Jumplight Odyssey – Onward to the Forever Star (Best Build and Strategy)

A breakdown of Princess Euphora’s Oddyssey, with suggestions and pointers for the best build and strategy.

The Beginning

First off, I am a gamer that has put in an embarrassing amount of hours playing Jumplight Odyssey.

Most of the runs were unsuccessful, but having played through the game, there is a pattern that has emerged for my most successful runs.

I am going to break the Odyssey down to stages, corresponding to the Custom Length, Long, option. This takes up to 60 jumps to complete, and its length displays all of the tools and tricks that the game has to offer.

The Beginning:

At the start of the game, your ship is one jump away from Pleiades, in a random system. The Zutopans are close, and there is not much time left before they catch up to you. You begin the game paused, keep it on pause for now.

Your next steps need to ensure your long term survival. As soon as you unpause, fire will break out on your ship, usually on the Quarter Deck, but it is easily extinguished now after the patches, with the canon layout of extinguishers. So, before you unpause, here are a few suggestions:

  • You are currently running at a deficit in both Power and Water. The value in the bars shows you the battery and tank capacity, and the tooltip will tell you how much change in that value has occurred recently. For now, both values will stay relatively stable, your current production is able to keep up, barely.


But, as soon as you add bodies, they will require more water, both to consume and in taking showers, than you have at start. Adding crops to feed the refugees, and your crew, will also require water, as do your O2 Generators, and as you expand your ship’s facilities, the O2 generators will multiply.

The very first thing you need to sort out, therefore, is your water production. You need to add capacity immediately while you still have stores of metal and plastic. The Quarter Deck is going to be used for crewed facilities, ideally, so consider using the Lower Deck for additional Water facilities. They do not need a crew member tending them so the distance from their bunks, and the galleys that the Lower Deck represents, is not such a hardship.

Another consideration: Water Condensers require O2 to generate water. Your water production room can and will become devoid of O2 over time. You might have noticed that the O2 generator also needs Water, as I mentioned before? Well, adding more O2 generators is a losing game. But, you can add shrubs to the water room, and the plants will generate O2 passively and in enough quantity to maintain the atmosphere in the room.


Like your water production, you begin with just enough power production to barely break even at first. The Fueled Generators require a Crew member to be stationed on them to produce any power, and consume a diet of Biomass from Algae. Consider using the Priority system to keep the reactors staffed and supplied with Biomass. Further, you need to expand power production immediately as well. Every device on your ship will consume power, and as your journey progresses, the Battery charge will dwindle as your reactors will not be able to keep up with demand.

Resist the temptation to replace the Fueled Generators, at least at first. You need the power they produce and the other, more advanced, types of power generation have their own quirks. In all cases the room a generator is in, must be receiving power for the reactor to function.

Fission generators are the least producing reactor, with only 50 power per tick, unmanned, and 100 power manned.

Fueled generators produce 100 power per tick only while manned, consuming Biomass as I mentioned before.

Fusion power is the greatest producer, at 200 power, however, consume 60 water per tick.

Overall, Fission is the least problematic of the reactors, but at 22 metal with plastic and composite, each is pricey. Fusion is even greater an investment and the water consumption makes it a very late stage addition, if at all. Remember to add Advanced Energy devices, and Experimental Energy Devices, you have to also add the corresponding Energy Panel to the room.


You will need to supply the Fueled reactors regularly with Biomass delivered by a crewman. Therefore, consider keeping them on the Quarter Deck with the rest of your crewed facilities. Keeping them near the Algae farms, and placing refrigerators in the Power room to store Biomass may also be helpful.

Fission Reactors do not need supply, just staffing if you want the full production from them. They can safely go on the back end of the Lower Deck close to the Lifts. Fusion Reactors feed water directly from the ship, and do not require a crewman to supply, therefore the same location would work for them as well.


As the game progresses, you should add to your capacity of both Power and Water. If you wind up at Zero of either resource, you will not go to space today.

But seriously, if you lose Water, you risk losing Algae, Food production, O2 generation, and your crew begin to dehydrate. Showers are also prohibited, so I imagine the ship will get very ripe.

Losing Power will shut off rooms on your ship equal to the shortfall. 02 generators quit, gravity turns off, and doors will fail to function properly.

Its important to realize the value represented on the Resource Bars, is the amount currently in either Batteries or Tanks. Even at zero, you are generating Water and Power, just not enough to supply all of the ship’s needs.

Next Steps:

Once you have added to your power and water capacity, take some time to clear the debris around the decks. Once you get your manufacturing room online, the Metal Extractor will convert the debris material into metal. Head over to the Manufacturing room now, and add a power switch, O2 generator, and rebuild the damaged machinery. This will leave you with an intact Metal Extractor, and rebuild a Plastic Fabricator and two shelving units.

Metal Extractor takes material, such as your crew gathered from the debris, and converts it to Metal.

Plastic Fabricator takes Biomass, and coverts it, along with power, to Plastic. The Plastic Fabricator can be close to refrigerator or an Algae farm itself, to facilitate its function.

Later on, you might add a Composite Assembler, which takes Plastic and Metal along with power, and converts them to Composite. Its big, so consider adding this to a second manufacturing room, probably on the Lower Deck near one of the two ends, close to the Lifts. Additionally, it requires a 4D Printer to be in the room. The 4D printer needs a 3D Printer, and the 3D Printer requires a 2D Printer, so the additional devices required means you need a big space. For now, however, you can get by without a Composite Assembler by using Shuttles to Salvage the composite, among other things.

The Fine Art of Scavenging:

Shuttles are used in Jumplight to mount expeditions to harvest resources from each star you jump to. These expeditions are dangerous, and can take a large toll on the crew. Consider changing the shuttle assignment EVERY mission. The Avatars of the Crew on the assignment page will show their Duty Status. If they are in full Uniform, they are On Duty, and available for assignments. If they are in a Tank Top, they are Off Duty, and should be allowed to tend to their needs. Their portrait also can show their current morale, mental state or energy level. Try to take only On Duty crew for the shuttle assignments. As they gain experience your crew will earn Call Signs, which add special bonuses for including that specific crew. This can be useful depending on the Bonus. Also consider using the tab at the right bottom corner, to sort by Health. Your crew can and will die on the shuttle assignments, to avoid this happening as much as possible, choose high Health Crew, and add a Scientist (or two) to the Shuttle, as they can increase crew resilience.

  • Security Crew: Add 5% to mission Success.
  • Science Crew: Add 5% to Crew resilience.
  • Engineer Crew: Add 5% to Shuttle Resilience.
  • Supply Crew: Add 5% to amount scavenged.

The Regency

Once you make your additions to Power, Water and begin to get your manufacturing set up, to complete as you salvage material, your journey through The Regency, begins.

Use your Shuttles to salvage material, and rescue survivors. You can also use a mission to Survey the star, to locate Salvage Opportunities. These are very lucrative missions, completing a Survey gains you nothing, but does reveal any Salvage Opportunities in your current star.

Search and Rescue Missions: You get a chance to rescue up to a dozen Pleaidians, earning Hope for each survivor brought back to your ship. These survivors can include regular Crewmen, as well as Civilians. Currently Civilians do not perform jobs, but will increase Hope once rescued. As Hope is a rating that you have to keep above Zero or the game ends, that is not a inconsequential benefit.

Resource Missions: Depending on the Star, your shuttle gets a chance to harvest naturally occurring resources. These can be Biomass, Water and Produce on Green Worlds, Water on Frozen Worlds, Metal and Material on Rocky Worlds, Molten Worlds, and Heavy Gravity Worlds. For this first Part, within the Regency, that is all you will encounter at first. Additional System types and resources, will be encountered as you reach the other phases of your Odyssey.

Survey Operation: Expend a Mission to reveal further Salvage in the System.

Salvage Opportunity: Usually these are restricted to one or two per System, with a notable exception later on. They will only appear after a successful Survey. The amount and types of resources vary, but can include significant amounts of Material, Metal, Plastic, and Composite.

Combat Air Patrol: This mission is usually used to send a fighter to defend the ship from Meteors (in the next phase) or the Zutopans (see below).


The Zutopans are right behind you, and you do not have enough time to do all the missions in a given star system, at first. Each mission takes six minutes, more or less, and on the system map screen you can see how much time you have before the Zutopan fleet catches up to you. If you Jump before recovering your Shuttles, you lose the Crew, the Shuttle, anything onboard and a Huge chunk of Hope. So plan ahead as you send your shuttles out, and make sure you are not staying too long in the system.

Its highly likely that the Zutopans will catch up to you at least once in The Regency. Your Jumplight Calibration is most likely slow, and its easy to over estimate how much time you have left. Once the countdown reaches Zero, the Zutopans begin to appear in the System with you. Bring your Ship to Red Alert, at the one minute mark, to give crew time to man the turrets. (You have two ‘batteries’ of gun turrets. One along the Quarter deck, and another on the Lower Deck. The Turrets on the lower deck do not have Power switches installed at first, thus cannot be used until they do.)

You can scramble your fighter, to help with your ship’s defense. This is the Combat Air Patrol mission. Though the radar popup screen shows the targets clearly, the range your turrets can engage the boarding pods the Zutopans send, is limited to mid range. Anything closer, your turrets cant fire on. If the Zutopan pods reach your ship, they will dock to an airlock, and spill out Zutopan Marines. Their objective, besides killing everyone they see, is to cause damage and ultimately get to the Engine room to destroy your Jumplight Regulators. If they are all destroyed, the game ends.

Your turrets need to be Powered, and have Ammunition to fire. Your Fighter needs Ammunition to launch a Combat Air Patrol. Finally, you need Ammunition for personal weapons, laser pistols, that can be provided as a wall mounted rack, for use by your Combat Crew.

Helena Stamatina
About Helena Stamatina 2706 Articles
My first game was Naughty Dog’s Crash Bandicoot (PlayStation) back in 1996. And since then gaming has been my main hobby. I turned my passion for gaming into a job by starting my first geek blog in 2009. When I’m not working on the site, I play mostly on my PlayStation. But I also love outdoor activities and especially skiing.

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