Research unlocks buildings, raises production and moves the colony through the ages. Each age's techs are listed below with their effect and time. The last tech of each age is its gate.
Founding stage
| Tech | Effect | Cost | Time |
|---|
| Claustral founding | The queen raises the first workers; unlocks the Nursery | Free | 1 min |
| Brood care | +15% population growth | 8% of the gate | 3 min |
| Soldier caste | Unlocks the Soldiers slider and Wave Defence, and starts the Stone Age (Founding gate) | 0 Materials | 5 min |
Stone Age
| Tech | Effect | Cost | Time |
|---|
| Sharp mandibles | +10% Materials | 8% of the gate | 10 min |
| Scent trails | +10% Food | 12% of the gate | 15 min |
| Seed storage | +50% Food cap; offline full-rate window +2 hours | 18% of the gate | 30 min |
| Tunnel bracing | +10% population cap | 25% of the gate | 45 min |
| Scout training | 10% fewer explorers lost | 35% of the gate | 60 min |
| Bronze Age Gate | Advance to the Bronze Age (needs Nest level 25, 5 cards, Rival Tunnel node) | 11.88M Materials | 0 min |
| Crumb relay | +10% Food: foragers pass crumbs hand to hand | Free | 40 min |
| Nest hygiene | 5% less Food eaten: a clean nest wastes less | Free | 25 min |
| Warm brood chamber | +15% births: the brood sits by the warmest wall | Free | 45 min |
| Soldier drills | +10% combat damage | Free | 10 min |
| Sun compass | +10% exploration speed: scouts steer by the window light | Free | 40 min |
| Pebble armour | +10% soldiers per card | Free | 50 min |
| Dew sipping | +5% Food: foragers drink the morning dew on the glass | Free | 8 min |
| Grain rolling | +5% Materials: sand grains rolled instead of carried | Free | 12 min |
| Egg piles | +5% births: eggs sorted into neat piles by age | Free | 8 min |
| Side chambers | +5% room for ants: small rooms dug off the main tunnel | Free | 12 min |
| Alarm scent | +5% combat damage: one whiff and everyone comes running | Free | 8 min |
| Edge patrols | -5% exploring losses: scouts stick to the edges | Free | 12 min |
Bronze Age
| Tech | Effect | Cost | Time |
|---|
| Fungus farming | Unlocks the Fungus Garden | 8% of the gate | 20 min |
| Staple smelting | Unlocks the Lamp Forge and Bronze Materials | 12% of the gate | 30 min |
| Granaries | Offline efficiency +10 points; unlocks the Seed Granary | 18% of the gate | 45 min |
| Pheromone trails II | +15% Food | 25% of the gate | 60 min |
| Silk weaving | Better rods: +10% fishing green zone; unlocks Fishing | 35% of the gate | 90 min |
| Iron Age Gate | Advance to the Iron Age (needs Nest level 40, 12 cards, Desk-lamp node) | 2.18B Materials | 0 min |
| Bronze tools | +10% Materials | Free | 30 min |
| Cool cellars | +50% Materials storage | Free | 40 min |
| Bait beetles | +10% fishing green zone | Free | 45 min |
| Bronze spears | +15% combat damage | Free | 20 min |
| Lantern scouts | 10% fewer explorers lost | Free | 60 min |
| Crumb caches | +10% Food storage: crumbs tucked into dry nooks | Free | 15 min |
| Shared loads | +8% Materials: two ants carry what one cannot | Free | 22 min |
| Nurse rotas | +8% births: nurses take turns so the brood is never alone | Free | 15 min |
| Tidy middens | -4% upkeep: rubbish goes to one corner, far from the food | Free | 22 min |
| Bronze bite | +8% combat damage: mandibles sharpened on a coin edge | Free | 15 min |
| Puddle charts | +5% fishing: the best puddles are remembered | Free | 22 min |
Iron Age
| Tech | Effect | Cost | Time |
|---|
| Iron working | +15% Materials; unlocks the Paperclip Forge | 8% of the gate | 30 min |
| Bridges | Opens the desk on the Exploration map | 12% of the gate | 45 min |
| Formations | +15% combat damage | 18% of the gate | 60 min |
| Rationing | Offline full-rate window +2 hours; upkeep -10% | 25% of the gate | 90 min |
| Army logistics | +10% soldiers per card; unlocks the Barracks and Gathering | 35% of the gate | 120 min |
| Steam Engine | Advance to the Steam Age (needs Nest level 55, 20 cards, Eraser Mountain node) | 29.64B Materials | 0 min |
| Bellows | +15% Materials | Free | 45 min |
| Ore carts | +5% all production | Free | 75 min |
| Deep galleries | +10% population cap | Free | 45 min |
| Shift rosters | Buildings hold 10% more staff | Free | 90 min |
| Iron shields | +15% combat damage | Free | 90 min |
| Paper ramps | +10% Materials: folded paper ramps up the pencil cup | Free | 25 min |
| Sugar maps | +10% Food: every sugar spill on the desk is marked | Free | 37 min |
| Iron lintels | +8% room for ants: staples hold up wider halls | Free | 25 min |
| Quiet hours | +10% births: the nursery rests while the lamp is off | Free | 37 min |
| Eraser shields | +8% soldiers: eraser crumbs make light shields | Free | 25 min |
| Ruler marches | +10% exploring speed: marching in straight lines along the ruler | Free | 37 min |
Steam Age
| Tech | Effect | Cost | Time |
|---|
| Steam power | Power Source becomes steam (+25% to its multiplier); unlocks the Charger Boiler | 8% of the gate | 45 min |
| Coal mining | +20% Materials; unlocks the Coal Pit | 12% of the gate | 60 min |
| Rails | +10% all production; unlocks Rail Tunnels | 18% of the gate | 90 min |
| Mass production | Buildings hold 20% more staff | 25% of the gate | 120 min |
| Exploration II | Opens the whole bedroom on the Exploration map | 35% of the gate | 150 min |
| The Great Escape | Leave the farm: the reveal cutscene, and the Backyard opens (needs Nest level 70, 28 cards, all Steam nodes) | 800.52B Materials | 0 min |
| Pressure valves | +10% to the Power Source multiplier | Free | 120 min |
| Steam nurseries | +20% births | Free | 90 min |
| Boiler warmth | Offline full-rate window +2 hours | Free | 150 min |
| Clockwork diggers | +15% excavation finds | Free | 90 min |
| Steam rafts | +15% gathering yield | Free | 150 min |
| Kettle steam | +5% all production: warm air from the kettle speeds everyone up | Free | 40 min |
| Biscuit mills | +12% Food: biscuit crumbs ground to fine meal | Free | 60 min |
| Carpet galleries | +10% room for ants: galleries under the carpet pile | Free | 40 min |
| Work whistles | +5% ants per building: shifts start on a signal | Free | 60 min |
| Brass greaves | +12% combat damage: brass flakes guard the legs | Free | 40 min |
| Floorboard runs | +10% expedition rewards: fast runs along the floorboard gaps | Free | 60 min |
Industrial Age
| Tech | Effect | Cost | Time |
|---|
| Oil | Power Source becomes oil (+30%) | 8% of the gate | 60 min |
| Plastics | Unlocks the Plastics Works and Plastics Materials | 12% of the gate | 90 min |
| Assembly lines | +15% all production | 18% of the gate | 120 min |
| Pipe networks | Offline full-rate window +4 hours; unlocks the Drainpipe Highway | 25% of the gate | 150 min |
| Pest resistance | 20% smaller losses from bad events | 35% of the gate | 180 min |
| Fission | Advance to the Atomic Age and unlock the first Nuptial Flight (needs Nest level 80, 36 cards, all Industrial nodes) | 24.95T Materials | 0 min |
| Conveyor belts | +20% Materials | Free | 180 min |
| Sealed vaults | +25% storage for Food and Materials | Free | 120 min |
| Night shifts | +15% research speed | Free | 90 min |
| Mechanised legions | +15% soldiers per card | Free | 60 min |
| Smokestack signals | +20% exploration speed | Free | 120 min |
| Factory lures | +10% fishing green zone | Free | 180 min |
| Pallet stacks | +15% Materials storage: neat stacks out by the shed | Free | 60 min |
| Garden shifts | +15% Food: foragers work the garden in shifts | Free | 90 min |
| Brick nurseries | +12% births: warm brick holds the heat all night | Free | 60 min |
| Foremen | +6% ants per building: one ant keeps every crew in step | Free | 90 min |
| Paver phalanx | +12% soldiers: shoulder to shoulder on the paving stones | Free | 60 min |
| Downpipe scouts | +15% exploring speed: scouts ride the downpipes | Free | 90 min |
Atomic Age
| Tech | Effect | Cost | Time |
|---|
| Reactor control | Power Source becomes fission (+40%); unlocks the Battery Reactor | 8% of the gate | 90 min |
| Genetics | +25% Essence from spare duplicates | 12% of the gate | 120 min |
| Hydroponics | Offline efficiency +10 points; unlocks the Hydroponic Garden | 18% of the gate | 150 min |
| Alloys | +25% Materials; unlocks the Alloy Foundry | 25% of the gate | 180 min |
| Containment | Mutation debuffs and bad events 20% smaller | 35% of the gate | 210 min |
| The Network | Advance to the Information Age (needs Nest level 88, 44 cards, all Atomic nodes) | 634.43T Materials | 0 min |
| Isotope fertiliser | +25% Food | Free | 210 min |
| Radiation shelters | +15% population cap | Free | 150 min |
| Gene sequencing | +25% births | Free | 210 min |
| Geiger scouts | 15% fewer explorers lost | Free | 150 min |
| Atomic artillery | +20% combat damage | Free | 210 min |
| Clover terraces | +15% Food: clover grown in stepped beds | Free | 80 min |
| Root quarries | +15% Materials: soil mined from between the roots | Free | 120 min |
| Shade halls | +12% room for ants: deep halls stay cool in summer | Free | 80 min |
| Brood choirs | +15% births: larvae are tapped to a steady beat | Free | 120 min |
| Fence lines | -12% exploring losses: patrols keep to the fence | Free | 80 min |
| Storm drills | +15% combat damage: soldiers train in the rain | Free | 120 min |
| Tech | Effect | Cost | Time |
|---|
| Fusion | Power Source becomes fusion (+50%) | 8% of the gate | 120 min |
| Pheromone internet | +20% all production; unlocks the Data Hive | 12% of the gate | 150 min |
| Robotics | Buildings hold 25% more staff (worker drones) | 18% of the gate | 180 min |
| Global logistics | Offline efficiency +10 points; expeditions return 20% faster | 25% of the gate | 210 min |
| Diplomacy | +25% Royal Jelly from colonies found; allied colonies | 35% of the gate | 240 min |
| Escape Velocity | Advance to the Space Age and open the Space area (needs Nest level 94, 52 cards, all Information nodes) | 37.31Qa Materials | 0 min |
| Predictive foraging | +30% Food | Free | 240 min |
| Smart tunnels | Buildings hold 15% more staff | Free | 240 min |
| Cloud backups | Offline full-rate window +2 hours | Free | 240 min |
| Drone scouts | +25% exploration speed | Free | 120 min |
| Satellite maps | +20% gathering yield | Free | 180 min |
| Cyber warfare | +25% combat damage | Free | 240 min |
| Signal relays | +8% all production: scent signals pass the whole colony in seconds | Free | 100 min |
| Mulch farms | +18% Food: fungus farmed in the mulch heap | Free | 150 min |
| Data nurses | +18% births: every egg is counted and kept just warm enough | Free | 100 min |
| Layered vaults | +15% offline storage: vaults stacked three deep | Free | 150 min |
| Path codes | +15% expedition rewards: trails written in a code only we know | Free | 100 min |
| Swarm tactics | +15% soldiers: every ant knows where to stand | Free | 150 min |
Space Age
| Tech | Effect | Cost | Time |
|---|
| Orbital mechanics | +25% exploration speed | 8% of the gate | 150 min |
| Asteroid mining | +30% Materials; unlocks the Asteroid Mine | 12% of the gate | 180 min |
| Terraforming | +25% population cap | 18% of the gate | 210 min |
| Hive ships | Offline full-rate window +4 hours; unlocks Solar Sails | 25% of the gate | 240 min |
| Interplanetary trade | Offline efficiency +10 points; the trader stocks one extra item | 35% of the gate | 270 min |
| The Dyson Swarm | Advance to the Singularity (needs Nest level 98, 60 cards, all Space nodes) | 628.8Qa Materials | 0 min |
| Zero-g smelting | +30% Materials | Free | 210 min |
| Solar farms | +15% all production | Free | 270 min |
| Habitat domes | +30% births | Free | 270 min |
| Void marines | +20% soldiers per card | Free | 210 min |
| Orbital lasers | +30% combat damage | Free | 270 min |
| Dust refineries | +20% Materials: moon dust sifted for anything useful | Free | 120 min |
| Sealed greenhouses | +20% Food: fungus grown under domes | Free | 180 min |
| Low-gravity brood | +20% births: eggs float gently in the nursery | Free | 120 min |
| Crater halls | +15% room for ants: whole craters roofed over | Free | 180 min |
| Orbit scouts | +20% exploring speed: scouts loop the moon before landing | Free | 120 min |
| Vacuum drills | +20% combat damage: soldiers drill in suits | Free | 180 min |
Singularity
| Tech | Effect | Cost | Time |
|---|
| Matter conversion | +30% all production | 8% of the gate | 180 min |
| Time dilation | Offline full-rate window +4 hours | 12% of the gate | 210 min |
| Quantum foraging | +40% Food | 18% of the gate | 240 min |
| Unified hive mind | +30% all production; unlocks the Transcendant card | 25% of the gate | 270 min |
| Antiverse theory | Offline efficiency +10 points | 35% of the gate | 300 min |
| The Great Leap | The ending: faith cutscene, credits and the full Nuptial Flight (needs Nest level 100, 68 cards, wave 100) | 0 Materials | 0 min |
| Entropy reversal | +40% Materials | Free | 300 min |
| Dream nurseries | +40% births | Free | 240 min |
| Probability scouts | 20% fewer explorers lost | Free | 180 min |
| Hive armada | +40% combat damage | Free | 240 min |
| Stellar harvest | +30% gathering yield | Free | 300 min |
| Starlight mills | +10% all production: the colony runs on starlight | Free | 150 min |
| Void pantries | +25% Food storage: pantries folded into empty space | Free | 225 min |
| Memory nurseries | +25% births: every ant is born knowing the way home | Free | 150 min |
| Crystal halls | +8% ants per building: crystal halls hum with work | Free | 225 min |
| Comet riders | +20% expedition rewards: scouts hitch a ride on comets | Free | 150 min |
| Singing armour | +25% combat damage: crystal armour rings as it strikes | Free | 225 min |
Research tree
Research points come from age-ups and some events. They buy nodes in three branches; each node needs the ones before it.
| Node | Branch | Points | Needs |
|---|
| Sharp mandibles | Economy | 1 | โ |
| Scent trails | Economy | 2 | Sharp mandibles |
| Crumb relay | Economy | 3 | Scent trails |
| Tunnel bracing | Colony | 1 | โ |
| Seed storage | Colony | 2 | Tunnel bracing |
| Nest hygiene | Colony | 2 | Tunnel bracing |
| Warm brood chamber | Colony | 3 | Seed storage |
| Soldier drills | Expedition | 1 | โ |
| Scout training | Expedition | 2 | Soldier drills |
| Sun compass | Expedition | 2 | Scout training |
| Pebble armour | Expedition | 3 | Soldier drills |
| Staple smelting | Economy | 1 | โ |
| Bronze tools | Economy | 2 | Staple smelting |
| Pheromone trails II | Economy | 3 | Bronze tools |
| Fungus farming | Colony | 1 | โ |
| Granaries | Colony | 2 | Fungus farming |
| Cool cellars | Colony | 2 | Fungus farming |
| Silk weaving | Expedition | 1 | โ |
| Bait beetles | Expedition | 2 | Silk weaving |
| Bronze spears | Expedition | 1 | โ |
| Lantern scouts | Expedition | 3 | Bronze spears |
| Iron working | Economy | 1 | โ |
| Bellows | Economy | 2 | Iron working |
| Ore carts | Economy | 3 | Bellows |
| Rationing | Colony | 2 | โ |
| Deep galleries | Colony | 2 | โ |
| Shift rosters | Colony | 3 | Deep galleries, Rationing |
| Bridges | Expedition | 1 | โ |
| Army logistics | Expedition | 1 | โ |
| Formations | Expedition | 2 | Army logistics |
| Iron shields | Expedition | 3 | Formations |
| Steam power | Economy | 1 | โ |
| Coal mining | Economy | 2 | Steam power |
| Rails | Economy | 1 | โ |
| Pressure valves | Economy | 3 | Rails, Coal mining |
| Mass production | Colony | 2 | โ |
| Steam nurseries | Colony | 2 | Mass production |
| Boiler warmth | Colony | 3 | Steam nurseries |
| Exploration II | Expedition | 1 | โ |
| Clockwork diggers | Expedition | 2 | Exploration II |
| Steam rafts | Expedition | 3 | Clockwork diggers |
| Oil | Economy | 1 | โ |
| Assembly lines | Economy | 2 | Oil |
| Conveyor belts | Economy | 3 | Assembly lines |
| Plastics | Colony | 1 | โ |
| Pipe networks | Colony | 1 | โ |
| Pest resistance | Colony | 2 | Pipe networks |
| Sealed vaults | Colony | 2 | Plastics |
| Night shifts | Colony | 2 | โ |
| Mechanised legions | Expedition | 1 | โ |
| Smokestack signals | Expedition | 2 | Mechanised legions |
| Factory lures | Expedition | 3 | Smokestack signals |
| Reactor control | Economy | 1 | โ |
| Alloys | Economy | 2 | Reactor control |
| Isotope fertiliser | Economy | 3 | Alloys |
| Hydroponics | Colony | 1 | โ |
| Containment | Colony | 2 | Hydroponics |
| Radiation shelters | Colony | 2 | Hydroponics |
| Gene sequencing | Colony | 3 | Radiation shelters |
| Genetics | Expedition | 1 | โ |
| Geiger scouts | Expedition | 2 | Genetics |
| Atomic artillery | Expedition | 3 | Geiger scouts |
| Pheromone internet | Economy | 1 | โ |
| Fusion | Economy | 2 | Pheromone internet |
| Predictive foraging | Economy | 3 | Fusion |
| Robotics | Colony | 2 | โ |
| Global logistics | Colony | 2 | Robotics |
| Smart tunnels | Colony | 3 | Robotics |
| Cloud backups | Colony | 3 | Global logistics |
| Diplomacy | Expedition | 1 | โ |
| Drone scouts | Expedition | 1 | โ |
| Satellite maps | Expedition | 2 | Drone scouts |
| Cyber warfare | Expedition | 3 | Satellite maps |
| Asteroid mining | Economy | 1 | โ |
| Zero-g smelting | Economy | 2 | Asteroid mining |
| Solar farms | Economy | 3 | Zero-g smelting |
| Hive ships | Colony | 1 | โ |
| Terraforming | Colony | 2 | Hive ships |
| Habitat domes | Colony | 3 | Terraforming |
| Orbital mechanics | Expedition | 1 | โ |
| Interplanetary trade | Expedition | 2 | Orbital mechanics |
| Void marines | Expedition | 2 | Orbital mechanics |
| Orbital lasers | Expedition | 3 | Void marines |
| Unified hive mind | Economy | 2 | โ |
| Matter conversion | Economy | 3 | Unified hive mind |
| Quantum foraging | Economy | 2 | โ |
| Entropy reversal | Economy | 3 | Quantum foraging |
| Time dilation | Colony | 2 | โ |
| Antiverse theory | Colony | 3 | Time dilation |
| Dream nurseries | Colony | 2 | โ |
| Probability scouts | Expedition | 1 | โ |
| Hive armada | Expedition | 2 | Probability scouts |
| Stellar harvest | Expedition | 3 | Hive armada |
| Dew sipping | Economy | 1 | โ |
| Grain rolling | Economy | 2 | Dew sipping |
| Egg piles | Colony | 1 | โ |
| Side chambers | Colony | 2 | Egg piles |
| Alarm scent | Expedition | 1 | โ |
| Edge patrols | Expedition | 2 | Alarm scent |
| Crumb caches | Economy | 1 | โ |
| Shared loads | Economy | 2 | Crumb caches |
| Nurse rotas | Colony | 1 | โ |
| Tidy middens | Colony | 2 | Nurse rotas |
| Bronze bite | Expedition | 1 | โ |
| Puddle charts | Expedition | 2 | Bronze bite |
| Paper ramps | Economy | 2 | โ |
| Sugar maps | Economy | 3 | Paper ramps |
| Iron lintels | Colony | 2 | โ |
| Quiet hours | Colony | 3 | Iron lintels |
| Eraser shields | Expedition | 2 | โ |
| Ruler marches | Expedition | 3 | Eraser shields |
| Kettle steam | Economy | 2 | โ |
| Biscuit mills | Economy | 3 | Kettle steam |
| Carpet galleries | Colony | 2 | โ |
| Work whistles | Colony | 3 | Carpet galleries |
| Brass greaves | Expedition | 2 | โ |
| Floorboard runs | Expedition | 3 | Brass greaves |
| Pallet stacks | Economy | 2 | โ |
| Garden shifts | Economy | 3 | Pallet stacks |
| Brick nurseries | Colony | 2 | โ |
| Foremen | Colony | 3 | Brick nurseries |
| Paver phalanx | Expedition | 2 | โ |
| Downpipe scouts | Expedition | 3 | Paver phalanx |
| Clover terraces | Economy | 3 | โ |
| Root quarries | Economy | 4 | Clover terraces |
| Shade halls | Colony | 3 | โ |
| Brood choirs | Colony | 4 | Shade halls |
| Fence lines | Expedition | 3 | โ |
| Storm drills | Expedition | 4 | Fence lines |
| Signal relays | Economy | 3 | โ |
| Mulch farms | Economy | 4 | Signal relays |
| Data nurses | Colony | 3 | โ |
| Layered vaults | Colony | 4 | Data nurses |
| Path codes | Expedition | 3 | โ |
| Swarm tactics | Expedition | 4 | Path codes |
| Dust refineries | Economy | 3 | โ |
| Sealed greenhouses | Economy | 4 | Dust refineries |
| Low-gravity brood | Colony | 3 | โ |
| Crater halls | Colony | 4 | Low-gravity brood |
| Orbit scouts | Expedition | 3 | โ |
| Vacuum drills | Expedition | 4 | Orbit scouts |
| Starlight mills | Economy | 4 | โ |
| Void pantries | Economy | 5 | Starlight mills |
| Memory nurseries | Colony | 4 | โ |
| Crystal halls | Colony | 5 | Memory nurseries |
| Comet riders | Expedition | 4 | โ |
| Singing armour | Expedition | 5 | Comet riders |
Repeatable research
Once a line's first tech is done, repeatable research can be bought again and again, each level costing more.
| Line | Effect | Per level |
|---|
| Foraging lore | Food production | +3 a level |
| Brood lore | Population growth | +3 a level |
| War lore | Combat damage | +4 a level |
| Builder lore | Materials production | +3 a level |
| Night watch | Offline efficiency | +1 a level |
| Tunnel lore | Population cap | +2 a level |
| Muster lore | Soldiers per card | +3 a level |
| Colony lore | All production | +1 a level |
| Workshop lore | Staffing cap | +2 a level |
| Study lore | Research speed | +5 a level |