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Expeditions are an optional game mode added to the game in the Endless Expeditions update on April 3rd 2025.
Synopsis

Expeditions is a challenging game mode that overrides Gameplay Presets and increases in difficulty after each successful run up to a difficulty level of 20. Each increase in difficulty adds modifiers that limit what the player can take with them on a run and change certain conditions encountered in the Zone.
Expeditions can be accessed through the Route Planner once the Z.E.T.I. Connection Upgrade has been installed. Once installed a hard drive icon labelled 'Expeditions' will appear in the bottom right on the Route Planner Map. Selecting this icon will open the expedition viewer.

The expeditions viewer displays a difficulty information box at the top of the screen with the number of modifiers currently applied. These can be scrolled through to view all active difficulty modifiers. Below the difficulty information are three file icons. Hovering over each individual icon displays information about the conditions and rewards for each available expedition. A map icon labelled 'Route Planner' is displayed in the bottom right and can be selected to return to the normal Route Planner map.

Selecting one of the files will send a Rewoven Hard Drive to the pneumatube beneath the Route Planner. This Rewoven Hard Drive can then be placed in the Z.E.T.I. System to activate the chosen expedition. This will also allow the player to view the map for the chosen expedition on the Route Planner. This map displays the junction types as well as junction conditions. All requirements on the Z.E.T.I. System checklist must be met before an expedition run can be started.
Expedition Junctions

Expedition junctions differ from normal Junctions in that they are more specific about what can be found at that junction. Each expedition junction also has a gas island at the start of the junction, providing 20 gallons of fuel. The junction types are as follows:
Icon | Junction Name | Description | Unmentioned effects |
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Anchor Junction | Anchors are plentiful. | Anchor locks only use half the energy to unlock, and the circles showing their location on the map are smaller. |
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A.R.D.A. Junction | A.R.D.A buildings are plentiful. | |
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Desolate | This junction is barren and does not contain much. | |
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Ida's Exchange Junction | Trade scrap for goods. | |
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Junkyard Junction | Scrap vehicles are plentiful. | |
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Pit Stop | A safe place to craft, repair, and replenish your car's fuel and battery. | Contains a Matter Deconstructor and a Pneumatube that can send items back to the garage. |
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Residential Junction | Residential buildings are plentiful. |
Difficulty Modifiers
Difficulty Level | Description | Effects |
---|---|---|
1 | Ambient radiation is light. | 2.5k radiation everywhere except around certain structures like Junction exits and Ida's Exchange. The Radiation Suit's immunity does not protect from this radiation. |
2 | Anchors are locked with small battery locks. | |
3 | Storage restrictions to embark are light. | |
4 | Expeditions have more junctions and now include Mid-Zone biomes. | |
5 | Instability slowly closes in on the entire expedition region. | Some Junctions near the edge of the map become unstable over the course of the expedition. |
6 | Anchors are locked with medium battery locks. | 40 kW of charge required to unlock each Anchor, or 20 kW in Anchor Junctions. |
7 | Expeditions have more junctions and now include Deep Zone biomes. | |
8 | Available crafting recipes are lightly limited while out, and Ida's Exchange has more stock. | Crafting is limited to around what a Craft Mat can craft, both in the car and at the workbench at Pit Stop Junctions. Ida starts selling a random selection of blueprints that unlock crafting recipes for that run only. |
9 | Part and storage restrictions to embark are moderate. | Car restrictions: 10 tier 1 parts, 7 tier 2 parts, 4 tier 3 parts |
10 | Instability closes in on the entire expedition region. | Junctions become unstable more quickly over the course of the expedition. |
11 | Anchors are locked with large battery locks. | 50 kW of charge required to unlock each Anchor, or 25 kW in Anchor Junctions. |
12 | Fuel consumption rate increased and less fuel available in Junctions. | The fuel tank at the start of every Junction still holds the same amount of fuel, only fuel spawns across the map are reduced. Fuel consumption is increased noticeably less than Fuel Evaporation would, though it can stack with that condition. |
13 | Available crafting recipes are moderately limited while out. | Can initially only craft crude car parts, some tools, and intermediary materials like Gears; noticeably one cannot craft car maintenance items like Sealing Kits without buying the blueprints from Ida first. |
14 | Part and storage restrictions to embark are heavy. | Car restrictions: 7 tier 1 parts, 4 tier 2 parts, 2 tier 3 parts
Storage restrictions: Not counting the 2x3 used by the required Scrapper, there's 2x4 or 3x3 free storage available depending on Scrapper placement. |
15 | Some player equipment disables upon embarking. | NB: The backpack stays at the maximum upgrade unlocked. |
16 | Harsher status effects and off-road conditions. | Similar off-road behaviour as in the Olympic Gauntlet Gameplay Preset, requiring Offroad Tires or similar for any meaningful traction. |
17 | All damage to the player and car increased. | |
18 | Instability rapidly closes in on the entire expedition region. | Several Junctions become unstable for every Junction visited. |
19 | Available crafting recipes are heavily limited while out. | Can initially only craft crude car parts, Scrapper, Hand-Vac, and intermediary materials like Gears. |
20 | All conditions are harsher, and some conditions worsen with every successful return. | Car restrictions: 5 tier 1 parts, 2 tier 2 parts, 1 tier 3 part
Storage restrictions: Not counting the 2x3 used by the required Scrapper, there's 1x2 free storage available. |