A Beginner's Guide to Mining, Factories and Defense in Main Sequence
Main Sequence enters Steam Early Access today. Here is how to scan your first asteroid belt, wire up a factory and survive the alien defense network.
Tumbling Dumpling Studio's one-person space-sim factory builder Main Sequence left its demo phase behind today, entering Steam Early Access as a full interstellar industrial sandbox. The jump from a single mining ship to a multi-system automated empire is steep, and the game does not hold your hand through the asteroid belt. These are the fundamentals worth knowing before your first supply chain backs up.

Start by scanning, not mining
You begin with one small mining ship parked in a resource-rich asteroid belt at the frontier of human-charted space. The instinct is to start drilling the nearest rock immediately, but the ship's scanner is the more important tool early on. Sweep the belt first to see which asteroids carry the ore types your starting recipes actually need, since refining raw material into usable components happens aboard the ship itself before you have anywhere else to do it. A few minutes of scanning saves a return trip once you realize the patch you picked is thin on the resource your first factory needs most.
Your station is the heart of the operation, not a side project
Once your mining ship has refined enough to get started, building a permanent space station turns a one-ship operation into a base you can actually expand. Everything that matters in Main Sequence happens on and around stations: the factories you build there are described by the developer as the heart of the industrial operation, and that is not an exaggeration. Place your first station near the richest cluster you scanned rather than the most convenient one — relocating logistics later is far more painful than a slightly longer initial haul.
Treat your conveyor layout as a plan, not an accident
Machines connect to each other with conveyor belts, and the production line you sketch out when you place your first three machines tends to calcify into the backbone of everything you build afterward. Leave gaps between machine rows for belts you haven't needed yet, and route your main trunk lines before you start branching off to side processes. The game's own systems scale this logic outward once a single station is humming: automated supply routes between stations and a fleet that keeps everything provisioned are the next layer, so a clean station-level layout now pays off twice later.

Design ships and stations module by module — and save what works
Every ship and station in Main Sequence is yours to design down to individual modules, deciding cargo capacity, reactor placement and weapon hardpoints to fit whatever job a vessel needs to do. New players tend to over-build their first hauler trying to do everything at once. A better approach is to keep an early fleet of purpose-built, disposable designs — a stripped-down miner, a pure cargo hauler, a light escort — and only invest in a heavily modular all-rounder once you understand which roles you actually need filled. Save a design the moment it works; you can reuse it across a fleet or refine it later instead of rebuilding from scratch.
The alien defense network will come looking for you
Industrial activity in Main Sequence eventually wakes an ancient alien defense network that has flagged your expansion as a threat. New players are often caught flat-footed because nothing about the opening hour suggests combat is coming. Keep at least one defensively-oriented ship design on hand well before you think you need it, and research weapon and armor upgrades alongside your production tech rather than after the fact — you can use your fleet to protect what you've built, or strike first before the next wave arrives, but either option requires having a fleet worth the name.
Research with intent, and consider co-op for the logistics crunch
New ships, station modules, items and upgrades all unlock through research funded by what you produce, and procedurally generated star systems further out each bring their own logistics puzzle, from stellar phenomena like black holes and neutron stars to wrecks worth exploring. If the scale of running mining, factories, supply routes and defense all at once feels like a lot for one captain, it's because it is: Main Sequence supports solo play alongside online and LAN co-op, and splitting responsibilities — one player on logistics, another on defense, a third out exploring — is a legitimate strategy rather than a crutch. The developer's own framing fits the game's whole structure: the bigger the crew, the bigger the empire.
Main Sequence is available now in Steam Early Access, with the developer and publisher Mythwright planning one to two years of continued content updates before a full 1.0 release. A free demo covering the starting star system remains available on Steam for players who want to test the opening hours before buying in.

