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
| Order | Location | Difficulty | Key Rewards | Recommended Build |
|---|---|---|---|---|
| 1 | Protostar Wastes | Sector 1 through 4, can repeat | Early scrap from combat encounters, occasional derelicts, few shops | Raider Clans |
| 2 | Raider Clanworlds | Sector 2 through 5 | Raider Clan crew recruits, salvage encounters, faction standing shifts | Raider Clans |
| 3 | Imperial Shrineworlds | Sector 2 through 5 | Imperial Citizen crew, shrine encounters, Imperial faction standing | The Empire |
| 4 | Forge Enclaves | Sector 3 through 5 | System and module upgrades, Technocult crew, shipyard access | The Empire |
| 5 | Imperial Coreworlds | Sector 6, final | Run completion, ship unlocks, the largest Resonance payout of the run | The Empire |
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.
| Attribute | Detail |
|---|---|
| Difficulty | Sector 1 through 4, can repeat |
| Key Rewards | Early scrap from combat encounters, occasional derelicts, few shops |
| Recommended Build | Raider Clans |
| Key Equipment | Beam Armaments |
What to Do Here
- Learn the basics of Reactor power across nine system slots. This is where you practice without heavy punishment.
- Collect starting resources and your first equipment upgrade.
- Clear all main content before moving to Raider Clanworlds.
- If you're struggling, read our beginner's guide.
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.
| Attribute | Detail |
|---|---|
| Difficulty | Sector 2 through 5 |
| Key Rewards | Raider Clan crew recruits, salvage encounters, faction standing shifts |
| Recommended Build | Raider Clans |
| Key Equipment | Beam Armaments |
What to Do Here
- Focus on mastering Cannons, beams, lances and missile templates. It's critical from this point on.
- Farm for Beam Armaments if you don't have it yet.
- Complete all objectives for maximum rewards.
- Prepare for the difficulty spike in Imperial Shrineworlds.
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.
| Attribute | Detail |
|---|---|
| Difficulty | Sector 2 through 5 |
| Key Rewards | Imperial Citizen crew, shrine encounters, Imperial faction standing |
| Recommended Build | The Empire |
| Key Equipment | Beam Armaments |
What to Do Here
- This is the main skill check. Bring an optimized build.
- Cannons becomes accessible here. Prioritize getting it.
- Master Boarding actions with faction crew and wargear for the boss encounters.
- Check our boss guide if you get stuck.
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.
| Attribute | Detail |
|---|---|
| Difficulty | Sector 3 through 5 |
| Key Rewards | System and module upgrades, Technocult crew, shipyard access |
| Recommended Build | The Empire |
| Key Equipment | Cannons |
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.
| Attribute | Detail |
|---|---|
| Difficulty | Sector 6, final |
| Key Rewards | Run completion, ship unlocks, the largest Resonance payout of the run |
| Recommended Build | The Empire |
| Key Equipment | Cannons |
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
- Clear areas in order: Protostar Wastes → Raider Clanworlds → Imperial Shrineworlds → Forge Enclaves → Imperial Coreworlds. Skipping areas means missing resources you'll need later.
- Check every corner: Hidden caches and secrets are often in non-obvious locations.
- Match your equipment: Some areas favor different equipment types.
- Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
- Don't rush: Clearing an area fully gives more resources than speedrunning two areas.
More Void War Guides
- Void War Void War Overview
- Void War Best Builds
- Void War Tier List
- Void War Walkthrough
- Void War Beginner's Guide
- Void War Tips & Tricks
- Void War Weapons Guide
- Void War Combat Guide
- Void War Boss Guide
- Void War Crafting Guide
- Void War Classes & Characters
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