Foundry
Upgrades
Bought out, on purpose — this bench ends here. The multipliers after it are bought with shards, Aether and Ingots, and none of those is lost to a collapse.
Still on order
Installed
0 of 0 bought
Collapse
Collapsing resets stardust, generators and upgrades — but the foundry never goes fully cold, every shard you bank strengthens every run that follows, forever, and the prestige shop below survives the reset too.
0 ✦ toward the first shard
All production x1.00 from 0 lifetime shards.
Echo Resonance: 0/10 rungs bought.
Doctrines
Two ways to lean, both open. Nothing here is exclusive and nothing is ever taken away — buy from either in any order, as the shards allow.
Doctrines held
Shop
Owned
Crucible
A collapse does not only crush the foundry into a shard — it melts it down. Every whole block of twenty-five you were holding comes back as Ingots, deeper stacks paying far more than shallow ones, and Ingots buy patterns. A pattern is the one thing a collapse cannot take: every run after this one starts with the stock you cast here.
Every run from now on opens at
0/s
Collapsing now would melt down to 0
Patterns
Cast
0 of 0 finished
Castings
A casting is not spent on the spot — it is queued now and poured into the run that opens right after your next collapse. The queue empties every time, whatever is left waiting in it.
Vault
Aether never resets — not to a collapse, not to a challenge. It only stops flowing while you own no Galactic Nexus, and starts again the moment you own one.
idle — own a Galactic Nexus
Shop
Every refinement bought. The array is as tuned as one-off work can make it — from here it is Harmonics.
Harmonics
Hold the array on one note and the whole foundry rings with it. Tune it as many times as you like — each pass costs more and adds less, and it never runs out.
The line ahead
Refined
Workshop
What the crew brings home is raw. Build with it — every level is permanent, and nothing in the game takes it back. Each building wants a different mix, so where you send the crew matters.
The Vise
The foundry has been collapsed as far as collapsing goes. What is left is squeezed instead — shards, patterns, refinements, the yard, the crew, every doctrine ever written, all of it driven down into Neutronium. Achievements and records are never in the jaws.
0 toward the first Neutronium
No Compressions yet.
In the jaws
Nothing to squeeze yet. Collapse, buy, build — the jaws take whatever a collapse would have kept.
Kept, always: every achievement and every Laurel, every record, every lifetime total, your settings, and the Vise itself.
Grain
0%How widely this save has played, across every system, for its whole life.
Tolerances
Every cap in the game was a constant somebody picked. Buy it up instead — and each one is cheaper the wider your Grain is outside the system it raises.
Duty
The machine has one duty cycle and it is already spoken for. Every second given to a station is a second taken off another — and the jaws only ever hand out more of it after a Compress.
At full duty.
Governor policy
Tooling
Descent
A Compress leaves a body behind, and the shaft goes into it. Pick how deep the cage drops: every stratum past the talus can end the dive, and a dive that ends early comes up empty. The crew keep what they learn either way.
0 strata cleared
Crew on the cage are not available to the bay.
The cage is at the head, waiting.
Mill
The yard only ever wanted so much rock. The Mill wants all of it: grit and chondrite bake down to sinter, the unstable half cooks down to the same, and sinter driven into basalt comes out as Carbide. It runs whether or not anyone is watching.
Charter
An Expansion takes the whole of Stellar Foundry — the run, the Collapse, the Vise and everything under it — and pays Charters. Worlds and Shelf keys are yours for good; everything else on this shelf is the layer’s own rebuild, and is bought again each time.
The shop
Shelf
Priced in seconds of your own best output, so a price never goes stale: four minutes means the same thing in hour six and on day thirty. Ask the foundry to put a quarter of what it makes aside, and a row arrives when the pot fills.
Worlds
Pocket worlds. Each keeps its own weather while the lid is shut, and the bar on a card is how full its reservoir is — a full one is time nobody is being paid for.
Achievements
Milestones earned once and kept forever — even a collapse cannot take one back. Claim each one for Laurels, and every Laurel you hold lifts all production.
Claim an achievement to start the wreath.
Nothing left here — every one of these is claimed.
Challenges
Optional themed resets: enter one and it wipes stardust, generators and upgrades for a fresh run under a single hostile rule. Reach the target and the run is restored plus a permanent reward, forever — give up any time with no penalty beyond the time spent.
The Sky
Every challenge attempt that goes deeper than that ladder has ever gone leaves Embers behind — and only new ground pays. Spend them lighting the chart: a star may be lit once the star it hangs from is, and a finished figure pays for itself forever.
Expeditions
Hire surveyors and assign them to destinations. Every destination with a crew runs its own trip, all at once, and a bigger crew there means a faster trip. The clock keeps running whether you're watching or not.
Crew
Surveyors
all idleCrew for hire, stardust up front. A bigger crew on a trip means a faster trip.
Missions
Fleet equipment
Every trip comes home with a little Salvage beside its haul. Nothing else in the game makes it, and it only buys gear — fitted once, kept forever, through every collapse.
Every piece fitted. The fleet is as good as it gets — shorter trips, bigger hauls, and it all survives whatever you do to the foundry.
Fitted
Statistics
Settings
Display
Big numbers are written as
Notifications
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Version
Stellar Foundry
Release notes
Credits
Icons by via game-icons.net (CC BY 3.0), and Lucide (ISC).
Nothing here runs until you switch it on. Buying an automation gives you the option, not the behaviour — and every one of these also has a control on the panel it acts on, so you never have to come back here to flip one off.
Automatic collapse
The Singularity Clock collapses when a run is worth at least what your last one paid —
Nothing bought yet. Managers and beacons are sold in the Collapse shop.
Activity
Nothing yet. Everything your automations do turns up here, newest first, and stays across a reload.
The game saves automatically every 15 seconds and when you leave the page.