Every corporation in StarRupture is a gatekeeper that literally decides what parts of the game you are allowed to play, which means every level you gain is not a number, it is a permission slip to new systems, new buildings, and new survival comfort. You raise corporation levels either by spending Data Points at your Corporate Terminal or by exporting crafted materials through the Orbital Cargo Launcher inside your Habitat.
Data Points feel fast, but they are permanently limited and directly tied to unlocking recipes later, which makes using them on corporation levels a long-term mistake. Material exports can be produced endlessly, which means they scale naturally as your base grows and never steal progression from your future tech tree.
After level three or four, every corporation is designed around exports being your main source of reputation.
StarRupture Corporation Guide – Future Health Solutions
Every corporation has its own export list, and every level has multiple material options that give wildly different XP values. Choosing the wrong material can slow your progress by hours even if you are technically exporting the correct tier.
Clever Robotics can reach level thirteen because automation systems expand infinitely, while most other corporations stop at level eleven because their tech trees are capped by fixed production limits.
Future Health Solutions
Future Health Solutions controls how comfortable your character feels inside the world, which directly affects how long you can stay active without returning home. Level one unlocks Habitats and all the structural modules that allow you to build sealed rooms, corridors, and access points. Level two unlocks the Regeneration Chamber, which allows full character appearance changes and resets your visual profile.
Level three unlocks the Medtool, which allows you to recover health by actively playing instead of forcing you into death loops, and the Medtool charges through combat, harvesting, and taking damage, which ties survivability directly to engagement instead of waiting. Level four unlocks the LEM Station, which allows installation of passive survival upgrades that reduce hunger drain, hydration loss, stamina burn, and environmental penalties. Each LEM is unlocked through your skill trees, and the station acts as the physical socket where those bonuses are activated.
Level six unlocks the Food Station, which converts raw food into processed meals that restore far more calories and hydration per item, which reduces downtime caused by survival meters. Higher levels unlock the Compounder, which enables chemical crafting chains like Ion Injectors and Nano Fibers that are required by multiple corporations. Level eleven unlocks Greater Tier LEMs that heavily stabilize long exploration loops by slowing survival decay.
Selenian Corporation
Selenian Corporation controls the industrial backbone of your base and determines how deep your crafting chains can go. Level one unlocks the Base Core, Smelter, Ore Excavator, Basic Item Printer, and Habitat access, which establishes your first industrial footprint. Level two unlocks the Fabricator, which is the gateway building that unlocks most midgame material recipes required by other corporations.
Level four unlocks the Furnace for advanced alloys. Level six unlocks the Helium-3 Extractor, which feeds high-tier power and automation chains. Level seven unlocks the Large Habitat, which expands building space and allows denser production layouts. Level eight unlocks the Mega Press, which handles reinforced and compressed materials.
Level nine unlocks the Sulfur Extractor and Refinery, enabling late-game chemical processing. Level ten unlocks the Assembler, which produces complex components such as Electromagnetic Coils and Superconductors that are used by Moon Energy and Clever Robotics. Level eleven unlocks Greater Miner LEMs that accelerate raw resource intake.
Griffiths Blue Corporation
Griffiths Blue controls your weapons, defensive systems, and automated base protection. Level one unlocks structural platforms for defense layouts. Level two unlocks the UPP-7 Pistol, which allows direct engagement with hostile creatures instead of forced avoidance paths. Level three unlocks grenades, which allow area damage and crowd clearing.
Level four unlocks the Equipment Upgrade Station, which allows War Bonds collected during exploration to be converted into weapon upgrades and new weapon access. Levels five, seven, and ten grant War Bonds directly. Level six unlocks Defense Turrets that auto-target enemies and integrate with rail-based ammo delivery. Level nine unlocks Defense Towers, which extend range, damage output, and coverage.
Moon Energy Corporation
Moon Energy controls power generation, mapping, and base expansion limits. Level one unlocks Solar Generator v1 and the Analyzing Station. Level two unlocks the Recipe Station, which reveals consumable crafting pathways for your Food Station. Level three unlocks the Map, which reveals terrain, resources, and navigation paths, allowing planned exploration instead of blind wandering.
Level five unlocks Wind Turbine v1, producing 200 megawatts. Level six unlocks Base Core Amplifiers that expand your building radius. Level eight unlocks Solar Generator v2, producing 1,000 megawatts. Level nine unlocks additional Base Core Amplifiers. Level ten unlocks Wind Turbine v2, producing 2,000 megawatts for late-game industrial scaling.
Clever Robotics
Clever Robotics controls automation, logistics, and long-distance transport. Level one unlocks the Corporate Terminal, Orbital Cargo Launcher, and full rail system. Level two unlocks Personal Storage inside your Habitat, allowing centralized inventory handling. Level three unlocks Storage Depot v1, enabling buffer storage for automated lines. Level four unlocks the Building Drone, which automatically constructs placed blueprints.
Level five unlocks Multirails for managing multi-line junctions. Level six unlocks Rail v2 for higher throughput. Level seven unlocks Cargo Dispatchers and Receivers for long-distance item transport. Level ten unlocks advanced Multirails. Level eleven unlocks Rail v3. Levels twelve and thirteen unlock Multistorage and Expandable Storage for high-density item buffering.
What to Improve First
Moon Energy level three unlocks the Map, which allows route planning and efficient resource runs. Selenian level two unlocks the Fabricator, which enables advanced material crafting. Griffiths Blue level two unlocks the UPP-7 Pistol, which enables direct combat routing. Clever Robotics level two unlocks Personal Storage, which stabilizes inventory flow. Future Health Solutions level three unlocks the Medtool, which stabilizes long-distance survival.
Export Strategy
Each corporation has level-based export tables that determine which materials grant reputation XP. Higher levels require multi-stage crafted materials that chain across corporations. Export tables often contain two or more material options at the same level with drastically different XP values. Selecting high-XP materials accelerates progression while using low-XP materials creates hidden bottlenecks. Automated export lines using rails and storage depots allow continuous reputation flow without manual crafting loops.
Common Mistakes People Make
Using Data Points on corporation levels permanently limits future recipe access. Delaying Moon Energy scaling creates blackout bottlenecks. Building production chains without checking export XP values wastes crafting time. Hyper-focusing on one corporation blocks multi-corporation material chains. Skipping Clever Robotics forces manual labor loops that restrict base scale.
When Corporations Start Working Together
Midgame materials require buildings across multiple corporations. Hardening Agent requires the Future Health Solutions Compounder and Selenian processing chains. Electromagnetic Coils require the Selenian Assembler for Moon Energy progression. Superconductors require full refinery and assembler chains for Clever Robotics progression.
The Corporations of Endgame
Higher levels require multi-stage material pipelines that span multiple corporations. Moon Energy stabilizes massive power grids. Griffiths Blue enables passive automated defense. Clever Robotics enables full automation, drone construction, and large-scale buffering. Greater Tier LEMs stabilize survival, mining throughput, and extended activity loops.