Dyson Sphere Program
A space-based factory game where you play Icarus, a mecha pilot building an interstellar industrial empire to wrap a star in a Dyson sphere and harvest its energy. The spine is the six matrix cubes; the Dark Fog combat update adds an enemy faction you can dial up or off.
Progression at a glance
| # | Matrix | Key ingredients | Unlocks |
|---|---|---|---|
| 1 | Electromagnetic Matrix (blue) | Magnetic Coil + Circuit Board | The Matrix Lab itself, basic logistics, and smelting. Foundation of nearly all later research. |
| 2 | Energy Matrix (red) | Energetic Graphite + Hydrogen | Titanium smelting, the Planetary Logistics Station, and oil refining for hydrogen. |
| 3 | Structure Matrix (yellow) | Titanium Crystal + Diamond | Advanced structural tech, higher belts and buildings, and deeper material chains. |
| 4 | Information Matrix (purple) | Processor (x2) + Particle Broadband | Computing, Interstellar Logistics Station tech, drones and vessels, higher automation. |
| 5 | Gravity Matrix (green) | Graviton Lens + Quantum Chip | Space warpers and faster interstellar travel. The only matrix that produces 2 per cycle. |
| 6 | Universe Matrix (white) | All five earlier matrices + Antimatter | Endgame. Completing the game needs 4000, and it feeds the repeatable upgrades. Depends on Dyson sphere output. |
Current build is the V0.10.34 "Anniversary Update" line in early 2026; still Steam Early Access, so re-verify the version before relying on exact recipe numbers.
Top tips
- Your first base is a bootstrapping machine, not a forever base. Its job is to make enough research and parts to escape the planet.
- Do not rush off-planet. The starter planet teaches every core mechanic, but expect to leave for titanium, silicon, and oil, which it lacks.
- Automate the basics early: circuit boards, magnetic coils, magnets, gears, and iron and copper ingots. These feed everything.
- Over-produce the chronic bottlenecks: iron ingots, electromagnetic turbines, processors, graphene, and plane filters.
- Belt math matters. Mk.I belt carries 6 per second, Mk.II 12, Mk.III 30. Two miners fill a Mk.I belt; six smelters drain one.
- Mk.I assemblers run at 0.75x speed. Multiply required machine counts by 4/3, or upgrade the assembler tier.
- Watch the "Use Inventory Item" research toggle. It silently reserves items from your inventory and can look like items vanishing.
- Delay proliferator until logistics is unlocked, and delay the Dyson swarm until at least the Structure Matrix stage.
- Power is a constant early wall. Coal thermal plants are a reliable first automated source; add accumulators as you scale.
- On Dark Fog worlds, keep threat low early: minimize exposed power draw near bases and lean on cheap laser turrets.
Guides
ratios
- Matrix Line Ratios quick
Production ratios for the six matrix lines, using only the counts the research confirms.
- Smelting Arrays and the Mall quick
Early smelting ratios and the build-components mall that keeps every building type in stock.
progression
- The Matrix Ladder quick
The six matrix cubes in order, their ingredients, and what each tier unlocks, as a cheatsheet.
threats
- The Dark Fog deep
The enemy faction added in the combat update, how its bases and hives work, and how to defend or farm them.
systems
- Logistics deep
How belts, sorters, and logistics stations move goods across a planet and between star systems.
- The Dyson Sphere deep
Building the Dyson swarm and then the sphere, how each stage produces power, and how it gates the endgame.