Beyond These Stars Guide: Colony Steps and Launch
Beyond These Stars guide for the first settlement: housing, food, water, tools, power, pollution, glacier channels, and the Scout Spaceship launch checklist.
The fastest safe opening in this Beyond These Stars guide is to stabilize housing, food, water, tools, and worker travel before expanding industry. Place Huts and Potato Patches near the Home Spaceship, keep every early workplace within 16 hex tiles of housing, and use the glacier channel to reach the eastern Copper deposit. Once dedicated buildings are staffed, pause matching Home Spaceship production so the colony can make the waste products needed by later chains.
Start with a compact settlement
Beyond These Stars is a colony builder on Kewa, a living space whale. Your settlement sits on a hexagonal carapace, so mining, industrial pollution, dry forests, water and oxygen affect both Peeps and Kewa. The opening goal is to turn a landing camp dependent on the Home Spaceship into a settlement that can prepare Jose's Scout Spaceship.
Pause on landing and survey the watered tiles, forest pockets, rocky ridges and dry riverbed around the Home Spaceship. Place three or four Huts on grass near the ship, then add two Potato Patches beside them. The supplied guide records a +20% Peep Happiness adjacency bonus for that pairing, while the exact behavior should still be checked against your current build if it differs.
Respect the 16-hex work radius
Peeps can haul construction materials over longer routes, but the guide says they only work at workplaces within 16 hex tiles of their housing. Toggle the housing-range overlay before placing a Mine, Quarry or Landscaper. If the work site falls outside the ring, add a nearby Hut cluster rather than expecting a distant worker to staff it.
This rule explains many early stalls. When a Mine or Quarry is built but remains idle, check the housing radius, road access, available Tools and delivery route before changing the recipe. A small nearby housing group is usually easier to verify than a long path through unprepared terrain.
Build the first production loop
The recommended opening order is a Water Pump, Woodcutter, Quarry, Research Lab, Iron Mine and the first food buildings. Put the Water Pump on a shoreline tile touching three water tiles for the recorded +30% storage bonus. Place the Woodcutter in a pocket of five Forest tiles and leave one side for a road, which the guide also associates with a +30% storage bonus.
Build the Research Lab with eight Wood and six Stone, then assign two Peeps so the Ore Smelter, Toolsmith and Landscaper research can begin. The Home Spaceship can fabricate Wood, Stone, Iron and Tools without by-products, which is useful at the landing stage. After the Woodcutter, Quarry, Ore Smelter and Toolsmith are staffed, pause their matching ship slots so local buildings can produce Wood Waste, Soot and Slag for later systems.
Keep more than 10 Tools in reserve according to the collected tips. A shortage slows construction and gathering, so spending every Tool on a distant expansion can delay the industrial core. If a production building is full, drain its by-products with a By-Product Yard or Compost Heap instead of letting the primary chain stop.
Secure water, oxygen and fertility
Every tile has Atmosphere, Water Access and Fertility properties. A Watered Forest projects breathable atmosphere up to four hexes, while a Dry Forest provides no atmosphere or fruit bonus. A tile becomes Fertile when it has both Water and Dirt, and a Fruit Plantation within four hexes of a Watered Forest receives the guide's recorded +20% harvest yield.
The starting glacier channel is blocked by rocky ridges. After researching the Landscaper, excavate the blockage so water can reach the eastern Copper deposit. The surrounding Dry Forests then revive automatically and extend the oxygen canopy without requiring a new Sapling, according to the supplied walkthrough.
Open the glacier route before Copper
During roughly the first 25 minutes, establish the landing core and pause redundant ship production when local buildings are working. Between about minutes 25 and 50, build an Iron Mine within the 16-hex housing radius, start the dedicated power setup, and keep Tools available. Between minutes 50 and 75, place a Landscaper near the upper glacier blockage and use its terrain-lowering or channel tool on the rock tiles.
Once the channel reaches the Copper area, add a Compost Heap to process Wood Waste and Crop Waste into Compost. A Tree Nursery can then produce Saplings and create pollution buffers. This sequence links housing, water, oxygen and waste handling; skipping one link can leave the colony with a mine that has workers but no safe route or usable production chain.
Prepare the Scout Spaceship
Before launching, stabilize two food types such as Potatoes plus Fruit or Bread, keep a Water Pump working, and maintain Peep Happiness above 50% as stated in the guide. The industrial core should include a Woodcutter, Quarry, Ore Smelter and Toolsmith while redundant Home Spaceship slots are paused. The ecosystem checklist includes an opened glacier waterway, a Compost Heap and a Tree Nursery producing Saplings.
The Spaceport must be constructed and stocked with Fuel and Materials before Jose's Scout Spaceship can launch. The walkthrough lists a build cost of 30 Stone, 20 Iron, 15 Copper and 10 Tools; treat those values as source-specific and unconfirmed if your current version shows something else. Launching unlocks the Galaxy Map, asteroid belts, space stations and planetary outposts in the supplied material.
Avoid the common opening mistakes
Do not place a workplace outside the housing radius, clear-cut the Woodcutter's forest pocket, or let the Home Spaceship produce everything after local buildings are ready. Keep polluting industry away from housing, open the glacier waterway before expanding to Copper, and review power and Cleaner placement before pollution becomes a settlement problem. High-pollution tiles can become Toxic Areas if they remain dirty, while a Peep at zero Happiness may refuse work for three shifts according to the collected tips.
When a production chain stops, inspect fuel, staffing, roads, storage capacity, waste delivery and the resource-flow graph. When Kewa is preparing to travel, keep food, energy and the ecosystem stable, clear Thorny Stems in the breathable zone, and research Kewa Feed before long jumps. Exact unlock costs, perk timing and any value that conflicts with your build remain unconfirmed.
Quick answers for a new colony
Peeps work up to 16 hex tiles from housing, so the first fix for an idle Mine or Quarry is a closer Hut and a clear road. Dry Forests become useful again when water reaches them, and Watered Forests project breathable space four hexes. Wood Waste, Soot and Slag appear when dedicated buildings run after matching Home Spaceship slots are paused.
Use the separate power article for generator adjacency, fuel settings and Power Lines, and use the Cleaner article when a Cleaner cannot be placed or operates without useful work. These pages preserve the collected evidence and mark disputed rules unconfirmed instead of treating a player report as a universal mechanic.
