Space Haven beginner's guide β everything you need to survive
Starting Space Haven means juggling oxygen, layouts, food, raids, and research at once. This walkthrough breaks the opening hours into clear priorities so version 1.0 stays fun instead of frantic.
Choosing your starting mode
Version 1.0 offers Ship Mode and Station Mode. New players should begin in Ship Mode β it introduces oxygen, power, combat, and hyperspace in a gentler arc. Station Mode adds raid timers around a fixed base; try it after the core loop clicks.
Set difficulty to Normal. Easy hides scarcity lessons you need later, while Hard punishes mistakes before the UI tutorials sink in.
Step 1 β Building your starting crew
Five crew members carry twelve skills, four attributes, and traits you cannot respec. The golden rule: nobody should be helpless. Everyone receives Construct L1 so breaches, wiring, and teardowns never stall for lack of builders.
The Spacefarer trait removes vacuum penalties (speed + accidents). Early ships and salvaged hulls stay unpressurized for hours β Spacefarers keep pace while others crawl.
Recommended opening specialties
| Role | Primary skills | Why |
|---|---|---|
| Engineer | Construct L3, Industry L3 | Keeps construction queues moving. |
| Researcher | Research L4, Construct L1 | Tech gates every repair upgrade. |
| Medic | Medical L4, Botany L2 | Wounds spiral without treatment. |
| Miner / Industry | Mining L3, Industry L2 | Fuels refineries and fabricators. |
| Combat / Nav | Weapons L3, Navigation L2 | Jumps plus boarding defense. |
Step 2 β Your first ten actions
The earliest minutes set the tempo for the whole run:
- Seal starter rooms β open hull tiles bleed oxygen.
- Place an Algae Dispenser β emergency calories until farms mature.
- Open the atmosphere overlay β chase yellow/red rooms with generators or scrubbers.
- Boot a Research Lab β idle science wastes days.
- Sow food crops β potatoes or tomatoes are forgiving starters.
- Drop a Medical Bed β tucked away from engine vibration.
- Wall off refineries β toxins belong behind airlocks.
- Stagger sleep shifts β someone awake for fires and breaches.
- Queue medical research β stabilizes injuries immediately.
- Scan nearby signals β derelicts donate loot, crew, and workshop fodder.
Step 3 β Oxygen & atmosphere
Target roughly one Oxygen Generator per four crew plus COβ scrubbers where people live. Farms passively release oxygen, so a compact greenhouse doubles as a buffer.
Energy and Chemical Refineries constantly exhale toxins. Solid walls, no shortcuts through bedrooms, and dedicated vents keep poison away from beds.
Gas quick reference
- Oxygen: keep inhabited rooms β₯20%.
- COβ: scrub exhaust gases or crew slowly suffocate.
- Toxic: industrial-only hazard β lethal if shared corridors.
- Nitrogen: harmless filler but crowds oxygen out.
Step 4 β Power grid basics
Low-capacity grids feed crew comforts automatically. Heavy machines need high-capacity feeds via Large Power Nodes. Treat flickering icons as βrun cables now,β not cosmetic bugs.
Start with one fuel generator backed by solar arrays; rush improved panels once labs stabilize. Keep fuel burners for deep-space hops where sunlight fades.
Step 5 β Food & kitchens
Move algae β crops β cooked meals quickly. Cooked food spikes moods; traits like Gourmand punish raw diets. When stability returns, cotton fabrics sell for reliable credits.
Step 6 β First hyperspace jump
You need Hyperdrive, engines, helm, navigation-assigned crew, Hyperfuel stores, and pressurized consoles before the galaxy map authorizes a jump. Fuel scales with mass Γ distance β stay lean until logistics catch up.
Most common beginner mistakes
- Unsealed industrial pods flooding toxin clouds.
- No Medical Bed before the first injury.
- Whole crew asleep during emergencies.
- Bunks glued to engines or turrets.
- No recreation wing once basics stabilize.
- Building megastructures five workers cannot crew.
- Ignoring crawler eggs glued to hull plating.
- Buying Hyperfuel instead of refining Hyperium.
Continue learning
Follow-up guides break each system down further:
Ship Building Guide
Layouts, power grids, gas isolation, hyperspace prep.
Crew Management Guide
Skills, traits, comfort, morale, schedules.
Research Tree Guide
Unlock priorities and lab throughput.
Combat Guide
Boarding tactics and defensive chokepoints.
Frequently asked questions
What difficulty should I start on?
Start on Normal difficulty. Easy mode makes the game too simple to learn the survival mechanics properly, while Hard will overwhelm new players with resource scarcity before the systems click. Normal gives you enough breathing room to understand gas management, crew morale, and ship combat.
Which starting crew skills are most important?
Construct (L1 for everyone), Industry (L3+ for 2 dedicated crew), Research (L3+ for 2 dedicated crew), and Medical (L5+ for 1 medic). Give every crew member at least L1 Construct so everyone can repair hull breaches in emergencies. The Spacefarer trait is the most valuable starting trait β it removes penalties for working in vacuum.
How do I stop my crew from suffocating?
Build at least 1 Oxygen Generator per 4 crew members and ensure CO2 Scrubbers are installed in all inhabited rooms. Seal your rooms properly β unsealed corridors bleed oxygen into space. Plant grow beds also passively generate oxygen, so even a small hydroponic room helps buffer your O2 levels.
Why is my crew constantly unhappy?
The most common causes are: (1) sleeping near noisy industrial facilities β move beds to a sealed quiet room, (2) no dedicated recreation room with furniture like sofas and jukeboxes, (3) food quality is too low β upgrade from algae dispensers to cooked meals as soon as possible.
How do I make my first hyperspace jump?
You need: a built Hyperdrive, a Navigation Console, Hyperfuel in storage, and a crew member assigned to Navigation. Open the galaxy map, select a destination sector, and queue the jump. Each jump consumes Hyperfuel proportional to ship mass and distance traveled.