before the action. Mythic equipment are found in the facility, not produced by transmutation.

NFT equipment#

In the wallet system, a deposited NFT provides playable equipment. It can be equipped and upgraded, but cannot be salvaged or transmuted. Return it to the wallet to trade it as an NFT.

Wallet-linked progress#

The same verified wallet opens the same character on every device. Losing a login cookie requires reconnecting, not creating a new character. An active deployment belongs to that wallet. Only one deployment can be open at a time.

Referral supply boxes#

Open Profile to copy your referral link, track invited players and open earned supply boxes. Choose Customize your link for a unique /r/name URL: 3–24 letters, numbers or hyphens, with no leading or trailing hyphen. Names ignore letter case, and official names are reserved. You can rename once every seven days. Old names remain yours and keep working; the permanent URL, referral progress and rewards stay unchanged. Your public display name is separate. New players must connect through your link before their first deployment. Each wallet can have one referrer. A referral qualifies after three paid, successful extractions with at least three kills in each. Deaths, abandoned runs and practice do not count.

Each qualified referral earns the inviter one free box containing one ordinary game equipment. The box uses the sector 9 sealed cargo crate pool: 86% Uncommon, 11.5% Rare, 2.4% Exalted and 0.1% Mythic. The three current Mythics are eligible; the campaign stays on the equipment pool live at launch. Stats and bonuses use normal equipment rolls. The initial pilot reserves 500 boxes when referrals are linked; once full, existing referrals can still finish.

Open boxes at habitat with room in storage and no pending wallet transaction. The server saves each result once; refreshing or retrying cannot reroll or duplicate it. The item can be equipped, upgraded, salvaged or optionally minted through the normal paid NFT flow. Opening costs no XSCAPE or SOL and sends no token payout. Referral gear increases equipment supply; these rewards do not guarantee resale value.

Reviewed 20 September 2026 · Release scope

Wallet-linked progress. XSCAPE launch-gated economy.