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Void War Maps & Locations Guide: Every Area Covered

Complete Void War maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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Tundra's debut roguelike takes FTL's paused ship combat and drops it into a techno-gothic future where the Solar Empire worships the Immortal God King Hyperion and three Ruinous Cults want the same prize you do. A run crosses exactly six sectors and the sixth is always the Imperial Coreworlds, whose final node is the Vault of Souls. Every playable hull carries 30 hull points and room for at most nine installed systems, and the only ship unlocked when you start is Imperial Cruiser A, the Triumph of Heaven. Crew come from seven human factions with more than seventy distinct types between them, so boarding parties are built rather than drafted.

Void War features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Build
1Protostar WastesSector 1 through 4, can repeatEarly scrap from combat encounters, occasional derelicts, few shopsRaider Clans
2Raider ClanworldsSector 2 through 5Raider Clan crew recruits, salvage encounters, faction standing shiftsRaider Clans
3Imperial ShrineworldsSector 2 through 5Imperial Citizen crew, shrine encounters, Imperial faction standingThe Empire
4Forge EnclavesSector 3 through 5System and module upgrades, Technocult crew, shipyard accessThe Empire
5Imperial CoreworldsSector 6, finalRun completion, ship unlocks, the largest Resonance payout of the runThe Empire

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Protostar Wastes: Starting Area

One of the few sector types that can appear more than once in a single run and can also be your starting sector. It is unclaimed space, which means the encounter mix leans toward hazards and fights rather than merchants, so plan to leave it with less scrap than you entered.

AttributeDetail
DifficultySector 1 through 4, can repeat
Key RewardsEarly scrap from combat encounters, occasional derelicts, few shops
Recommended BuildRaider Clans
Key EquipmentBeam Armaments

What to Do Here


Raider Clanworlds: Early Game

Home space for the loose alliance of pirates descended from old starship crews and spaceyard workers. Raider crew are common recruits here, and the faction occasionally makes common cause with anti Imperial rebels, which changes how encounters resolve if you have pledged against the Empire.

AttributeDetail
DifficultySector 2 through 5
Key RewardsRaider Clan crew recruits, salvage encounters, faction standing shifts
Recommended BuildRaider Clans
Key EquipmentBeam Armaments

What to Do Here


Imperial Shrineworlds: Mid Game

Devotional Imperial space where crew carrying the Imperial Citizen trait turn up far more often than anywhere else. If you want a crew built around Imperial troops rather than cultists or raiders, this is the sector to route through while you still have jumps to spare.

AttributeDetail
DifficultySector 2 through 5
Key RewardsImperial Citizen crew, shrine encounters, Imperial faction standing
Recommended BuildThe Empire
Key EquipmentBeam Armaments

What to Do Here


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Forge Enclaves: Late Game

Technocult industrial space, run by priests of the Machine Cult who put knowledge and rationality above everything else. It is the sector to visit when your ship needs parts rather than people, since the encounter tables lean toward systems, modules and upgrades.

AttributeDetail
DifficultySector 3 through 5
Key RewardsSystem and module upgrades, Technocult crew, shipyard access
Recommended BuildThe Empire
Key EquipmentCannons

What to Do Here

  • Full build optimization is expected by this point.
  • Cannons should be your primary, fully upgraded.
  • Resonance unlocks between runs mastery starts mattering here.
  • Farm resources for the push into Imperial Coreworlds.

Imperial Coreworlds: Endgame

Always the sixth and final sector, ending at the Vault of Souls. The Vault is guarded by a hostile ship representing one of the three Ruinous Cults, and on your first three completions you meet them in a fixed order: the Doom Engine, then the Necropolis Barge, then the Ariokine Starflayer.

AttributeDetail
DifficultySector 6, final
Key RewardsRun completion, ship unlocks, the largest Resonance payout of the run
Recommended BuildThe Empire
Key EquipmentCannons

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Technocult for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Protostar Wastes → Raider Clanworlds → Imperial Shrineworlds → Forge Enclaves → Imperial Coreworlds. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your equipment: Some areas favor different equipment types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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