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Tutorial

Welcome to SkyNation

This is the game tutorial.





Intro


SkyNation is a game about colonization of Mars.

At the beginning of the game, the player gets a space station, which is the starting point to grow and start colonizing the red planet.


In space, the player should manage the space station in a sustainable way. Air, water, excretion, and energy are all part of a system that needs recycling and reusability to survive on its own for as long as possible.


The same sustainability process is applied in Mars, except that the player can’t order anything from Mars. Help is far away, so the player needs to anticipate the needs of all astronauts before they are sent to Mars. The trip to Mars takes three days of gametime, to emphasize the importance of a good, and sustainable plan in the colonization of the red planet.


Once the player gets to mars, some local resources can be mined and utilized.


A player can create new technologies based on local resources. For example, there is a special glass that blocks gamma rays and ultraviolet radiation from the sun (naturally done by the Earth’s atmosphere) and this technology allows the player to build outside structures that let sunlight in, so the astronauts don’t have to live underground the whole time.




Space Station


Because the space station is in LEO (Low Earth Orbit), the player can order ingredients, tanks, and recruit astronauts.


Earth Order Screenshot

A screenshot of the Earth order view.


Ingredients are the base components of anything that is buildable. Modules for the space station, peripherals (machines), and space vehicles are all made of ingredients.


Tanks can store most liquid and air components. Oxygen, Nitrogen, Carbon dioxide (CO2), and fresh water are some examples of what a tank may contain. They make up the breathable air of the space station and the Mars colony.


Astronauts are hoomans. They each have their set of skills. They can make recipes, build peripherals, build space vehicles, cultivate plants, workout, and study to acquire a new, or improved skill.


A peripheral is a machine that performs a function which transforms elements in the space station. For example, the air scrubber takes CO2 from the air, and stores it in a tank. As a result, the astronauts have cleaner air to breathe, and should remain healthy.


Hab Module and Astronauts


You must keep your astronaut happy, in order to make things faster.


Astronauts have intelligence, teamwork, happiness, and skills.


You must keep your astronaut happy, in order to make things faster.



Hab Module Screenshot

A screenshot of the space station hab module view.



Lab Module - Recipes and Tech tree



Lab Module Screenshot

A screenshot of the space station lab module view.


Here you can make recipes and work the tech tree

In either of these, the time that it takes for them to complete is discounted by the workers intelligence, happiness and firendliness.


Again, you must keep your astronaut happy, in order to make things faster.


Bio Module - Bioboxes


You will need a biologist to make Bio Boxes

Bio boxes are containers that allow plants to grow, mutate genetically, and turn into food for your Astronauts.


They consume energy, and water to be grown, but they are a great way to replenish the hunger of your astronauts, without havbing to order food from Earth.


Bio Module Screenshot

A screenshot of the space station bio module view.



LSS


Life Support Systems is a component of the space station where the player can check reports and manage peripherals, tanks and ingredients. These systems inform the player about the needs of the space station (or Mars colony).



Garage


Just like in any home, a garage is a space where you keep your vehicles. Here the player can build new vehicles, load them with cargo and passengers, and finally send it on its way to the red planet.



Garage Screenshot

A screenshot of the space station garage view.



Vehicles


Starting players will notice that experience is required to build better and bigger vehicles.


This is intentionally done as such, because building an environment for humans on Mars requires a lot of ingredients, tanks, food, energy and other resources.


All these things must be in place before the player sends their astronauts to Mars, otherwise the astronauts will die very quickly.





Mars


In order to start colonizing the red planet, a player needs an entry token to Mars. This can be obtained by shopping for any item in the game store, or by receiving it as a gift from another player. Notice that when a player buys any product in the store, they also get an extra invitation, which they can send to any other player.


Guilds


A guild is an association of artisans and merchants who oversee the practice of their craft in a particular area. In SkyNation, this means space explorers. So a guild is a group of players that work together on Mars, cultivating and improving their colony.


Missions


Missions are assigned to the guild players. Each mission puts the guild a step closer to completing the colonization, unlocking other cities, outposts, and other features of the game.



Cities


Each city belongs to a citizen of the guild. The city is the equivalent to the space station, except that it has settled on Mars. It is possible to make recipes, climb down the tech tree, manage habitants (astronauts) and manage collections of DNA.



Outposts


Outposts are buildings that generate resources from the local environment.


Power plants generate electricity, Biospheres generate food, and mining plants extract water and metals from the ground.


When supplied with the right resources, these outposts can then be upgraded, to increase their productivity.






Tips


Beginning the game


The space station begins with three modules. The best action is to build them right away. I would recommend two Hab modules and one Lab module to start, or two Labs and one Hab.


Two labs are better if the player intends to build more than one thing at a time. If the player is having a hard time finding the skills needed, then having two habs and one lab should work fine.

The player should build three, or four hab modules, and only then build their first bio module. Make sure that the astronauts have enough skills to cover most tasks, and then start playing with the bio boxes.


Tap, or click on the Earth, to order ingredients, tanks, and people.


When looking for people to hire, you should get a couple of people that have handy skills and one material skill.


These skills will allow you to get through with building most modules of the space station. They are the basic skills. As you grow and build more modules, you may hire astronauts with additional skills. Those skills will be needed to advance tech, and build other things. Just make sure there is enough space and resources for everybody before you order them.


Be aware that one Hab Module only supports three people. If you hire more people, they will not have a place to stay, and they will not show up at your station.


Now that you have hired a person, and built a Lab module, it is time to start making your first recipes, or get the tech tree started.


The tech tree will build Modules of your space station, and in the last on - Garage Module, you can build space vehicles to carry things and people to Mars.


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