How do I unlock new parts in Approximately Up?
Complete missions such as inter-planet deliveries and exploration objectives — exact reward tables stay TBA until verified in your build.
Approximately Up missions guide: delivery objectives, Planet Station launch points, and part unlocks without fabricated reward tables. Verified August 2026.
Deliveries that unlock new components.
~9 min read
Sponsored
This Approximately Up missions page separates the confirmed build → wire → fly → land loop from details that still need a current-build check. Approximately Up starts on Earth. Build modular ships in the garage, route Power and Data cables, fly first-person from inside your craft, land on Planet Stations to unlock permanent launch points, and complete delivery missions to unlock new components. Solo or up to four-player co-op on Steam. Use it as a garage-side reference, not as a promise that every unlisted binding, wattage, or thruster limit matches every patch.
The practical goal is simple: make one safer ship decision at a time, keep Power and Data intact after a crash, and turn a successful landing into a permanent Planet Station unlock. When a result is uncertain, rebuild near Earth and compare notes after you recover.
| Fact | Detail |
|---|---|
| Platform | Steam PC |
| Mode | Solo or up to 4-player co-op |
| Core setting | Earth start · ~15 unique planets · Planet Stations |
| Topic | Missions |
| Progress role | Missions unlock new ship components |
| Launch points | Planet Stations act as garages and mission starts once unlocked |
| Official load examples | Experimental power · flight power-drain items · timed energy crystals · heavy submarine payloads |
| Reward tables | Exact part-per-mission maps stay TBA without a current-build check |
| Source boundary | Steam listing and current player-observed guidance; unconfirmed details are marked TBA |
The confirmed progress path is mission completion, not loot drops. Inter-planet deliveries and exploration objectives unlock new ship components so later builds can carry heavier or stranger loads. Planet Stations you have already unlocked become the natural launch and recovery points for that ladder.
The reliable foundation is the same whether you fly solo or with a crew: start on Earth, bolt modular frames and thrusters, route Power cables for energy and Data cables for control signals, then pilot first-person from the deck. A ship that looks finished but has a dead battery or a missing Data path will not fly the way you designed it. That is why missions advice should start with ports, orientation, and a recoverable garage test rather than with a supposed optimal mega-build.

A useful first flight tells you what failed: an unpowered thruster, a reversed Data port, an atmospheric thruster used in vacuum, or an RCS battery that died mid-roll. It does not automatically tell you to enlarge the hull. Pause long enough to name the failure, fix the circuit, and decide whether the next test can stay near the pad.
This avoids a common early failure: the crew launches a huge Workshop import, crashes far from Earth, and then cannot tell whether the problem was mass, wiring, or thruster type. If the current craft becomes confusing, a smaller rebuild that lands once is a successful session rather than a wasted attempt.
In co-op, say the subsystem, the symptom, and the intended fix: “RCS pitch dead, battery empty, swap cell,” is more useful than a long description. Solo players can apply the same discipline as a mental checklist. The game rewards decisions that leave you a second option when the first thruster bank fails.
With that baseline in place, the next question is not “can we fly farther?” but “what does continuing cost if the circuit fails again?”
Mission decisions are about payload risk versus unlock value — not about flying the prettiest Workshop import.
Use the table as a decision aid, not a hidden-stat calculator. Approximately Up has large modular ships and evolving community knowledge, so a precise number without an in-game check is less useful than a conservative threshold: protect a working circuit when recovery is uncertain, and test risky ideas only when you can still rebuild from a known station.

| Situation | Action | Why it is safer |
|---|---|---|
| Experimental / draining power load | Add battery headroom and a clean power router path; expect mid-flight brownouts | A drained circuit looks like a thruster bug |
| Timed energy crystal style cargo | Plan a direct route; do not sightseeing with a ticking objective | Detours burn the timer more than a modest hull upgrade helps |
| Heavy submarine / extreme mass | Prove lift near a station before committing to depth or distance | Mass failures are hard to debug far from a garage |
| You lack a nearby unlock | Land a Planet Station first, then accept the long delivery | Recovery options matter more than early rewards |
Deleting a long cable run, launching with disposable batteries near empty, or committing to a Moon approach with no RCS reserve can remove options. Before doing any of those, confirm what the ship keeps if the attempt fails. If the answer is “a dead hull with no station unlock,” choose the reversible option first: rewire, test hover near the pad, or land at a closer Planet Station.
That same habit makes progress steadier. One secure station unlock can change every later rebuild; a speculative crash often repeats the same first minutes with no new parts.
Matched by build plan, shared topics, and guide progression — not random related links.
Steam’s store copy calls out situational loads: experimental power equipment, items that can cut power during flight, energy crystals that charge like timed threats, and giant heavy submarine payloads. Treat these as design constraints for thrusters, batteries, and route length — not as flavour text.
Avoid turning a single player report into a universal rule. A report can be valuable evidence of a wiring pattern, yet it may come from a particular unlock state, thruster mix, or patch. Record the context before copying it: which planet, which thruster types, whether Power and Data both reached the block, and whether the result was repeated after a rebuild.
If the cargo can brown out thrusters, keep redundant cells and avoid launching with disposable batteries already near empty.
The useful follow-up is to connect this observation to the broader loop: does it make launch safer, reduce wiring confusion, change the Moon approach, or simply create a new risk? If it does not answer one of those questions, do not let it pull you into a larger hull before the current circuit works.
Heavy loads need proven lift and attitude control. Pad-test with the cargo attached when the game allows, or with equivalent mass practice builds.
The useful follow-up is to connect this observation to the broader loop: does it make launch safer, reduce wiring confusion, change the Moon approach, or simply create a new risk? If it does not answer one of those questions, do not let it pull you into a larger hull before the current circuit works.
Package hunts reward Radar scale discipline and Earth→Moon handoff habits — the same skills used on Moon station approaches.
The useful follow-up is to connect this observation to the broader loop: does it make launch safer, reduce wiring confusion, change the Moon approach, or simply create a new risk? If it does not answer one of those questions, do not let it pull you into a larger hull before the current circuit works.
Delay when your thruster mix cannot survive the route, when Power cannot absorb the payload quirk, when RCS attitude dies on short pad tests, or when you still have no station unlock on either end. A later attempt with one new unlocked part often teaches more than five crashed early tries.
A conservative guide is especially important while the live knowledge base is still growing. The Steam description confirms the broad systems—modular frames, Power and Data cables, atmospheric and electric thrusters, Planet Stations, missions that unlock parts, and up to four-player co-op—but it does not publish a complete numerical database for every block. Tables on this site therefore distinguish a confirmed loop from TBA details instead of filling gaps with invented wattages.
If finishing now permanently adds a component you need for the next planet hop, that is a concrete reason to accept risk.
If the observed result matters to your next flight, verify it again after a patch or compare it with a concise report in the community. Keep the claim narrow: “this happened with this thruster layout” is more useful and more durable than a broad claim about every ship.
Do not invent exact “Mission 7 → Thruster X” tables. Log what you unlock in your build and mark wiki guesses TBA.
If the observed result matters to your next flight, verify it again after a patch or compare it with a concise report in the community. Keep the claim narrow: “this happened with this thruster layout” is more useful and more durable than a broad claim about every ship.
Check the current build before treating a named binding, numerical power draw, channel name, exact thruster limit, or complete part roster as settled. The official Steam page is the source for the game’s core premise and player count; the verified Discord is the best route for patch-sensitive questions. Do not use copied invite links or anonymous “full databases” as authority.
Complete missions such as inter-planet deliveries and exploration objectives — exact reward tables stay TBA until verified in your build.
Planet Stations act as garages and mission launch points after you unlock them with a first landing.
Some payloads drain or disrupt power. Check batteries, routers, and whether the objective itself causes brownouts before blaming thruster orientation alone.
No. This guide labels build-specific values, full part rosters, and unverified names as TBA rather than guessing.
Next: components wiki. It continues the decision from this page into the part of the loop that keeps your next flight recoverable.
Matched by build plan, shared topics, and guide progression — not random related links.