PSS2

ROOMS

FILTERS

CATEGORY

COLUMNS

NAMECATTAGSLVSHIP LVSIZEPOWERDEFENSERELOAD, sPRICEBUILDSTAT
ACA Academy Operations 8/8 10 3×2 300 1.5mgas 6d
AS Android Studio Defence 8/8 10 2×2 9.5 2mmineral 7d 8h ENG
AA Anti Craft Laser Defence LAWE 7/7 10 2×2 3.125 2mgas 6d 21h WPN
Armor Defence AR 11/11 10 1×1 800kmineral 0s
BED Bedroom Operations BED 7/7 10 3×2 300 600kmineral 2d
POD Boarding Pod Offence 2/2 10 2×2 6.25 1.5mgas 3d SCI
BOM Bomb Launcher Offence BOWE 4/4 10 3×3 11 2mgas 2d 12h WPN
BRD Bridge Operations 11/11 9 3×2 300 1.1mmineral 6d PLT
CMD Command Center Defence 9/9 9 3×2 300 950kmineral 3d
CRY Cryo Beam Offence BEAWE 2/2 10 2×3 7.75 1.5mgas 3d WPN
EMP EMP Cannon Offence CAWE 2/2 10 4×2 8.5 1.5mmineral 5d 11h WPN
ENG Engine Defence DEEN 9/9 9 3×2 1.1mgas 2d 21h ENG
EXT Extraction Beam Offence EXWE 2/2 10 3×3 7 1.5mgas 3d WPN
FTR Federation Turret Offence TUWE 9/9 10 3×2 5 400kmineral 2d WPN
FLE Fleet Council Defence 5/5 10 4×2 300 1.75mmineral 14d
FRE Fusion Reactor Operations DERE 7/7 10 4×2 2mgas 10d 4h
GAS Gas Refinery Mining GC 11/11 10 2×2 300 750kmineral 2d
GST Gas Storage Mining GS 13/13 10 3×2 300 700kmineral 6d
GPC Grey Plasma Cannon Offence TUWE 9/9 3 3×2 5 400kmineral 2d WPN
GYM Gym Operations 9/9 9 2×2 300 1mmineral 6d
BED Hammocks Operations BED 6/6 7 2×2 300 350kmineral 6h
HAN Hangar Offence HAWE 8/8 10 5×2 6 2mmineral 8d 15h PLT
Hull Reinforcement Defence 3/3 9 1×2 1mmineral 0s
Hydraulics Valve Offence VA 2/2 10 1×2 150 1.5mgas 3d WPN
HPC Hyperspace Core Operations HY 1/1 1 2×2 150 12 0gas 1m ENG
LAB Laboratory Operations 8/8 10 3×2 300 1mgas 3d 13h
LB Laser Blaster Offence LAWE 3/3 10 3×2 4.5 1.5mmineral 2d 14h WPN
O2 Life Support Operations 20/20 10 2×2 1 2mmineral 2d ENG
Lift Operations 12/12 10 1×1 1.3mmineral 0s
MD Med Bay Operations 6/6 10 2×2 2.25 1.6mmineral 7d 2h SCI
MWP Medium Weapons Platform Offence 0/0 8 3×2 150 45kmineral 1d
MLZ Mineral Mining Laser Offence LAWE 13/13 10 3×2 4.5 1.8mmineral 4d 5h WPN
MIN Mineral Processor Mining MC 15/15 10 2×2 300 750kgas 2d
MST Mineral Storage Mining MS 13/13 10 3×2 300 700kgas 6d
MG Minigun Offence TUWE 6/6 10 2×2 15 1.5mgas 4d 5h WPN
MSL Missile Launcher Offence MIWE 12/12 10 3×2 8 2mgas 5d 6h WPN
PD Photon Disruptor Offence WE 3/3 10 3×2 3 1.5mmineral 2d 14h SCI
PP Photon Phaser Offence WE 6/6 10 2×2 5.75 1.5mgas 4d 5h SCI
PST Pirate Slugstorm Turret Offence TUWE 9/9 10 3×2 5 400kmineral 2d WPN
PLA Plasma Discharger Offence CAWE 8/8 10 3×2 4.25 1.5mmineral 12d WPN
QFC Qtarian Flux Cannon Offence TUWE 9/9 10 3×2 5 400kmineral 2d WPN
RA Radar Defence 4/4 10 2×2 3.875 1.3mmineral 5d SCI
RG Railgun Offence TUWE 3/3 10 3×2 8.5 1.5mmineral 2d 14h WPN
Security Gate Defence 8/8 10 1×2 100 1.75 400kmineral 0s
Service Vent Operations 1/1 1 1×1 150 250mineral 0s
SB Shield Battery Defence DESH 5/5 10 2×2 8.125 1.8mmineral 7d 23h SCI
SHL Shield Generator Defence DESH 13/13 10 3×2 6.75 2mmineral 4d 10h SCI
Small Beacon Defence AR 1/1 1 1×1 50starbux 0s
SP Small Phaser Offence TUWE 13/13 10 2×2 3.5 1.8mmineral 5d 15h WPN
REA Small Reactor Operations DERE 7/7 6 3×2 50kmineral 4h
SWP Small Weapons Platform Offence 0/0 6 2×2 150 25 100kgas 4h
TLP Teleport Offence 8/8 10 3×2 5.25 2mgas 4d 15h SCI
WH Warehouse Mining 10/10 10 3×2 300 2mmineral 2d 12h

HOW THIS WORKSRows, ship levels, categories and what the numbers mean

01 Rows and levels

Each row is one room, a subsystem in the game, shown at the best level a ship of the chosen SHIP LEVEL can build: the highest level whose ship requirement is met. LV prints that level and the last one the room has. Many rooms open two levels on the same ship level, and some open three; the LEVELS table on the card lists them all with their ship levels. A room built on a platform waits for the platform: its first level may ask for a lower ship level than the platform itself, so it appears when the platform does. All 53 rooms in the list come from the game data; what the list leaves out is the next section.

02 Ship level 10 and unreleased rooms

The game currently opens ship levels up to 10. Its data already lists ships and rooms beyond that, but they are not playable yet and their numbers are incomplete, so everything above ship level 10 is hidden here: 13 rooms disappear entirely and higher levels of many others are cut. Another 77 rooms fit under that limit and are still held back, because the game sells none of their levels: they are in the data but not in the game yet. Rooms built through a weapon platform stay in the list, since there the game sells the platform and not the gun. Both the ship-level limit and the list of unreleased rooms are kept by us, and each room returns as the game opens it.

03 Names, categories and tags

The short code in front of a room's name is the game's own; SEARCH matches it as well as the name, and some rooms carry no code. CATEGORY is the game's shop tab, Offence, Defence, Mining or Operations, drawn as the tab's icon and spelled out in the filter. Tags are the labels the game prints under a room's name (Cannon, Weapon, Shield, Mineralstorage) and the only thing combos look at. The TAGS column shortens each one to a code and keeps the full label in its tooltip and in the TAG filter: a tag repeats across dozens of rooms, and a word like Mineralstorage would hold the column wider than the whole rest of the row. Rooms without tags exist and are found by category. We do not invent types of our own.

04 Room values

Labels follow the game's Room tab. POWER is what the room draws, a segment of the bar per point, with the number in the tooltip; the power a reactor makes is Power Output, and since almost no room has it, it lives on the card. SIZE is the room's shape, columns by rows. STAT is the Support Stat, the crew stat the room runs on, printed with the game's icon for it. The field the game calls Capacity means something different per room: Escape on the Bridge, Shield on a shield generator, Salvage on a collector, so it is not a table column and shows on the card under its own name. RELOAD is in seconds; resource rooms show their rate per hour. Price is the room's purchase price at that level and Build the construction time; the table shows them for the level in the row, the card for every level. Prices carry the icon of the resource they cost and are shortened the way the game shortens them, 12k and 1.5m. A dash means the room has no such value, and a column that is a dash on every level is dropped from LEVELS instead of printed empty.

05 Ammo and combos

AMMO is the projectile the room fires, straight from the game's missile data; only non-zero values are listed. COMBO lists the bonuses this room receives from neighbours: which room must stand where, and the bonus size under the game's icon for it. Space means an empty tile. A bonus without a number depends on the neighbour's level, as the game says. Bonuses a room gives to others are on those rooms' cards.

06 What is not here

Damage per second and weapon comparisons belong to the DPS planner. Combo effects on a real ship layout, room skins and anything above ship level 10 are not shown. All 53 rooms use the game data dated September 1, 2026.