Pixel Starships 2 · Community Atlas

Know Every Item.
Beat the Market.
Find your Crew.

The next generation of the iconic spaceship management game. A live, player-first Pixel Starships 2 database. Every item and crew, real-time market prices, and a craft-vs-buy calculator that tells you exactly when to build and when to buy.

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Items
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Crew
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Live Listings
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Craft Recipes
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Data Sets
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Visitors
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Item Database

All weapons, armour, modules and more, rarity-coloured, with live market value, stat bonuses and full crafting trees.

🧮

Craft vs Buy

Every recipe resolved to base resources and priced at the real market average, so you instantly see the cheaper path.

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Live Market

Every active listing right now, with the asked price beside the item's fair value so overpriced listings are obvious at a glance.

👨‍🚀

Crew Roster

Every character with rarity, combat stats and special abilities, all sortable and searchable.

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Weapons & DPS

Every ship weapon ranked by damage and DPS-per-power, filtered by your faction and ship level so you see exactly what to build and how many.

Plan before you spend

Design & Strategy

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Room Lab

Build two weapon or Hangar setups side by side and compare DPS, time-to-destroy and combos before you commit resources.

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Crew Lab

Project any crew's before/after DPS with Training and Best Gear, and compare two builds head-to-head.

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Prestige

Pick any crew and see exactly what to combine to get them - or flip it around and see what your own couple could become.

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Guides

Player-written strategy - boarding, gunships, mining, crew abilities and more.

Item Database

Items

How it works
  • Value = the game's fair/traded price. Active listings are ignored here (overpriced unsold ones would inflate it) - but for thinly-traded resources this can sit well above real demand, so check live listings on the Market tab.
  • Craft resolves the recipe down to base resources priced the same way, and the verdict tells you which is cheaper. Click any row for the full breakdown.
  • Filter by bonus type (Damage, Dodge, Fire damage, EMP damage…) to find items that boost a specific stat or damage type.
🧮 Craftable only
📦 Show misc
💸 Craft < Buy
Loading item database…
Crew Roster

Crew

How it works
  • Every character with rarity, faction (collection), special ability and combat stats at level 1 (they grow with level). Filter and sort any column.
  • Hide androids drops droids/androids (their inflated stats skew comparisons). Show drawable limits the list to crew currently in the draw pool (from the game's draw-rate page) - note a few like Sappho & Da Vinci are buyable rather than drawn.
🤖 Hide androids
🎲 Show drawable
🛡️ With Max Items
Loading crew…
Ship Builder

Weapons & Builds

How it works
  • Damage is split per type (Physical, Hull, Shield, Fire, Bio, EMP), shown as damage per shot. The DPS / Per-shot toggle (right of the filter bar) switches the main damage column between sustained DPS and per-shot damage.
  • EMP (sec) = seconds a room is disabled and Fire = burn damage per shot - duration effects (PSS1 model), always shown per-shot. Physical hits rooms; Hull is direct hull damage (e.g. Penetrator).
  • Boost stat is the crew skill that improves that room, at +2% per point: WPN for most weapons, SCI for the Photon Phaser, Photon Disruptor and Superlaser, PLT for the Hangar and drone bays. WPN is a damage bonus; SCI is an efficiency bonus, which on a gun means reload speed - same damage per shot, fired more often.
  • Missiles bypass shields by nature (they skip the shield phase entirely) but can be dodged by engine evasion; lasers/turrets must deplete shields first, but always hit.
  • Pick your faction and ship level for what you can buy and how many. The Hangar shows your best fighter's DPS (→ Fighters); the Missile Launcher links to Missiles for warheads.
  • Toggle Hide locked to drop event/NPC gear. Click any row for a per-level breakdown and the ship level it unlocks.
  • Output scales with the manning crew's boost stat for that room: +2% per point - WPN raises damage per shot, SCI shortens the reload instead. In practice it's small: crew usually have only ~3-6 points (+6-12%), maybe ~+20% endgame with gear. The shown numbers are the base. The separate Damage (DMG) stat is hand-to-hand / boarding only and does not affect ship weapons.
  • Armor cuts physical damage by ×100 ÷ (AR + 100) - applied to Physical, Hull and Crew damage.
  • Accuracy vs the target's Dodge decides whether a shot lands, and all of a weapon's damage types apply together on a hit.
  • Physical hits the room (overflowing into Hull once it's destroyed); Hull damage (e.g. Penetrator) hits the hull directly. EMP (sec) is a duration, not damage - seconds the hit room stays disabled, per shot, never divided by reload, so it destroys nothing on its own.
  • 🔥 Fire is stronger than its number: it burns the targeted room's oxygen (and spreads through open doors against weak AI) and damages modules over time. A crew with >100% Fire Resistance is healed by fire instead.
🔒 Hide locked / event
Loading weapons…
Side-by-side comparator

Room Lab

How it works
  • Build two configurations and compare them side by side. Each: pick a weapon room (or the Hangar) + level, the ammo/warhead, and the crew (one slot per room-width column). Equip each crew in their Head / Body / Leg slots - every slot defaults to the best item for the room's boost stat, shown as a badge next to the Room picker: WPN for most weapons, SCI for the Photon Phaser / Disruptor / Superlaser, PLT for the Hangar and drone bays.
  • DPS = per-shot damage × any active combos, ÷ reload. The room's boost stat (+2% per point from crew + gear) lands on one side or the other: a WPN room multiplies the damage, a SCI room divides the reload instead, leaving damage and EMP per shot untouched. The Hangar gets both - its craft hit harder and launch more often. Combos are each toggleable: Space (+10%), Reactor (+10%), Missile barrage (+5%, missile weapons only), and Hydraulics Valve (+25%, Qtarian Flux Cannon only). Crew at L40 adds at most a couple of points (1 pick / 5 levels, rarely the stat you want).
  • Time to Destroy turns DPS into a real example, in the order damage actually lands: shields first, then the room, then the hull. Time to Break Shields uses the target's shield HP (a ship only ever has one Shield Generator, so it's just an on/off toggle + level, not a count) and the weapon's own Shield damage - missiles and the Bomb Launcher skip this phase entirely (they bypass shields by nature), everything else must break through first, and a weapon with no Shield damage never will. Shields regenerate in-game, but not while under fire, so this calculation treats the shield pool as a fixed amount that doesn't refill. A room's HP is its power (a max standard Reactor = 9), destroyed by Physical + Fire damage - so a Hull-only weapon like Penetrator can't touch it at all. The armour control (count × level) divides incoming room/hull damage by (AR+100)/100 (shields aren't reduced by armour) - Javelin (AP) only takes 50% of that effect, Penetrator (Hull damage) barely scratches a room. Time to Destroy Ship adds the ship's hull HP at the selected level: Physical+Fire carries into the hull once the room is down, so both contribute - Javelin only carries 10% of its room damage through (everything else carries in full), and both are reduced by armour (Javelin at the same halved rate). Both times are cumulative with the shield-break time above, unless the weapon bypasses shields.
  • EMP lock shows up for weapons that deal EMP. It's a duration: seconds the hit room stays disabled per shot, never divided by reload, and it can't destroy anything. A WPN room's boost stretches that duration; a SCI room's boost leaves it alone and shortens the reload, so the lock lands more often instead. Uptime is the share of the fight one such weapon keeps a room locked - at 100% the room never comes back up.
  • The higher-DPS configuration is highlighted. Use Copy to clone one side onto the other for quick tweaks, and Hide comparison to focus on a single build.
⇆ Hide comparison
🔒 Hide Locked / Event Rooms
Configuration 1
⬆️ Crew at L40
Time to Break Shields—
Time to Destroy a Reactor—
Time to Destroy Ship—
Configuration 2
⬆️ Crew at L40
Time to Break Shields—
Time to Destroy a Reactor—
Time to Destroy Ship—
Target shield
🛡 Shielded
Shield level
Reactor armour ×
Armour level
Before / after projection

Crew Lab

How it works
  • Build two crew configurations and compare them side by side. Four ways to land on a crew per side: Pick Crew (manual), Best in Class (auto-ranks and jumps to whoever has the highest raw value of a stat you choose), Avg DPS or Max DPS (auto-ranks by one of the two effective-combat-DPS numbers below instead). All four show the same before/after projection - Training and Best Gear recompute on top of whichever crew and mode is active.
  • Training maxes out ONE stat you pick (max investment goes into a single stat, not spread across all of them) - only DMG, HP, STA, ENG, WPN, PLT, SCI can be trained at all. ACC, DOD, LUC and the 4 resistances can't. The max bonus usually scales with rarity: Common +50%, Elite +60%, Unique +70%, Epic +80%, Hero +90%, Special +100%, Legendary +110% - but a few named crew break that pattern with their own higher cap (the four starting Captain crew and Crash Test Dummy reach +200%); this reads each crew's real cap from the game data, so those are already handled correctly. This is the best case - it assumes every training point goes into the one stat you picked, with nothing spent elsewhere. Training doesn't raise the stat's displayed value at all - it's a % bonus applied to that stat's actual effect (damage dealt, battle HP, etc.), so the point value you see stays put and only the effect/DPS numbers move.
  • Best Gear auto-equips real items in the crew's actual equipment slots (from their equipment tags) - in Pick Crew/Best in Class mode it maxes the same stat you're ranking by; in Avg/Max DPS mode it optimizes for that DPS number instead. The Weapon slot always chases the highest damage multiplier instead, since that matters more than any stat bonus it lists. Unlike Training, gear items grant real stat points, so they do move the displayed stat value.
  • DPS = hit chance × (base attack + luck bonus). Base attack is DMG×0.2 (with Training's % folded in if you trained DMG) capped at 2.4, then scaled by the equipped weapon's own damage multiplier. Avg is the realistic number: hit chance against an assumed enemy Dodge (ACC×20% − enemy DOD×10%) and Luck's expected value. No specific opponent is modeled, so that Dodge defaults to 3 (the average - 2.64, rounded up - across every real, usable crew) but you can adjust it with the +/− next to Hit Chance in Show the calculation to match whoever you're actually facing - it's shared across both configs, so adjusting it from either side keeps the comparison fair. Max potential is the absolute ceiling: every swing lands regardless of Dodge, and every Luck roll hits its cap too.
  • DMG and HP both have a hard ceiling at 12 raw points - DMG's attack scaling saturates at the 2.4 cap, and HP's battle-effective value caps there too (see below). LUC caps at 30 raw points (+300%). The Core chart clamps all three at their cap and turns them red once reached, since points beyond that are wasted - Training included, since its % bonus is folded in before the cap, not added on top of it.
  • If you're optimizing for DPS and DMG is already at 12 (red), further DMG gear or training does nothing - put things into Luck instead, since it's the only stat still adding damage past that cap (the equipped weapon's own damage multiplier also still scales whatever you've got, separately from this cap).
  • Epic+ items also roll a random bonus stat point, separate from their listed stat - that roll is randomized per item copy, so it isn't in the game's design data and can't be auto-computed. Enter what your real gear actually rolled in Bonus Stat Rolls, above Equipment; it's capped at 2 points per equipped slot, the max if every item rolled Hero/Special. Best Epic Stats / Best Hero Stats (mutually exclusive, top toolbar) fill that pool automatically instead - Epic assumes +1/slot (the realistic case for most players' gear), Hero/Special assumes the best-case +2/slot - toward whatever you're currently optimizing for: the stat you picked in Best in Class, or the best DMG/ACC/LUC split for Avg/Max DPS. Either one also feeds into ranking, since a crew with more equipment slots can pull ahead once its bonus pool is counted.
  • Leveling isn't modeled either - we haven't added any level-based stat increases, since exactly which stats go up at which level isn't known. What we do know: leveling to max grants 8 stat increases total, picked by you in-game as you go. Assign them toward whichever build you're planning here.
  • The higher-Avg-DPS crew is highlighted. Use Copy to clone one side's whole setup onto the other for quick tweaks, and Hide comparison to focus on a single crew.
⇆ Hide comparison
Configuration 1
💎 Best Epic Stats
👑 Best Hero Stats
Pick a crew above to see their projection.
Configuration 2
💎 Best Epic Stats
👑 Best Hero Stats
Pick a crew above to see their projection.
Get the crew you want

Prestige

How it works
  • Prestige combines two crew of the same rarity plus a Prestige item into a random crew one rarity tier higher. Any two eligible crew work, including two of the same crew - the pair you pick doesn't change the odds, only the tier does.
  • The ladder runs Elite → Unique → Epic → Hero → Legendary only - Common and Special crew aren't part of it.
  • Pick a crew below to see exactly what to combine for them - or flip it around further down to see what your own couple could become.
Crew you want
Or work the other way

What can I make with my crew?

Crew 1
Crew 2
Player guides

Guides

Czysio's Build Planner

Makes planning and building your layouts fast and easy.

Live · refreshes on demand

Player Marketplace

Every active listing right now, with the asked price beside the item's fair value, so you can instantly spot listings priced above what it actually trades for.

📉 Under Market Value
📦 Large Quantity (>10)
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The Full Database

Raw Data Explorer

Everything ListAllDesigns returns: 60+ collections of raw game design data, for power users who want the unfiltered records.

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