Phase 1 — rebirths 1–9
Learn the spend-down rhythm: farm, spend, reset. Cross the rebirth-5 checkpoint and treat each five-level quest mark as a natural session goal. No unlock decisions yet — pace is the whole game.
The documented entities (bees, hives, the SSA reference) and the build path that actually has data behind it: the milestone-priority rebirth route.
BSS 1:1 - Rebirths never published a bee roster, unit stats, or a loadout system, so unlike most Roblox simulators its build theory does not live in entity charts — it lives in reset timing. The documented build path is: run the honey loop, spend down, rebirth through the 0–34 path, hit the special-quest checkpoints every five rebirths, and prioritize the two named unlocks (Triple SSA Passive at rebirth 10, Upgrade Tree at rebirth 13). The entity side is real but undocumented: bees are active entities the update text explicitly patched, and the endgame vocabulary (SSA) references the original game's amulet system. Below, each entity family gets its documented status — including the families with no data at all.
A remake of a game with 46+ bee types, amulets, and field systems will always attract stat questions. Here is exactly what is and is not knowable.
| Entity family | Documented status | What this wiki publishes |
|---|---|---|
| Bees | Active entities — the update text lists bee movement and ability fixes. | Functional description only; no roster, stats, or tier numbers (never published for the remake). |
| Hive | Core system implied by the honey loop and bee fixes. | No slot counts, expansion costs, or layout data published. |
| SSA passives | "Triple SSA Passive" named at rebirth 10 in the official description. | The name and level only; the effect is undocumented. Original-game SSA context below. |
| Upgrade Tree | Named at rebirth 13 in the official description. | Existence and level only; nodes, costs, and effects undocumented. |
| Fields | Field-boost reports name Pepper Patch, Stump Field, and Coconut Field. | Field names from code reports; layouts and per-field values never published. |
| Retro Swarm Challenge | Named in the creator announcement with timer-skip changes. | A challenge-mode entity lane; reward details undocumented. |
Labeled main-game context from the original Bee Swarm Simulator wiki — this is the system the rebirth-10 unlock name references. Checked on the main-game wiki; do not read these values as remake-specific.
| Amulet tier (original game) | Cost | Requirement | Passives |
|---|---|---|---|
| Bronze Star Amulet | 25M honey | 5 gifted bee types | None |
| Silver Star Amulet | 50M honey | 10 gifted bee types | None |
| Gold Star Amulet | 250M honey | 20 gifted bee types | None |
| Diamond Star Amulet | 1B honey | 30 gifted bee types | Can roll Guiding Star or Star Shower |
| Supreme Star Amulet (SSA) | 10B honey (optional 500B for a guaranteed second passive) | 40 gifted bee types | One of six passives (1/6 each), 1/50 chance of a second |
Why this table is here: players hitting the rebirth-10 "Triple SSA Passive" wall search what SSA means, and the honest answer lives in the original game's amulet system —Supreme Star Amulets always roll one of six passives (1/6 each, 1/50 for a second), which is why "triple SSA passives" reads as a power fantasy promise. What the remake's version actually grants was never documented.
The one build path with documented data behind every step.
Learn the spend-down rhythm: farm, spend, reset. Cross the rebirth-5 checkpoint and treat each five-level quest mark as a natural session goal. No unlock decisions yet — pace is the whole game.
The first build-defining choices land here: the Triple SSA Passive at 10 and the Upgrade Tree at 13. Plan sessions to cross both in as few resets as your pace allows — the calculator marks exactly these crossings.
Long checkpoint cadence through 15, 20, 25, 30, and the 34 ceiling. With quest rewards and per-rebirth values undocumented, the honest strategy is measured pace plus checkpoint targeting — not stat charts that do not exist.
Not an honest one. No official or community source ever documented the remake's bee roster with stats, so any bee ranking you find for it is imported from the original Bee Swarm Simulator or invented. This site's tier list ranks the things that ARE documented — milestone priorities like the rebirth 10 and 13 unlocks — instead.
In the original Bee Swarm Simulator, SSA stands for Supreme Star Amulet — the top-tier Star Amulet whose passive abilities (Pop Star, Scorching Star, Guiding Star, and three more) anchor endgame play. The remake names a "Triple SSA Passive" at rebirth 10 without documenting the effect; checked 2026-10-09 on the main-game wiki.
The documented game rewards a reset-path build: spend honey down before each rebirth, target the special-quest checkpoints at every five rebirths, and treat rebirth 10 (Triple SSA Passive) and rebirth 13 (Upgrade Tree) as the first two major build goals. With no published stat tables, build skill in this game is reset timing, not loadout charts.
Yes as gameplay, no as documented data. The update text explicitly shipped bee movement and ability fixes, so bees are active entities — but the game never published a roster or stat table, so this wiki describes them functionally rather than with numbers.
Entity questions end in one of these decisions.
Documented milestone priorities, ranked and dated.
Turn the milestone path into a session plan.
Reset timing and upgrade-order tradeoffs.
The rebirth framework and update mechanics.
What each documented reward grants and where it drops.
Why the undocumented families stay undocumented.