Exogate Initiative Przewodniki
- Cheat Menu
- F9 Console Cheats That Save Your Run
- Stargate-Style Nods You Might’ve Missed
- Bugs to Watch For (and Quick Fixes)
- Early-Game Money Moves That Actually Help
- Maxing Patent Profits (Without the Grind)
- Early-Game Base Layout That Just Works
- Best Team Comps for Every Mission
- From Grants to Glory: Your Mid-Game Roadmap
During Gameplay press F9 on the keyboard. this will bring up a console, type "help" (no quotation marks) for a list of commands that range from adding money to increasing XP of gaiters
F9 Console Cheats That Save Your Run
CheatyPop open the dev console with F9 and type help to see the basics. Commands aren’t case-sensitive, and they work instantly. Here are the heavy hitters:
- money [amount] — Inject cash on demand. Try: money 50000
- science [amount] — Adds science points to rush the research tree. Example: science 1000
- power [amount] — Boosts facility power in a pinch, handy during invasions. Example: power 400
- xp [amount] — Select a gater first, then grant XP directly. Example: xp 10000
These are great for testing builds or cutting grind. From what I’ve seen, they don’t disable achievements.
Stargate-Style Nods You Might’ve Missed
Easter EggsExogate wears its sci-fi inspirations on its sleeve—especially if you’ve got a soft spot for Stargate.
- “I’m Rudy Cobb — with two Bs.” A cheeky intro line that winks at classic TV sci-fi.
- Naming and structure. You’re the EXO, teams follow SG-style designations, and the whole “portal base managing off-world missions” setup will feel very familiar—in a good way.
- Subtle references everywhere. Room names, flavor text, and NPC chatter drop nods without stepping on any trademarks. If you know, you know.
Bugs to Watch For (and Quick Fixes)
UsterkiA few quirks can trip up a good run.
- Gater reuse exploit. Some players can chain missions with the same gaters for extra rewards. It’s not intended—use at your own risk.
- Stuck gear near the gate. After faction trades, items can get wedged by doors and resist storing/dismantling. Keep an eye on drops; if it happens, report it with your save.
- Builder bots forgetting maintenance. If upkeep stalls, reassign builders or rebuild the affected object. It’s a known issue being investigated.
- Spotty achievement tracking. Some challenges don’t fire consistently. Note the conditions and report specifics to help nail it down.
Early-Game Money Moves That Actually Help
WskazówkiA few smart habits make the first year way less stressful.
- Build lean, then sell tiles. Construct rooms just big enough to tick the checklist, then sell excess tiles to reclaim funds. You can claw back thousands early on.
- Hire cheap, train fast. Most level 1–2 gaters are cheaper monthly and will level through missions anyway. Splurge on a solid first scientist; keep the rest budget-friendly.
- Use committee grants wisely. You’ll get about NULLk/month for the first year if you stay on mission. Push exploration, stockpile bio samples, and race to patent income before the stipend ends.
Maxing Patent Profits (Without the Grind)
WskazówkiTurn theories into serious income with a few rules of thumb.
- Hold until five. Combine five theories of the same type before writing a patent. The payout beats trickling them in one by one.
- Mix smartly. Blending rarities (e.g., two common + three uncommon) can yield better returns than straight sets, even if the final rarity shifts.
- Use your brainiest writer. Assign your highest Knowledge scientist to the patent desk. Their stat directly boosts research points and cash.
Early-Game Base Layout That Just Works
PrzewodnikiBuild for function first—pretty can come later.
- Core corridor, minimal hallways. Branch rooms off a central spine to save space and money.
- Barracks Tetris. Place lockers facing the hall, then slot single beds behind them. Dense layouts can fit 14–17 beds in surprisingly small rooms.
- Hide the power room. Tuck generators behind the Exogate or in a back corner. Invaders beeline for power—make them walk through your defenses to reach it. Some players even wall it off as a speed bump.
- Compact labs. Think narrow and deep: a 2–3-wide, 4–5-deep lab with desks, containment, and workstations in a tight line keeps scientists efficient.
- Tiny cafeteria, big value. A small footprint can still cram in 4 food tables + 2 vending machines. Do the same with rec rooms—pack morale gear tightly to save cash.
- Gate room + armory combo. Keep racks and guard posts nearby so soldiers can gear up fast. Face guard posts both ways to cover breaches.
Best Team Comps for Every Mission
PrzewodnikiBuild squads around the objective, then layer in safety.
- Bio and research trips: 3+ scientists; add a medic if the planet bites.
- Mining runs: Lead with engineers (2–3 in a 3–5 team). Add a soldier for dangerous sites.
- First contact/artifacts: Scholars up front for language and tech deciphering; optionally a soldier as insurance.
- Mixed or combat-heavy: Try 2 scientists + 2 soldiers + 1 medic. Once unlocked, soldiers can haul loot—let a single scientist focus on sampling while the squad carries the goods.
From Grants to Glory: Your Mid-Game Roadmap
PrzewodnikiScale smart as you shift off committee money and into patents and production.
- Hit financial lift-off. Around years 2–3, a well-oiled patent engine can outpace costs—NULLk+/month isn’t unusual if you bank five-theory patents and use top writers.
- Unlock the workshop. Set up foundries piped into refined storage. Arrange storage in a tight “snake” around the machines to keep footprints small and throughput high. Craft essentials like soldier body armor early.
- Train the army early. Recruit 15+ soldiers, level them on safer ops to 9–10, then field 5+ squads when war comes. Bring armor and let lower levels soak aggro while your elites handle damage.