Starting out in Old Light: what I'd do differently as a new player


I built Old Light, a free browser strategy game where you grow an empire in a persistent galaxy shared with everyone else playing. It runs in real time. Your systems keep producing and building while you’re offline, and checking in twice a day is enough to play well.

Since launch I’ve watched a lot of new empires make the same early stumbles. This is what I’d actually do in my first week if I started over on a fresh account.

Think in queues, not sessions

Every system has a build queue with three slots, and jobs keep finishing while you’re away. The players who grow fastest aren’t the ones online the most, they’re the ones who never log off with an empty queue. Before you close the tab, stack three upgrades. You pay for a job the moment you queue it, and cancelling gives 70% back, so queueing ahead costs you nothing but planning.

Upgrade the extractors as a pair

Palladium and iridium are the two early resources, and nearly every upgrade costs both. If you push the Palladium Extractor three levels ahead, iridium becomes the wall you wait on anyway. Alternate them.

The Resource Depot is overnight insurance

The depot caps how much of each resource a system can store. Hit the cap while you sleep and production stalls until you spend something. Keeping the depot one level ahead of the extractors is the difference between waking up to a full stockpile and waking up to hours of lost income. This is the single most common leak I see in new empires.

Queue a Reactor level before you need it

Structures draw energy and the Reactor sets the budget. Go over budget and the system slips into deficit: production slows and builds stretch out. Nothing explodes, which is exactly why people miss it. When an upgrade will raise the energy load, check the Reactor covers it first.

You get five protected days. Spend them on the grey empires

New empires start under a shield. For five days nobody can attack or probe you. The catch is that any hostile act against a human player, even one scout probe, drops it permanently.

NPC empires are the grey ones on the map, and hitting them is free of that risk. They follow the same rules as humans with no hidden bonuses. Use the shield window to get your economy compounding, then practice your first scouting runs and raids on a grey neighbour, where a lost fleet costs you ships and nothing else.

Trade Hub before warships

Ships are built with resources but kept flying with credits, an empire-wide treasury fed by your Trade Hubs. Run the treasury dry and ship production pauses while your existing fleets fight and travel worse. A fleet built before the income to sustain it makes you weaker, not stronger. Level the Trade Hub first.

Probes fly in flights

Scouting means sending probes at a rival system. Defended systems shoot down incoming scouts, so a lone probe usually dies before reporting anything, and the defender still sees where it came from. Send several at once. They’re cheap, and the more that survive arrival, the more detail comes back.

Your second system is a savings goal

Expansion runs through the Vanguard, a slow colony ship at 55,000 of each resource. It can’t fight, dormant stars resist capture, and a claim usually takes two runs. Knowing that number early changes how you value your stockpile in week one, even though the purchase itself is a while off.

That covers the first week. Past that point the full guide explains every structure and mechanic in detail, and the galaxy map shows every empire from day one, so you can scout your neighbourhood before committing to anything. See you out there.

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