Official Unnamed Space Idle Wiki
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Challenges

From Official Unnamed Space Idle Wiki
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The Challenges screen

Challenges are one of the systems in Unnamed Space Idle. They grant bonuses to Compute, Synth, Reactor and Bases upon completion, making them very important for progression. Starting a challenge activates a Prestige reset with the currently selected loadout (in the Prestige tab).

Each challenge can be completed a certain number of times, each completion requiring a higher sector to beat it then the last. After all completions for a challenge have been done, an endless mode will be availiable, which grants no further benefits.

Challenges are unlocked by reaching sector 18.

Core Computing[edit | edit source]

This challenge is focused purely on Compute. In Core Computing, all damage and shield upgrades except from Core are disabled and Salvage does not drop. Instead, the Compute system now generates Salvage with each level completion. Additionally damage and shield upgrades from Core are 10x more powerful, making them immensely useful.

Core Computing can be completed up to 9 times and each completion grants a +0.02 to your compute exponent. This results in an increasingly large difference as more compute levels are gained.

Target sectors required for each completion: 5, 8, 11, 14, 16, 17, 18, 19, 21

The Core Computing Challenge Guide provides additional information and tips.
Core Computing approximate requirements
Challenge Completion Bars Capped
Core Computing 1 Shield 1.25
Core Computing 2 Shield 2
Core Computing 3 Shield 4
Core Computing 4 Shield 10
Core Computing 5 4 Cap+
Core Computing 6 10 Cap+
Core Computing 7 10 Cap+
Core Computing 8 10 Cap+
Core Computing 9 10 Cap+

Synth Purity[edit | edit source]

This challenge is focused purely on Synth. In Synth Purity all damage and shield upgrades except from Synth are disabled and Salvage does not drop. Synth starting materials and infinite resource production also do not apply. Asides from modules, the main way of boosting damage and shields is by generating Synth materials. Each material gives a base stat according to (0.1 x [amount] x [base craft time])^0.8 and has diminishing returns, so a stockpile of multiple different materials is important.

Synth Purity can be completed up to 5 times and each completion grants a multiplier to Synth XP gain and material output, making it a lot easier to reach higher materials.

Target sectors required for each completion: 6, 14, 20, 26, 33

The Synth Purity Challenge Guide provides additional information and tips.
Synth Purity approximate requirements
Challenge Completion Synth Speed (without utility core)
Synth Purity 1 ?
Synth Purity 2 2000
Synth Purity 3 3e5
Synth Purity 4 5e10
Synth Purity 5 5e23

Power Hungry[edit | edit source]

This challenge is focused purely on Reactor and is the simplest of the four challenges. In Power Hungry, all damage and shield upgrades are disabled. Instead, your damage and shields are set 1:1 to your current Void Power. Damage taken drains your current Void Power reserves at a rate of 1/10 of damage taken. Additionally, emergency retreats last 10 seconds and grant 10x Void Power gain.

Power Hungry can be completed up to 5 times and each completion grants a x0.75 Void Power boost drain reduction boost for all upgrades, and increases the Void Power boost level cost divider by x100 for all upgrades barring Boost Engine.

Target sectors required for each completion: 12, 17, 23, 28, 38

The Power Hungry Challenge Guide provides additional information and tips.
Power Hungry approximate requirements
Challenge Completion VP Max
Power Hungry 1 3e7
Power Hungry 2 7e10
Power Hungry 3 4e15
Power Hungry 4 8e21
Power Hungry 5 5e36

Base Carry[edit | edit source]

This challenge is focused purely on Bases. In Base Carry, all damage and shield upgrades are disabled and Salvage does not drop. Instead, Bases now provide battle stats depending on the buildings used. Each building grants different stats or affects the other buildings, and boosters incur a penalty.

Base Carry can be completed up to 5 times and each completion increases the Base building cost divider by x50.

Target sectors required for each completion: 3, 6, 12, 20, 30

The Base Carry Challenge Guide provides additional information and tips.
Base Carry approximate requirements
Component Level at each base*
Challenge Completion Base 1 Base 2 Base 3 Base 4
Base Carry 1 28
Base Carry 2 89 31
Base Carry 3 133 79
Base Carry 4 201 159 104

5

1

1

Base Carry 5 334 273 250

10

60

4

*purchase other building upgrades and slot unlocks with similar costs as the Components level.
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