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

  1. Your first base is a bootstrapping machine, not a forever base. Its job is to make enough research and parts to escape the planet.
  2. Do not rush off-planet. The starter planet teaches every core mechanic, but expect to leave for titanium, silicon, and oil, which it lacks.
  3. Automate the basics early: circuit boards, magnetic coils, magnets, gears, and iron and copper ingots. These feed everything.
  4. Over-produce the chronic bottlenecks: iron ingots, electromagnetic turbines, processors, graphene, and plane filters.
  5. 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.
  6. Mk.I assemblers run at 0.75x speed. Multiply required machine counts by 4/3, or upgrade the assembler tier.
  7. Watch the "Use Inventory Item" research toggle. It silently reserves items from your inventory and can look like items vanishing.
  8. Delay proliferator until logistics is unlocked, and delay the Dyson swarm until at least the Structure Matrix stage.
  9. Power is a constant early wall. Coal thermal plants are a reliable first automated source; add accumulators as you scale.
  10. On Dark Fog worlds, keep threat low early: minimize exposed power draw near bases and lean on cheap laser turrets.

Guides

ratios

progression

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.