The Story — Questline Walkthrough
Starbroken has a single main story arc that runs from your first mining haul all the way to a certified Dreadnought blueprint. It's a chain of STORY quests — non-abandonable, auto-unlocking one after the next — that doubles as the game's tutorial: each step teaches a system (mining, shields, fabrication, warp, planets, salvage, capital builds) and hands you the credits and gear to keep going.
This page is a roadmap, not a spoiler dump — a one-line summary of each step and who gives it, so you always know where you are and what's next. For how the quest system works (journal, tracking, reward kinds, objective types), see Quests and lore. For where the storyteller NPCs stand, see NPCs & Shops.
How the arc flows
STORY quests auto-unlock — finish one and the next is logged in your journal automatically. You can't abandon them. Each step grants a hidden story flag that gates the following step, so the chain only ever runs forward. The arc moves you geographically too: it starts at Hub Prime (Vega Reach, the home station), pushes you out through a stargate to Outpost Alpha in Solyn Cradle, then teaches your warp drive so you can reach drive-only space the gate network never touches.
A handful of named NPCs carry the whole story. You'll talk to them again and again:
| NPC | Where | Role in the story |
|---|---|---|
| The Quartermaster | Hub Prime (Vega Reach) | Your first contact; runs the opening tutorial steps and the capital-build briefings |
| Stargate Watch Officer | Hub Prime | Gatekeeper of the gate network and the capital registry |
| The Outpost Quartermaster | Outpost Alpha (Solyn Cradle) | Frontier handler; refine + fabricate steps |
| The Salvager | Outpost Alpha | Independent salvager with her own three-job side arc and a mystery |
| Marcus Halloran | Hub Prime | Cradle Library historian; wormholes and the deeper lore |
The main arc, in order
Roughly twenty story steps, grouped into four acts. Rewards listed are the headline credits/items — most steps also grant a story flag.
Act I — Learn the ropes (Vega Reach)
| # | Quest | Giver | What you do | Reward |
|---|---|---|---|---|
| 1 | First Haul | The Quartermaster | Buy your starter Frigate, mine copper, sell it for your first credits | 25,000 cr |
| 2 | Teeth and Skin | The Quartermaster | Buy + fit a Shield Generator — skin before teeth | 12,000 cr |
| 3 | Fit Out | The Quartermaster / Vendor | Upgrade to a Mark II Engine | 20,000 cr |
| 4 | Required Reading | The Librarian | Buy + read the Field Guide to Fold-Tech | 12,000 cr |
Act II — Leave the nest (Solyn Cradle + first warp)
| # | Quest | Giver | What you do | Reward |
|---|---|---|---|---|
| 5 | Through the Ring | Stargate Watch Officer | Fly the Vega–Solyn stargate, dock at Outpost Alpha | 14,000 cr |
| 6 | Refine the Haul | Outpost Quartermaster | Fit a Refinery, refine copper, deposit it | 12,000 cr |
| 7 | The Forge | Outpost Quartermaster | Fit a Manufacturing module, fabricate + mount a Cannon Mk II | 14,000 cr |
| 8 | Pull From the Fold | (auto) | Fit a Fold Wave Harvester, condense your own Drive Cells | 8,000 cr + 25 Drive Cells |
| 9 | The Unbound Road | (auto) | Fit a Warp Drive Mk I, jump to the Palewake drift (no gate reaches it) | 10,000 cr |
| 10 | Groundfall | (auto) | Buy a pickaxe, land on planet Rustfall, mine iron, lift off before the sky falls | 12,000 cr |
| 11 | The Long Way Home | The Quartermaster | Take a gate or your drive home to Hub Prime and report in | 10,000 cr |
Act III — Into the Frontier
| # | Quest | Giver | What you do | Reward |
|---|---|---|---|---|
| 12 | First Blood | The Quartermaster | Stock a Repair Kit + Shield Battery, hunt down a lone raider, report the kill | 18,000 cr |
| 13 | Hard Lanes | (auto) | Fit a Mk II Shield + a second cannon, ride the gate chain to the Frontier ring, kill three pirates, haul titanium | 30,000 cr + Cannon Mk III |
| 14 | Pale Light | Marcus Halloran | Talk to Halloran about the wormhole openings, then bring back ten wormhole shards | 45,000 cr + 2 Shield Batteries |
Act IV — Capital ships (the endgame)
This is where the gated capital blueprints come from — there's no other way to build a Battlecruiser or a Dreadnought.
| # | Quest | Giver | What you do | Reward |
|---|---|---|---|---|
| 15 | Bigger Bones | (auto) | Earn 120,000 cr and buy a Cruiser (keep the Frigate for planets) | 25,000 cr |
| 16 | Company Ink | The Quartermaster | Found or join a faction, fit a Fabricator Mk III, deposit refined titanium for the registry audit | 20,000 cr |
| 17 | Keel and Cradle | (auto) | Post the capital assay — 3 void fragments, 30 refined platinum, 6 power capacitors | 30,000 cr + Battlecruiser Guardian BPC |
| 18 | The Guardian | (auto) | Fabricate the Guardian kit, get it certified, redeem it at a Shipyard | 40,000 cr + T4 Manufacturing BPC |
| 19 | Colossus Protocol | Stargate Watch Officer | Post the deep-drift bond — 5 tritanium crystals + 30 refined iridium — and hear the Watch Officer out | 50,000 cr + Colossal Dreadnought BPC |
Finishing Colossus Protocol completes the main arc and unlocks the endgame capital builds. The three gated blueprints — the Battlecruiser Guardian BPC, the T4 Manufacturing BPC, and the Colossal Dreadnought BPC — are quest-only; you can't drop or buy them, so this chain is the path to a capital ship.
The Salvager's side arc
Off to the side, The Salvager at Outpost Alpha runs her own three-job chain. It's a SIDE track (abandonable, optional), but it threads the arc's central mystery — she's comparing salvaged hull plates against old Reach manifests and doesn't like what she's finding. It opens up once you've reached Outpost Alpha (after Through the Ring):
- First Job — deposit 40 copper as reverse-engineering feedstock (8,000 cr)
- Salvage Run — strip five structural hull plates for her inspection (15,000 cr)
- Long Jump — the far one: deep Wild Drift in the Korrhast sector for ten iridium, and a recording you bring back (60,000 cr + an encrypted recording)
That last job is the breadcrumb the rest of the mystery hangs on — leave it there; the wiki won't spoil where it points.
A couple of other side quests stand alone too, like Cold Harvest (land on the frozen planet Palewake and pull titanium from its crevasses), which opens after your first warp.
Daily, weekly, and side quests
Beyond the story, the Mission Officer board at IPU stations carries repeatable contracts. They unlock as you hit the matching story flags (e.g. pirate culls open after First Blood, planet jobs after Groundfall, capital contracts after certification):
- 4 DAILY quests (reset every 24h, up to 5 active): an ore quota, a pirate cull, a planetary core sample, and a titanium run — 1,500–3,000 cr each.
- 5 WEEKLY quests (reset every 7 days, up to 3 active): a trade run, a frontier platinum haul, a wormhole-shard survey, plus standing capital requisition contracts that re-issue a Guardian or Dreadnought blueprint once per week to certified builders.
- Side quests — the three-job Salvager arc above, plus standalone jobs like Cold Harvest. Abandonable, one-shot, optional.
The repeatable board contracts are where you go for steady credits and for re-rolling the capital blueprints after you've earned them once through the story.
See also
- Quests and lore — how the quest system works (journal, tracking, objective types, rewards, lore books)
- NPCs & Shops — the storyteller NPCs, the Mission Officer board, and the vendors you buy from
- Mining — the loop the early story teaches
- Wormholes — the Pale Light / shard-survey content
- Planets — Groundfall and Cold Harvest surface mining
- Fabrication — fabricators, kits, and the capital build