Kourou Walkthrough — Ice, Fire & Tetryon Risk
Kourou guide for Star Trek Outposts Unknown: ice, fire, steamfields, cold HQ setup, and Tetryon radiation vs transporters—Devlog #2 and official reveal.
FAQ
What makes Kourou different from Daegus?
Why do I need landing pads on Kourou?
Do radiation storms disable solar power on Kourou?
Where do I get food or biomass on Kourou?
Last verified: 2026-10-21 against Captain’s Devlog #2 — Kourou and the official Kourou planet gameplay reveal (Magic Fuel Games / IGN, August 2026).
What is Kourou?
Kourou is a chaotic ice-and-fire world the X’Lehari abandoned after Tetryon Rift complications escalated. Official copy positions it as a place of abandoned structures and opportunists working far from oversight—not a gentle second tutorial like Daegus.
Your campaign goal on Kourou is still research: a successful outpost there delivers one piece of the Tetryon Rift puzzle, per the official reveal narration.
What are the three Kourou biomes?
Magic Fuel describes three interacting zones (Devlog #2 and the reveal align):
| Zone | Official description | Logistics takeaway |
|---|---|---|
| Glaciers | Vast frozen ice slowly moving; resources hidden beneath | Plan for extreme cold when you first set headquarters |
| Volcanic badlands | Fire and magma through deep surface trenches | Hazardous construction band; not your default farm belt |
| Steamfields | Superheated water erupts where ice meets fire | Only organic material source on the planet |

Glacier zone. Source: Magic Fuel Games, Kourou gameplay reveal (frame ~3:32).

Volcanic badlands zone. Source: same Kourou reveal (frame ~4:00).
What should you build first on Kourou?
The official reveal’s away-team beat is explicit: after choosing experienced bridge officers, your first order is to set up headquarters and basic facilities that insulate the crew against Kourou’s extreme cold. That matches the broader opening pattern elsewhere—core hub before sprawling industry (first outpost build order).

An early Kourou outpost under its protective dome. Source: same Kourou reveal (frame ~4:04).
Keep water, power, and compute routing in mind before you duplicate a wide Daegus layout; pipe footprint is a design constraint in Devlog #3 and in our logistics guide.
How does the Tetryon Rift affect Kourou travel?
Official narration—not a player theory—states the Tetryon Rift periodically releases deadly radiation that endangers transport technology. The prescribed mitigation in the reveal is landing pads so surface crews can head back to the U.S.S. Resonant without relying on risky beaming.
That pairs with shift and shuttle workflows from crew, shifts, and morale: Kourou punishes crews that treat the ship like an infinite taxi.
What about radiation storms and solar power?
If you are power-starved on Kourou, audit fundamentals from logistics, power, water, and compute before assuming you need a specific reactor type.
How do you leave Daegus for Kourou?
The official reveal shows a nearly self-sufficient Daegus outpost: mess hall fed with food proteins, ship storage transfers, and faction sample trades (Vulcan Science Academy example) before the Resonant departs via the voice map star system UI. Replicate that closure checklist on your save—food, medical, housing, storage—using beginner guide systems before you warp.
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