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Beginner Guide - Your First Outpost

New to Star Trek: Outposts Unknown? This beginner guide walks your first outpost on Daegus: utilities first, welfare always, research fed, and the exit checklist before you leave the world.

Updated October 17, 2026Published October 17, 2026

Quick Answer: What Should I Build First?

Utilities and welfare before ambition: power and water first, then housing, a mess hall and medical cover, then your production and research buildings. The developer's own exit checklist — "terrestrial medical facilities, mess halls, housing, and other systems need to be well-supplied" — is the beginner path in one sentence. Research is why you are here, but research runs on supplied, healthy crew.

Your First Hour on Daegus

First outpost at sunset with a landing pad and supply cargo on Daegus in Star Trek: Outposts Unknown
A first outpost taking shape at sunset: pad, cargo and utilities within reach of each other.
  • Survey before you place: identify where water, open buildable terrain and your landing pad are relative to each other.
  • Place utility structures with headroom — every production building you add later draws on the same grid.
  • Build the welfare triad early: housing, mess hall, medical facility. Crew morale is a named system, not flavor.
  • Assign crew deliberately: the assignments screen is where understaffing shows first.
  • Start the research facility and keep its supply lines short — storage nearby, refineries powered.
The demo is this exact loop on Daegus. If a step feels unclear in the demo, it is cheaper to learn it there than on Kourou.

The Four Meters to Check When Something Stalls

Official guidance names the four inputs every production building needs: water, energy, processing capabilities, and resource inputs. When a building sputters, check them in order — inputs, power, water, then processing. A stalled chain is almost always one of the four, and "processing" is the sneaky one: a refinery can be fully supplied and still bottleneck.

Before You Beam Up: The Daegus Exit Checklist

Leaving a world is a milestone, not an escape. Before you take the voyage map to the next destination, make sure the outpost is self-sufficient: production stable, storage not bouncing deliveries, welfare covered, research staffed. The U.S.S. Resonant can bridge gaps with shipments — the confirmed example is food proteins from ship storage — but imports are a bridge, not a plan.

  • Power and water cover every building with headroom
  • Housing, mess hall and medical all built and supplied
  • Storage has room for the next world's exotic resources
  • Research facility fully staffed and progressing

What Changes on World Two

Kourou — the glacier-and-volcano world revealed in the launch trailers — changes the placement game: resources hide under moving ice, the only organic material grows in steam fields, and magma trenches punish careless routes. The beginner habits above are the same; the survey step just gets longer. Our world comparison guide breaks down all three planets side by side.

Published October 17, 2026 · Last updated October 17, 2026

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