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LevFendi edited this page Mar 3, 2026 · 4 revisions

Tech Tree Guide

This page offers guidance on navigating the technology tree across the main phases of a Freeplay game. For descriptions of individual science packs and how labs work, see Labs and Technologies.

Automation Science Phase

The first group of technologies requires only automation science packs. Many have no prerequisites, so you have a wide range of options from the start.

The main path begins with Automation, which unlocks assembling machines and allows you to scale up production. Next, Logistics unlocks underground belts and splitters. Then Logistic Science Pack opens the next research phase.

With just these three technologies you can set up a small factory that automatically produces both automation and logistics science packs and delivers them to a handful of labs — enough to stop hand-crafting science packs for a long while.

Electronics and Steel Processing are the next priorities on the main path. Steel is not urgently needed yet but unlocking it also enables the Steel Axe technology, which significantly improves hand-mining speed.

Optics is optional but worth considering early since it is a prerequisite for solar power later.

The remaining automation-phase technologies cover combat: turrets, stone walls, and basic weapons. These are optional and mostly irrelevant without enemies.

Logistics Science Phase

The main path requires Automation 2 (unlocks tier 2 assembling machines) and Engines (used in vehicles and pumps), followed by Fluid Handling, then Oil Processing, then Sulfur Processing and Plastics, leading to Advanced Electronic Circuits — all prerequisites for the chemical science pack.

Side branches worth noting: Logistics 2 and Railway are needed to produce rails (used as crafting ingredients even if you never build a train network), Advanced Material Processing unlocks steel furnaces, Concrete is required for the rocket silo, and Batteries feed into robotics.

Optional branches include solar power, accumulators, circuit networks, vehicles, and modular armor.

Military technologies in this phase include Explosives (also useful for removing cliffs) and the Military Science Pack, which unlocks a large tree of combat technologies. If playing without enemies, it is worth skipping the Military Science Pack research to avoid cluttering the technology menu with options that will never be used.

Chemical Science Phase

The main path requires Advanced Oil Processing, Advanced Material Processing 2, and Advanced Electronics 2, which together lead to the later science packs and rocket parts.

Robotics appears on this path — flying robot frames are needed as science pack ingredients, but building a full worker robot network is optional.

Other optional technologies in this phase cover uranium processing and laser weapons.

Later in the Game

The game stops being linear at this point. One can pursue production science or utility science and head towards rocket construction, advanced combat, and so on.


See also:

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