Officers

Overview

Officers are premium subscriptions paid with Dark Matter. Each officer provides specific bonuses that persist as long as the subscription is active. The Commanding Staff bundle combines all officers at a small extra bonus.

Officers are activated per-universe and cost Dark Matter on a subscription basis. How often they matter depends heavily on your playstyle.


Commander

Best for: All players — basic quality-of-life.

PerkDescription
+40 saved messagesMessages in this folder are never auto-deleted
Build queueQueue up to 5 buildings or researches in sequence
Transport scannerSee incoming transports to your planets
Advertisement-freeNo ads shown

Commander is the most universally useful officer — the build queue alone saves significant micro-management. Most serious players keep it active permanently.


Admiral

Best for: Active fleeters, raiders, and expedition senders.

PerkDescription
+2 fleet slotsSend two more simultaneous fleet missions
+1 expedition slotOne extra expedition beyond the Astrophysics formula
Improved fleet escape rateFleet retreats more successfully against overwhelming defenders

In newly opened universes where fleet slots are scarce, the Admiral pays for itself immediately. For defensive miners it has little value.


Engineer

Best for: Players who regularly defend, and miners who rely on energy.

PerkDescription
85% defence recoveryNormally 70% of defence recovers after an attack; Engineer raises this to 85%
+10% energy productionApplies to all energy sources (Solar Plant, Fusion Reactor, Solar Satellites)

Without Engineer, losing defence repeatedly is a significant resource drain. If your planet is being farmed, Engineer substantially reduces the attrition cost.


Geologist

Best for: Miners with large mines.

PerkDescription
+10% resource productionApplies to Metal Mine, Crystal Mine, and Deuterium Synthesizer on every planet

The Geologist's value scales directly with your mine levels. At low mine levels it barely matters; at high levels it compounds into significant daily production gains. Fleeters can also benefit from the passive income boost.


Technocrat

Best for: Researchers and players who want information advantage.

PerkDescription
Espionage Technology +2 levelsYour effective espionage level is raised by 2 for scanning and counter-espionage
−25% research timeAll research completes 25% faster

In early universes the espionage bonus lets you gather intel on players before you can afford Espionage Technology 8+. In mature universes the −25% research time compounds significantly as research times stretch to days and weeks.


Commanding Staff (Bundle)

The Commanding Staff activates Commander + all four Officers simultaneously, plus additional bonus perks:

Extra perkValue
+1 fleet slotOn top of Admiral's +2, total +3 extra
+2% energy productionOn top of Engineer's +10%
+2% mine productionSmall bonus across all mines on every planet
+1 espionage levelOn top of Technocrat's +2
Bundle efficiency

The Commanding Staff bundle is cheaper than buying all officers individually and grants extra bonuses not available separately. If you plan to use most officers, the bundle is always the better deal.


Officer Duration & Cost

Officers are purchased with Dark Matter for set durations (1 week, 1 month, 3 months). Longer subscriptions offer better DM per day rates. Exact costs vary by universe and may change — check the in-game officer screen for current prices.


Merchant (Not an Officer)

The Merchant menu (accessible via the same premium section) also contains:

  • Resource Market — refill storage (10%/50%/100% of capacity) with DM; or exchange resources with other players via the 3,500 DM trader call
  • Scrap Merchant — sell ships and defences for 35% of their value (Bargain button increases this up to 75% in increments of 5%, each costing DM)
  • Auctioneer — bid DM or resources on special items
  • Import/Export — move resources between universes (where enabled)
Merchant trap during expeditions

If an expedition finds a Merchant, click the black trade button — not the green one. The green button dismisses your expedition merchant and calls a new one, costing 3,500 DM.

Updated 16 May 2026

Linked from