SpaceCraft Tips & tricks

SpaceCraft Permits: What to Unlock First (2026)

SpaceCraft Permits: What to Unlock First (2026)

Which SpaceCraft permits you should unlock first depends on your current bottleneck: Modular Systems opens the start, Cargo Accommodation solves space problems, and Personal Factory and Automated Factories build your automated base. So always buy the permit that's holding you back right now, not just the next one on the list.

๐Ÿง  The permit tree is only part of progression

The permit menu (P key) looks like a normal tech tree. You buy permits with credits once you meet the requirements. Next to that, though, there are unlocks through Exploration, Science and Technology experience that cost no credits.

So the key rule of thumb is: buy the permit that solves your current bottleneck, and check first whether the missing recipe even depends on a permit. This guide sorts the important SpaceCraft permits by when they pay off.

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๐Ÿ“‹ The key SpaceCraft permits and when to buy them

Prices and contents come from the spacecraft.tools game database (v0.5.25674):

PermitCostUnlocks, among othersBuy it when โ€ฆ
Modular Systems40Scanalyzer Alpha, Small Module Kit, Wire, Nut and Boltโ€ฆ you start the tutorial, it's the first permit
Cargo Accommodation100Small Cargo Hold, Metal Sheet, lightsโ€ฆ storage space becomes a problem
Electromagnetism100Simple Mining Laser, Simple Resource Detector, Magnetic Coil, Crystalline Focuserโ€ฆ you want to mine and locate better
Electric Motors150Motor, Concrete, Flywheel Batteryโ€ฆ you need Motors and Concrete for your base
Personal Factory300Construction Tool, Base Deploy Kit, Extractor, Smelter, Pylon, Cableโ€ฆ you want to claim your first base
Automated Factories450Drones, Warehouse, Assembler, Landing Pad, Drone Dispatcherโ€ฆ your first Extractor-Smelter loop is running
Modular Systems 22,000Cargo Hold, Hi-Pi Laser, Module Kit, Strong Metal Sheetโ€ฆ the Small Cargo Hold and starter tools aren't enough anymore

๐ŸŽฏ The order that works

If you follow the natural flow of the game, you get a clear chain:

  • Modular Systems first, the tutorial leads you there.
  • Cargo Accommodation and Electromagnetism once space or mining slow you down. Both are prerequisites for Electric Motors.
  • Personal Factory when you want to automate your base.
  • Automated Factories after the first running loop.
  • Modular Systems 2 as the first real midgame step, expensive but worth it.

To leave the starting system, by the way, you don't need a permit: the FTL Engine - Eco comes through the exploration unlock Superluminal Travel. More in the FTL guide.

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๐Ÿšซ What you can skip for now

The most common beginner mistake is buying permits by "unlocks something new" instead of by bottleneck. Above all:

  • Modular Systems 2 too early: only once your cargo and base start is stable. Before that, you're just tying up credits.
  • Cosmetics like Ship Coating and Brand Management (50 credits each), while you're still stuck in the core loop.
  • Expensive hull permits like Very Light Alloys or Advanced Frames (30,000 credits each), before you've maxed out steel and titanium.

โš ๏ธ Not every missing recipe is a permit problem

Sometimes you have credits and materials, and the recipe is still missing. Then it depends on another unlock:

HurdleExample from the game data
Lab studyXenic Oil only after the study Spacekorn Seed II
Science experienceXenic Farm at Science level 4 (Xenic Adaptation)
Technology experience"Grasshopper" Thruster at Technology level 3 (Combustion Engine)
Exploration experienceScanalyzer Beta at Exploration level 2 (Advanced Spectrometry)
DiscoverySmelting recipes as soon as you find an ore for the first time
Blueprintfor example extra plate recipes from loot

So before you sink credits into unnecessary permits, check whether a permit is really missing or one of these steps.

You gain experience along the way: Exploration experience comes from completed Restricted Areas and, since Major Update #1, from the Galactic Map item that merchants sell or that turns up as loot; Technology experience has come from your base's production since Community Update #1. Science experience comes from lab studies. If you keep an eye on these bars, you need fewer permits and save credits for the really expensive tiers.

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๐Ÿ’ฐ Expensive permits: prices since the balance patch

If you later want to unlock bigger ships or factories, you pay a lot more. With the balance patch of June 26, 2026, Shiro Games lowered several expensive permits. Older guides often still list the old prices:

PermitBeforeSince June 26, 2026
Modular Systems 325,00018,000 credits
Better Titanium10,0007,000 credits
Advanced Frames50,00030,000 credits
Very Light Alloys50,00030,000 credits

Major Update #1 on October 8, 2026 added more expensive permits, such as Remote Extraction 1 for Extractor Pods (10,000 credits), Remote Access for the Nexus Relay (2,000 credits) and Heavy Beam for the Giant Laser (60,000 credits). Only unlock these once your base and trading run steadily.

โ“ FAQ: SpaceCraft permits

Which permit first?
Modular Systems for 40 credits; the tutorial leads you there. After that, always by current bottleneck.

I have the materials but no recipe, why?
Check lab studies, Science, Technology and Exploration experience, and blueprints. Not everything depends on SpaceCraft permits.

Do I need a permit for FTL?
No. The first FTL engine comes through the exploration unlock Superluminal Travel.

Are corporation licenses the same thing?
No. Corporations have their own license tree and corpo permits, such as Corporate HQ or Fleet Capacity. They don't replace the normal permits.

Is Modular Systems 2 worth buying early?
No. Only buy it once your cargo and base start is stable.

As of October 2026, SpaceCraft Early Access v0.5.25674. Permit names, costs and unlock lists checked against the spacecraft.tools game database and our SpaceCraft database (permit tree), price changes against Shiro Games' patch notes. They can change during Early Access.

Jens Deckardt
Author

Jens Deckardt

Game guides for survival and building games โ€” written by players, checked against patch notes.