Survival
Navigate the Void. Build Your Fleet. The ultimate resource for Space Haven captains — from your first shuttle to commanding a fleet.
The strongest runs are built on boring fundamentals done early: breathable corridors, short hauling routes, a stable food loop, and one clear expansion plan. Every guide on this hub is organized around that practical rhythm so you can solve the next failure point before it becomes a fleet-ending spiral.
This portal distills the Space Haven wiki into the tables and field tips that actually change how you play — without padding. The full deep-dive pages live on the sub-site, where system breakdowns replace walls of text with data you can use.
| Stage | Main Problem | Best Guide |
|---|---|---|
| First Ship | Air, hull flow, and short walking distances for the first self-sustaining crew | Ship Layout |
| Crew Stability | Preventing morale collapse, medical lag, and job churn as the roster grows | Crew Management |
| Midgame Survival | Locking in food, trading, and industrial chains before exploration outpaces supplies | Food Trading Guide |
| Resource Scaling | Upgrading production without turning the ship into one long hauling corridor | Resource Guide |
Solve breathable corridors and redundant power first, because every later upgrade collapses if the hull is unstable.
Use ship layout and crew management together so hauling, sleeping, and medical response stop bleeding time.
Move into farming and trading only after the first ship can stay alive without emergency scavenging.
Always keep 2 days of oxygen reserves. Running out mid-jump means game over.
Build your power grid in a ring — if one generator fails, the rest can still reach all rooms.
Trade raw materials for refined goods at stations. The profit margin pays for crew salaries.
Keep a minimum of 4 crew members with high Medical skill — injuries on long hauls are inevitable.
| Recipe | Materials | Tier |
|---|---|---|
| Oxygen Generator | Metal, water routing, and backup battery support | Core |
| Hyperdrive Core | Advanced components, energium, and clean power margins | Late |
| Shield Generator | Industrial parts, power buffering, and combat hull space | Defense |
| Med Bay | Beds, oxygen stability, and safe corridor access | Support |
Twelve ships span starter pods to military battleships. Combat and cargo scores below sit on a 0-100 scale, while crew slots decide how many specialists (gunners, builders, cooks, researchers) you can field at once. On a fresh run, skip the Starter Pod and push toward the Explorer Corvette.
| Ship | Tier | Crew | Combat | Cargo | Best Role |
|---|---|---|---|---|---|
| Military Frigate | S | 12 | 95 | 40 | Endgame combat flagship — annihilates everything |
| Salvage Cruiser | S | 10 | 60 | 90 | Best resource gathering and derelict stripping |
| Explorer Corvette | A | 6 | 55 | 55 | Best balanced starter — strong in all categories |
| Mining Barge | A | 8 | 35 | 100 | Top resource income — essential mid-game economy |
| Pirate Raider | A | 8 | 80 | 50 | Best early-game offensive boarding ship |
| Trader Clipper | B | 6 | 25 | 85 | Best for peaceful trade routes and faction rep |
| Science Vessel | B | 5 | 30 | 45 | Critical for research speed — pair with Explorer |
| Colony Transport | B | 14 | 20 | 60 | Population expansion — low combat, high utility |
| Starter Pod (Default) | C | 3 | 10 | 20 | Tutorial only — replace as soon as possible |
| Refugee Barge | C | 16 | 5 | 30 | High crew count but weak in every other area |
| Construction Scaffold | D | 2 | 0 | 15 | Building platform — useless for anything else |
| Sloop (Unarmed) | D | 2 | 0 | 25 | Absolute worst — avoid unless speed-running escape |
Each crew member trains eight skills from level 0 (untrained) to level 10 (master), roughly 10% faster and better per level. Early with 4-6 crew everyone is a generalist; by 8-12 crew you can afford specialists. Assign by skill, not by convenience.
| Skill | Best Jobs | Training Method | Priority |
|---|---|---|---|
| Industry | Assembler operator, ore processor, hull repair, construction | Assign to assembler or processor for extended shifts | High — needed for all crafting |
| Science | Research lab, medical bay, navigator console | Assign to research lab with active projects | High — gates tech unlocks |
| Construction | Building new rooms, installing devices, hull expansion | Assign to construction projects | High — keep 2 builders |
| Mining | Mining asteroids, resource extraction, salvage | Operate mining console or boarding ops | High — early resources |
| Medical | Medical bay, treating wounded, surgery | Treat injuries in med bay; each gives XP | Medium-High — critical post-combat |
| Botany | Grow beds, food production, algae farms | Assign to grow beds for continuous output | Medium — food sustainability |
| Combat | Boarding actions, ship defense, security patrols | Combat or training dummy | Medium — useless in peace |
| Piloting | Helm console, navigation, docking | Pilot ship during sector jumps | Low-Medium — one pilot per shift |
Morale is a stack of independent drains, not one meter. A hungry crew works about 30% slower and refuses work when starving; tired crew drop 50%. Track each factor below and fix the specific one that is bleeding, rather than guessing.
| Factor | Effect | How to Improve | Decay Rate |
|---|---|---|---|
| Hunger | 30% slower when hungry, refuses when starving | Keep food dispenser stocked with cooked meals | Daily — 2 meals/day |
| Sleep Deprivation | Work speed drops 50% when tired | Ensure enough sleep; comfortable beds | Hourly in wake cycle |
| Comfort | Comfortable crew recover morale 25% faster | Arcade, observation window, bookshelf, chess | Gradual passive drain |
| Social Interaction | Isolated crew get depressed, 20% slower | Common rooms; 2h free time with others | Daily |
| Injury | Cannot work, drains medical supplies | Assign to med bay immediately | Persistent until treated |
| Workload Stress | Burnout, may refuse duties | Shifts of 8-10h maximum | Gradual over long shifts |
| Environment | Cold −10% morale, hot −15% | Thermal regulators at 20-25°C | Hourly if unregulated |
| Death of Crewmate | Massive morale penalty | Memorial service; extra free time | 3-5 days to recover |
Food is the safest income in Space Haven — every station needs it and your grow beds produce it continuously. Raw crops sell cheap; cooked meals and processed rations command premiums and never spoil. Keep at least 14 days of food in reserve before selling surplus.
| Food | Sell Value | Production | Spoilage | Best For |
|---|---|---|---|---|
| Breadfruit | Low | Fast | Medium | Early steady income, crew meals |
| Tomatoes | Low | Fast | Fast | Quick cash on temporary surplus |
| Potatoes | Medium | Medium | Slow | Stockpiling and bulk sales |
| Cooked Meals | High | Slow (kitchen) | None | Maximum profit per unit |
| Processed Rations | Very High | Slow | None | Late-game trade goods |
The complete Space Haven wiki — ship layout, crew routing, food chains, resource scaling, and crafting — lives on the sub-site with tables and step-by-step walkthroughs.
GameGuideHub is a network of data-first game wikis. The Space Haven hub is maintained by a solo spacefarer and updated for ship-flow, crew routing, and food-chain survival priorities.
Every guide here is checked against in-game behavior before publishing. If a page saves you from a hull breach, you can support the project on UniFans — link in the footer.
Updated: July 2026
Focus: ship-flow, crew routing, food-chain survival
Sub-site: spacehaven.gguidehub.com