Dyson Sphere Program is a factory-building game where you set up production on planets, research new technology, and work toward building a Dyson Sphere, a giant structure that gathers a star's energy. End products are the crafted items that come off the end of those production lines. Unlike the parts that go into them, you use end products yourself or feed them straight into a game system, such as fuel for Icarus (your mecha), ammo for turrets, fleet ships, or research matrices.
Use
Fuel Rods
Hydrogen Fuel Rod
- Recipe
- 10 Hydrogen + 1 Titanium Ingot → 2 Hydrogen Fuel Rod
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 6 s
Deuteron Fuel Rod
- Recipe
- 20 Deuterium + 1 Super-magnetic Ring + 1 Titanium Alloy → 2 Deuteron Fuel Rod
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 12 s
Antimatter Fuel Rod
- Recipe
- 1 Annihilation Constraint Sphere + 12 Antimatter + 12 Hydrogen + 1 Titanium Alloy → 2 Antimatter Fuel Rod
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 24 s
Strange Annihilation Fuel Rod
- Recipe
- 8 Antimatter Fuel Rod + 1 Core Element + 1 Frame Material + 2 Strange Matter → 1 Strange Annihilation Fuel Rod
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 32 s
Use
Ammo and Capsules
Magnum Ammo Box
- Recipe
- 3 Copper Ingot → 1 Magnum Ammo Box
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 1 s
Titanium Ammo Box
- Recipe
- 1 Magnum Ammo Box + 2 Titanium Ingot → 1 Titanium Ammo Box
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Superalloy Ammo Box
- Recipe
- 1 Titanium Ammo Box + 1 Titanium Alloy → 1 Superalloy Ammo Box
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 3 s
Shell Set
- Recipe
- 9 Copper Ingot + 2 Combustible Unit → 1 Shell Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 1.5 s
High-Explosive Shell Set
- Recipe
- 2 Explosive Unit + 1 Shell Set + 6 Titanium Ingot → 1 High-Explosive Shell Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 3 s
Crystal Shell Set
- Recipe
- 2 Crystal Explosive Unit + 1 High-Explosive Shell Set + 3 Titanium Alloy → 1 Crystal Shell Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 6 s
Missile Set
- Recipe
- 3 Circuit Board + 6 Copper Ingot + 2 Combustible Unit + 1 Engine → 1 Missile Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Supersonic Missile Set
- Recipe
- 4 Explosive Unit + 2 Missile Set + 4 Processor + 2 Thruster → 2 Supersonic Missile Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 4 s
Gravity Missile Set
- Recipe
- 6 Crystal Explosive Unit + 3 Supersonic Missile Set + 3 Strange Matter → 3 Gravity Missile Set
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 6 s
Plasma Capsule
- Recipe
- 10 Deuterium + 1 Graphene + 2 Magnet → 1 Plasma Capsule
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Antimatter Capsule
- Recipe
- 10 Antimatter + 1 Plasma Capsule + 10 Hydrogen + 1 Particle Container → 1 Antimatter Capsule
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Jamming Capsule
- Recipe
- 1 Electromagnetic Turbine + 3 Hydrogen + 1 Plasma Exciter → 1 Jamming Capsule
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Suppressing Capsule
- Recipe
- 2 Jamming Capsule + 1 Super-magnetic Ring + 2 Titanium Glass → 2 Suppressing Capsule
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 8 s
Use
Fleet Units
Prototype
- Recipe
- 2 Circuit Board + 1 Engine + 3 Iron Ingot + 1 Plasma Exciter → 1 Prototype
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Precision Drone
- Recipe
- 2 Circuit Board + 1 Prototype + 1 Electromagnetic Turbine + 2 Photon Combiner → 1 Precision Drone
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 4 s
Attack Drone
- Recipe
- 1 Prototype + 1 Electromagnetic Turbine + 1 Particle Container + 1 Processor → 1 Attack Drone
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 4 s
Corvette
- Recipe
- 3 Particle Container + 2 Processor + 1 Reinforced Thruster + 5 Titanium Alloy → 1 Corvette
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 5 s
Destroyer
- Recipe
- 20 Frame Material + 4 Processor + 4 Reinforced Thruster + 1 Strange Matter → 1 Destroyer
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 8 s
Use
Logistics
Logistics Bot
- Recipe
- 1 Engine + 2 Iron Ingot + 1 Processor → 1 Logistics Bot
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Logistics Drone
- Recipe
- 5 Iron Ingot + 2 Processor + 2 Thruster → 1 Logistics Drone
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 4 s
Interstellar Logistics Vessel
- Recipe
- 10 Processor + 2 Reinforced Thruster + 10 Titanium Alloy → 1 Interstellar Logistics Vessel
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 6 s
Space Warper
- Recipe
- 1 Graviton Lens → 1 Space Warper; 1 Gravity Matrix → 8 Space Warper
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 10 s
Use
Dyson Sphere and Terrain
Solar Sail
- Recipe
- 1 Graphene + 1 Photon Combiner → 2 Solar Sail
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 4 s
Small Carrier Rocket
- Recipe
- 4 Deuteron Fuel Rod + 2 Dyson Sphere Component + 2 Quantum Chip → 1 Small Carrier Rocket
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 6 s
Foundation
- Recipe
- 1 Steel + 3 Stone Brick → 1 Foundation
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 1 s
Use
Proliferators
Proliferator Mk.I
- Recipe
- 1 Coal → 1 Proliferator Mk.I
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 0.5 s
Proliferator Mk.II
- Recipe
- 1 Diamond + 2 Proliferator Mk.I → 1 Proliferator Mk.II
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 1 s
Proliferator Mk.III
- Recipe
- 1 Carbon Nanotube + 2 Proliferator Mk.II → 1 Proliferator Mk.III
- Made In
- Assembling Machine Mk.I–III; Re-composing Assembler
- Craft Time
- 2 s
Use
Research Matrices
Electromagnetic Matrix
- Recipe
- 1 Circuit Board + 1 Magnetic Coil → 1 Electromagnetic Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 3 s
Energy Matrix
- Recipe
- 2 Energetic Graphite + 2 Hydrogen → 1 Energy Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 6 s
Structure Matrix
- Recipe
- 1 Diamond + 1 Titanium Crystal → 1 Structure Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 8 s
Information Matrix
- Recipe
- 1 Particle Broadband + 2 Processor → 1 Information Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 10 s
Gravity Matrix
- Recipe
- 1 Graviton Lens + 1 Quantum Chip → 2 Gravity Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 24 s
Universe Matrix
- Recipe
- 1 Antimatter + 1 Electromagnetic Matrix + 1 Energy Matrix + 1 Gravity Matrix + 1 Information Matrix + 1 Structure Matrix → 1 Universe Matrix
- Made In
- Matrix Lab; Self-evolution Lab
- Craft Time
- 15 s
How to Make End Products in Dyson Sphere Program
Most end products are built in Assembling Machine Mk.I, Mk.II and Mk.III, or in the Re-composing Assembler, using parts you have already produced. Research matrices are the exception, since they are made in the Matrix Lab or the Self-evolution Lab. Each recipe asks for its own mix of parts, so check what an end product needs before you plan its production line.
Crafting speed varies a lot. Basic ammo and capsules finish in a few seconds per batch, while the slowest recipes, such as the top fuel rod and the Gravity Matrix, take 24 to 32 seconds. Keep the number of machines matched to what your belts can supply, or the line will run unevenly.
Fuel Rods for Icarus and Power Plants
Fuel rods keep your power running and your mecha charged. They go into Icarus's fuel chamber and into power plants, so the same rods serve both your character and your grid.
Hydrogen Fuel Rod is the early option, an upgrade for charging Icarus that also fuels Thermal Power Plants. Deuteron Fuel Rod is a high-output fuel for Icarus and Mini Fusion Power Plants, and it is also an ingredient in Small Carrier Rockets, which ties your fuel supply to the Dyson Sphere build.
At the top, Antimatter Fuel Rod and Strange Annihilation Fuel Rod are dense fuels for Icarus and Artificial Stars, the late-game power facilities. Strange Annihilation Fuel Rod is built on top of Antimatter Fuel Rod, so that line has to be running first. Choose your fuel based on how much power you need and how far your factory has come.
Ammo and Capsules for Turrets and Icarus
Ammo and capsules are what you load into turrets and what Icarus uses against the Dark Fog, the enemy force you fight across the planets. Ammo comes in bullets, shells and missiles, and each family climbs through tiers. Bullets come as Magnum, Titanium and Superalloy Ammo Boxes for Gauss Turrets and Icarus's weapon slot. Each upgrade is made from the one before it, so the path is built right into the recipes.
Shells come as Shell Set, High-Explosive Shell Set and Crystal Shell Set, for Implosion Cannons and Icarus. A Shell Set fires at a spot and bursts there, which makes it your first real area-damage ammo. It works best when enemies arrive in clusters or waves, not as single fast targets. When basic shells stop keeping up, step up to High-Explosive Shell Sets, but wait until your Explosive Unit line runs steadily, since that is their bottleneck.
Missiles come as Missile Set, Supersonic Missile Set and Gravity Missile Set. They are made for Missile Turrets and Icarus, and they can hit both ground and space targets. Keep a small stock of shells for Icarus as well, since that gives you a strong emergency option when you need to finish off a dangerous cluster yourself.
Capsules work differently. Plasma Capsule is an energy round for Plasma Turrets and Icarus, and Antimatter Capsule is a powerful energy weapon that Icarus throws. Jammer Towers consume Jamming Capsules or Suppressing Capsules, and the Suppressing kind slows enemy movement and attack speed more strongly. Icarus can throw both types as well.
Fleet Units for Ground Fights and Space Battles
Fleet units are combat units that join Icarus, and they come in ground and space versions. On the ground, Prototype is the basic unit, Precision Drone is a combat drone for the ground fleet, and Attack Drone is made for attacking Dark Fog ground bases. Both drones are built on top of a Prototype, so the basic unit is the starting point.
In space, Corvette is a light combat ship for Icarus's space fleet, and Destroyer is the heavy one. The Destroyer takes far more parts and longer to build, so it is a bigger commitment. Reach for the Attack Drone when your target is a Dark Fog ground base, and start with a Corvette when you need ships in space, moving up to a Destroyer for heavier fights.
Logistics Carriers and Space Warpers
Logistics end products are the carriers that move your items around. Logistics Bots carry items between Logistics Distributors and can also supply Icarus. Logistics Drones handle moves between logistics stations on the same planet, and Interstellar Logistics Vessels carry items from one planet to another.
Space Warpers work differently because they are used up. Each one lets Icarus or an Interstellar Logistics Vessel make an interstellar warp trip, so they are what you spend to travel far. You can make a Space Warper from a Graviton Lens, one at a time, or from a Gravity Matrix, which gives eight at once. The Gravity Matrix route is the efficient one when you need Space Warpers in bulk.
Dyson Sphere Items and Foundation for Terrain
Solar Sails are light sails launched to form a Dyson Swarm or to add points to a Dyson Sphere. Sails expire, so a Dyson Swarm needs a steady stream of launches to keep its power up. Small Carrier Rockets are launched to add structure points to a Dyson Sphere, and each one is built from Deuteron Fuel Rods, Dyson Sphere Components and Quantum Chips.
Foundation is the terrain item. It paves and flattens ground, which is how you turn oceans and uneven land into usable factory space. It is quick to make, at one second per batch, but paving takes a lot of it: one planet needs 325,600 Foundation to be fully paved, so it pays to start a Foundation line early.
Proliferators for More Output
Proliferators are a spray that boosts production. A Spray Coater puts them on items moving along a ground belt, and when an assembler uses those sprayed items, you get one of two boosts. Extra Products gives more output from the same inputs, while Production Speedup runs the process faster. Each factory takes one boost, never both, so pick the mode on the factory that receives the sprayed items.
Each tier is stronger but costs more power. Mk.I gives up to 12.5% extra products or 25% speed, Mk.II gives up to 20% or 50%, and Mk.III gives up to 25% or 100%. Energy use rises with each tier by 30%, 70% and 150%. Extra Products suits factories where raw materials are cheap and you want a smaller footprint, while Production Speedup helps slow processes when raw inputs are scarce.
Research Matrices and Technology Unlocks
Research matrices are the currency of research, and each color has its own job. Electromagnetic is blue, Energy is red, Structure is yellow, Information is purple, Gravity is green, and Universe is white. You make them in a Matrix Lab or a Self-evolution Lab, and you spend them in Matrix Labs to research technology.
Research is what unlocks new buildings and upgrades, so matrices set the pace of your progress. The top matrix pulls from the rest. A Universe Matrix is made from one of each of the other colors plus an Antimatter, and it powers the highest-tier technology research.
Which End Products Matter Most
If you are deciding where to focus, research matrices matter most overall, because technology unlocks depend on them. Proliferators come next for any factory that is already running, since they raise output from machines you have already built.
For defense, shells are the line to build first, and the High-Explosive upgrade can wait until your base can supply it well. Space Warpers and Interstellar Logistics Vessels matter once your items need to move between planets, and Solar Sails matter once you start building toward the Dyson Sphere.
FAQ
How many shells are in a Shell Set?
A Shell Set comes as a box of 12 shells. Proliferated ammo gets extra shots per box, based on the Extra Products bonus of the Proliferator tier you used, so the same box can give you more shots.
Why isn't my Proliferator boosting anything?
The boost only applies once every ingredient in that recipe has been sprayed, so one unsprayed input means no boost. Spraying a Proliferator itself adds more spray charges, and spraying a fuel raises its energy content.
How many solar sails do I need for a Dyson Swarm?
There is no fixed number. Work it out from the power you want, how long each sail lasts, and the star's luminosity, to find how many sails you need to launch per minute. A single EM-Rail Ejector rarely reaches full uptime because of pitch and line-of-sight limits, so plan for some extra launches.




