Goals
Goals let you keep a short, ordered list of things you want to have, such as an amount of some Items, a bigger Farm, more Pet Stables or a stronger Relay Network. The game tracks each goal against your inventory and buildings, shows what is still missing, and lets you buy, craft or finish the goal from one place.
| Takes in | Your inventory and buildings, read automatically |
|---|---|
| Produces | A to-do list with what is missing, and one-step buy and fulfill buttons |
| Limits | Up to 10 goals at once, and up to 20 different Items in one Item goal |
| Affected by | Which features you have unlocked, and your Profile |
Setting a goal
[edit | edit source]There are three places to start a goal:
- The Goals page, Add goal. Pick a goal type, fill in the fields and press Add goal. Every goal type can be set up here.
- An Item's details. The Goal section of any Item starts a new goal for it, or adds it to an Item goal you already have.
- The Farm and Stable purchase windows. Both have a Set as goal row for a plot count or a Stable count.
Amount fields accept shorthand such as 10k, and the word max. Max means the stock that is still free after your higher goals, plus what that stock can craft. A goal that is already reached when you set it is refused.
Goal types
[edit | edit source]Building goals are only offered once their feature is unlocked. See Feature unlocks.
| Type | Reached when | Notes |
|---|---|---|
| Item | You hold at least the set amount of every Item in the goal | Can hold several Items and a name. Owned intermediates count: if you hold a crafted Item, you do not need the Items it is made from. |
| Farm | At least the set number of plots are at the set level | A plot count, a level, or both. Extra plots count. With only a level, every plot must reach it. |
| Stables | You own at least the set number of Pet Stables | Bonus Stables count toward the total. See Pets. |
| Relay bay | You own the chosen Bay | Bays are bought in unlock order, so the cost includes any earlier Bay you do not own yet. Only Bays you do not own are offered. |
| Relay modules | At least the set number of Modules in the chosen Bay are at the set level | A Module count, a level, or both. The count is capped by the Bay's Module capacity. See Relay Network. |
With both a count and a level on a Farm or Relay Module goal, the game counts what you already have first. It upgrades the plots or Modules that are closest to the level, and buys or crafts new ones only if you do not have enough.
Priority
[edit | edit source]The order of the list is the priority. Drag a goal by its handle to move it. A goal higher in the list claims your Items first. A goal lower down shows the full shortfall for anything a higher goal is already using.
A goal that has been reached keeps claiming its Items, so lower goals do not count them as free.
Progress
[edit | edit source]Each goal shows a progress bar with a percentage. The percentage is the share of the goal's raw material value you already hold, so it can be high while there is still crafting left to do. It stays below 100% until the goal is actually reached. Then the goal shows Ready.
Goal details
[edit | edit source]Click a goal's progress bar to open its details.
- List or Tree switches between a flat list of what gets crafted and a recipe tree. Each row shows what you have against what the goal needs, counted after higher-priority goals.
- Craft and Buy buttons sit on each row. A green check replaces them once a row is covered.
- Buy + Craft on an Item goal buys the missing materials and crafts the whole goal in one go. Craft appears when nothing needs buying.
- Buy + Fulfill on a building goal buys the missing materials, then finishes the goal: it buys the missing plots, Stables, Bays or Modules, and upgrades exactly the plots or Modules the goal counts. It crafts missing intermediate Items for you, asks you to confirm, and either completes all of it or changes nothing. Fulfill appears when nothing needs buying.
- Leveling more than one Relay Module at once from a goal needs the Batch Operations Research.
- Salvage cannot be bought, so a goal short of Salvage only offers to buy its other materials.
Shopping list
[edit | edit source]Under the goals, the Shopping list adds up the raw materials missing across all your goals. Each Item has its own Buy button, and Buy all buys everything. Purchases come from the Market or the Supply Depot, depending on your Profile. When there is not enough for sale, the button buys what is available and says how much it covered.
Keeping or removing reached goals
[edit | edit source]By default a goal stays on the list after it is reached. It shows Ready and keeps its Items reserved, and goes back to a percentage if your stock drops. That suits supplies you want to keep topped up.
Turn on Remove when reached for a one-off target. The goal is removed as soon as it is reached while the game is open. If it was reached while you were away, it is removed the next time you open the game. You get a message each time a goal is reached and when one is removed.
Sidebar
[edit | edit source]The Goals section of the action sidebar lists your goals in priority order with their progress. Select one to open it on the Goals page. You can move or hide the section from Configure sidebar. The section only appears while you have goals.
How Goals connect to other features
[edit | edit source]- Items: Item goals use the recipe tree and your inventory.
- Farm, Pets and Relay Network: building goals track plots, Stables, Bays and Modules.
- Market and Supply Depot: the Shopping list buys from them.
- Ranks: building goals appear once the feature is unlocked.
Changelog
[edit | edit source]| Release date | Update | Changes |
|---|---|---|
| November 1, 2026 | v2026.11.01 |
|