Void Boss Combat
Void Boss Combat
Void bosses are shared encounters in empty space. Send a Boss combat fleet to damage their shields and hull, earn rewards for your contribution and return home. Other players attack the same boss, so its remaining health can change while your ships are travelling.
Find an encounter
Check the target coordinate in Galaxy and the missions offered in Fleet. Choose Boss combat, rather than Attack, Excursion or Extract. The encounter must still be active in your world when you launch. Bosses can be defeated or expire; their usual lifetime is 2–7 days, but there is no guaranteed spawn timetable.
Finding bosses is currently incomplete: Galaxy does not reliably show active encounters, and some bosses lack a Boss combat mission option. An infestation marker alone does not guarantee an available boss. Entering its coordinate cannot unlock a missing mission option.
Prepare and launch
You need available ships at your origin colony, a free fleet command slot and enough SEM for fuel. There is no separate research unlock required to launch Boss combat. See Ship Assembly for building ships and Fleet Operations for the full launch workflow.
Bring ships with physical or energy weapons. Ship quantities, weapon stats and research affect your damage, and different chassis can perform differently against an encounter. The interface does not reveal a complete weakness profile or guarantee a best design.
An available owned commander is optional. Its physical and energy damage bonuses help the fleet; its displayed hull, shield and chassis attributes currently provide no additional boss-combat benefit. A commander booked for another arrival or on cooldown cannot be assigned.
- Select the origin colony, open Fleet and assign ships in Ships.
- Continue to Target & launch, select the coordinate and choose Boss combat when offered.
- Set engine speed, optionally assign a commander, and check fuel and arrival before pressing Launch fleet.
- Track the journey in Fleet Operation Center. The launch preview does not reserve the boss.
Choose a tactic before arrival
Fleet Tactics level 1 unlocks analysis and tactic selection; higher levels add choices, up to level 8. Researching it requires Engine Engineering level 4 and Photonic Computing level 10. You can fight without it.
Analysis opens during the final 5% of the flight or the final 3 minutes, whichever is longer. Analyse the boss's positioning, choose an unlocked tactic and confirm it before arrival. The operation shows the applicable damage bonus.
Another player's encounter can change the boss's positioning and make your analysis stale. Analyse again and confirm while the window remains open: stale analysis gives no tactic bonus. Combat itself resolves automatically at arrival; there are no live combat-round controls.
Your contribution
Damage reduces the boss's shared shields and hull; some can pass through shields. Shields recover between encounters at 2% of maximum shield per hour. The boss is defeated when its hull reaches zero.
Your total damage to one boss is limited to 10% of its maximum hull. This includes shield and hull damage from all your fleets against that boss. A second launch does not reset the allowance. Once it is used, another fleet can spend fuel without dealing damage or earning rewards.
If the encounter has disappeared before your fleet arrives, you receive a signal lost message and return without encounter rewards. The current boss fight causes no ship losses or commander injuries; boss retaliation is not yet implemented.
Rewards and loot
Rewards follow the damage your fleet actually contributes. Both shield and hull damage count toward your share. You can earn loot from a partial contribution without defeating the boss; there is no separate final-kill jackpot or later payout to all participants. These are contribution-based rewards, rather than independent random item drops.
Bigger bosses and stronger worlds offer larger reward pools. World strength is based on the average points of its top three human players. The larger of the boss-size and world-strength scales determines the pool, so they are not multiplied together. Each new encounter fixes its reward scale when it appears; later attacks and changes in player points do not change that scale. Older encounters fix it at their first resolved attack under this rule, without recalculating previous payouts. Boss difficulty still follows player population; this reward growth does not make existing bosses grow automatically.
You can receive:
- Aslit, Crlit, Iopla and SEM for your ordinary economy.
- Artifacts and Xenogen for Biolab research and creating Relics through Archeotech. Relics themselves do not drop directly from bosses.
- Void Experience (VXP) for Biolab progression. This is separate from a commander's own experience.
Small contributions can round some rewards down to zero. Any positive damage still earns at least 1 VXP. Your share matters: a larger reward pool does not guarantee a large payout for a fleet that contributes little.
Boss rewards are not limited by cargo capacity. They are credited only when the fleet returns: ordinary resources go to its origin colony, while VXP, Artifacts and Xenogen go to your player balance. An arrival report can show earned loot before it is available to spend.
Return, commanders and reports
The full return journey takes the same time as that mission's recorded outbound journey, including after signal loss. A 20-minute outbound flight therefore has a 20-minute return. The return starts when the encounter resolves; processing delays or later ship and research changes do not lengthen its duration. Recall before impact instead uses the time already spent outbound. Fuel is not refunded, and the fleet keeps its command slot until it returns.
An assigned commander earns contribution-based experience when combat resolves, capped at level 50. Larger player reward pools do not multiply commander experience. After a resolved encounter, its cooldown is 24 hours if the boss survives or 6 hours if that encounter defeats it. There is no separate fleet retry cooldown: you can send another eligible fleet while the boss remains available, provided you still have damage allowance, ships, fuel and command slots.
Open Reports → Combat to see damage, loot and any commander experience or level changes. Inbox also announces encounters and lost signals. Reports show the result rather than a round-by-round battle or a full boss-stat preview.
Compose and track fleets · Design and build ships · Relics · Artifacts · Xenogen · Void Experience · Back to the wiki home
Resource references: Aslit · Crlit · Iopla · SEM · G.E.L.D. · Resource overview