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How research works
Research is the progression system that turns factory output into new capabilities. The developer’s core-loop post says certain manufactured items can be fed into Science Labs and converted into research. Unlocks include crafting recipes, machines, and new modules for ships and stations.
In practice, this means research is an industrial input. If a lab has no item supply or no power, progress stops. The demo also uses a research queue; the official screenshot shows Logistics I at 0/10 with an Unlocks panel beside it.
Science types and individual technologies are different things.Electromagnetic Science is a research branch/tier that consumes production output. Logistics I and Mining Drones are technology nodes within the automation branch.
Visible technology tree
The rows below follow the visible left-to-right ordering in the official demo screenshot. The screenshot shows the Automation branch, part of the Production branch, Power Generation and Ship Modules. The Weapons branch label is visible but its contents are not in the captured frame.
Visible demo research branches
Production
12 nodesAutomation & logistics
8 nodesPower
2 nodesShip modules
7 nodesStation interiors
2 nodesScience
4 nodesNode order and visible left-to-right connections are transcribed from the official demo research screenshot. The screenshot does not show every prerequisite, cost or cross-branch link. Locked-looking branches are marked with a muted dot; a dot does not necessarily reflect the current unlock state in your save.
A left-to-right arrow is a visible connection, not a complete prerequisite chain. The screenshot does not show every root node, cost, research time, cross-branch dependency or the full late-game tree. We do not infer those values.
Research node index
Search the nodes or filter by branch. The status column distinguishes nodes visible in the demo screenshot from later technologies named in developer updates.
| Node | Branch | Status | What is known | Source |
|---|---|---|---|---|
| Silica Refining | Production | In demo tree | The first production node visible in the demo tree. The developer’s patch notes connect Silica Refining with the glass item and window block. | |
| Ore Enrichment | Production | In demo tree | The next production unlock after Silica Refining in the official screenshot. It leads to enriched ore processing and Cobalt Refining. | |
| Cobalt Refining | Production | In demo tree | Unlocks later in the visible production chain. Cobalt is also the material the developer associates with Electromagnetic Science. | |
| Servomotor | Production | In demo tree | A production node that branches toward Containment Coil and Servo Plates in the visible tree. | |
| Containment Coil | Production | In demo tree | A mid-chain production node shown after Servomotor. | |
| Coolant | Production | In demo tree | A locked production node shown after Containment Coil in the demo screenshot. | |
| Superalloy | Production | In demo tree | A locked node after Coolant. The screenshot shows Superalloy Frame as a separate ship-construction material. | |
| Superconductor Coil | Production | In demo tree | The final node in the visible top production row, shown locked in the demo screenshot. | |
| Basic Circuits | Production | In demo tree | Appears on the lower production row and feeds Servo Plates in the visible tree. | |
| Servo Plates | Production | In demo tree | Shown after Basic Circuits. The node also appears as a ship-construction material in an official build-cost panel. | |
| Advanced Plate | Production | In demo tree | Shown after Servo Plates and before Warp Fuel. | |
| Warp Fuel | Production | In demo tree | A locked production node shown after Advanced Plate. Patch notes confirm that only Warp Fuel can be inserted into the Slipstream Drive. | |
| Logistics I | Automation & logistics | In demo tree | The first automation step. The official demo screenshot shows a Research Queue entry at 0/10. Demo players confirm that conveyor belts become available after this research. | |
| Mining Drones | Automation & logistics | In demo tree | Unlocks the Mining Drone Bay after Logistics I in the visible tree. This is the station-side mining automation path. | |
| Computation Science | Automation & logistics | In demo tree | Shown after Mining Drones. The node branches toward Logistics II and the Enrichment Chamber. | |
| Logistics II | Automation & logistics | In demo tree | A later automation unlock shown after Computation Science. The exact mechanics are not visible in the screenshot. | |
| Enrichment Chamber | Automation & logistics | In demo tree | A machine unlock on the lower branch after Computation Science. The visible tree does not show its full recipe set. | |
| Gas Extraction | Automation & logistics | In demo tree | A locked node after Logistics II. Specific gas types and recipes are not confirmed in our sources. | |
| Item Elevator | Automation & logistics | In demo tree | A logistics unlock shown after Logistics II, intended for moving items vertically inside a station. | |
| Large Container | Automation & logistics | In demo tree | A locked storage node after Logistics II. Its capacity is not shown in the available screenshot. | |
| Hydrogen Power | Power | In demo tree | The first power-generation node visible in the demo tree. Hydrogen fuel requirements are not published in our sources. | |
| Solar Panels | Power | In demo tree | Unlocked after Hydrogen Power in the visible tree. Output and placement requirements are not confirmed. | |
| Basic Ship Modules | Ship modules | In demo tree | The root of the visible ship-module branch, leading to propulsion, interiors, windows and storage. | |
| Slipstream Drive | Ship modules | In demo tree | The technology the Steam demo description says caps the early demo progression. It allows travel around the starting star system. | |
| Large Thruster | Ship modules | In demo tree | A propulsion module on the Basic Ship Modules branch. It exists in the current build and had a model gap fixed in September 2026. | |
| Ship Ladder | Ship modules | In demo tree | A ship-interior unlock that leads to Ship Frames and Ship Windows I in the visible tree. | |
| Ship Frames | Ship modules | In demo tree | A structural unlock shown after Ship Ladder. | |
| Ship Windows I | Ship modules | In demo tree | A window unlock after Ship Frames. Separate window blocks appear in later patch notes. | |
| Ship Container | Ship modules | In demo tree | A storage unlock on the Basic Ship Modules branch. Each container adds 50% to ship inventory max stack size, per the August 2025 patch notes. | |
| Furniture 1 | Station interiors | Referenced | An interior-decoration research unlock referenced in official balance notes. Some items were moved from Furniture 1 to Furniture 2 in September 2026. | |
| Furniture 2 | Station interiors | Referenced | A later interior-decoration unlock referenced in official balance notes. Its full item list is not public in our sources. | |
| Electromagnetic Science | Science | In demo tree | Added to the demo in the October 19, 2026 Next Fest update for players who reached the end of the previous demo content. Cobalt and Graphite feed this tier. | |
| Quantum Science | Science | Announced for later | A later science tier named in the developer’s September 2026 playtest overview; it follows the Cobalt and Graphite phase. | |
| Astronomic Science | Science | Announced for later | A late-game science type researched after travelling to other star systems for new resources. | |
| Xenobiologic Science | Science | Announced for later | The final science type named in the September 2026 playtest overview, tied to late-game equipment and modules. | |
| No research nodes match that search. | ||||
35 indexed nodes · Costs not shown unless directly visible
Science types
| Science | Status | Confirmed context |
|---|---|---|
| Electromagnetic Science | In demo | Added in the October 19, 2026 demo update. Cobalt and Graphite are part of its production chain. |
| Quantum Science | Announced | Named in the September 2026 playtest overview as part of the later progression after Cobalt and Graphite. |
| Astronomic Science | Announced | A later science type researched with resources from other star systems. |
| Xenobiologic Science | Announced | The final science type named in the September playtest overview, tied to late-game equipment and modules. |
A sensible demo research priority
This is an editorial reading of the visible tree, not a mandatory build order. It assumes you want to progress from hand-fed machines to a stable automated base.
- Logistics I: the gate to conveyor belts in the current demo. Until this is done, the factory cannot really automate.
- Reliable station power: keep the research and production machines running. The power branch is a separate progression line, so do not ignore it while chasing automation.
- Mining Drones: after Logistics I, this moves resource gathering onto the station and reduces the need to hand-fly every run.
- Computation Science / Logistics II: the visible automation path after Mining Drones, leading toward the Enrichment Chamber and larger logistics.
- Ore and production tiers: Silica Refining, Ore Enrichment and Cobalt Refining feed later construction and science. Follow the item you actually need rather than unlocking everything.
- Slipstream Drive: the demo’s stated endpoint. Build the science loop to support it, and remember that only Warp Fuel can go into the drive.
The tree does not expose enough cost data to calculate an optimal order. Your actual priority depends on the production bottleneck in your save, especially in co-op.
What this research page does not cover
- Every node in the final game; the public screenshot is partial.
- Exact research costs, times and science-item recipes.
- Weapon-branch contents, which are cut off in the source image.
- Faction or story-locked technology.
- Balance changes that may land at Early Access or later.
The page is still useful as a map of the demo’s research vocabulary and the dependencies shown on screen. For the practical route, return to the beginner’s guide. For station machines and module functions, use the modules database.
Common questions
Short answers, with the verified detail kept in the sections above.
How do you get research in Main Sequence?
The developer says certain manufactured items can be fed into Science Labs and converted into research, which unlocks technologies. In the demo, the research interface also has a queue and progress values.
What science types are confirmed?
Electromagnetic Science was added to the demo in October 2026. Quantum Science, Astronomic Science and Xenobiologic Science were named in the developer’s September 2026 playtest overview for later progression.
Is this the complete Main Sequence tech tree?
No. The tree and node list are transcribed from an official demo screenshot and developer posts. It does not contain every prerequisite, cost, recipe or late-game node, and it may change before or during Early Access.
Sources and verification
These are the primary references behind this page. Where sources disagree, the page explains the difference instead of presenting a guess as fact.
- Main Sequence screenshots on SteamTumbling Dumpling Studio / Valve2026Official media
Official screenshots used for editorial illustration, research-tree nodes, modules and in-game UI context.
- Playtest Release 13 patch notesMain Sequence, mirrored by SteamDB2025-08-30Official developer / publisher
Shipyard Core, Large Thruster, Ship Container storage bonus, Repair Packs, glass and window items, and station module details from the August 2025 playtest build.
- Demo Available Now!Main Sequence / Steam2026-05-28Official developer / publisher
Demo release, Mythwright publishing announcement, cobalt refining, ore enrichment, new star types and enemies.
- Playtest 2 Patch 4Main Sequence / Steam2026-09-21Official developer / publisher
Ship component masses, repair mechanics, Warp Fuel restriction, Slipstream Drive tutorial, general fixes.
- I don't get how to start the logisticsSteam Community2026-10-29Community report
Community-tested account of the station power and Logistics I progression step. Clearly labelled as player experience, not an official statement.
- Introducing Main SequenceMain Sequence / Steam2025-08-12Official developer / publisher
Core gameplay loop, ship and station designer, mining drone bays, science labs, creative mode.
- Main Sequence Demo on SteamValve / Tumbling Dumpling Studio2026-05-28Official storefront
Demo availability, demo scope, first two technology tiers, Slipstream Drive goal, demo system requirements.
- Playtest 2 Patch 1Main Sequence / Steam2026-09-14Official developer / publisher
Splitter and filter fixes, Slipstream range display fix, larger thruster details.
- Playtest 2 Patch 3Main Sequence / Steam2026-09-17Official developer / publisher
Build-cost changes for turrets and containers, Furniture 1/2 unlock changes.
- Next Fest Demo UpdateMain Sequence / Steam2026-10-19Official developer / publisher
October demo update, Electromagnetic Science, new modules including Shield Generator Mk. 1, co-op in the demo.
- Playtest WeekMain Sequence / Steam2026-09-09Official developer / publisher
Playtest scope, Cobalt and Graphite, abandoned stations, Trading Outpost, Relic Destroyer, Interstellar Warp Drive and advanced science types.
Accessed and checked November 1, 2026. External pages can change after publication.
