
- Indie
- Simulation
- Strategy
Game
Final Upgrade
Help humanity to spread throughout the cosmos by exploring new worlds, building space factories and setting up trade routes. Research advanced technologies to increase efficiency and unlock new paths of development. Fight off other artificial intelligences in your goal to reach the Final Upgrade!
Help humanity to spread throughout the cosmos by exploring new worlds, building space factories and setting up trade routes. Research advanced technologies to increase efficiency and unlock new paths of development. Fight off other artificial intelligences in your goal to reach the Final Upgrade!
About Final Upgrade
- Released
- December 2022
- Platforms
- PC (Microsoft Windows)
Where to get it
Release, studio and platform data from IGDB. Store links go to the sellers, not to us. We do not sell games and we do not host files.
Browse everything
Sorted, filterable and paged. Every link goes to the author’s own download.
From the developers
Official announcements, newest first. Posted on Steam.
- Community Announcements1.0.2.28Fixed a bug related to the "Not in that order" achievement.
- Community Announcements1.0.2.27Unity Engine Security Update
- Community Announcements1.0.2.26Reduced the size of the T5 missile ship to the standard 1000 cells.
- Community Announcements1.0.2.25Fixed a bug that caused an unresearched construction cannon to be built instead of a railgun from the construction menu.
- Community Announcements1.0.2.24Fixed the problem of the builder's ship being idle when there is no necessary material in its storages and resource zones, but the construction cannons are loaded with the necessary resource.
- Community Announcements1.0.2.23Fixed issue with sorter input filter during direct docking. Fixed the problem of auto-unlocking the 4th technology pack in disassembler mode when loading the game.
- Mods indexed
- 587
- Versions
- 0
- Newest tracked
- none yet
- Most disruptive update
- No breakage data for this game
Most downloaded
Measured from the source's own counts, summed across every release.
- Modular Expandable Ore Refinery (With basic shipyard capabilities).Modular Expandable Ore Refinery For all perverts who, like me, play on smaller sizes - here's modular ore to ingot refinery that can act as a shipyard early game. While it is just shy of 4k cells in default configuration, any large station enthusiasts out there can easily scale this thing up to a...2.5k downloads
- Plastic-Fuel-Coolant RefineryPlastic-Fuel-Coolant Refinery For all perverts who, like me, play on smaller sizes - here's oil/water refinery, just below 4k cells. If you liked this blueprint, check the collection above, threre may be other stations you'll find interesting. Imports: water and oil. Exports: plastic, fuel and co...1.6k downloads
- Composit manufacturing FullsizeCapable of producing all kinds of composites. The needed materials are fed by a small bus, and they are linked with relays. They can be skipped and changed to more quantum storages, if one preffer trading ships over relays. This design can be easily manimulated or extended.1.3k downloads
- Nanites T1, Mechanical Parts, Steel PlatesNanites T1, Mechanical Parts, Steel Plates1.3k downloads
- Multi Process CompositesAll Composites.1.1k downloads
- Full Composite Station3513 cells, 32805 EC Produces all 7 composites.1.1k downloads
- Carbon ore to Hydrogen refinery.Carbon ore to Hydrogen refinery For all perverts who, like me, play on smaller sizes - here's a refinery, that turns Carbon ore all the way into hydrogen, just under 4k cells. Since carbon isn't really needed for anything else, i thought it'd be a waste to use generic ore refinery, and instead, d...1.1k downloads
- Multi Process, Iron, copper, carbon, nickel, gold5 different Refined and Ingots.1.0k downloads
- Constructor XLBig Construction ship (T2 components) up to 5 construction cannons have all building material available all the time. Also the eight robots can construct with all materials. It is build from different materials, they all can be swapped, if they aren't already available. There is space for some mo...915 downloads
- Nanites T1-T3This station produces in large quantities all tiers of nanites. Perfect for weapon production and Planet orders. (1817/2000)890 downloads
- Fuel Refinery Station (2,000 tiles - default limit, T1 tech)A low-tech, self powered oil refinery station that's exactly 2,000 tiles - and not one over. Just add oil and water! Once started, the platform produces a small excess of energy over time, so doesn't need a power input once started. Small reserve tanks ensure that the platform has a reserve of fu...870 downloads
- Laser Factory2081 Cell All Laser Factory793 downloads
- Machinacal PartsAll Mechanical parts Station is 2746 Cells Big693 downloads
- [T1] Plastic & T1 Circuits-Electronics v2This station produces 3 products: Plastic, T1 Circuits and T1 Consumer Electronics. It focuses on the Plastic/Circuits and sends overflow to the T1 Electronics Reworked to add storage units and improve overall throughput. Original: Specs: 714 Iron Required 1989 Cells 8 Plastic + 6 T1 Circuits + 2...682 downloads
- Self cooled power station2000 cells self cooled power station. Intakes water and consumable material to produce large amounts of energy. Refineries are perfectly scaled to number of generators at max tech.673 downloads
- weapons/tools 16-16-32-64tools, miniguns, rocket launches, laser rifles, producing at the same speed. output storage capacity: 1232 each product638 downloads
- Mixed RefinerySize: 1,995 Cells - Height: 35 Cells - Width: 57 Cells Construction Cost(s): - Iron: 534 Designed for the smallest maximum station size of 2k cells. Able to output all single input materials. (Iron shells don't count. XP)615 downloads
- Circuits T1 T2 T33,646 cells, 37,715 EC Produces all 3 tiers of circuits596 downloads
- Consumer ElectronicsSize: 1938 Input: Plastic Plate (120 capacity) Circuits T1 (144 capacity) Circuits T2 (144 capacity) Circuits T3 (144 capacity) Output: Consumer Electronics T1 (120 capacity) Consumer Electronics T2 (120 capacity) Consumer Electronics T3 (120 capacity) Energy capacity: 100,000 Fabricator: 12x3 De...560 downloads
- Super StationIt can make mostly all of the basic materials that you would need.556 downloads
- Ammo FabricatorMy biggest station yet, containing 14,659 cells, Make sure to check out blacknight24's Compacted version.548 downloads
- [T1] Ore to Ingot Processor v2This All-In-One ore to ingot processor allows you to grab in-line extracted material for supply elsewhere. In addition, the stampers are throttled to always maintain stock of the extracted material. Several improvements have been made to increase throughput with the stampers. In addition, storage...543 downloads
- Nuclear MeltdownGenerate power from Nuclear fuel.529 downloads
- fuel powerplantFuel Powerplant self created stand alone fuel and coolant craft inside. 1998 blocks. T2 battery517 downloads
Browse all 587 Final Upgrade mods Sortable by downloads, rating and date.
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Why Final Upgrade mods break
A mod is compiled against one version of a game. When the game updates, anything that reached into the parts that moved stops working, and it usually stops working silently rather than with a message that explains itself.
That is what the table above counts. It is not a guess: each row is a mod the community has reported as broken by that specific release. The number is a fair measure of how disruptive an update was, and it is the reason people delay updating a game they have modded heavily.
Common questions
Does IndexGG host Final Upgrade mods?
No, and it never will. Every download link points at the author's own page on Nexus, GitHub, CurseForge or wherever they published it. We index the ecosystem; the files stay with the people who made them.
Where does the compatibility data come from?
From the communities that maintain it in the open, not from guesswork. Each claim carries how it is known, so a reported breakage is never presented as though the author said it.
Why is a mod listed as broken when it works for me?
Compatibility depends on your exact game version and the rest of your load order. A mod marked as broken in one release may work fine on an older one, which is exactly why the version is recorded next to the claim rather than a bare yes or no.






