Arcadia-7 · Convict Orientation Supplement · Every. Rupture. Counts.

Field Manual

Everything the planet will kill you for not knowing, solved once. The whole StarRupture knowledge corpus — 15,166 lines across 20 fact-checked domain docs, a master comprehension and the first-hand install reference — anchored to StarRupture Early Access 0.2.8 ("Hotfix 0.2.8", Steam news 2026-06-17) on the Update 1 line (UE 5.6.1, build CL-121391). Built for the Praxis playthrough: between waves, cores unupgraded, turret ring pending.

anchor 0.2.8build CU1 · CL-121391engine UE 5.6.1verified 2026-08-23docs 21 + master + ref · mod reports 6claims 384 · fixes 274 · open 244save Praxis · 59.1 h · waves 53
00

Master Comprehension

Version anchorStarRupture Early Access 0.2.8 ("Hotfix 0.2.8", Steam news 2026-06-17) on the Update 1 content line (Update 1 = 0.2.0, 2026-04-09). Installed build ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, Unreal Engine 5.6.1 (custom). No 0.2.9 and no Update 2 had shipped as of 2026-08-22; the newest Steam post is Developer Blog: August 2026 (2026-08-05), which previews unshipped Update 2 work. Corpus researched and verified 2026-08-22.
✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED
Samuel Khumalo -- BiologistConvicted of terrorism and illegal medicine; hates the IRO. Cosmetic/voice-only class in 0.2.8.
Maeve Caliente -- EngineerSmuggling and aiding terrorists. Packaged profession PD_Engineer.
Chris Bonnet -- Scientist / PhysicistClassified offence. Packaged profession PD_Scientist.
Han Nergui -- SoldierDesertion. Packaged profession PD_Soldier.

This is the mandatory pre-read. Load this file first, every session. It gives working fluency across the whole game plus routing into the 20 detail docs and the install reference. When a number here disagrees with a detail doc, trust the detail doc -- each was individually fact-checked against live sources; this master is a synthesis layer. When a detail doc disagrees with docs/ref/shadow-install.md on install / engine / save facts, trust the install reference (it is first-hand).


What This Corpus Is#

A knowledge corpus about StarRupture, Creepy Jar's first-person survival / base-building / factory-automation / base-defense game set on the planet Arcadia-7 under the unstable star Ruptura. Its first purpose is playthrough companionship -- answering Robert's questions on progression, recipes, the base model, logistics, power/cooling, defense, the Rupture cycle and the world, with numbers that are correct for 0.2.8 -- and pair-planning his "Praxis" save (51 h in, see Robert's Baseline). The second purpose is tooling: a save reader + progression tracker and a base/factory planning tool hosted at rupture.salvo.host (plan starrupture-site); the corpus carries the save format (doc 20), the planner data appendix (doc 17) and the identifier registry precisely so those can be built on verified ground. The third purpose is mod development (doc 15) -- with a legal caveat, see Modding.

How a session should use it. Read this master for orientation and the cheat-sheet numbers; route into the specific detail doc via the Doc Index at the bottom for any answer that must be exact or complete. Do not answer version-sensitive questions from memory -- this is an Early Access title that changed materially at Update 1 and whose community sources are largely stale; open the doc. Every detail doc carries a ## Gaps & Unverified section and tags claims [confirmed] (official or wiki + second source), [reported] (single source), [inferred] or UNVERIFIED; carry those tags into answers. On any conflict between a doc and a live source, flag "Documentation drift detected:", verify, then update the doc (never silently).

Reliability model. 20 docs, 11,747 lines, written by an Opus research swarm (one agent per domain) and fact-checked by one verifier per doc: 384 load-bearing claims re-checked, 274 corrections applied, 244 items left explicitly UNVERIFIED. The corpus's weakness is not missing domains but missing numbers: build costs, footprints, turret/weapon stats, per-building cooling, drone/rail capacities and the asset-id-to-display-name map are unpublished anywhere public and wait on a datamine of pakchunk0-Windows.utoc (.locres string tables + DA_* / CR_* payloads). The first-hand save analysis (doc 20) closed several of those gaps from Robert's own save.


The Game in One Page#

Premise. You are one of four convicts (Engineer, Soldier, Medic/Biologist, Scientist/Physicist -- cosmetic and voice only in 0.2.8) shipped to Arcadia-7, a penal-labour resource colony worked on behalf of Earth's mega-corporations. The planet orbits Ruptura, a star that periodically detonates a planet-wide Fire Wave (the "Rupture"; internal system name EnviroWave) that incinerates everything outdoors, after which the surface regrows. You serve five corporations (plus a tutorial "Training Corporation"), each with its own reputation ladder: Selenian (mining/smelting), Moon Energy (power/scanning/research), Clever Robotics (drones/logistics), Griffits Blue (military), Future Health Solutions (habitat/medical/food/chemistry). The hostile fauna are the Vermin; base attacks pour out of Monoliths (internal AlienObelisk); the story climax is the Forgotten Engine, a derelict terraforming megamachine.

The loop. Explore between waves -> hand-gather and mine -> build a Base Core + sealed Habitat -> automate extraction and crafting on drone rails (there are no conveyor belts) -> export goods to corporations via Orbital Cargo Launchers and convert valuables to Data Points at the Analyzing Station -> buy corporation levels (licences) and then Recipe Station recipes -> loot abandoned bases for Blueprint items that gate most recipes -> upgrade the Base Core (which triggers a Monolith attack) -> defend with turrets -> expand across outposts -> raid the Forgotten Engine.

Win condition. There is no ending in 0.2.8. The Forgotten Engine raid (mission 13, World Engine Program) is the Early Access content end; completing it removes the map's radiation border and opens the outer region. Endgame, a Frost Wave, a new biome, more story and achievements are 1.0 roadmap items (store banner: "Leaving Early Access: 2027").

Shape of the game. Single handcrafted World Partition map (ChimeraMain, not procedural, fixed start at the Orbital Lander). PC/Steam only (app 1631270), $19.99 ($15.99 sale), 12 languages (English audio), single-player + online co-op up to 4 players + an experimental Windows dedicated server (app 3809400). No controller support, no difficulty settings, no creative mode, no achievements (all roadmap). Reception: Steam "Very Positive" (~81-82% of 6.8k-13k reviews depending on language filter), 500k copies in 11 days, peak 42,864 CCU at launch, ~1.8k peak in August 2026.


StarRupture vs Satisfactory -- the differences that change every plan#

Concern Satisfactory StarRupture (0.2.8)
Item transport Conveyor belts, push, fixed routes Drone rails, pull/demand -- consumers request, drones are dispatched; one rail carries many item types; rails are one-directional output->input
Power distribution Poles + cables, separate from logistics No cables. Electricity conducts by contact through platforms, walkways, bridges and drone rails -- logistics graph == power graph
Binding base budget Power (fuse trips) + belt throughput Base Core cooling capacity (1,000 -> 10,000 over 5 levels) spent by every structure, plus power, plus stability
Shelter / hazard None (biome hazards only) The Rupture: ~54 min world-time cycle; be inside a sealed Habitat or die; buildings heat-disable afterwards
Base anchor Free building anywhere Base Core defines a 200 m cube build envelope and the cooling pool; one Meteorite Heart each, unlimited cores
Tech tree Milestones + MAM + hard drives Five corporation reputation ladders (licences) + Recipe Station purchases + Blueprint items looted from abandoned bases
Energy storage Power Storage buildings None -- size the grid for peak demand
Fluids Pipes, head lift No pipe network -- gases/liquids are items in extractor buffers on rails
Vehicles Trucks, trains, drones, hypertube None -- on foot, Ziplines (Update 1), Teleporter pads (Clever Robotics L9)
Enemies Passive-ish fauna Vermin swarms + Monolith base attacks triggered by Base Core upgrades; turrets share Standard Ammo with your rifle
Factory blueprints Blueprint Designer templates "Blueprint" = an unlock item, not a layout template (Update 2 adds parameter copying only)
Recipes per machine One recipe, many alternates One recipe per machine, continuous; tier-2 machines use different inputs, not just faster

System Map#

System Consumes Produces Gated by Detail doc
Extraction Ore deposits (purity tiers), gas/acid/oil nodes, hand-gathered plants, post-wave Ignitium/Quartz Ores, Helium-3, Sulphur, Powerium, Goethite, gatherables Corporation levels (Training L2 Ore Excavator, Future Health L6 He-3, L8 Sulfur, L11 Oil; Selenian L9 Laser Drill) 08, 12, 17
Production Ores + intermediates, power, cooling Building materials, components, Forgotten Engine parts Selenian ladder + Recipe Station + Blueprint items; Development Station for v.2 machines 08, 11, 17
Logistics Power (rails -5 MW), rail throughput budget Moves items; conducts power Clever Robotics ladder (Rail v.1 L1 ... Teleporter L9 ... Multistorage L12) 09, 17
Power + cooling Nothing (all generators renewable), Base Core capacity MW; cooling headroom Moon Energy ladder (Solar v1 L1, Wind v1 L9, Chemical Gen L13); Development Station (Solar v2, Wind v2) 10, 17
Progression Data Points, exported items (commissions), War Bonds, Blueprint items Licences, recipes, LEM slots, weapons Corporate Terminal + Recipe Station + Equipment Upgrade Station + LEM Station 11, 18
Survival Calories, Hydration, Toxicity budget, shelter Life between waves Habitat (hard gate), Future Health ladder (LEM Station L4) 05
Defense Standard Ammo, power, War Bonds Base survival through Monolith attacks Griffits Blue ladder (Turret L6, Tower L9) 06
Exploration Time between waves, Geo Scanner fights Blueprints, salvage (Data Points), POIs, outer map after the Engine Moon Energy L3 (map), Forgotten Engine (radiation border) 12, 18

How they interlock. Extraction feeds Production over drone rails, which also carry the power that every building draws from a grid with no storage; every placed structure also spends the owning Base Core's cooling capacity, which is the budget that actually runs out first. Production's outputs go three ways: back into buildings (materials), up the corporations (exports -> levels -> licences) and into the Analyzing Station (Data Points -> recipes). Upgrading a Base Core buys cooling headroom and triggers a Monolith attack, so Defense scales with base growth. The Rupture is the master clock that everything else is scheduled around.


The Rupture (Fire Wave) -- the master clock#

Fact Value (0.2.8) Confidence
Period 3,225 s of world time (53 m 45 s), measured three ways from Robert's save (doc 20); the "~57 min" in doc 05 is worldTime / numWaves inflated by a ~2.5 h grace before wave 1 first-hand, single playthrough
World clock vs real time worldTimeSeconds ran at ~0.82x real time in the sample -- do not hard-code a conversion first-hand
Phases Normal -> Wave Warning (fireball in sky, HUD notice, Vermin intensify; community: two warnings then ~15 s countdown + ~5 s grace -- doubted by one source) -> Fire Wave (instant death outdoors) -> Scorched Earth (outdoor air lethally hot, buildings heat-disabled, caves open, Quartz / Ignitium / Meteor Hearts available) -> regrowth official phases; timings community
Shelter rule Only a sealed Habitat interior (or the Lander / Forgotten Engine) counts -- standing on base platforms is death; caves and abandoned outposts do not protect you confirmed
Geometry A 16 km sweeping plane along +X (waveSpeed 10,000 uu/s, heatWaveRegionTransform with FLT_MAX Y/Z scale), not a global flip first-hand
Save constants preWaveDuration 60 s, explosion 58.1 s, fire-wave fadeout 20 s, burning 60 s, fading 180 s, moon-phase growback 600 s, regrowth 15 + 120 s first-hand (units partly unverified)
World toggles per wave sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant -- explains why the Sulfur Extractor is placeable only after a wave and why POIs are best looted right after one first-hand
After the wave Buildings sit inoperative while they cool; more accumulated heat = longer downtime; higher core levels and Base Core Amplifiers shorten recovery (amplifiers buy downtime, not throughput) reported
Regrowth Gatherables respawn keyed to wave stage (waveStagesToRespondTo), some nodes deplete permanently; Vermin die in the wave and respawn at "returning to normal" -- the post-wave window is the safe raid window first-hand + reported

Survival kit doctrine: always carry 1 Meteor Heart + 100 Basic Building Material so a warning far from home is survivable with a pocket Base Core + Habitat + Airlock.


The Base Model#

Base Core#

Fact Value Confidence
Cost 1 Meteorite Heart per core (meteors fall after a Rupture); no limit on core count -- main base + outposts is standard confirmed
Envelope CachedBoundingBox = a 20,000 uu cube centred on the core = 200 m on a side, bounded in Z too; 2,066 of Robert's 2,711 entities sit inside a core box first-hand
Cooling capacity ladder L0 1,000 / L1 2,500 / L2 4,000 / L3 6,000 / L4 10,000 (0-based; Game Rant counts the starting core as level 1) L0/L1/L4 confirmed, L2/L3 reported
Upgrade costs (reported) L1: 30 Meteor Hearts + 7,200 He-3 + 1,800 Ceramics + 10 Ignitium · L2: 50 MH + 2,700 Ceramics + 600 Synthetic Silicon + 600 Electronics + 30 Ignitium · L3: 60 MH + 800 Electronics + 90 Ignitium + 400 Valves + 900 Batteries · L4: 70 MH + 150 Ignitium + 1,200 Batteries + 2,300 Hardening Agent + 800 Turbines + 800 Accumulators reported (doc 17 §4.2)
Upgrade side effect Triggers a Monolith base attack; later cores spawn waves every ~3-4 Ruptures; higher core levels = harder waves confirmed
Amplifier v1 +50 capacity, 100 QBM*, Moon Energy L7; v2 +20 (?), gated on 1,500 spent capacity -- the two sources disagree on which is stronger reported / conflict
Over capacity Graduated overheat downtime after waves (not a binary shutdown); heat combines across overlapping core radii reported
Grids Cores whose structures are joined by rail share one power grid -> community builds generator-only bases consensus

* Any cost quoted in Quartz Building Material (QBM) is pre-Update-1: Update 1 removed Quartz as a building material (Quartz Ore became the Development Station currency; old QBM recycles losslessly). Treat QBM prices as stale until re-verified.

Habitat, stability, placement#

  • The Habitat is a hard gate: the Analyzing Station, Recipe Station, Corporate Terminal, Equipment Upgrade Station, Food Station and Development Station must be placed inside one. Small Habitat costs 5 cooling, Large Habitat 20.
  • Stability is a real saved budget: base platforms are sources (Strength 100), connecting platforms cost 10 and decay strength by 10 per hop; machine costs: Base Core 30, Drone Junction 15, Solar/Exporter/Redistributor 60, Crafter 70, Smelter 80, Furnace 90 (first-hand, doc 20). Community rules: supports every ~4-5 tiles, pillars ~3 high, ~4 pillars max, pillars do not chain unless the upper one sits on a supported platform. Hotfix 0.2.5 decreased platform stability cost -- pre-May-2026 stability spreadsheets are wrong.
  • Footprints come from a packaged set of 25 modular foundation sizes (1x1 .. 9x12, orientation explicit: 3x4 != 4x3). Measured: Fabricator 3x3 (alt 4x4), Furnace 3x4, Fabricator v.2 4x4, Furnace v.2 4x5, Base Core 4x4. Since 0.2.3 a Foundation Platform auto-spawns under a building -- reserve it.
  • Placement runs on 17 typed placing-condition classes and 11 typed sockets (BSD_Ore/GasOre/SulphurOre/GoethiteOre/MagicOilOre/Geothermal/DroneRail/ZipRail/Zipline/JunctionTop/Ramp) -- extractor-to-deposit compatibility is a typed matrix. Exclusion zones are first-class (BP_BuildingExcluder).
  • Build keys (KBM only; no controller support): B build menu, C Building Drone camera (Clever Robotics L4), RMB place / hold for multi-place, wheel = height, Y height lock, R rotate, F deconstruct, Q cancel, H MedTool, M map. Materials come out of the player's inventory (no construction-bot delivery). Deconstruction refunds 100%; whole-base deconstruct exists; no relocation tool, no undo; build time is undocumented.
  • v.1 -> v.2 building upgrades go through the Development Station (Moon Energy L5, inside a Habitat, paid in Quartz Ore); 15 upgrade paths ship (BR_*); rails upgrade in place.

Logistics -- drone rails#

Fact Value (0.2.8) Confidence
Rail tiers Rail v.1 120 / v.2 240 / v.3 480 items/min, each -5 MW; v.1 = Clever Robotics L1 (also Training L2), v.2/v.3 = Development Station. DA_DroneRailT4/T5 exist in the build with no unlock path (doc 07 carries a conflicting 25/100/250/500/1500 ladder -- doc 09/17's 120/240/480 is two-source and used here) confirmed for v.1-v.3
Model One-directional output->input lines; pull/demand -- consumers register requests, drones are dispatched; a rail is a shared line budget; a cargo item's destination is bound at dispatch (deleting the destination strands the item) confirmed
Junctions / lanes Junctions, 3->1 and 5->1 mergers, 3-wide and 5-wide lanes (length variants 110-600), Update 1 Roundabout Rail Connector (Clever L8); drones use an official "Smart Path" priority system confirmed
Multirail bug Multirail 3/5 (Clever L5/L10) collapse to 5-in/1-out after save/load in 0.2.8 -- model them at 1x the underlying tier; workaround: one item per lane, parallel single rails, 1->3 / 1->5 splitters consensus
Cargo Dispatcher / Receiver Clever L7, strictly one-to-one since Update 1, auto-ships every ~10-20 s per batch; efficiency rises with stack size (Rail v.2 feed: 171/211/230 per min at stacks 100/300/1000; Rail v.3: 266/378/444) reported
Storage Personal Storage 18 slots (Clever L2), Large 42 (Dev Station); Storage Depot v.1 400 units of one item, -5 MW (L3), v.2 1,600 (Dev Station); Multistorage 2,500 per item, mixed (L12); Expandable Storage 1,600/module with steeply rising power (L13) reported
Orbital Cargo Launcher Training L1; one item + one corporation per launcher (commission), 1 item / 6 s (v.1, single source); rewards claimed at any Corporate Terminal; players run 3-6 launchers reported
Hand-fed only Recipe Station and Base Core cannot be rail-fed -- hand-load 100 at a time (top community complaint) confirmed
Inventory 24 start -> 56 max slots via +8 rewards (0.1.x figures); stacks ~100 ore / 300 ammo / 1,000 building material; save field unlockedInventorySlotsNumber counts upgrade grants (8 in Robert's save) reported
Traversal On foot; Ziplines (Clever L6; poles 15 BBM + 15 stability, ~50 m spans); Teleporter pads (Clever L9 since Update 1 -- not the Forgotten Engine reward any more; named destinations only); the player drone (C) is a camera, not a mount; no vehicles confirmed

Production -- machines, resources, recipes#

Machines (power / cooling / cost / unlock)#

Machine (display) Asset MW Cool Cost Unlock Notes
Ore Excavator DA_MechanicalDrill -5 3 80 BBM Training L2 60 / 120 / 240 per min by deposit purity (impure/normal/pure)
Smelter DA_Smelter -5 3 100 BBM Training L4 ore -> bar, 2/2 s = 60/min
Fabricator DA_Crafter -10 5 140 BBM Selenian L2 3x3; v.2 -25 MW, 350 BBM, 4x4 (Dev Station)
Furnace DA_Furnace -20 8 200 BBM Selenian L4 3x4; v.2 -50 MW, 450 BBM, 4x5
Mega Press DA_Hammer -30 ? 80 IBM Selenian L7 IBM, ammo, valves, turbines
Basic Item Printer DA_ItemPrinter 0 0 20 BBM Selenian L1 indoor player crafting; ammo
Refinery DA_Refinery -40 60 150 IBM Future Health L11 Powerium chain
Pressurizer DA_Pressurizer ? ? ? Future Health L8 Pressurized Helium / Sulphuric Acid (machine attribution disputed vs Refinery)
Compounder DA_ChemicalProcessor -60 150 ? Future Health L9 chemistry chain
Assembler DA_Assembler -60 150 200 IBM Selenian L10 the heat hog
Pyro Forge DA_Forge -60 35 ? Selenian L9 Goethite ingots, Titanoferrite / Wolfram Steel
Constructorizer DA_Factory -80 40 ? Selenian L12 v.2 via Dev Station
Facturer DA_MilitaryAssembler -80 40 ? Selenian L13
Helium-3 Extractor DA_GasExtractor -15 60 250 BBM Future Health L6 240/min (doc 08's "Selenian L6" is wrong)
Sulfur Extractor DA_AcidExtractor -40 60 120 IBM Future Health L8 240/min; placeable only after a wave
Oil Extractor DA_LiquidExtractor -80 30 ? Future Health L11 Powerium 300/min (reported)
Laser Drill DA_LaserDrill -5 20 ? Selenian L9 Goethite; can also mine the three base ores (rates unverified)
Defense Turret / Tower DA_TurretTier1/2 -20 / -50 ? 200 BBM / 220 IBM Griffits Blue L6 / L9 Standard Ammo; Tower is rail-resuppliable
Orbital Cargo Launcher DA_Exporter -10 5 120 BBM Training L1 exports/commissions
Cargo Dispatcher / Receiver DA_PackageSender/Receiver -40 / -40 40 / 40 ? Clever L7
Analyzing Station / Recipe Station DA_Analyzer / DA_RecipeTable ? ? 25 / 100 BBM Training L3 / Moon L2 inside a Habitat

Unmapped in every public source (shipped classes): CRC_Synthetizer(Tier2), CRC_Burner, CRC_MaterialCrafter, CRC_WaveSmelter, CRC_WaveFreezer, CRC_DroneAssembler; Cooler (Active/Passive) assets exist (the "Cooler / Cooling Tower" players cite as the overheating fix). Full table with confidence codes: doc 17 §2-5.

Resources#

Resource Source Notes
Titanium Ore, Wolfram Ore, Calcium Ore Ore Excavator on deposits (3 purities) Wolfram = brown veins with a gate-like arch (at the Lander); Titanium = hexagonal metallic plateaus; Calcium = pale plateaus with puddles N/NE of the Lander
Helium-3 He-3 Extractor on purple geysers (far N / far E) 240/min
Sulphur Ore Sulfur Extractor on yellow corrosive ground post-wave placement; corrosion hazard
Powerium Oil Extractor (Update 1) -> Refinery internal MagicOilOre; downstream largely undocumented
Goethite Ore Laser Drill (Update 1) -> Pyro Forge Goethite Ingot 150/min; Titanoferrite / Wolfram Steel ingots (10 ore + 1 Goethite -> 10)
Quartz Ore hand-mined in caves only (~5 per deposit) Development Station currency; caves open for minutes after a wave
Ignitium, Meteor Hearts surface after a wave (burning rocks; meteors) Base Core upgrades; Analyzer 70 / 30 DP
11 organic gatherables hand-picked, wave-respawning Polifruit, Hydrobulb, Prickler, Purplant, Star Tears, Serpent Root, Grubbler, Prism Herb, Oxallop, Sulheart, Glowcap (caves)
Salvage abandoned bases, bodies, Forgotten Engine Data items (Unknown/Damaged Logic Board 200/400 DP, Damaged Energy Storage 2,000, Damaged Local Scanner 3,500), Blueprint items, War Bonds

The core recipe spine (base machines, 0.2.8; rate = items/min)#

Output Machine Inputs Out / time Rate
Basic Building Material (BBM) Fabricator 1 Wolfram Ore + 1 Titanium Ore 10 / 2 s 300
Titanium Bar / Wolfram Bar / Calcium Block Smelter 2 ore 2 / 2 s 60
Titanium Sheet · Rod · Beam Fabricator 1 / 1 / 2 Ti Bar 2/2s · 1/2s · 3/3s 60 · 30 · 60
Wolfram Plate · Wire · Powder Fabricator / Fabricator / Furnace 2 / 1 / 1 W Bar 2/2s · 2/4s · 3/2s 60 · 30 · 90
Calcium Powder · Calcite Sheets Furnace / Fabricator 1 Calcium Block 3/3s · 2/2s 60 · 60
Ceramics Furnace 1 Calcite Sheets + 1 Wolfram Powder 2 / 2 s 60
Glass Furnace 1 He-3 + 2 Calcium Powder 1 / 3 s 20
Titanium Housing Furnace 1 Beam + 2 Sheet 1 / 2 s 30
Tube Fabricator 1 Rod + 1 Sheet 2 / 2 s 60
Rotor · Stabilizer · Stator Fabricator 2 Rod + 2 Wire · 1 Rotor + 2 Rod · 2 Housing + 1 Wire 1/6s · 1/3s · 1/3s 10 · 20 · 20
Inductor (CR_Coil) Furnace 2 Tube + 1 Wire + 2 Ceramics 2 / 4 s 30
Synthetic Silicon (CR_SilicaSand) Furnace 2 Calcium Powder + 1 He-3 + 2 Ceramics 2 / 2 s 60
Electronics Furnace 2 Synthetic Silicon + 1 Inductor + 1 Stator 1 / 5 s 12
Intermediate Building Material (IBM) Mega Press 40 BBM + 2 Inductor + 2 Glass + 2 Housing 25 / 6 s 250
Standard Ammo Mega Press 18 BBM + 4 Wolfram Powder 20 / 6 s 200
Chemicals · Sulphuric Acid · Pressurized Helium Furnace · Pressurizer(?) · Pressurizer(?) see doc 17 60 · 120 · 30
Battery · Accumulator · Generator · Turbine · Valve · Pump Mega Press / Assembler see doc 17 15 · 12 · 6 · 10 · 6 · 6

Throughput math (in-game UI): (items per cycle / cycle seconds) x 60; a cycle consumes and emits as one batch; the items/min display itself is an Update 2 feature. Tier-2 machines (CR_*_v2) are not speed multipliers -- they take different inputs (Goethite Ingot enters Tube/Glass/Chemicals; Wolfram Powder enters Wolfram Plate) and reshape the chain upstream; Glass v.2 is a trap (same 20/min, 2.5x power). Ore purity is implemented as 27 separate recipe assets (3 ores x 3 purities x 3 drills) -- a planner picks a recipe per node, never forks the item graph. The community dataset's "tier" column is a UI grouping, not a dependency order (doc 17 §6.5). 75 of the 237 shipped CR_* recipes are publicly documented.


Power & Cooling Cheat Sheet#

Generator MW Cooling Cost Unlock Confidence
Solar Generator v1 +10 5 40 BBM Moon Energy L1 (wiki pages disagree: Training L1) confirmed
Wind Turbine v1 +200 20 400 BBM Moon Energy L9 -- the biggest single step confirmed
Solar Generator v2 +1,000 ~250 200 IBM Development Station confirmed
Wind Turbine v2 +2,000 (pre-U1: 0 heat; post-U1 PTS report ~1,000 MW / 250 heat) 0 (?) 170 QBM* Development Station reported / conflict
Chemical Generator +180 40 ? Moon Energy L13 reported (asset DA_ChimeranPowerGenerator, inferred)
Interior / Pressure Power Generator +100 / +1,000 ? ? ? reported, single source
  • No energy storage exists ("Battery" / "Accumulator" are crafting items). No fuel-burning generator is live content (CombustionPowerGenerator ships as an asset only). Electrical deficit behaviour is undocumented; the documented failure mode is thermal.
  • Cooling cost and MW are independent: Smelter 3 cool / 5 MW, He-3 Extractor 60 / 15, Assembler 150 / 60, Compounder 150 / 60, Refinery 60 / 40, Constructorizer 40 / 80, Pyro Forge 35 / 60, Laser Drill 20 / 5, Furnace 8 / 20, Fabricator 5 / 10, Ore Excavator 3 / 5, OCL 5 / 10, Storage Depot v.1 5 / 5, Small Habitat 5, Large Habitat 20. Track both budgets.
  • MW per cooling point (the community's power argument): Wind v1 10.0, Chemical 4.5, Solar v2 4.0, Solar v1 2.0 -> Wind v1 spam beats Solar v2 on heat; post-Update-1 veterans replaced turbine farms with cooler farms.
  • Building heat is transient (CurrentHeat 0 on every entity between waves) -- per-building heat output and Cooler capacity need a mid-wave save to measure.

Progression Skeleton#

Three currencies and two purchases per unlock#

Currency Earned by Spent on
Data Points (global pool; 10,660 in Robert's save) Analyzing Station conversions (plants 5-15, Meteor Heart 30, Ignitium 70, salvage 200-3,500); OCL launches Corporation levels (primary) and Recipe Station recipes (70-1,000 DP each)
Corporation reputation Exporting that corporation's items via Orbital Cargo Launchers (commission +N per item) Level-ups; the save's reputation is per-level progress that resets to 0 on level-up; researchPointsTier1/2 are 0 everywhere (not a live currency)
War Bonds Griffits Blue L5/L7/L10 payouts (60/80/100), loot boxes, bodies Weapons (UPP-7 pistol 2, MAR-9 rifle 200, SLAMS-12 shotgun 250, M175 LMG 400) and attachments (50-130) at the Equipment Upgrade Station

Unlocking anything takes two purchases: a corporation level at the Corporate Terminal grants the licence, then the Recipe Station (Moon Energy L2, 100 BBM, inside a Habitat) converts it into a craftable recipe for Data Points + bulk items (IBM = 1,000 BBM + 100 Glass + 100 Inductor + 100 Ti Housing + 300 DP; Power Cell = 400 Electronics + 400 Chemicals + 1,000 DP) -- and most recipes additionally require a Blueprint item looted from abandoned bases (92 *Blueprint item classes ship; Robert's save: 15 unlocked / 140 locked). Ruin looting is a production activity.

Corporations (the real tech tree)#

Corporation Asset Domain Max level Load-bearing rewards (0.2.x)
Training CD_StartingCorp tutorial 5 (ladder 5 / 20 / 50 / 100 pts) L1 Corporate Terminal + OCL + Solar v1, L2 Ore Excavator + Rail v.1, L3 Analyzing Station, L4 Smelter, L5 platform/habitat modules
Selenian CD_SelenianCorp mining / production 15 L1 Base Core + Item Printer, L2 Fabricator, L3 +8 inventory, L4 Furnace, L5 Recycler, L7 Mega Press, L9 Laser Drill + Pyro Forge, L10 Assembler, L12 Constructorizer, L13 Facturer; L12-15 mostly pay Quartz Ore
Moon Energy CD_MoonCorp power / scanning / research 15 L1 Solar v1 (+ Analyzer per one wiki page -- attribution disputed with Training L3), L2 Recipe Station, L3 Map (500 Calcium Ore or 1,500 DP), L5 Development Station, L7 Base Core Amplifier v1, L9 Wind Turbine v1, L11 +8 inventory, L13 Chemical Generator
Clever Robotics CD_CleverCorp logistics 14 L1 Rail v.1 + OCL, L2 Personal Storage, L3 Storage Depot, L4 Building Drone, L5 Multirail 3, L6 Zipline, L7 Cargo Dispatcher/Receiver, L8 Roundabout, L9 Teleporter, L10 Multirail 5, L12 Multistorage, L13 Expandable Storage
Griffits Blue CD_GriffithsCorp military 14 L2 Equipment Upgrade Station (0.2.x; L4 in old guides), L3 Grenade, Dash (level unverified), L5/7/10 War Bonds, L6 Defense Turret, L8 +8 inventory, L9 Defense Tower
Future Health Solutions CD_FutureCorp survival / chemistry 14 habitat modules, Regeneration Chamber, MedTool, L4 LEM Station, L6 Food Station + He-3 Extractor, L7 +8 inventory, L8 Sulfur Extractor + Pressurizer, L9 Compounder, L11 Oil Extractor + Refinery

Shared level cost ladder (all five real corporations): L2 200 · L3 1,500 · L4 6,400 · L5 17,600 · L6 37,800 · L7 69,700 · L8 116,000 · L9 179,400 · L10 262,600 · L11 368,300 · L12 499,200 · L13 658,300 (cumulative 2.22 M); L14-15 undocumented. The two critical early gates: Moon Energy L2 (Recipe Station) and Future Health L4 (LEM Station); third: Clever L4 (Building Drone). Update 1 reset every corporation to L1 (progress refunded as Data Points) and raised the caps from 11/11/13 -- any corporation table from January-March 2026 is stale.

Character progression#

Three XP skills (Combat, Survival, Movement), designed for 100 but capped at 45 in EA, giving 3 of a planned 6 LEM (Limbic Enhancement Membrane) slots each; ~27 LEM augments in Lesser/Standard/Greater ranks, colour-matched to slots, equipped at the LEM Station (e.g. Greater Lifegiver +40 max HP, Endurancegiver +50% stamina, Shieldgiver +shield). No suit, armour or backpack progression exists.

Run shape and missions#

Stage Gate Opens
0 Tutorial (1-3 h) 12 linear missions = Training Corporation L1-L5 Corporate Terminal, OCL, Solar v1, Ore Excavator + Rail v.1, Analyzer, Smelter, modules
1 First base Selenian L1 (free) Base Core, Item Printer, Habitat (hard gate for stations)
2 Research online Moon Energy L2 Recipe Station
3 Automation Clever L1-L4 rails, storage, Building Drone
4 Survivability Future Health L1-L4, Griffits L1-L4 LEM Station, Dash, weapons, grenade
5 Mid factory Selenian L4-L7, Moon L5-L7 Furnace, Recycler, Mega Press, Development Station, Amplifier
6 Late factory / defense Selenian L9-10, Griffits L6-9, Clever L6-9 Laser Drill, Pyro Forge, Assembler, Turret/Tower, Zipline, Dispatcher, Teleporter
7 Story climax (EA end) Mission 13 World Engine Program Power Cell -> Entry Terminal -> Level -2 backup generator -> Tech Level Access Card from a dead operative -> craft the Main Engine Central Core (3 Stabilizers, 3 Generators, 4 Accumulators, 8 Electromagnetic Coils, looted on the Engine's floors) at the Tech Lab -> defend the power-up (waves at 35 / 67 / 98%) -> radiation border removed, outer map + Powerium / Goethite zones open
8 Post-content -- corporation L11-15, LEM completion, optimisation

Missions 1-12 are tutorial (exact 0.2.8 save match: mission 4 = 12 / 12 / 120, mission 12 = 20 Titanium Bars = Training L5). Objective progress is a delta (currentValue - initialValue >= conditionValue). Commissions never expire or reroll; they refresh on level-up ("select a new commission in the OCL after every level up"). Community run length: 20-30 h core, ~40 h relaxed, 60-80+ h for all EA content.


Survival & Combat Brief#

Topic Facts (0.2.8)
Player stats Shield (regenerates), Health (does not), Calories, Hydration, Toxicity, Stamina; no oxygen / cold / sleep / radiation meter; radiation is only the map border. Save survivalData has 15 channels (heat 0-1000, energy 0-150, hydration/calories 0-120, radiation/corrosion 0-10 gauges)
Hazards -> counters Thermal (Fire Wave) -> shelter + Thermal plasm; Corrosion (sulfur clouds) -> Corrosion-resistance plasm + implant (top veteran death: Sulheart farming without it); Drain (Bloodferns); Infection (cysts, clouds, infected antennas/cores -- strips shields, then 2-3 hits kill; bring anti-virus gear into the Forgotten Engine)
Consumables Every buff costs Toxicity (+30..45); Toxicity 100 = forced vomit that strips both; Purfins / Antidote Shards clear toxicity but also buffs; Clear Capsules double bleed-off for 30 min. Food Station (Future Health L6) has 38 recipes on a grammar: base gatherable sets the stat family, modifier sets the form (Serpent Root = Bar, Prism Herb = Chew, Star Tears = Fluid, Grubbler = Gel, Oxallop = Capsules, Sulheart = Stim Shards). Published values are 0.1.3-era (Polifruit +11 Cal, Hydrobulb +15 Hyd, Star Tears +15 HP / +5 Tox, Health Shards +80 HP / +40 Tox ...) -- re-verify
Death Respawn at a Cloning Bed / Regeneration Chamber; items drop on a retrievable corpse, but carried weapons are lost on death (Update 1 official)
Vermin Young Slasher, Swarmer, Slasher, Blader, Exploder, Spitter, Flinger, boss Goliath (no fixed spawn; often at SMB Copperfield east of the Lander; three attacks; rear/back legs are the weak point). Weak points: Slasher red mouth, Exploder blue sac, Spitter green sac. Mass Entity crowd AI; aggro reportedly ignores line of sight; creature "cerberus" appears in save telemetry only. Only numeric table is a 0.1.x datamine (Melee T3 7,500 HP ... Melee T0 40)
Base attacks Triggered by upgrading a Base Core, not by night or noise: the nearest Monolith fires a beam and opens a portal; afterwards that Monolith spawns waves every ~3-4 Ruptures; spawn position keys off the player's position on the monolith-core line (stand at your turrets); Spitters are the building-damage threat; a failed defense leaves an infection cloud + blue cysts on the core -- clear mobs, shoot the cysts. Monoliths grant nothing and have no stated lore origin
Defense Defense Turret (Griffits L6, 200 BBM, 20 MW, hand-fed Standard Ammo) and Defense Tower (L9, 220 IBM, 50 MW, rail-resuppliable). Doctrine: wall the Monolith's red border, 6-10 turrets in a ring, chokepoints, concentrate turrets at Core + Habitat rather than on every extractor, destroy blue spore clouds. Turret range/damage is unpublished
Weapons Carry two: UPP-7 "Reaper" pistol, MAR-9 "Phantom" rifle, SLAMS-12 shotgun, M175 "Grim" LMG (War Bonds at the Equipment Upgrade Station), grenade (Griffits L3); weapon mods cost War Bonds + BBM. Ammo at the Basic Item Printer / Mega Press (three ammo classes: Standard, Heavy, Pistol). No damage / fire-rate / magazine numbers are public. MedTool heals self (LMB) / allies (RMB). No melee, no armour

World in Brief#

  • Arcadia-7: one handcrafted map, fixed start at the Orbital Lander with Wolfram and Titanium deposits outside the pod and a pond to the north; the early expansion axis is N / NE. No official size; pre-Update-1 only ~20-30% was reachable; the map UI unlocks at Moon Energy L3; no minimap; fog of war clears by walking and by Geo Scanners (fixed antennas: charge 60-180 s, fail distance 150 m, 2-8 scheduled Vermin spawners, reveal ~350 m radius; Robert has encountered 20).
  • Biomes are unnamed in any official source -- fan-site names (Starting Plains, Fungal Forest, Volcanic Biome, Crystal Caverns) are suspected fabrications.
  • Abandoned bases are the lore and blueprint surface (pre-Update-1 roster of 7 holding 11 blueprints): Purple Haze (Tubes, Rotor), Lemon Souls / Griffith's Research Outpost (Stator), Grey Owl (Stabilizer), Mythic Cry (Synthetic Silicon), Starry Night (Electronics), Spored Rock (Chemical), Redleaf (Electromagnetic Coil, Hardening Agent, Valve, Turbine -- four keycards); plus Copperfield, Next Step (IRO-SO joint outpost) and the Lander. Update 1 moved the Forgotten Engine's blueprints elsewhere and added an uncatalogued outer region behind the radiation border (new bases, antennas, caves, Powerium and Goethite).
  • Caves: 100+, sealed by vines, open for minutes after a Rupture, the only source of Quartz Ore and Glowcap; shoot the heart by the entrance if vines regrow while you are inside.
  • Lore: the four convicts have names and crimes (Samuel Khumalo the Biologist, Chris Bonnet the Scientist, Maeve Caliente the Engineer, Han Nergui the Soldier); "IRO" is an unexplained Earth-side organisation; the Monoliths, the Vermin's origin and Ruptura's cycle are unexplained; narrative arrives via the 13-mission chain, audiologs, datapads, voiced contextual dialogue, terminals and StoryBits -- their text is undocumented anywhere public (extractable from .locres).

Strategy Doctrine (what the mechanics reward)#

01

Shelter before everything

Pocket kit = 1 Meteor Heart + 100 BBM; know the Habitat/Airlock you will reach within the warning window.

02

Heat is the binding budget, not power

(post-Update-1). Fix overheating with coolers / capacity, never another generator; Wind v1 is the best MW per cooling point.

03

Hub-and-spoke bases

compact, thermally-budgeted cells each with its own Base Core, central Habitat and a concentrated turret ring, linked by long shared rails.

04

Generator-only outposts

on a shared rail grid keep heat out of the production core.

05

Rails are pull systems

never hand-feed a machine that has not requested material; retire a building by stopping demand, draining, then deconstructing.

06

One item per lane

until the multirail bug is fixed; parallel single rails beat a 5-lane bundle.

07

Big batches for Cargo Dispatchers

(stack 1000 ~ 93-96% efficiency).

08

Size smelter banks from the deposit tooltip

there is no universal extractor:smelter ratio; purity sets the rate.

09

Data Points to recipes first

commissions to level corporations; the early route is Training -> Selenian L2 (Fabricator) -> Moon Energy L2/L3 (Recipe Station, Map) -> Clever L4 (Building Drone) -> Future Health L4 (LEM Station).

10

Loot ruins in the post-wave window

outside it Vermin respawn endlessly.

11

Upgrade a Base Core only when the turret ring is ready

the upgrade is the attack trigger; stand at the turrets during the wave.

12

Build small islands linked by walkways

every placement recalculates electricity/stability over all Mass entities (the big-base FPS cliff).

13

Treat every January-March 2026 guide as pre-Update-1

check the patch line before trusting a number.


Multiplayer in Brief#

4 players (host + 3), listen server from the client or the experimental dedicated server (StarRuptureServerEOS.exe -Log -port=7777, DSSettings.txt JSON with SessionName, SaveGameInterval 300 s, StartNewGame, LoadSavedGame, SaveGameName; same save format). EOS SDK 1.17 + Steamworks for identity; no crossplay, no host migration, no server browser (manual IP + join password), no admin commands documented; the dedicated server pauses when empty (0.2.2). Progression (corporations, recipes, waves) is session-scoped; inventory and slot unlocks are per player. Known pain: ~5-hour geometry desync, single-digit FPS on large contiguous platforms, ~5-minute rollbacks on disconnect. Doc 14.

Modding & Technical in Brief#

UE 5.6.1 custom build; game module Chimera (Cr*) on Creepy Jar's Auraris (Au*) plugins, GAS for abilities, Mass Entity for enemies and buildings; single unsigned IoStore chunk (38 GB .ucas, encryption expected absent), full 2.5 GB PDB shipped, no anti-cheat. Community stack: Nexus Mods (~150 mods; no Workshop), UE4SS repack for 0.2.8, AlienXAXS StarRupture-ModLoader (dwmapi.dll proxy -- conflicts with UE4SS's proxy) + Plugin SDK, pak/utoc mods in Content\Paks\, ini console variables via [SystemSettings] in GameUserSettings.ini, loose-pak .locres layering works (Ukrainian translation). Save tools: Chr0nos save editor (its migrate command deletes gameVersion -- never run it on a 0.2.8 save), adubry75 GUI editor, AlienX's StarRupture Utilities (converter, browser editor, 2 GB save patcher, drone-corruption fixer). Legal caveat: Creepy Jar ships a game EULA that expressly prohibits modification, derivative works, data-extraction tooling and reverse engineering (doc 15 §EULA) -- plan mod/datamine work with that on the table. Docs 15, 20, ref/shadow-install.md; the curated mod set actually installed on Praxis and the numbers it changes: doc 21 (v1.0.1).

Tooling Landscape (and our niche)#

Tool What it is State
starrupture-planner.com (flexsurfer, MIT, GitHub) React-Flow production planner with multi-base logistics, version-partitioned game data (assets/game-data/update1/*.json: 104 items, 44 buildings, 130 recipes) actively maintained (push 2026-08-17); best reusable dataset
starrupture.tools / starrupture.wiki (Metalstorm SRDB) database + planner + map + crafting calculator closed SPA, no data version
AllBullNoBeef crafting calculator, Danneh map (metaforge.app), GigaGamer47 blueprint guides Steam guides hub (~95 guides) top-rated slots
starrupture-utilities.com (AlienX) save tooling + public hourly server/player stats feed mature
Wikis starrupture.wiki.gg (81 articles, dormant since 2025-08), Fandom (blocks fetchers), starrupturewiki.com (publishes a fabricated corporation roster) no canonical current wiki
Official Steam news (patch notes, monthly Dev Blogs), Discord (~25k), creepyjar.theymes.com support portal, Steam forum (Adam_CJ) primary

Our unoccupied ground (doc 16): save-file import (no planner reads a .sav), build-id-stamped data provenance, a repeatable datamine covering all 237 recipes, enviro-wave- and defence-aware planning, blueprint gating driven by the save, drone-rail geometry.


Development History in 10 Lines#

  1. Creepy Jar S.A., Warsaw (Green Hell, 12 M copies), WSE-listed (CRJ); revealed as "Chimera" at the summer 2023 PC Gaming Show, renamed StarRupture 2023-12-19 (codename survives in every asset path).
  2. Gameplay trailer 2025-01-27 with an "Autumn 2025" window; single-player playtest 2025-07-29 -> 08-11 (158k participants, 92% positive); co-op playtest 2025-12-03 -> 12-08.
  3. Delayed 2025-08-18 to Early Access 2026-01-06, hit exactly; 500k copies in 11 days, 935k wishlists, #2 global bestseller.
  4. Hotfixes 0.1.1 (01-09), 0.1.2 (01-16), 0.1.3 (01-30); a second "0.1.3" Technical Hotfix (03-25) blocked PTB saves.
  5. Public Test Branch 2026-03-25 -> 04-09; Update 1 (0.2.0) 2026-04-09: bigger map beyond the radiation border, Powerium + Goethite, Zipline, Development Station, Recycler, 9 new buildings, 6 v.2 buildings, wildlife (Vulpir, Coralion, Skylisk), 40+ items, progression rollback (all corporations to L1), one-to-one Cargo Dispatcher, Quartz no longer a building material, weapons lost on death, Teleporter moved to a corporation reward.
  6. Hotfixes 0.2.1 (04-16) ... 0.2.5 (05-18: autosave interval, lower platform stability cost) ... 0.2.8 (06-17: RTX 40/50 exit crash) -- 66+ days with no patch since.
  7. Branch model is event-driven: a PTB per major update, torn down at release; only public exists now.
  8. Dev Blogs (June, August 2026) preview Update 2: copy buildings with parameters, Drone Roundabout overhaul, multi-deconstruct, items/min in crafting UI, Add Pillars, search bars, custom map names, Abandoned Base completion status -- none shipped.
  9. EA roadmap (2026-01-08): wildlife, custom game modes, new travel, codex, controller support, bigger map, more corporation levels/weapons/resources/buildings, dedicated servers, accessibility; 1.0 (2027): Frost Wave, new biome, endgame, more story, achievements.
  10. The install's 2026-08-16 depot timestamp is a local re-download, not a new build (SteamCMD shows buildid 23761620 pushed 2026-06-17).

Robert's Baseline (save Praxis, 2026-08-23 -- AutoSave213, pre-mod) -- refresh at every playthrough session#

Metric Value How to refresh
Playtime 59.1 h (playtimeDuration 212,750 s); world time 50.1 h copy the newest AutoSave*.sav from the Shadow's Steam Cloud path (ref/shadow-install.md §4) -- tools/shadow/mods.sh snapshot does it -- inflate (u32 + zlib + JSON)
Corporations Training L5 maxed, Future Health L6, Selenian L6, Griffits L5, Moon L5 (Development Station unlocked since the 08-22 inventory), Clever L5; 8,140 Data Points (spent down from 10,660); unlockedFeaturesFlags 111; 8 inventory-slot grants itemData.CrCorporationsOwner
Recipes 18 unlocked / 137 locked (was 15 / 140) CrCraftingRecipeOwner
Waves 53 Ruptures survived (was 44); between waves at save time, next in 1,092 s EnviroWaveTimer.numWaves
Base 4,701 Mass entities (was 2,711) across 6 Base Cores (was 5; no core upgrade yet -- baseAttackState NoAttack, 0 infection); 2,969 platform pieces; 195 Rail v.2 + 107 Rail v.1 segments (v.2 = Development Station output); 77 Solar v1; 4 Orbital Cargo Launchers ("LAUNCHER # 1-4"), "WEAPON STATION"; 20 antennas; no ziplines, no turrets, no amplifiers Mass.entities[*].spawnData.entityConfigDataPath, BaseSiteAttackData, CrBuildingCustomNameSubsystem
Story Missions 1-12 complete, bTutorialCompleted false (flag semantics unknown); Forgotten Engine Inactive; radiation border level 0 GameStateData.objectiveEntriesStatusData, MegamachinesSubsystem
Mods Plan v2 installed 2026-08-23 after this snapshot (doc 21 §3.0): AlienX's Mod Loader + 12 plugins, stacks 500 / 999 / 2,000, Better Weapons, Habitat Everywhere x4, No Stability Needed, Player Tweaks, Mining Tool 2.5x, More Ignitium, dormant 51 / 129 / 118; 76 pending its stage-6 test. Quote doc 21 §8 before any number on this save docs/21-mod-catalog.md §3.0 / §8
Next natural goals Griffits L6 -> turret ring (129 turrets-anywhere) BEFORE any Base Core upgrade; Moon L9 (Wind v1); Clever L7 (Dispatcher + 51 + 39 Others); Future Health L6 He-3 -> Glass / Synthetic Silicon chain; blueprint hunting (Redleaf's four keycards) doc 11 §7, doc 18 §9

The snapshot was taken with the game closed and Steam Cloud disabled (2026-08-23). Reads only while the game runs -- never write into the save directory while it runs.


Stale-Value Warnings (read before quoting a number)#

Stale claim Reality at 0.2.8 Where it lurks
Teleporter = Forgotten Engine reward, 500 QBM Clever Robotics L9 since Update 1; Engine now removes the radiation border; QBM cost obsolete doc 09 §9, doc 11 §3/§10, docs 12/13 (partly corrected)
Costs in Quartz Building Material Quartz is no longer a building material; Quartz Ore pays the Development Station docs 08, 10, 17 (Wind v2 170 QBM, Amplifier 100 QBM)
Corporation caps 11 / 11 / 13 / 11 / 11 15 / 15 / 14 / 14 / 14; levels reset at Update 1 any Jan-Mar 2026 guide
He-3 Extractor at Selenian L6 Future Health L6 doc 08 §2.2
Pistol = Griffits L2 reward, recoverable weapons Pistol crafted at the Equipment Upgrade Station; weapons lost on death launch-era guides
Rail ladder 25/100/250/500/1500 120 / 240 / 480 (v.1-v.3); v.4/v.5 unreleased doc 07 §7.3
Rupture "~57 min" 53 m 45 s world time (measured) doc 05 / 13
Condenser needs Synthetic Resin; Pressure Tank needs Titanium Housing; Superconductor uses Ceramics Removed / replaced at Update 1 pre-U1 wiki Assembler page
0.1.3-era consumable values, enemy HP datamine Update 1 rebalanced recipes; no current table doc 05 §consumables, doc 06
"Monoliths give Data Points / lore" They give nothing; attack spawners only community posts
Wind Turbine v2 2,000 MW / 0 heat PTS report after Update 1: ~1,000 MW / 250 heat doc 10 vs 13 (unresolved)

Doc Index#

File Scope Read when
ref/shadow-install.md Ground truth: install, engine, plugins, paks, Steam-cloud save path, save format, content catalogs, Robert's baseline, Shadow access any install / save / engine / datamine question; every session boot (project-scope pointer)
01-game-overview.md Premise, loop, release status, modes, reception, comparison to Satisfactory / Factorio / Green Hell orientation, "what kind of game is this"
02-development-history.md Creepy Jar, full timeline, playtests, EA plan, roadmap, devlog culture, studio financials history, roadmap, "when did X happen"
03-patch-notes-changelog.md Every build 0.1.0 -> 0.2.8 with changes, "what changed for builders", stale-guide warnings version questions, "did this change"
04-lore-setting-narrative.md Arcadia-7, Ruptura, convicts, corporations, Vermin, Monoliths, Forgotten Engine beats (spoilers), POIs, mysteries lore, story, names
05-survival-hazards-star-events.md Fire Wave phases, stats, hazards + plasms, consumables, LEMs, death rules survival questions
06-creatures-combat-base-defense.md Vermin roster + weak points, base attacks, turrets, weapons, War Bonds, defense doctrine combat / defense
07-building-base-construction.md Base Core, cooling, stability, placement classes, sockets, buildable catalog, controls, Update 2 building questions, planner constraints
08-items-resources-production.md Resources, machines, recipe corpus, building materials, Food Station, ammo, sinks, item catalog production chains, item lookups
09-logistics-transportation.md Rails, drones, multirail bug, Dispatcher/Receiver, storage, OCL, Clever ladder, traversal logistics design
10-power-energy-infrastructure.md Electricity model, generators, cooling network, consumption, grid failure, power strategy power / heat budgeting
11-research-tech-progression.md Currencies, Analyzer values, run skeleton, all six corporation level tables, Recipe Station table, LEM catalogue, endgame, stale-source matrix "what do I unlock next", routing
12-world-map-biomes-exploration.md Map model, resource cues, abandoned bases + blueprints, caves, Geo Scanners, radiation border, traversal exploration, "where is X"
13-strategy-optimization.md Opening / mid / late playbooks, ratios, layout + defense doctrine, veteran death causes, mistakes planning a session
14-multiplayer-coop.md Co-op model, dedicated server, networking, known issues, mods in MP co-op / server setup
15-modding-technical-internals.md Mod hosts, UE4SS / ModLoader, paks, ini tweaks, save tools, datamining, EULA modding track
16-community-tools-resources.md Wikis, planners, save tools, hubs, creators, datasets, our niche tool research, routing
17-planner-data-appendix.md Machine-readable tables: buildings, generators, cooling, extraction, 75 + 14 recipes, rails, storage, corporations, unlock registry, identifier registry, ledger planner data model, any exact number
18-missions-commissions-walkthrough.md 13 missions, objective schema, commissions as a system, Update 1 caveat matrix, side-objective classes, sequencing walkthrough companionship
19-interface-controls-settings.md Inputs / rebinding, settings keys, upscalers, accessibility, performance causes, log + crash paths settings / controls / perf
20-save-data-schema.md Container, every top-level key, Mass fragments, corporations/recipes/waves/antennas/stability decoded, editor caveats, deletion as a graph op save reader / tracker, progression tracking
21-mod-catalog.md The mod track: Nexus catalog landscape (128 mods), the ModLoader-over-UE4SS stack decision, the Praxis install plan (tiers, overlap picks, install order, save-safety ladder, dormant timeline), the modded-value delta (which vanilla numbers this corpus quotes are no longer true on the modded save), first-mod gap list, tooling; detail in mods/ any question on the modded save, installing / refreshing mods, choosing a first mod
plans/research-corpus-plan.md, plans/site-plan.md, plans/swarm-digests.json Project plans, the swarm's per-doc digests project state

Glossary#

Term Meaning
Rupture / Fire Wave / enviro wave The periodic planet-wide incineration; in-game name Fire Wave; internal EnviroWave; the title event
Wave Warning / Scorched Earth Pre-wave alert phase / post-wave lethal-heat phase
Base Core The anchor building: build envelope (200 m cube), Rupture protection, cooling-capacity pool; 1 Meteorite Heart; upgrading triggers a Monolith attack
Cooling capacity / Overheat Capacity / "Temp" The Base Core's thermal budget every structure spends; guides' "Temp" column
Base Core Amplifier Adds cooling capacity / speeds post-wave recovery
Habitat / Airlock The only shelter that counts; hosts all "indoor" stations
Meteor(ite) Heart, Ignitium Post-wave pickups: core cost / upgrade materials
BBM / IBM / QBM Basic / Intermediate / (obsolete) Quartz Building Material
Drone rail, lane, junction, Roundabout, Multirail 3/5 The transport network and its pieces; Multirail = bundled lanes (buggy in 0.2.8)
Pull / demand / request Rail routing model: consumers request, drones deliver
Cargo Dispatcher / Receiver Paired long-distance batch shipping (one-to-one)
Orbital Cargo Launcher (OCL) / commission Export building; a commission = item + corporation + level, refreshed on level-up
Corporate Terminal Buy corporation levels (licences), claim rewards
Recipe Station Turn licences into craftable recipes for Data Points + items (+ Blueprint items)
Development Station Upgrade v.1 -> v.2 buildings with Quartz Ore (Moon Energy L5)
Analyzing Station Convert valuables into Data Points
Equipment Upgrade Station / War Bonds Weapon shop and its currency (Griffits Blue)
LEM / LEM Station Limbic Enhancement Membrane augments; character progression (Future Health L4)
Blueprint (item) An unlock token looted in the world (I_*Blueprint), analysed to unlock a recipe -- not a layout template
Data Points (DP) The global research currency
Vermin The hostile fauna family; Goliath = boss
Monolith / Alien Obelisk Base-attack spawner; portal opens on core upgrade
Infection / cysts / clouds The post-failed-defense state and environmental hazard
Geo Scanner / antenna Fixed world antennas that reveal the map after a defended charge
Forgotten Engine / World Engine Program The derelict terraforming megamachine; mission 13; EA content end
Radiation border The zone wall removed by finishing the Engine (RadiationBorders.level)
PTB Public Test Branch (per-update, one-way saves)
CU1 / Release-CU1 Content Update 1 = Update 1 = 0.2.0 (the install's branch name)
Chimera / Cr / Au / Earth20 Codename (C++ module) / class prefix / Auraris plugin prefix / build codename
.met, SaveData.dat Save sidecar JSON (timestamp, world time, gameVersion) / last-played pointer
Praxis Robert's StarRupture save profile (also: Praxium the state system -- disambiguate by context)
01

Game Overview & Core Concepts

Version anchorStarRupture Early Access v0.2.8 ("Hotfix 0.2.8", released 2026-06-17) -- the newest published patch as of 2026-08-22. Locally verified build: Steam buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, engine Unreal Engine 5.6.1 (custom Creepy Jar build), depot content downloaded 2026-08-16 (see docs/ref/shadow-install.md). No 0.2.9 or "Update 2" existed on the public branch on 2026-08-22; the most recent Steam news item was a Developer Blog: August 2026 (2026-08-05) previewing unreleased features. Re-confirmed against the Steam news index on 2026-08-22 (fact-check pass v1.0.1): 0.2.8 / Jun 17 is still the newest published build, and the June 2026 dev blog frames its previews explicitly as Update 2 content.
24 claims checked14 corrections13 unverifiedverifier verdict

The doc was already unusually disciplined -- every high-traffic number in it (price $19.99, launch $15.99, 82%/6,759 and 79%/189 reviews, all eight SteamCharts rows, 12 languages, full sysreqs, EA date 2026-01-06, 4-player co-op, the entire roadmap and its "no specific timeline" caveat, the 0.2.2-0.2.8 patch chain, Update 1's date/Powerium/Goethite/Vulpir/Coralion/Skylisk/40+ items, the ~50-55 min wave cycle) verified exactly against live sources, and nothing contradicted the shadow-install ground truth. Corrections were confidence and currency fixes rather than wrong facts: one resolved gap (co-op playtest Dec 3-8 2025), a real naming hazard now flagged (packaged CRC_* asset identifiers were being read as in-game building names, which they are not), stale-critic-review framing, and two claims demoted to UNVERIFIED because their sources are no longer fetchable. Treat it as reliable at v1.0.1 for 0.2.8, with the station-name vocabulary and the exact wave-phase tunables as the two open datamine dependencies.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture is Creepy Jar's first-person, open-world survival factory-builder, set on the alien planet Arcadia-7 under the unstable star Ruptura. The player is one of four convict-specialists dropped onto the surface to strip-mine it for five off-world megacorporations, building automated production chains whose output is fired into orbit via Cargo Dispatchers in exchange for Data Points, corporate reputation and new technology. What makes the game structurally distinct from every other factory game is the title mechanic: on a roughly 50-55-minute cycle the Ruptura star erupts and a Fire Wave / Rupture sterilises the planet's surface, killing anything not sealed inside a Habitat and then letting the whole biosphere regrow -- so exploration, harvesting and combat all run on a hard countdown while the base itself must be built to survive the burn. It launched into Steam Early Access on 2026-01-06 at $19.99 (launch discount $15.99), sits at "Very Positive" on Steam, and is targeting a 1.0 release in 2027. This document is the orientation layer for the rest of the corpus; per-system depth (buildings, recipes, corporations, enemies, waves) lives in the sibling docs.

Confidence labels used below: [confirmed] = official source, or wiki plus a second independent source, or first-hand from the local install. [reported] = single non-official source. [inferred] = deduced from evidence, stated as such. UNVERIFIED = could not be established; also listed under Gaps.


1. Premise, setting and framing#

Element Value Confidence
Planet Arcadia-7 [confirmed] -- Steam news "The World of Arcadia-7 Showcase"; soundtrack track 02 "Welcome to Arcadia-7"; multiple guides
Star Ruptura [confirmed] -- "the constant fire bursts from the Ruptura star" (indexed Steam/patch copy); Supporter Pack avatar named Ruptura
Catastrophe event The Rupture, experienced in-game as the Fire Wave / heat wave; internal system name is EnviroWave [confirmed] -- press + guides for the display terms; Content/Chimera/EnviroWave and enviroWaveSubsystemState / EnviroWaveTimer in the save for the internal name
Player character One of four convicts/exiles from Earth, sent to Arcadia-7 as labour [confirmed] -- TheSixthAxis ("an exile from Earth"); community/press consensus on the convict framing
Player archetypes Engineer, Soldier, Medic/Biologist, Scientist/Physicist [confirmed] -- wiki.gg character list (Scientist, Engineer, Soldier, Medic); install ships PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier; Supporter Pack avatars are labelled Biologist / Engineer / Physicist / Soldier
Named characters Roster: Samuel Khumalo (Biologist, xenobiology), Chris Bonnet (Scientist, astrophysics/quantum), Maeve Caliente (Engineer, ex-smuggler), Han Nergui (Soldier). Prisoner IDs reported as B1690 / P0212 / E4101 / S8466 [confirmed] for the four names + class pairings -- two independent guides (BisectHosting beginner's guide, PlayerAuctions); [reported] for the prisoner-number prefixes (PlayerAuctions only)
Character choice effect Cosmetic only -- all four characters have identical gameplay access; no class perks, stat differences or exclusive recipes [reported] -- BisectHosting beginner's guide, "your chosen character is simply an aesthetic choice" (v0.2.x)
Employer Five corporations buying exports; a sixth "starting"/training corporation bootstraps you [confirmed] -- five Orbital Cargo Dispatchers, one per corporation (press/community); install ships six corporation data assets: CD_StartingCorp, CD_FutureCorp, CD_SelenianCorp, CD_GriffithsCorp, CD_MoonCorp, CD_CleverCorp. In-game display names reported as ClayWood (training), Health Solutions, Selenian, Griffits Blue, Moon Energy, Clever Robotics [reported] -- BisectHosting; the asset->display-name mapping beyond Selenian/Moon/Clever is not individually confirmed
Regrowth After each Rupture the foliage regrows, water replenishes and gatherables respawn; caves open/close with the cycle [confirmed] -- official copy ("nature always finds its way"); save keys moon-phase growback / regrowth in EnviroWaveEffects, GatherableSpawnersSubsystem.waveStagesToRespondTo

Narrative delivery. There is no cutscene-driven campaign. Story is environmental and epistolary: abandoned bases overrun by aliens, caves that are only enterable during certain phases of the wave cycle, dead colonists, and written plus audio logs left by earlier expeditions are the primary lore vectors [reported] (multiple guides; audiolog subtitles were explicitly patched in Hotfix 0.1.2). Corporate mission/contract text ("commissions") supplies the rest. The install corroborates this: Content/Chimera/Items/StoryBits, AbandonedBases/AbandonedBase, Caves, ContextualDialog plugin, GameSubtitles, and an encyclopediaEntriesStatusData block in the save.

The Forgotten Engine. A large late-game structure/objective referred to as the Forgotten Engine exists in the build and on the roadmap [confirmed] -- roadmap lists "forgotten engine" under New Content; the install has Content/Chimera/Buildings/ForgottenEngine (2,076 assets, the single largest building folder), a ForgottenEngine.umap, a MegamachinesSubsystem with forgotten_Engine: Inactive in the save, a Supporter Pack avatar "ForottenEngine" [sic] and soundtrack track 13 "The Forgotten Engine". Its in-game role and activation requirements are UNVERIFIED from web sources.

Tone and presentation. Corporate-dystopian sci-fi played fairly straight, with dry corporate-onboarding humour in the mission and UI text [reported]. Visually it is a high-fidelity UE5 alien world -- volumetric skies, weather, dense procedural foliage, and a signature orange/ash "burn" palette during the Fire Wave; press and player reviews consistently single out the visuals as a strength even where they criticise the systems [confirmed] (Steam reviews, ScreenHype, NeonLightsMedia, buttonmusher). Supporter-Pack soundtrack titles trace the intended arc: The Rupture -> Welcome to Arcadia-7 -> The Long Shift -> Efficiency -> Expansion -> Optimalization -> Ashfall -> Planet Regrowth -> Outreach -> Time to Fight -> The Vermin -> Conflict -> The Forgotten Engine -> Core Under Attack.


2. Core gameplay loop#

The loop is described by reviewers as a "loop within a loop": a fast wave-cycle loop nested inside a slow corporate-progression loop [reported] (buttonmusher, 25 hours with StarRupture).

Outer loop (progression):

  1. Explore between Ruptures -- surface POIs, abandoned bases, caves, wrecks; loot blueprint items and resources.
  2. Extract -- place Mechanical Drills / Laser Drills on ore nodes, extractors on gas, acid, sulphur, water and deuterium sources.
  3. Build & automate -- foundations/platforms with a stability budget, then smelting, furnace, crafting, assembly, refining, chemical-processing and synthesis stations, wired for power and connected by drone rails. (Caution: the station names used across this corpus -- Smelter, Furnace, Crafter, Assembler, Refinery, Chemical Processor, Synthetizer -- are the packaged CRC_* asset identifiers, not confirmed in-game display names. Names visible in Update 1 coverage include Ore Excavator, Laser Drill, Orbital Cargo Launcher, Compounder, Fabricator, Constructorizer, Facturer, Pyro Forge, Chemical Generator, Oil Extractor, Recycler, with v.2 higher tiers -- so the two vocabularies do not line up one-to-one. Resolving the map requires the .locres string tables.) [confirmed] for the display names listed -- Update 1 coverage (v0.2.0)
  4. Export -- feed Cargo Dispatchers / Orbital Cargo Launchers, one bound to each corporation, with the items that corporation currently demands.
  5. Research / unlock -- exports and analysed items yield Data Points; the Analyzer converts found items into Data Points, and the Research Lab / Corporate Terminal spends them on recipes, buildings and upgrades. Corporation levels and reputation gate tiers of tech; many recipes are additionally gated behind physical blueprint items looted in the world.
  6. Defend -- once the Base Core is upgraded, alien attack waves target the base; turrets (Tier 1/2), decoys, walls and manual combat hold them off.
  7. Expand -- new zones, new resources, second and third base sites, then the endgame structures.

[confirmed] for the export->Data Point->unlock chain (buttonmusher; corporation guides; Update 1 notes about Data Point redistribution). Corroborated first-hand by the save schema: CrCorporationsOwner holds per-corporation level, reputation, researchPointsTier1/2 and a global dataPoints counter; CrCraftingRecipeOwner holds unlockedRecipes[] plus lockedRecipes{} mapping each locked recipe to the blueprint items required to unlock it -- direct confirmation of item-gated recipe unlocks.

Inner loop (the Rupture cycle): reported timings, [reported] (ClawsomeGamer, GamerHour and community guides; the game itself surfaces a countdown and the community has published timer mods):

Phase Reported duration What happens
Calm / working window ~40+ min Normal play: explore, harvest, build. Caves accessible in defined stages.
Warning ~2 min (120 s) Alarm and countdown; get inside a Habitat/sealed structure.
Fire Wave (impact) ~1 min 30 s (90 s) Surface is sterilised. Being outside is instant death. Doors are locked; you cannot leave.
Residual heat / cooldown, then regrowth ~1-2 min residual, then regrowth over the calm phase Surface cools, burnt vines/ivy clear (opening some routes), water and flora regrow, gatherables respawn.
Full cycle ~50-55 min

Version caution: wave cadence and the exact phase split are balance values and have been touched by patches (e.g. Hotfix 0.2.5 changed autosave interval options and stability costs; 0.2.1 fixed co-op stability "when the Fire Wave hits"). Treat the table as 0.2.x-era community measurement, not a datasheet. The install's EnviroWaveTimer save block exposes the real tunables -- waveSpeed, preWaveDuration, fire-wave / burning / fading fadeout durations, moon-phase growback and regrowth -- and EnviroWaveEffects exposes the per-wave flags sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant. Extracting the shipped defaults from those assets is a datamine task, not a web-research one (see Gaps).

Wave count is persistent progression. The save's numWaves counter (44 in the reference playthrough at ~51 h) and waveStagesToRespondTo on gatherables show that wave index is a first-class world-state variable, not just a timer [confirmed, first-hand].


3. How the four genres are blended#

Pillar How StarRupture does it Notes
Survival (Green Hell lineage) Hunger/food production (Food Processor, Algae Tank, StarBites, gatherables like Hydrobulb, Polifruit, Star Tears, Prickler, Purplant), health and healing (Medic profession, MedTool, Cloning Bed respawn), environmental lethality (the Fire Wave, radiation borders, acid/sulphur zones), death-drop inventory recovery [confirmed] -- install has DeathDropInventory, RadiationBorders (with a level), CloningBed, MedTool, FoodProcessor, AlgaeTank, AnimalsLoot; Green Hell's survival-sim depth (parasites, wound types, mental state) is not replicated -- StarRupture's survival layer is thinner and centred on the wave [inferred]
Base building Free-placement modular construction on foundations/platforms with a stability system (each support has a stability budget; platforms cost stability -- reduced in Hotfix 0.2.5), enclosed Habitat interiors as wave shelters, airlocks, viewports, decorative fabricator [confirmed] -- CrMassBuildingStabilityData / stabilitySubsystemState in saves; Buildings/Modular (1,432 assets: platforms, foundations with stability data, habitat modules), Airlock, Interiors, DecorFabricator
Factory automation Machine-to-machine production chains with recipes set per machine, power grids (Solar, Wind, Combustion, "Chimeran" generators), coolers, and drone rail logistics instead of conveyor belts [confirmed] -- CRC_* station types incl. Smelter/Furnace/Forge/Refinery/Assembler/Factory/Synthetizer/Pressurizer/ChemicalProcessor/ItemPrinter; electricitySubsystemState, CrMassTemperatureFragment; DroneConnections (1,273 assets: DroneRailT1, junctions, lanes)
Base defense Base Core upgrade tiers trigger periodic base attacks; automated turrets (Tier 1/2), decoys, and manual FPS combat; alien obelisks and infection cysts spread hostile presence [confirmed] -- save keys BaseSiteAttackData (baseAttackState, waves, alienObeliskPosition, lastAttackedCoreLevel), Infection content folder with BP_AlienObeliskSpawner / DA_InfectionCyst, Turret_Tier1 / Turret_Tier2, Decoy; soundtrack track 14 "Core Under Attack"
Research / meta No classical tech tree node graph; progression is corporate levels + reputation + Data Points + looted blueprints [confirmed] -- Research/BuildingBlueprints (86 assets), Corporations/Reputation, CrCorporationsOwner schema

Logistics model -- the key structural difference. StarRupture has no conveyor belts. Items move on drone rails: you build rail segments, junctions and lanes between buildings, and transport drones fly item requests along them. The network is demand-driven (pull) -- consumers request, the logistics subsystem dispatches -- rather than the push-belt model of Factorio/Satisfactory [confirmed] -- community consensus on Steam discussions ("rail system which uses PULL demand instead of the PUSH belt system"), corroborated by the save's CrLogisticsLineFragment, CrLogisticsRequestSubsystem, logisticsRequestSubsystemState, RequestOptions / RequestContainer / Intersection / AgentFragment and BP_Drone_Transporter / BP_RailDroneBase assets. Additional drone types shipped: Harvester, Maintenance, and a player/building drone. Ziplines were added in Update 1 for player traversal (CrZiplineSubsystem, ZiplineArm, Zipline building) [confirmed].


4. Camera, control model and moment-to-moment feel#

Aspect Value Confidence
Perspective First person only -- "a first-person open world base-building game" (official) [confirmed]
Combat First-person shooter with rifles, pistol, grenades, weapon mods, and ammo types (I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem) [confirmed] -- install Weapons/ folder; official copy "advanced combat"
Tools Mining Tool (laser mining), Building Tool, Multitool, MedTool, Freezing Tool, Zipline Arm, Building Drone [confirmed, first-hand] -- Content/Chimera/Weapons/{MiningTool, BuildingTool, Multitool, MedTool, FreezingTool, ZiplineArm, BuildingDrone}
Build mode Dedicated placement/build mode with snapping to foundations, stability preview; pillars and automatic pillar-height adjustment plus a building search bar were announced 2026-08-05 as upcoming, i.e. not in 0.2.8 [confirmed] -- Developer Blog: August 2026
Vehicles No player ground/air vehicle in 0.2.8; traversal is on foot plus ziplines and a Teleporter building. (VehicleAdv and FPV_Drone assets exist in the install but are UE template/marketplace content and are not evidence of a shipped vehicle.) [inferred] -- absence of any vehicle in guides/roadmap; roadmap lists "travel mode between bases" as a future feature
Controller support Listed on the roadmap as a future Early-Access addition; GameUserSettings.ini exposes ControllerPlatform=XSX, and Steam Deck players report workable but imperfect controls -> partial/unpolished pad support in 0.2.8 [reported] + [first-hand] config key
Pause Single-player world time can be paused (the save tracks worldTimeSeconds vs worldUnpausedTimeSeconds separately) [confirmed, first-hand]

5. Release status, build and platform facts (0.2.8, 2026-08-22)#

5.1 Identity#

Field Value Source
Steam App ID 1631270 Steam store; local appmanifest
Playtest App ID (separate) 3837830 ("StarRupture Playtest") Steam news/SteamDB listing
Developer / Publisher Creepy Jar S.A. (Warsaw, Poland) -- self-published Steam store; exe copyright "Copyright 2026 Creepy Jar S.A."
Early Access launch 2026-01-06 Steam store; multiple press
Current published version 0.2.8, 2026-06-17 Steam news list
Local build id / changelist buildid 23761620; ++Earth20+Release-CU1-CL-121391 (project codename Earth20, branch Release-CU1) local appmanifest + exe VersionInfo
Engine Unreal Engine 5.6.1, custom Creepy Jar build (press only ever says "Unreal Engine 5") local exe VersionInfo (5.6.1.0); press for the generic claim
Target 1.0 2027 (Steam EA blurb); at launch the team said "roughly a year" in EA Steam store; launch press
Platforms PC / Windows 10-11 64-bit, Steam only. No console SKU announced by Creepy Jar as of 2026-08-22 Steam store; no official console announcement found
Anti-cheat None -- EOS SDK present but Easy Anti-Cheat client reported "not available" at boot local log [first-hand]
Achievements None shipped; achievements are a listed 1.0 deliverable roadmap [inferred from roadmap]

5.2 Published version history (Early Access)#

Version Date (2026) Headline content
0.1.0 Jan 6 Early Access launch + EA roadmap published
0.1.1 Jan 9 Launch-week stability hotfix
0.1.2 Jan 16 Audiolog subtitle font size; crash fixes
0.1.3 Feb 2 UI/dialogue readability; full Simplified + Traditional Chinese tutorial text
(0.1.4 / 0.1.5?) Feb-Mar UNVERIFIED -- gap between Feb 2 and Update 1; existence not established
Update 1 (0.2.0) Apr 9-10 First major update. Map expansion with new unlockable zones and POIs; new resources Powerium and Goethite; Ziplines (poles + free-direction traversal); wildlife Vulpir, Coralion, Skylisk; 40+ new items/recipes; 9 new buildings, of which 6 are higher-tier v.2 versions (Compounder v.2, Fabricator v.2, Furnace v.2, Ore Excavator v.2, Orbital Cargo Launcher v.2, Constructorizer v.2), plus a Development Station for building upgrades; new story content. Breaking change: all corporation levels rolled back to L1, prior progress converted to redistributable Data Points at the Corporate Terminal; Cargo Dispatcher/Receiver reworked to one-to-one connections. Shipped first to a Public Test Branch on 2026-03-25.
0.2.1 Apr 16 Deconstruction stability; rail-junction deconstruct crash; co-op stability during Fire Wave
0.2.2 Apr 22 Progression-rollback fixes for pre-Update-1 saves; co-op sync; building mechanics
0.2.3 May 4 Platform stability, habitat placement, viewport persistence, turret targeting
0.2.4 May 6 Crash on loading saves after a lost base attack in co-op
0.2.5 May 18 Autosave interval option added; platform stability cost decreased; fire-wave crash; placement logic
0.2.6 Jun 2 Crash approaching large bases; dedicated-server loading; co-op animation; building stability
0.2.7 Jun 11 Deconstruction crash; multiplayer dialogue skipping; improved crash-reporting tool
0.2.8 Jun 17 Current. Fixed crash on exiting the game on NVIDIA RTX 40/50 series

Non-patch news since: Base Building Basics: Part 2 video guide (Jun 25), Developer Blog: June 2026 (Jun 19) and Developer Blog: August 2026 (Aug 5). [confirmed] -- Steam news listing.

Announced but NOT in 0.2.8 (from the two dev blogs -- do not present these as current features): copying building parameters between buildings, drone roundabout overhaul, multi-deconstruct, crafting info shown as items/minute, build-mode "Add Pillars" with automatic pillar height adjustment, building search bar, custom names shown on the map, abandoned-base completion guides.

5.3 Price and discounts#

Item Price Note
Base game (regular) $19.99 USD Steam store, 2026-08-22
Launch price $15.99 / EUR 15.99 / GBP 13.59 / PLN 51.99 (20% launch discount) Jan 6, 2026
Historical low $15.99 (-20%) Never discounted deeper on Steam
Discount cadence 20% off recurring roughly monthly: Jan (5 days), Feb (6), Mar (8), Apr (8), May (3), Jun (9), Jul (4); no sale active in Aug 2026 Steambase price tracker
Price policy Creepy Jar reserves the right to raise the price as development progresses Steam EA FAQ
DLC Supporter Pack (app 4167250, ~2.0 GB: 600 MB artbook PDF, 188 MB poster PDF, 19-track soundtrack in FLAC/MP3/WAV, 16 avatars, 2K/4K wallpapers); a standalone Original Soundtrack listing and a Supporter Edition + Green Hell bundle also exist local appmanifest for the Supporter Pack [confirmed, first-hand]; storefront listings for the others [reported]

5.4 System requirements (Steam store, unchanged as of 0.2.8)#

Component Minimum Recommended
OS Windows 10/11 64-bit Windows 10/11 64-bit
CPU Intel i5-8400 / AMD Ryzen 5 2600 Intel i5-11400F / AMD Ryzen 5 3600
RAM 16 GB 16 GB
GPU GTX 1060 6 GB / RX 580 8 GB RTX 3060 8 GB / RX 7600 8 GB
Storage 45 GB SSD 45 GB SSD

Actual installed size on 2026-08-22: 44.0 GB (214 files) for the base game plus 1.95 GB for the Supporter Pack [confirmed, first-hand]. The build ships DLSS + Frame Generation + Reflex (NVIDIA Streamline), AMD FSR (FidelityFX SDK, FSR 4 licence present) and AMD Anti-Lag 2, an ONNX/DirectML runtime, and D3D12 with the Agility SDK -- i.e. DirectX 12, upscaler-first [confirmed, first-hand] from the plugin and licence manifest.

5.5 Steam Deck / Linux#

Field Value Confidence
Valve "Steam Deck Verified" tier Not stated on the store page; no Verified badge found [confirmed] (absence on store page) / tier itself UNVERIFIED
ProtonDB aggregate Playable [reported], UNVERIFIED on 2026-08-22 -- protondb.com renders client-side and returns no fetchable body
Practical performance Runs at a locked 30 FPS on Medium with FSR Quality upscaling, rarely dipping below; controls usable but unpolished [reported] -- Steam Deck HQ hands-on
Known Linux issues Launch crashes fixable with launch-option tweaks [reported]

5.6 Supported languages (12, Steam store)#

English, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, Spanish, German, Polish, Portuguese (Brazil), Russian, Thai. [confirmed] -- Steam store. Full-audio vs subtitle-only split per language is UNVERIFIED; the build ships 71 .locres string tables and dedicated subtitle plugins (GameSubtitles), and Hotfix 0.1.3 explicitly fixed Chinese tutorial text, implying text localisation with English VO [inferred].


6. Game modes, settings and saves#

6.1 Modes#

Mode Status in 0.2.8 Detail
Single-player Shipped Full game solo; reviewers note solo pacing is slower/grindier [reported]
Online co-op Shipped, up to 4 players Host-and-join session; host chooses Invite Only or Friends Only at creation [reported]. Steam store lists online co-op + in-game chat.
Drop-in host migration Shipped The latest save is auto-transferred to connected players; if the host leaves, another player can take over the session [reported] -- server/co-op guides
Dedicated server Shipped (added during EA; explicitly a roadmap item and referenced by Hotfix 0.2.6's "dedicated server loading" fix) Configured via Game.ini and a DSSettings.txt that selects new-save vs load-existing without the in-game Server Manager [reported]. Corroborated first-hand: the build contains DedicatedServerStart.umap and a DedicatedServer content folder.
Creative / sandbox / peaceful mode Does not exist in 0.2.8 No creative or god mode in the shipped feature set; the roadmap lists "custom game modes with adjustable difficulty" as a future mid-EA addition [confirmed] -- roadmap
Cross-play Steam-only title; UNVERIFIED whether the EOS SDK presence implies any non-Steam client EOS SDK 1.17.0 is present but the shipping binary is StarRuptureGameSteam

6.2 Difficulty and custom settings#

There is no documented in-game difficulty preset selector (Easy/Normal/Hard) in single-player as of 0.2.8; "custom game modes with adjustable difficulty" sits on the roadmap as an unshipped mid-EA feature [confirmed] -- roadmap. Difficulty tuning that is documented comes from dedicated-server configuration: third-party host guides describe a Difficulty value plus multiplier keys in Game.ini -- DifficultyMultiplier (0.5 easier / 2.0 harder enemy waves), DamageTakenMultiplier, EnemyDamageMultiplier, ResourceGatherMultiplier, CraftingTimeMultiplier, BuildingCostMultiplier [reported -- server-host vendor documentation only, several of these pages are SEO-generated and none is an official Creepy Jar source; treat key names as unconfirmed]. Community threads about the game being "too easy" or waves being "an interruption rather than a challenge" indicate players had no first-class difficulty slider to reach for [reported] -- Steam General Discussions.

Graphics/gameplay options that are confirmed to exist (first-hand from GameUserSettings.ini, section [/Script/Chimera.CrGameUserSettings], settings Version=5): resolution + fullscreen mode, per-group scalability 0-3 (Epic), resolution scale, UpscalerMode / DLSSMode / UpscaleQuality, frame generation toggle, anti-aliasing mode, FOV slider (FOVValue, 100 in the reference config), motion blur toggle, Landscape Nanite tessellation toggle, frame-rate limit, low-latency mode, sprint toggle, ControllerPlatform. Accessibility items (text sizing, key rebinding) were roadmap items; Enhanced Input user settings are persisted (EnhancedInputUserSettings.sav), so key rebinding exists in some form [inferred, first-hand].

6.3 Save system#

Fact Value Confidence
Save location (client) C:\Program Files (x86)\Steam\userdata<Steam3ID>\1631270\remote\Saved\SaveGames<ProfileName>\ -- i.e. inside the Steam Cloud remote tree, not %LOCALAPPDATA% [confirmed] -- first-hand + independent server/save guides
Settings/config location %LOCALAPPDATA%\StarRupture\Saved\ (Config\Windows\GameUserSettings.ini, SaveGames\SharedGameSettings.sav, SaveGames\EnhancedInputUserSettings.sav, Logs\StarRupture.log) [confirmed, first-hand]
Manual slots 10 per profile -- 0.sav .. 9.sav [confirmed, first-hand]
Autosaves Rolling AutoSave<N>.sav with an incrementing counter (187 in the reference profile), observed cadence ~15 min [confirmed, first-hand]
Autosave interval setting Added in Hotfix 0.2.5 (2026-05-18) [confirmed] -- patch notes
Last-played pointer SaveData.dat, plain text path e.g. /Praxis/AutoSave187 [confirmed, first-hand]
Sidecar metadata <slot>.met, 174-byte JSON: timestamp, worldTimeSeconds, bIsInTutorial, gameVersion {major, minor, pATCH} (the odd pATCH casing is the game's) [confirmed, first-hand]
Save container format 4-byte little-endian uint32 (inflated size) + zlib stream (78 9c) wrapping UTF-8 JSON. No GVAS header, no magic. Written by UCrSaveSubsystem [confirmed, first-hand]
Cloud sync Steam Cloud enabled; per-file state in remotecache.vdf [confirmed, first-hand]
Save compatibility Playtest saves were not compatible with the EA build; Update 1 forced a corporation-level rollback with Data Point compensation. Expect breakage across major updates [confirmed]
Third-party tooling Community "SaveSync" utility keeps co-op worlds joinable while the host is offline [reported]

This is the single most valuable technical fact for the project's save-reading track; the full itemData subsystem map is in docs/ref/shadow-install.md section 6.1.


7. Playtest and demo history#

Event Dates What it was
Announcement / reveal 2023-2025 marketing run (Wikidata entry exists since 2023; reveal, gameplay and playtest trailers are bonus tracks 15-19 on the OST) Long pre-release campaign
Closed Steam Playtest (single-player) Announced 2025-07-14, ran from 2025-07-29 Sign-up gated; separate Steam app 3837830. Over 100,000 sign-ups and 1,000+ creators applied [reported]
Converted to open playtest extended twice, ran to 2025-08-11 Creepy Jar dropped the gate in response to demand; the test became a month-long public showcase. Final figures reported: 158,000+ participants, ~200,000 hours of livestreamed content [reported]
Co-op playtest 2025-12-03 to 2025-12-08 Separate 4-player co-op test on playtest app 3837830 (own "Co-op Playtest - Known Issues" news thread); sign-ups opened 2025-11-24 via the Steam page. Billed as the last chance to play before the 2026-01-06 EA launch; featured a guided single-player tutorial plus free play with map restrictions [confirmed] -- Worthplaying (2025-11-24)
Steam Next Fest demo No evidence found that StarRupture ran a Steam Next Fest demo; the only public trials were the 2025 playtests [inferred from absence]

How the playtest differed from the shipped EA game [reported] -- playtest coverage:

Playtest (2025) Early Access 0.1.0+ (2026)
~3 hours of content, roughly 15% of the EA map Full EA map, expanded again by Update 1
Wildlife disabled Wildlife present; three more species added in Update 1
Base attack / defense disabled Base attacks tied to Base Core level
Corporate assignments capped above a certain level Full corporation ladder
Single-player only (co-op tested separately) 4-player co-op at launch
Saves not forward-compatible --

Release slip: Early Access was originally signposted for fall/late 2025, then dated and shipped 2026-01-06 [confirmed].


8. Reception#

8.1 Steam (as of 2026-08-22, version 0.2.8)#

Metric Value
All-time review summary Very Positive -- 82% of 6,759 reviews
Recent (30 days) Mostly Positive -- 79% of 189 reviews

8.2 Press#

Metacritic shows no Metascore (still "pending" on 2026-08-22, with 6 critic entries listed, 4 of them carrying a score -- so the 4-review threshold is met but the Metascore has not been generated; the reason is not stated by Metacritic). Individual verdicts [confirmed] -- Metacritic listing:

Outlet Score Gist
Gamersky 80 Balances factory satisfaction against survival pressure
HardZone 77 Cohesive blend of exploration and base building, solid progression
GameSpace 70 Engaging loop with mystery and danger; final judgement deferred to 1.0. Dated 2025-07-30 -- this is a playtest-build review, not an Early Access one; do not read it as a verdict on 0.1.x/0.2.x
Screen Hype 60 "A world that wasn't ready" -- needed more time before EA launch
GamingBolt unscored Plenty for automation and exploration fans
Try Hard Guides unscored Needs content, but has premier-tier potential

Review dates (Metacritic, 2026-08-22): HardZone 2026-03-20, Screen Hype 2026-03-19, GamingBolt 2026-01-07, Gamersky 2026-01-05, Try Hard Guides 2026-01-04, GameSpace 2025-07-30. Every critic entry predates Update 1 (2026-04-09); none of them describes the 0.2.x game.

Other coverage in the corpus's evidence set: NGOHQ review (2026-01-13), NeonLightsMedia "A Beautiful, Broken Factory Builder", TheReviewGeek "big ideas and big problems", an IGN-framed summary reporting 7.5/10 as an aggregate-style verdict [reported -- the 7.5 figure comes from an aggregator site, not from a fetched IGN page; treat as unconfirmed].

8.3 Recurring praise#

  • The Rupture/Fire Wave concept -- near-universally cited as the game's best idea; it injects real tension into a genre that normally has none.
  • Visual quality and the alien-world art direction.
  • The tech/corporation progression loop described as genuinely addictive.
  • The pull-based drone rail network is preferred by a section of players over push-belt logistics.
  • Systems integration: reviewers concede every individual pillar is beaten by a specialist competitor, but praise how tightly the pillars feed each other.

8.4 Recurring criticism#

  • Missing quality-of-life: no recipe copy/paste between buildings (until the announced Aug 2026 feature), no mass deconstruct, manual walk-and-click recipe setting, no items/minute readout.
  • Build-mode clunk: buggy placement, difficulty building vertically, stability system friction.
  • UI and tutorial: the tutorial is widely called near-useless; UI readability was patched repeatedly (0.1.2, 0.1.3).
  • Technical instability: the entire 0.1.x-0.2.x patch stream is dominated by crash fixes (co-op, deconstruction, large bases, dedicated servers, RTX 40/50 exit crash).
  • Solo pacing is slow and repetitive relative to co-op.
  • Wave fatigue: a vocal thread argues the Rupture becomes "an interruption rather than a challenge" once you have a safe base; others ask for the frequency to be reduced or varied.
  • Combat depth lags the other pillars.

Community-consensus items above are drawn from Steam General Discussions threads including "My 15 hours in STAR RUPTURE: an honest review of frustration, potential, and a technical nightmare", "Some feedback and why i'll stop playing for now", "Rupture Waves Become an Interruption Rather Than a Challenge", "game feels depressingly too easy all of a sudden", and "The main differences between StarRupture and Satisfactory" [reported -- labelled community consensus, threads named].

8.5 Concurrent players (SteamCharts, retrieved 2026-08-22)#

Month (2026) Avg concurrent Peak concurrent
All-time peak -- 27,974 (January 2026)
January 12,656 27,974
February 4,890 13,101
March 2,932 7,280
April (Update 1) 3,416 (+16.5%) 9,756
May 1,997 4,358
June 1,416 3,219
July 1,115 2,356
Last 30 days (to Aug 22) 872 1,822

Update 1 is the only month-over-month gain in the series -- a clean signal that major content updates, not hotfixes, move this game's population.


9. Early Access roadmap (published 2026-01-06, no dates attached)#

Creepy Jar shipped the roadmap alongside the EA launch and explicitly stated "there is no specific timeline for any of this" [confirmed].

Bucket Items
Ongoing improvement Performance, building mechanics, combat mechanics, the game world, UI
Additional features (mid-EA) Wildlife expansion; custom game modes with adjustable difficulty; travel mode between bases; codex; controller support; new building and combat mechanics; expanded exploration
New content Weapons; expanded map; corporation levels + rewards; buildings; resources; locations/POIs; story elements; the Forgotten Engine
Co-op and systems Co-op balancing; cargo network improvements; accessibility (text sizing, key rebinding); dedicated servers
Reserved for 1.0 New biome; "frost wave" (a second wave type); end-game content; more story; achievements

Delivered against this so far: dedicated servers (shipped), map expansion + wildlife + resources + ziplines (Update 1), cargo network rework (Update 1). Still outstanding at 0.2.8: custom difficulty modes, codex, full controller support, travel mode, frost wave, endgame, achievements.


10. Orientation: how StarRupture differs from its neighbours#

Structural/mechanical differences only.

Game Perspective & scale Logistics primitive Threat model Progression gate Where StarRupture diverges
StarRupture First-person, one handcrafted World-Partition planet map Drone rails, demand/pull Scheduled global cataclysm (Fire Wave, ~50-55 min cycle) + base-attack waves + roaming aliens + infection obelisks Corporation levels/reputation earned by exporting demanded goods, spent as Data Points; many recipes additionally require looted blueprint items --
Satisfactory First-person, giant handcrafted planet Conveyor belts, pipes, trains, drones (push) Passive fauna only; no timed threat, no base destruction Space Elevator phase deliveries + MAM research from collected exotics StarRupture has no belts, adds a lethal timer and base defense, and gates tech on multiple competing corporate buyers rather than one linear phase ladder
Factorio Top-down 2D, effectively unbounded procedural map Belts, inserters, bots, trains, circuit network Biter attacks driven by pollution you generate (endogenous) Science pack tech tree StarRupture's threat is exogenous and on a clock rather than pollution-driven; it has no circuit-logic layer, no blueprint-library mass-build, and far less scale
Green Hell (same studio) First-person survival sim, Amazon rainforest None -- manual crafting only Environment, disease, wounds, mental state, tribes Notebook recipes + story Shared studio DNA (first-person survival, crafting, co-op) but StarRupture replaces the deep body-simulation survival model with an industrial-automation model; hunger/health exist but are lighter
The Planet Crafter First-person, terraforming a dead planet Simple chests/auto-crafters; no belt network No combat (bar later variants); the planet itself is the obstacle Terraformation Index thresholds unlock blueprints StarRupture has real combat and base defense, and its planet resets every cycle instead of monotonically improving
Techtonica First-person, underground procedural caverns Belts and inserters (push) No combat Research from cores/ore, tech tree StarRupture is surface-level, combat-heavy, and time-pressured
FOUNDRY First-person voxel, procedural world Belts, pipes, logistics bots (push) No combat Linear research tree Voxel terraforming vs StarRupture's fixed handcrafted terrain plus a wave cycle
Icarus First-person, timed missions/prospects on a planet Minimal automation Storms, wildlife, oxygen; session timer Per-mission tech + meta talent trees Icarus's timer ends the session and wipes the site; StarRupture's timer is a recurring in-world event on a persistent base

One-line orientation: StarRupture is the survival-factory hybrid whose defining variable is time inside a repeating extinction cycle -- everything else (pull-based drone logistics, corporate multi-buyer research, base defense) is downstream of designing around a planet that burns to the ground every hour.


11. Ecosystem notes relevant to this project#

  • Modding: a Nexus Mods section for StarRupture exists and is active (e.g. "AlienX's Rupture Timer", mod id 144) [reported], UNVERIFIED -- nexusmods.com returns 403 to automated fetch, so neither the section's existence nor the mod count was re-confirmed on 2026-08-22. The install is unusually mod-friendly: unsigned, unencrypted-by-expectation IoStore containers, full PDB debug symbols shipped (2.51 GB), no anti-cheat, and dedicated-server scaffolding. See docs/ref/shadow-install.md section 9.
  • Community wikis: starrupture.wiki.gg exists but is thin (81 articles on 2026-08-22, sections: Characters, Buildings, Corporations, Weapons, Items, Game Mechanics). A Fandom wiki (starrupture.fandom.com) also exists, and an unofficial utilities wiki (wiki.starrupture-utilities.com) covers dedicated-server config. There is no dominant, complete community wiki for this game -- a large share of top search results are SEO/AI-generated guide farms. Cross-check anything sourced from them; several such sites (starrupture.org, supercraft.host) are paywalled or unfetchable.
  • Official channels: Steam news is the authoritative patch channel; starrupture-game.com is stale (still presents the game as pre-release/wishlist); Creepy Jar also posts to Discord, Facebook, X and Instagram.

Gaps & Unverified#

Not established / could not be confirmed:

  1. Exact Rupture phase durations as shipped in 0.2.8. The 2 min warning / 90 s burn / ~50-55 min cycle figures are community measurements from guide sites, not official values, and the wave system is explicitly tunable (waveSpeed, preWaveDuration, fadeouts). Resolve by datamining Content/Chimera/EnviroWave or by reading a live EnviroWaveTimer save block.
  2. Version numbers between 0.1.3 (Feb 2) and Update 1 (Apr 9). No 0.1.4/0.1.5 patch note surfaced; either none exists or it is unindexed.
  3. The internal version number that Update 1 shipped as. Inferred to be 0.2.0 from the 0.2.1 hotfix that followed six days later; not directly confirmed.
  4. Why the local depot content is dated 2026-08-16 while the newest published version is 0.2.8 (Jun 17). Most likely simply the install date of a fresh download of the unchanged live build; a silent Steam build push cannot be ruled out. SteamDB (which would settle this) returns 403 to automated fetches.
  5. Official Steam Deck Verified tier. Only the ProtonDB "Playable" aggregate and a hands-on were obtainable; the store page does not display a Deck badge.
  6. Full-audio vs subtitles-only breakdown per supported language.
  7. Console (PS5/Xbox) plans. One SEO article title claims to cover a console release; no Creepy Jar statement was found. Treat consoles as not announced.
  8. In-game difficulty/custom-settings keys. The DifficultyMultiplier / DamageTakenMultiplier / ResourceGatherMultiplier / CraftingTimeMultiplier / BuildingCostMultiplier names come solely from commercial server-host documentation of varying trustworthiness; none is an official source and several such pages appear machine-generated. No official single-player difficulty selector exists in 0.2.8 (roadmap lists it as future).
  9. Prisoner IDs only (B1690 / P0212 / E4101 / S8466) still rest on a single guide site -- the four names are now corroborated by a second independent guide (BisectHosting), which also pairs them Biologist / Scientist / Engineer / Soldier and states character choice is purely cosmetic. Note the remaining terminology clash: the wiki.gg class list is Scientist/Engineer/Soldier/Medic, the packaged professions are PD_Engineer/PD_Medic/PD_Scientist/PD_Soldier, and the Supporter Pack avatars are Biologist/Engineer/Physicist/Soldier. Which labels the game shows in 0.2.8 is unresolved.
  10. The Forgotten Engine's actual in-game function, activation requirements and whether it is reachable in 0.2.8 (the reference save reports it Inactive).
  11. ~~Co-op playtest dates on app 3837830.~~ RESOLVED 2026-08-22: 2025-12-03 to 2025-12-08, sign-ups from 2025-11-24 (Worthplaying). Remaining unknown: whether that test used a separate build branch from the single-player playtest.
  12. Whether a Steam Next Fest demo ever ran. No evidence found either way; the answer is probably "no, only the 2025 playtests", but this is an argument from absence.
  13. Exact Update 1 full patch-note text. Steam news article bodies are not fetchable by this toolchain (the page returns only chrome); Update 1 contents above are reconstructed from the Steam news index plus press coverage (Massively OP, The Escapist, BisectHosting, XP Gained). SteamDB's copy of the notes is 403-blocked.

  14. The CRC_* asset-identifier -> in-game display-name map for production stations. Update 1 coverage supplies display names (Ore Excavator, Orbital Cargo Launcher, Compounder, Fabricator, Constructorizer, Facturer, Pyro Forge, Chemical Generator, Oil Extractor, Recycler) that do not line up one-to-one with the packaged CRC_* list (Smelter, Furnace, Crafter, Assembler, Refinery, Pressurizer, Synthetizer ...). Any doc in this corpus using the asset names as if they were UI names is UNVERIFIED on naming. Resolve via the .locres string tables.

  15. ProtonDB aggregate and Nexus Mods scene size. The "Playable" rating and the Nexus mod listing could not be re-fetched on 2026-08-22 (protondb.com renders client-side; nexusmods.com returns 403 to automated fetch). Both remain UNVERIFIED single-source [reported] claims.

Where sources disagree:

  • Review scores. Metacritic shows no Metascore with 6 listed critics (70-80 range); a third-party aggregator page reports a "7.5/10" IGN-framed verdict. The Metacritic listing is the one to trust; the 7.5 is unconfirmed.
  • Class naming (Medic vs Biologist, Scientist vs Physicist) -- see gap 9.
  • Current price. Steambase reports $19.99 with no active August sale; deal-aggregator snippets quote $15.99 "currently". The Steam store page fetched on 2026-08-22 shows $19.99 -- that is the current figure; $15.99 is the recurring sale price and the historical low.
  • Site reliability. starrupture.org, starrupturehub.com, starrupture.net, starrupturewiki.com, xmodhub.com and similar were treated as low-trust and used only for corroboration, never as sole sources for a number. supercraft.host was not fetched (known tarpit).

Deliberately out of scope here (covered by sibling corpus docs): the building catalog, recipe numbers and rates, corporation level requirements, enemy roster and stats, map/biome/resource-node geography, weapon stats, and the save-schema field map.


Sources#

All accessed 2026-08-22.

Ground truth (first-hand): - C:/star-rupture/docs/ref/shadow-install.md -- local install inventory: appmanifest 1631270, build string, UE 5.6.1, content manifest, save format, config, logs

Official: - https://store.steampowered.com/app/1631270/StarRupture/ -- Steam store page: description, EA statement, price, reviews, sysreqs, languages, features - https://steamcommunity.com/app/1631270/allnews/ -- Steam news/announcement index: patch versions and dates, dev blogs - https://starrupture-game.com/ -- official site (stale) - https://starrupture-game.com/steam-playtest-coming-july-29th/ -- official playtest announcement (via search index)

Community wikis: - https://starrupture.wiki.gg/ -- wiki.gg main page (81 articles, class list, sections) - https://starrupture.fandom.com/wiki/StarRupture_Wiki -- Fandom wiki (existence/scope check) - https://wiki.starrupture-utilities.com/en/dedicated-server/configuration -- unofficial utilities wiki, dedicated-server config (page body not retrievable)

Press, reviews and aggregation: - https://www.metacritic.com/game/starrupture/ -- critic list and scores - https://buttonmusher.substack.com/p/25-hours-with-starrupture -- long-form hands-on: loop structure, corporations, analysis/recipe stations, tower-defense layer, comparisons - https://www.thesixthaxis.com/2026/01/06/starrupture-roadmap-released-as-game-launches-into-early-access-today/ -- full EA roadmap, launch price - https://worthplaying.com/article/2026/1/6/news/148595-starrupture-available-on-steam-early-access-development-roadmap-revealed-trailer/ -- EA launch + roadmap - https://gamedaily.com/news/starrupture-sets-early-access-landing-for-january-6-2026 -- EA date set, slip from 2025 - https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/ -- Update 1 content - https://www.escapistmagazine.com/news-starruptures-first-major-update-launches-public-test-branch/ -- Update 1 public test branch - https://xpgained.co.uk/patch-notes/starrupture-update-1-changes-overview-patch-notes-10th-april-2026 -- Update 1 patch-note summary - https://www.bisecthosting.com/blog/starrupture-update-1-release-date-patch-notes-new-content-zipline-pois-map-locations -- Update 1 details (Powerium, Goethite, ziplines, wildlife) - https://www.screenhype.co.uk/starrupture-review-a-world-that-wasnt-ready/ -- critical review - https://www.neonlightsmedia.com/blog/starrupture-early-access-review -- critical review - https://www.thereviewgeek.com/starrupture-gamereview/ -- critical review - https://www.ngohq.com/2026/01/13/starrupture-review/ -- launch-window review - https://steamdeckhq.com/news/starrupture-surprisingly-playable-steam-deck/ -- Steam Deck hands-on - https://www.protondb.com/app/1631270 -- Proton/Deck aggregate rating

Playtest history: - https://www.gamestic.nl/2025/07/14/starrupture-invites-players-to-its-first-closed-playtest-running-july-29-31-on-steam/ - https://www.gamestic.nl/2025/07/31/starrupture-single-player-playtest-extended-to-august-4/ - https://butwhytho.net/2025/07/starrupture-closed-playtest-sign-ups/ - https://nevermoreniche.com/2025/08/03/starruptures-open-playtest-welcomes-all-survivalists-until-august-4/ - https://roundtablecoop.com/reviews/starrupture-single-player-playtest-first-impressions/ - https://store.steampowered.com/news/app/3837830/view/539998273834844424 -- co-op playtest known issues (app 3837830) - https://worthplaying.com/article/2025/11/24/news/148321-starrupture-co-op-playtest-next-week-accepting-sign-ups-trailer/ -- co-op playtest dates (Dec 3-8, 2025), 4-player co-op, pre-EA framing - https://store.steampowered.com/news/app/1631270/view/539986853961402192 -- "Playtest Extended! Again! Play up to August 11th" - https://www.bisecthosting.com/blog/starrupture-beginners-guide-characters-unlocks-corporations-commissions-tips-tricks -- second source for the four character names/classes, corporation display names, wave warning stages

Data / market: - https://steamcharts.com/app/1631270 -- concurrent player history - https://steambase.io/games/starrupture/price -- price and discount history - https://isthereanydeal.com/game/starrupture/history/ -- price history (body not retrievable) - https://gg.deals/game/starrupture/ -- discount corroboration, DLC/bundle listings - https://steamdb.info/app/1631270/patchnotes/ and https://steamdb.info/patchnotes/22674441/ -- 403 to automated fetch; used only via search-result snippets for build ids and dates

Community consensus (threads named in section 8): - https://steamcommunity.com/app/1631270/discussions/0/579397732059331328/ -- "The main differences between StarRupture and Satisfactory." - https://steamcommunity.com/app/1631270/discussions/0/604163148655836546/ -- "My 15 hours in STAR RUPTURE..." - https://steamcommunity.com/app/1631270/discussions/0/695375725078795437/ -- "Some feedback and why i'll stop playing for now" - https://steamcommunity.com/app/1631270/discussions/0/695375795020959706/ -- "Rupture Waves Become an Interruption Rather Than a Challenge" - https://steamcommunity.com/app/1631270/discussions/0/742664495215733914/ -- "game feels depressingly too easy all of a sudden" - https://forum.quartertothree.com/t/starrupture-satisfactory-and-starship-troopers-plus-ruptures/165205 -- comparison discussion

Guides used for mechanics corroboration (low-trust tier, corroborated where possible): - https://clawsomegamer.com/how-long-between-ruptures-in-starrupture/ -- wave cycle timings - https://gamerhour.net/guides/star-rupture-how-to-know-when-a-wave-is-coming/ -- wave warning - https://techraptor.net/gaming/guides/starrupture-starter-guide -- beginner loop - https://www.playerauctions.com/starrupture-guide/tips-guides/all-characters-and-the-best-ones-to-pick/ -- character roster - https://www.thegamer.com/starrupture-multiplayer-server-host-guide/ -- co-op/dedicated server - https://www.nexusmods.com/starrupture/mods/144 -- modding scene existence

02

Studio, Development History & Devlog Culture

Version anchorStarRupture Hotfix 0.2.8, Steam public branch buildid 23761620, pushed 2026-06-17 10:19 UTC — still the newest public build as of 2026-08-22 (66 days with no patch). Re-verified 2026-08-22: api.steamcmd.net/v1/info/1631270 reports a single branch public, buildid 23761620, timeupdated 1781691548 (= 2026-06-17 10:19 UTC), and the Steam news feed's newest item is the Developer Blog: August 2026 of 2026-08-05 — no build and no patch note newer than 0.2.8 exists. This matches the local install ground truth (docs/ref/shadow-install.md: version 0.2.8, buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, UE 5.6.1).
18 claims checked11 corrections6 unverifiedverifier verdict

The doc was already unusually accurate: every load-bearing date in the §5 timeline (all 24 newest Steam news items), the 0.2.8/buildid 23761620 anchor, the EA store Q&A wording, the "Leaving Early Access: 2027" banner, the $19.99 price, launch metrics (500k/11 days, $8.7M, 42,864 CCU, 935k wishlists, ~40% over 10h), playtest stats (158k participants, 92.4%), Green Hell 12M, the full 9-new-building / 6-tier-2 Update 1 list, the progression-rollback details, the roadmap bands, and the wiki.gg staleness date all verified against first-party APIs and press. Eleven fixes were applied — one real internal contradiction ("six days" vs two), three roadmap/naming wording corrections, one missing Steam app, two drifted snapshot counts, and two over-stated claims demoted to UNVERIFIED — leaving the file reliable for planner/modder use at 0.2.8.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture is the second original IP from Creepy Jar S.A., the Warsaw studio behind Green Hell. It was revealed at the summer 2023 PC Gaming Show under the working title Chimera, renamed to StarRupture in December 2023, playtested twice in 2025 (single-player in July/August, co-op in December), delayed out of an "Autumn 2025" window, and launched into Steam Early Access on 6 January 2026 at $15.99 launch / $19.99 standard. It sold 500,000 copies in 11 days and turned Creepy Jar's Q1 2026 into a record quarter. One major content patch has shipped since — Update 1 on 9 April 2026, preceded by a Public Test Branch — followed by eight numbered hotfixes ending at 0.2.8. The studio communicates through Steam news (monthly Developer Blogs plus patch notes), YouTube video devlogs, a 25k-member Discord, and a Zendesk-style support portal; the public tone is a running in-fiction bit where Creepy Jar addresses players as "Convicts" of the Claywood Corporation's Argos Program. Everything below is dated and labelled (confirmed) / (reported) / (inferred) / UNVERIFIED.


1. Creepy Jar: studio profile#

Field Value Confidence
Legal entity Creepy Jar S.A. confirmed (exe copyright string: "Copyright 2026 Creepy Jar S.A.")
Founded 2016 (creepyjar.com "About us"); several trade databases say 2017 reported — sources disagree, see Gaps
HQ Warsaw, Poland ("our Warsaw headquarters", Steam post 2025-12-17) confirmed
Role on StarRupture Developer and publisher (self-published; also its own Steam franchise entry) confirmed (Steam appdetails: developers ["Creepy Jar"], publishers ["Creepy Jar"])
Staff origins Veterans of Techland, Flying Wild Hog, 11 bit studios; credits include Dying Light, Shadow Warrior, The Witcher 2, Bulletstorm confirmed (creepyjar.com)
Headcount 63 as of 2025-09-30; 52 as of 2026-04-30 (stockanalysis.com, from filings) reported — the drop is unexplained in the sources found
Engine Unreal Engine 5 (StarRupture ships on a custom UE 5.6.1 build) confirmed (creepyjar.com + install VersionInfo)
Other active project Green Hell 2 — confirmed in early development, deprioritised behind StarRupture reported
Official site creepyjar.com (studio) · starrupture-game.com (game) confirmed

1.1 Management Board (all board members are also shareholders)#

Name Role Background
Krzysztof Kwiatek President of the Management Board / CEO; co-founder Artistic Director and co-creator of Green Hell; Management Board, Techland Warszawa 2008–2016
Krzysztof Sałek Board Member; co-founder Gameplay systems design + implementation; key programmer on Green Hell; Techland Warszawa 2008–2016; Scrum Master certified
Tomasz Soból Board Member; co-founder Gameplay systems design + implementation; key programmer on Green Hell; programming team leader at Techland Warszawa 2008–2016; lectured at Warsaw Film School 2015–2016
Grzegorz Piekart Board Member / CFO (since March 2021) 15+ years in financial management (audit, banking, VC); previously on Creepy Jar's Supervisory Board

Source: creepyjar.com Management page (confirmed). Supervisory Board members were not retrievable from the pages fetched — see Gaps.

1.2 Named StarRupture developers appearing in public material#

Name Role Where named
Michał Stawicki Game Director, StarRupture TheGamer interview, Jan 2026
Adam Magdziak Product Marketing Manager Devlog #2 host (2024); narrator of the 12-minute co-op gameplay video (2025-05-27); Steam forum account Adam_CJ answers players directly
Kacper Concept Designer Devlog #2 (2024-03-28) — futuristic tech, electric-conductivity power system
Bozhena Senior Hard-Surface Artist Devlog #2 — base structure design
Julek Lead Programmer Devlog #2 — drone automation system
Basia, Ola, Kamil Environment team Environment Showcase (2024-07-24)
Adam Skorupa, Krzysztof Wierzynkiewicz, Michał Cielecki Composers Supporter Pack soundtrack credits (Skorupa also composed Green Hell)
Katarzyna Konieckiewicz Investor Relations Manager creepyjar.com IR contact

Only surnames for Kacper / Bozhena / Julek / Basia / Ola / Kamil are unpublished (UNVERIFIED).


2. The Green Hell lineage and commercial track record#

Green Hell is the reference point for essentially every StarRupture decision — the Early Access model, the free-update cadence, the community-feedback ethos, and the "longseller" commercial thesis all come from it.

Green Hell milestone Date Confidence
Steam Early Access launch 2018-08-29 reported (Steam announcement + press, Jul 2018)
1.0 / full PC release 2019-09-05 confirmed (Wikipedia + press)
Nintendo Switch (pub. Forever Entertainment) 2020-10-08 confirmed
Spirits of Amazonia Part 1 (free story prequel DLC) 2021-01-28 confirmed
PS4 / Xbox One 2021-06-09 confirmed
Spirits of Amazonia Part 2 2021-06-22 confirmed
PS5 / Xbox Series X|S 2024-08-14 confirmed
Final content update 2024-09-03 confirmed

Sales milestones as publicly announced (cross-platform unless noted). Note that the studio's own "About us" page is stale at 4.5M while investor communications had passed 12M — treat the site copy as out of date:

Copies As of Source Confidence
1,000,000 2020-06 studio announcement confirmed
3,000,000+ (undated on studio page) creepyjar.com reported
3,500,000 2022-07 studio announcement confirmed
4,500,000 (stale figure still on creepyjar.com in 2026) creepyjar.com reported
5,000,000 2023-10 studio announcement confirmed
6,000,000 2024-06 studio announcement confirmed
7,000,000+ 2025-01 investor reporting reported
9,000,000 / 10,000,000 2026-01 Alinea Analytics says "over 9M"; ixbt.games says total circulation passed 10M in Jan 2026 sources disagree
12,000,000 2026-05 Worthplaying, 2026-05-04 reported (single source, most recent)

Metacritic for Green Hell: 78 (PC), 78 (PS4), 84 (Xbox One) (confirmed, Wikipedia).


3. Stock-exchange listing and financials#

Field Value
Market GPW (Warsaw Stock Exchange) Main Market
Ticker CRJ (GPW) · CRJ.WA (Reuters) · CRJ PW (Bloomberg)
ISIN PLCRPJR00019
NewConnect debut 2018-08-06 (reported)
Main Market debut 2021-04-08 (reported)
Shares outstanding 699,364
Index membership WIG, WIG-Poland, sWIG80, sWIG80TR, WIG-Gry, WIGTECHTR, InvestorMS
Dividend Pays dividends; last DPS reported at PLN 11.37; a record dividend was announced from the 2025 result

Reported results (all PLN; Q1/H1 2026 figures are preliminary/estimated company releases, not audited reports — the full H1 2026 report was scheduled for 2026-09-28, i.e. after this document's anchor date):

Period Revenue EBIT Net profit Notes
Q3 2025 5.6 m — 2.6 m pre-launch, Green Hell only
FY 2025 29.8 m — 17.2 m pre-launch full year
Q1 2026 (prelim.) 40.0 m (vs 8.5 m yoy) 32.3 m 29.8 m (vs 5.0 m yoy) StarRupture = 74.5% of net sales revenue, Green Hell = 25.1%
H1 2026 (prelim.) — 36.5 m 34.2 m (+311% yoy) ~PLN 109 m cash on hand

StarRupture unit sales (gross, PC/Steam unless noted):

Figure As of Confidence
500,000+ copies, ~$8.7 m gross (incl. accompanying products) 11 days after launch → ~2026-01-17 confirmed (ESPI-style sales report, widely covered)
795,000 copies end of Q1 2026 reported
905,000 copies (hard) / ~930,000 (estimated at report date) H1 2026 reported
Peak concurrent players 42,864 launch window, Jan 2026 reported (gamesmarket.global; TheGamer says "42,000+")
#2 on the global Steam bestseller list; top 10 for launch week Jan 2026 reported
~40% of players over 10 h playtime Jan 2026 reported (Kwiatek)
935,000 wishlists / 100,000+ Steam followers at launch reported

Executive quotes on the launch: Grzegorz Piekart — "These results, in particular in terms of revenues and the number of players, significantly exceeded our expectations." Krzysztof Kwiatek — "We have a good game and a great basis to move on… early access is an important moment for our productions, but it is still only the beginning." Kwiatek frames the goal as building "longsellers that generate interest for years", explicitly benchmarking StarRupture's engagement against Green Hell.


4. From Chimera to StarRupture#

  • Summer 2023 — reveal as "Chimera" at the PC Gaming Show. Creepy Jar's own wording: "Earlier this year, as part of the summer edition of the PC Gaming Show, we revealed our next game — a unique mix of base building, exploration, resource management, and combat on an alien planet torn by a catastrophic cycle of destruction caused by its life-giving star." (confirmed, Steam news 2023-12-19). The PC Gaming Show summer 2023 edition took place 2023-06-11 (inferred; the exact reveal date is not stated in first-party material).
  • 2023-12-19 — rename to StarRupture, announced with the first video devlog. Reason given: the mythological connotations of "Chimera" did not fit the sci-fi world. Kwiatek: "We wanted to come up with a new title that more accurately described the dangerous sci-fi world we're creating." The new name derives from rupture (a break/disturbance) and from the planet's star, Ruptura (confirmed).
  • Codename survives in the shipped build. The game's C++ module is Chimera, the class prefix is Cr, and ~95,568 of 107,681 packaged assets live under StarRupture/Content/Chimera/ — the working title is baked into the source tree. The Perforce project codename is separately Earth20 (++Earth20+Release-CU1-CL-121391). (confirmed, local install; ties directly to docs/ref/shadow-install.md §2/§5.)

5. Full dated timeline#

All dates are the publication date (UTC) of the first-party announcement unless noted. Steam news dates were read from the Steam Web API (ISteamNews/GetNewsForApp, appid 1631270) rather than from rendered pages, so they are exact.

Date Event Type
2023-06 (summer) Revealed as Chimera at the PC Gaming Show reveal
2023-05-18 Official Discord server created (guild snowflake 1108765190314545224) community
2023-12-19 Renamed StarRupture; Devlog #1 published; UE5 confirmed rename / devlog
2023-12-22 Devlog #1 announcement reposted devlog
2024-03-28 Devlog #2 — base building (power/conductivity, structures, drone automation) devlog
2024-04-09 Devlog #2 reposted devlog
2024-07-24 Environment Showcase — Iceland as the visual reference for a death/rebirth world showcase
2024-08-28 Gameplay Reveal trailer — first real gameplay; combat, enemy waves, the Ruptura star explosion; states the three pillars (base-building, exploration, combat) trailer
2025-01-27 Gameplay Trailer; release window announced as "THIS AUTUMN" (autumn 2025) trailer / window
2025-02-21 25,000 Steam followers milestone community
2025-04-04 Developer Update — April '25 devlog
2025-05-01 The World of Arcadia-7 Showcase video reel; tagline "Every. Rupture. Counts." showcase
2025-05-15 Developer Update — May '25 (Exploders, Monoliths; retracts the April Fools' Green Hell crossover gag) devlog
2025-05-27 Official Co-op Gameplay Video — 12 min, narrated by Adam Magdziak showcase
2025-06-26 Developer Update — June '25 (co-op, fire wave effects, interior decorating) devlog
2025-07-14 Steam Playtest announced for July 29 playtest
2025-07-29 Single-Player Playtest opens (10:00 CEST), scheduled to end July 31 playtest
2025-07-31 Playtest extended to August 4; effectively opened to everyone playtest
2025-08-04 Playtest extended again to August 11 (announced in-fiction by "GAL, your Galactic Assistance Liaison" on behalf of Claywood Corporation) playtest
2025-08-11 Playtest ends; thank-you post playtest
2025-08-18 Delay announced: Early Access moves from autumn 2025 to January 6, 2026; Release Date Trailer window change
2025-09-23 Developer Update — September '25 (the alien race is named "Vermin", enemy taxonomy) devlog
2025-10-29 Developer Update — October '25 (Claywood Corporation / Argos Program lore, corporations part 1) devlog
2025-11-13 Developer Update — November '25 (corporations part 2, e.g. Moon Energy Corp.) devlog
2025-11-24 Co-op Playtest announced for December 3 playtest
2025-12-03 Co-op Playtest opens (up to 4 players; solo still available) playtest
2025-12-08 Co-op Playtest ends; thank-you post playtest
2025-12-17 "Special Message" trailer; 60,000+ Steam followers trailer
2025-12-18 Original Soundtrack released on streaming (Spotify etc.) release
2026-01-02 Price announcement: $15.99 launch / $19.99 regular pricing
2026-01-06 EARLY ACCESS LAUNCH (Steam release timestamp 12:35 UTC). Launch trailer; "Known issues" post the same day EA launch
2026-01-08 Early Access Roadmap published roadmap
2026-01-09 Hotfix 0.1.1 patch
2026-01-16 Hotfix 0.1.2 patch
2026-01-30 Hotfix 0.1.3 patch
2026-02-05 "Base Building Basics" tutorial video video
2026-02-12 Developer Blog: February 2026 (wildlife teased: Corallion, Vulpir; content beyond the radiation barrier) devlog
2026-03-03 Developer Blog: March 2026 — explicitly declines to give an Update 1 date; reveals Zipline, Goethite, Powerium, Oil Extractor devlog
2026-03-25 Update 1 announced + Public Test Branch opens + Technical Hotfix 0.1.3 on the default branch (blocks loading PTB saves) PTB
2026-04-01 PTB Hotfix 1 (build-cost and energy rebalance; Radial Rail Connector renamed Roundabout Rail Connector) PTB patch
2026-04-07 Update 1 release date announced for April 9; PTB to close at release; PTB saves declared incompatible announcement
2026-04-09 UPDATE 1 released (free EA expansion; version 0.2.0 inferred) major update
2026-04-10 "Update 1 Changes Overview" explainer video + script (progression rollback explained) video
2026-04-16 Hotfix 0.2.1 patch
2026-04-17 Orange Uniform Bundle — limited-time Steam bundle with Satisfactory (Coffee Stain) marketing
2026-04-22 Hotfix 0.2.2 patch
2026-05-04 Hotfix 0.2.3 patch
2026-05-06 Hotfix 0.2.4 patch
2026-05-18 Hotfix 0.2.5 (first hotfix to carry QoL features) patch
2026-06-02 Hotfix 0.2.6 patch
2026-06-11 Hotfix 0.2.7 patch
2026-06-17 Hotfix 0.2.8 — current public build (buildid 23761620) patch
2026-06-19 Developer Blog: June 2026 — first Update 2 feature reveals devlog
2026-06-25 "Base Building Basics: Part 2" video video
2026-08-05 Developer Blog: August 2026 — more Update 2 features; still no date devlog
2026-08-22 (document anchor — no build newer than 0.2.8; no Update 2 date announced) —

Platform announcements: StarRupture is Windows-only and no console or Mac/Linux version has been announced (confirmed — Steam appdetails platforms: {windows: true, mac: false, linux: false}; no console announcement exists in any first-party post). This is a deliberate contrast with Green Hell, which went multi-platform only after 1.0.


6. Trailers, showcases and videos#

Every first-party video embedded in a Steam announcement, with its YouTube id (ids extracted from the announcement bodies; they are the canonical handles for this material).

Date Video YouTube id
2023-12-19 Name-reveal / title video 8AeQeigwU8Y
2023-12-19 Devlog #1 (rename + progress since reveal) RpzbZqdPth8
2024-03-28 Devlog #2 — Base Building DHMW7qV1Jyc
2024-07-24 Environment Showcase (Iceland trip, world-building) rklKZ1tNQUQ
2024-08-28 Gameplay Reveal trailer (live-captured from an early PC build) cbe5Iu7DJVs
2025-01-27 Gameplay Trailer (announces autumn 2025 window) nCfCB8ZIwK8
2025-05-01 The World of Arcadia-7 Showcase srtUwMGwCuE
2025-05-27 Official Co-op Gameplay Video (12 min, Magdziak) sLRb7-OuHag
2025-07-14 Playtest announcement trailer 3D3dPFaGz00
2025-08-18 Release Date Trailer (Jan 6, 2026) 25KyPKN-FD4
2025-11-24 Co-op Playtest trailer ZDfmyjbHKWw
2025-12-03 Co-op Playtest launch video Sif1ZHNvzrY
2025-12-17 "Special Message" trailer (Argos Program selection bit) e0GBfgSq_5Q
2025-12-18 OST streaming release video UN4eNUIY2ZU
2026-01-02 Price Announcement trailer d9qies4ipck
2026-01-06 Early Access Launch trailer ZQywin8d2U8
2026-02-05 Base Building Basics iFHl8UvDP8M
2026-03-25 Update 1 announcement / PTB trailer DJZ7E3znsvg
2026-04-07 Update 1 release date trailer w2ZYiAoC5F4
2026-04-09 Update 1 launch trailer Agnp8EuJ4B4
2026-04-10 Update 1 Changes Overview (explainer) x4OJsaRZ7BA
2026-06-25 Base Building Basics: Part 2 aDtjHKYppFA

Also present in Developer Update posts as short clips: 2KHEPrC0fgI, SX5A063JKb4, UifkRFNJkIY, rQ3ctvERoBE, BQPeJ5GA1VQ, Cmrn3g9vWjA, drHTvpOcDWk, _VbihKJ9hvM, clLJORAYHo8, k7UCYRMWVMU, rlJIHzTo4U4, uewUxd3RKTM, uqi4n2vD6Wo.

The Supporter Pack soundtrack's bonus tracks 15–19 are named after the trailers — Reveal, Gameplay, Playtest, Release Date, Gameplay Reveal — which corroborates this trailer set (confirmed, local install §8).

Showcase appearances: the only confirmed industry-showcase appearance is the PC Gaming Show, summer 2023 (as Chimera). Searching Gamescom / Opening Night Live / Future Games Show 2024–2025 coverage found no StarRupture segment; treat "no other showcase appearances" as UNVERIFIED absence, not a confirmed one.


7. Playtests and demos#

There has never been a public Steam demo. There were two closed-then-opened Steam Playtests (Steam's "Request Access" mechanism), plus one Public Test Branch.

Playtest Dates Scope Outcome
Single-Player Playtest 2025-07-29 → 2025-07-31, extended to 08-04, extended again to 08-11 Solo only; player character Chris Bonnet, "Prisoner 0212", the Scientist; base building, exploration, survival, combat 158,000+ participants, 92.4% positive rating from playtesters; wishlists crossed 500,000; ~200,000 hours watched on livestreams (all reported)
Co-op Playtest 2025-12-03 → 2025-12-08 Online co-op up to 4 players, solo still available No participation figure published (UNVERIFIED)
Update 1 Public Test Branch 2026-03-25 → 2026-04-09 Opt-in Steam beta branch, pre-release Update 1 build, no dedicated server support, saves incompatible with the default branch Received one PTB hotfix (2026-04-01); closed at Update 1 release

Feedback for both playtests was collected via Google Forms (forms.gle/WXi4ACxAakzCfozA6 for single-player, forms.gle/ycR9pEo7Z5cwHmeM8 for co-op, forms.gle/cQUSsspCV9yczWxKA for the PTB) plus Discord and [email protected] (confirmed).


8. Release windows and why they changed#

Window stated Stated on Outcome
"PC Early Access", no date 2023-12-19 (rename announcement) superseded
Autumn 2025 2025-01-27 gameplay trailer, repeated in the April and May '25 Developer Updates missed
January 6, 2026 2025-08-18 hit exactly
Update 1: "in two to three months" from launch Jan 2026 investor commentary shipped 2026-04-09, i.e. ~3 months (hit the upper bound)
Update 1: date deliberately withheld 2026-03-03 Developer Blog — "we will not share the release date of the first content update with you just yet" date given 2026-04-07, two days before ship
Leaving Early Access: 2027 Steam store page (live as of 2026-08-22) pending
Update 2 no date announced as of 2026-08-22 pending

Reason given for the 2025 delay (the only release-window slip): "We know you will need to wait a little bit longer than you originally anticipated to set foot on the Arcadia-7 planet surface, but the extra time means more polish, more improvements, and more reasons for you to enjoy StarRupture when it launches on Steam early next year." — Creepy Jar, 2025-08-18 (confirmed). Press framed it as a "surprise delay after huge playtest" (PCGamesN, 2025-08-18), i.e. the delay landed a week after the extended single-player playtest closed, which strongly implies playtest feedback drove it (inferred — the studio never says so explicitly).


9. The Early Access plan (verbatim from the Steam store page)#

The store page's Early Access block is the studio's binding public statement of the EA plan. Read as of 2026-08-22; the banner reads "Leaving Early Access: 2027".

Question Creepy Jar's answer (condensed; wording preserved on load-bearing clauses)
Why Early Access? To invite players into the world and most of the planned mechanics; "Basing on our experience from our previous title, Green Hell, we are huge advocates of working along with the Community to create the best gaming experience."
How long in EA? "We plan to make StarRupture stay in Early Access for about a year from its initial release." Exit condition is quality-based: "when we're certain that we've achieved the best version of the game possible."
How will 1.0 differ? EA offers the majority of planned mechanics polished, including 4-player co-op across a vast part of the world. "The full release is planned to contain more biomes, enemies, buildings and mechanics, along with a compelling end game."
Current state Exploration, resource gathering, machines that mine/harvest/create/assemble, combat, survival, solo + up-to-4-player online co-op.
Pricing "We reserve the possibility of increasing the price of the game as the game expands."
Community involvement Feedback via Steam forums, Discord, and other social channels.

Tension to note: "about a year from initial release" (Jan 2026 → ~Jan 2027) and the store banner "Leaving Early Access: 2027" are consistent, but with only one content update shipped in the first 7.5 months and no Update 2 date, the one-year target looks unlikely. That is analysis, not a sourced statement — the studio has not revised the EA duration publicly (confirmed as of 2026-08-22).

9.1 The Early Access Roadmap (published 2026-01-08)#

The roadmap itself is published as images inside the Steam post, so the categories below come from press transcription (bisecthosting, GameWatcher, thephrasemaker) — reported, cross-checked across three outlets. The post contains no dates and no update numbering; the only textual hint in the post is a snowflake emoji next to "something big for the 1.0 launch", which the transcriptions resolve to the Frost Wave.

Roadmap band Items
Ongoing improvements Performance, UI & UX tweaks, bug fixes, stability, optimisation patches
Features Wildlife · custom game modes with adjustable difficulty · new travel mechanics · codex/encyclopedia · controller support · enhanced building, combat and exploration mechanics
Content Expanded map · additional corporation levels & rewards · new weapons · new resources · new buildings · new Forgotten Engine · new locations & points of interest · additional story elements
Quality of Life Cargo Dispatcher/Receiver rework · co-op game balance · accessibility (improved keybinding, subtitle options, adjustable text size) · dedicated servers
1.0 Frost Wave · new biome · end game content · additional story · achievements

How it has changed: no revised roadmap image has been published since 2026-01-08 (confirmed — no roadmap post appears in the Steam news feed after that date). Delivery against it so far: wildlife, new travel mechanic (Zipline), expanded map, new corporation levels, new resources, new buildings, new story elements → shipped in Update 1. Dedicated servers shipped at launch but remain flagged experimental. Custom Game Mode is the Game Director's stated next priority (see §11) but has not shipped. Codex/encyclopedia, controller support, cargo rework and achievements remain outstanding as of 0.2.8.

Pricing intentions: launch discount $15.99 / €15.99 / £13.59 / 51.99 zł; standard $19.99 / €19.99 / £16.99 / 64.99 zł, which is the live price on 2026-08-22 (confirmed via Steam store API). A paid Supporter Pack DLC (app 4167250) sells alongside it — in-game bonus items, 240+ page artbook, soundtrack, wallpapers/poster/avatars — as does a standalone Original Soundtrack DLC (app 3795340, $1.99, released 2026-01-06). No price increase has been enacted so far (confirmed via the Steam appdetails API on 2026-08-22: initial = final = $19.99, discount 0%).


10. Update and hotfix history#

Fifteen public builds between launch and the anchor date. Version numbers are the studio's own except where marked inferred.

Version Date Days since prev. Theme
0.1.0 (inferred) 2026-01-06 — Early Access launch; "Known issues" post same day (movement lock on arrow-key/AZERTY rebinds, cave lockouts after Fire Wave, client data loss on base deconstruction, clients falling through terrain, Standard Ammo recipe failing to unlock)
0.1.1 2026-01-09 3 Subtitle legibility + most-reported launch issues
0.1.2 2026-01-16 7 Audiolog subtitle sizing; Simplified/Traditional Chinese font scaling; crash with inventory open; crash from Engineer hair rendering on AMD GPUs
0.1.3 2026-01-30 14 Chinese text/translation pass (tutorial questlines, language assignment, font size, missing lines); healing/revive widget text size
0.1.3 "Technical Hotfix" 2026-03-25 54 Reuses the 0.1.3 number. Single change: disabled loading saves made on the Public Test Branch
PTB build 2026-03-25 — Update 1 pre-release on the Public Test Branch beta
PTB Hotfix 1 2026-04-01 7 Build costs (power generators, Zipline, drone rails, teleport), v.2 building energy/cooling, generator output/cooling, Scanner unlock requirements, Constructorizer/Facturer recipe unlocks, Radial Rail Connector → Roundabout Rail Connector rename
UPDATE 1 (0.2.0 inferred) 2026-04-09 — See §10.1
0.2.1 2026-04-16 7 Deconstruction crashes, rail-junction crash, co-op Fire Wave stability, co-op recipe/Zipline/Forgotten Engine sync
0.2.2 2026-04-22 6 Progression rollback fix (pre-Update-1 built buildings auto-unlocked in the Development Station), save stability, Forgotten Engine door sync, dedicated-server Rail V3 unlock counting
0.2.3 2026-05-04 12 Building/platform stability and placement logic, Habitat/Airlock/Viewport deconstruction bugs, rail & zipline placement, co-op storage-unlock counting
0.2.4 2026-05-06 2 Two most-reported Crash Reporter crashes: post-lost-Base-Attack co-op save load; UCrProgressionRollbackEvent::Execute
0.2.5 2026-05-18 12 "Bigger hotfix." QoL: autosave interval option; reduced Platform stability cost (bigger builds). Crash cluster around the Fire Wave, drone roundabouts and the rail system
0.2.6 2026-06-02 15 Crashes near large bases, dedicated-server session-load crash, save-file-size crash; a stack of co-op sync/dialogue/VFX fixes
0.2.7 2026-06-11 9 Deconstruction crash; co-op dialogue skipping; Crash Report Tool gains a response window that suggests self-troubleshooting steps
0.2.8 2026-06-17 6 Single fix: crash on exiting the game on NVIDIA RTX 40/50 series. Current build.

Cadence read: 6–15 days between hotfixes during the post-Update-1 stabilisation run (April–June), then a hard stop — 66 days with no build as of 2026-08-22, consistent with the team being heads-down on Update 2.

10.1 Update 1 contents (2026-04-09)#

Announced content (confirmed, first-party patch notes). Display names below are Creepy Jar's, not asset identifiers:

Category Items
World Increased map size; new unlockable zones (beyond the radiation barrier); new Points of Interest
Resources Powerium, Goethite
Features Zipline (player transport; UNVERIFIED: the unlock point — "at the Corporate Terminal" — and the "works like Drone Rails but carries the player" description are not stated in any first-party post reached; first-party copy says only "New Feature – Zipline"); Development Station
Tier-2 buildings (6) Compounder v.2, Fabricator v.2, Furnace v.2, Ore Excavator v.2, Orbital Cargo Launcher v.2, Constructorizer v.2
New buildings (9) Oil Extractor (extraction, Powerium-only), Laser Drill (extraction), Refinery, Pyro Forge (ore processing), Constructorizer, Facturer (production), Chemical Generator (power), Roundabout Rail Connector (junctions — the pre-release announcement copy of 2026-03-25 and 2026-04-07 still called it Radial Rail Connector; PTB Hotfix 1 on 2026-04-01 renamed it), Recycler (personal crafting)
Wildlife Vulpir, Coralion (spelled Corallion in the Feb 2026 dev blog), Skylisk
Progression Expanded corporation levels and rewards; 40+ new items and recipes / new production pipelines

The disruptive part — "Progression Rollback": all Corporation Levels reset to Level 1 and prior progress was refunded as Data Points to redistribute in the Corporate Terminal. Already-built buildings kept working but had to be re-unlocked before being rebuildable. Mechanics previously free at game start (Walkway, Dash) moved behind Corporation Levels. The Pistol stopped being a Corporation Level reward and became craftable at the Equipment Upgrade Station — and is now lost on death along with other carried weapons. This is the single largest save-affecting change in the game's history and is why 0.2.2 and 0.2.4 both carry rollback-related fixes. (confirmed)


11. Stated design goals and influences#

Sources: the Game Director interview (TheGamer, Jan 2026), the store EA Q&A, and first-party dev posts. Quotes are Michał Stawicki (Game Director) unless noted.

  • Three pillars, stated since 2024: base-building, exploration, combat — "StarRupture has three main gameplay pillars — base-building, exploration, and combat" (Gameplay Reveal post, 2024-08-28). Survival elements sit under those rather than beside them.
  • Inventing a world vs researching one. The explicit contrast with Green Hell: Green Hell was built on real-life Amazon references and research; StarRupture had to invent everything. "Its potential and ideas are limitless, not bound by the principles of the world around us." The team therefore imposed deliberate creative constraints to keep the fiction coherent.
  • The star event is the organising principle, not a set-piece. The planet's cyclical incineration is the design anchor: "The base principle and constant question of 'how the planet and life would adapt to it' allowed us to create a coherent ecosystem." Everything — foliage regrowth, water replenishment, gatherable respawn, enemy behaviour, base cooling — is derived from that question. The Feb 2026 dev blog puts it in-world: "despite the danger and catastrophic waves of fire, nature finds its way. The foliage is regrowing, the water replenishes, and the planet rises from its ashes."
  • A Frost Wave is the planned 1.0 counterpart to the Fire Wave (roadmap + interview).
  • Automation without conveyor belts — deliberately. StarRupture rejects the belt paradigm for a pull-based drone rail network, described as the product of roughly three years of iteration. The rationale is accessibility: many players "like the fantasy of building a huge factory" but don't "have the time or headspace for that". Stawicki says future updates will serve both the minimalists and "fans of chaotic rail spaghetti". Devlog #2 (2024) had already put Lead Programmer Julek on the drone automation system as a headline feature, and Concept Designer Kacper on the electric-conductivity power model — so both the drone logistics and the power system are presented as bespoke rather than genre-standard.
  • Balancing survival / automation / defense is being handed to the player. The stated next design priority after Early Access launch is a Custom Game Mode letting players dial the emphasis between factory-building and combat, ahead of major content additions. That is the studio's own answer to the "is this a factory game or a shooter" tension.
  • UE5 with restraint. The team uses Nanite and Lumen global illumination; Stawicki's caveat: "Great power comes great responsibility… it's easy to become mesmerized and overlook hidden costs."
  • Community-as-collaborator, inherited from Green Hell. Store page: "we are huge advocates of working along with the Community to create the best gaming experience which — as a result — is almost tailor-made to our Players." The company's stated commercial goal is the same: longsellers, supported by regular free content, exactly the Green Hell playbook.
  • Iceland as the visual reference for a landscape in a death/rebirth cycle (Environment Showcase, 2024-07-24).
  • What the studio does not say: no first-party statement was found comparing StarRupture to Satisfactory or Factorio, naming influences by title, or discussing mod support. Press comparisons to Satisfactory / Factorio / No Man's Sky are journalists', not the developers' (see Gaps).

12. Devlog and communication culture#

12.1 Channels#

Channel Address Role Status 2026-08-22
Steam news (app 1631270) store.steampowered.com/news/app/1631270 Primary channel. Patch notes, dev blogs, roadmaps, trailers — everything lands here first or simultaneously ~75 items in the feed since 2023-12-19 (exact total UNVERIFIED — the Web API response is too large to page fully; the 24 newest were re-read and their timestamps all match §5)
Discord discord.gg/starrupture Announcements, feedback, community chat; posts routinely sign off "join our Discord to be the first to know" Guild 1108765190314545224, created 2023-05-18, 25,284 members / ~8,087 online (invite-API snapshot 2026-08-22; the presence count drifts hourly)
YouTube Creepy Jar channel Home of the video devlogs, trailers and the "Base Building Basics" explainers (embedded into Steam posts) active
X / Twitter @StarRupture Clips, community screenshots ("By Kenetor in Discord!") active
Facebook / Instagram facebook.com/StarRupture, instagram.com/starrupture Marketing active
Official site starrupture-game.com (News, Media, Press Kit on Google Drive, newsletter) Mirror + press resources active
Support portal creepyjar.theymes.com/hc/en/starrupture (older links: starrupture-game.com/support/) Bug reports, troubleshooting guides, KB articles (e.g. the dedicated-server setup guide) active
Reddit official subreddit, referenced by Creepy Jar as "our official Reddit & Discord communities" Feedback surface named in patch-note credits exists; member count not retrievable (reddit.com blocked the fetch)
Email [email protected] Playtest-era bug channel active during playtests
Investor channel creepyjar.com IR + GPW/ESPI current reports Where the hard sales numbers appear first active

12.2 Cadence#

  • Monthly-ish dev diary. Titled "Developer Update: <Month> '25" through 2025, renamed "Developer Blog: <Month> 2026" from Feb 2026. Actual publication months: 2025-04, 05, 06, 09, 10, 11; 2026-02, 03, 06, 08. Gaps: July–August 2025 (playtest ran instead), December 2025 (co-op playtest + launch run-up), April–May 2026 (Update 1 + hotfix storm), July 2026. So: nominally monthly, in practice ~10 posts in 17 months, with the gaps falling wherever a playtest, launch or patch run consumed the month.
  • Patch notes are always full and public, posted as Steam announcements with the version in the title, split under fixed headers (Quality of Life · Crashes & Performance issues · Multiplayer issues · Dedicated Servers · Building · Other) and closed with a standing thank-you + support-page link.
  • Video explainers accompany big changes — Update 1 got both a launch trailer and a separate "Changes Overview" explainer with the script reproduced in text for readers, which is an unusually accessible habit.
  • Date discipline: the studio's explicit position is to withhold dates until close to ship. Update 1's date was announced two days before its own release-date post's target (posted 2026-04-07 for a 2026-04-09 launch), and the March 2026 dev blog said outright "we will not share the release date of the first content update with you just yet."

12.3 Recurring bits, in-jokes and house style#

Bit Detail
"Hello Convicts," The standard salutation from ~Oct 2025 onward; earlier posts used "Hello, Prisoners!", "Hello everyone!", and the playtest-era sign-off "Until again, Builders,"
Sign-off "Until the next one, Creepy Jar Team" — on nearly every post since 2025
Claywood Corporation The in-fiction employer. Announcements are sometimes written as corporate memos to new Argos Program recruits
GAL — "your Galactic Assistance Liaison" The in-fiction AI voice used to deliver real news. The 2025-08-04 playtest extension was announced as a Claywood service award "for your exceptional results" signed by GAL
The Argos Program The 2025-12-17 "Special Message" trailer told 60,000 Steam followers they had "been selected to be a part of the Argos Program"
"Every. Rupture. Counts." Tagline used from the Arcadia-7 showcase onward
"Vermin" The in-fiction collective name for the alien race, introduced with a taxonomy chart in the Sept '25 dev update (Ruptura, Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer appear as Supporter Pack avatars)
April Fools 2025 A fake Green Hell crossover teaser, retracted in the May '25 Developer Update: "it was just our April Fool's prank… Green Hell crossover is not confirmed"
Orange Uniform Bundle 2026-04-17 limited-time Steam bundle pairing StarRupture with Satisfactory — the two orange-jumpsuit factory games. Creepy Jar's own copy: "Our Polish team, making a first-person open-world base-building game…"
Chris Bonnet, "Prisoner 0212" The named pre-made character (the Scientist) used for the single-player playtest
Adam_CJ The dev account that answers on the Steam forums (Product Marketing Manager Adam Magdziak, inferred from the devlog credits)

13. Branch model, build ids, feedback and bug handling#

13.1 Branches#

Branch Status 2026-08-22
public (Default Public Version) The only branch that exists. buildid 23761620, pushed 2026-06-17 10:19 UTC. No password. (confirmed via the public SteamCMD app-info API)
Public Test Branch (PTB) Existed 2026-03-25 → 2026-04-09 only. Opt-in via Steam ▸ Properties ▸ Game Versions & Betas. Explicitly WIP, no dedicated-server support, saves one-way incompatible with the default branch — the studio shipped Technical Hotfix 0.1.3 on the default branch purely to block loading PTB saves. Closed at Update 1 release and not re-opened for Update 2 as of the anchor date

So the branch model is event-driven, not standing: there is no permanent experimental/beta branch — a PTB is stood up for a major update and torn down when it ships. Manual save backup instructions were published with the PTB (Steam/userdata/<id>/1631270/remote/Saved/SaveGames, which matches the save path documented in docs/ref/shadow-install.md §4).

App id What
1631270 StarRupture (main app; depot 1631272)
4167250 StarRupture — Supporter Pack (paid DLC)
3795340 StarRupture — Original Soundtrack (paid Music DLC, $1.99, released 2026-01-06; 19 tracks, MP3/WAV/FLAC; composed by Adam Skorupa, Krzysztof Wierzynkiewicz, Michał Cielecki). Listed in the store appdetails dlc array alongside 4167250 but absent from the local install — the Supporter Pack ships its own copy of the soundtrack (docs/ref/shadow-install.md §8), so this separate app is a second, standalone way to buy it (confirmed 2026-08-22, v0.2.8)
3809400 StarRupture Dedicated Server (Experimental) — a Steam Tool, installable from the library or via steamcmd +app_update 3809400 validate (anonymous login works). Launcher SRServerWithLog.bat → StarRuptureServerEOS.exe -Log -port=7777. Note the EOS in the binary name: server sessions run through Epic Online Services, consistent with the EOS SDK 1.17.0 in the client install
228989 / 228990 Steamworks common redistributables (shared depots)

13.3 How feedback and bugs are handled#

  • Formal intake is the Zendesk-style support portal at creepyjar.theymes.com/hc/en/starrupture — every patch-note post ends with a link to it, and it also hosts troubleshooting/how-to KB articles.
  • In-client telemetry: a StarRupture Crash Reporter feeds crash prioritisation directly — 0.2.4's notes say it fixed "the two most common crashes reported to us during recent days via the StarRupture Crash Reporter", and 0.2.7 added a response window to that tool that suggests self-troubleshooting steps.
  • Named informal surfaces: the Steam forum, Discord, and the official Reddit are all credited by name in Update 1's notes as the sources of "a multitude of fixes and improvements".
  • Structured surveys: Google Forms questionnaires for both playtests and for the PTB.
  • Transparency artefact: a public "Known issues" post published on launch day (2026-01-06) enumerating the top launch-blocking bugs.
  • Community friction point: the Feb 2026 Steam thread "Hey Creepy Jar devs, PLEASE give us more info on the patch timing!" (2026-02-24/25) shows the recurring complaint — players wanted a coarse quarter-level ETA to decide whether to restart saves, and read "really soon" / "very, very soon" as evasive. Adam_CJ replied that they would give advance notice nearer the date. Consensus in that thread also flags late-game performance/lag and broken multi-rails. Label this community consensus, single named thread, not a measured fact.

14. Community wikis and third-party resources — currency assessment#

No wiki is official or developer-endorsed (confirmed: no first-party post links a wiki; the launch-week Steam thread "Wiki & Guides" found only near-empty wikis). Four candidates exist and none is confidently current for 0.2.8:

Resource State as of 2026-08-22 Verdict
starrupture.wiki.gg 81 articles; main page last edited 2 August 2025 — i.e. playtest-era, pre-Early-Access; no mention of Update 1 or 0.2.x Stale. Do not cite for current values
starrupture.wiki Tool-led community site (database, production planner, interactive map, crafting calculator); no version stamp, no changelog surfaced Most-recommended by players at launch, but the Steam thread notes its data was "based off the 2 beta's" — verify before trusting
starrupture.fandom.com Exists; currency not assessed in this pass UNVERIFIED
wiki.starrupture-utilities.com Self-declared unofficial, "not affiliated with or endorsed by Creepy Jar" UNVERIFIED

Other community tooling seen in passing: a "Star Rupture Build Planner" by Rizaleous (itch.io) with its own Discord, and starrupture.site guide hub. For this project's purposes the local install's derived catalogs (docs/ref/shadow-install.md §5) are a more reliable identifier source than any of these wikis.


15. Reconciliation with the local install (ground truth)#

Ground-truth fact Web-side corroboration
Version 0.2.8, buildid 23761620 Hotfix 0.2.8 posted 2026-06-17; SteamCMD app-info shows public buildid 23761620 pushed 2026-06-17 10:19 UTC ✅
Install "last updated" 2026-08-16 Not a new game build — no build newer than 23761620 exists. The 2026-08-16 timestamp is a local re-download/validation or a DLC-depot touch (inferred)
Build string Release-CU1 "CU1" = Content Update 1, i.e. Update 1 of 2026-04-09 ✅
Module Chimera, Content/Chimera/, class prefix Cr The game's pre-December-2023 title was Chimera ✅
Codename Earth20, Perforce P_Release-CU1 No public source; internal only (UNVERIFIED externally)
DLC depot 4167250 "Supporter Pack" Sold as a separate Steam DLC from EA launch ✅
DedicatedServer content + DedicatedServerStart.umap Matches the separate experimental dedicated-server tool, Steam app 3809400 ✅
EOS SDK 1.17.0 booted, EAC "not available" Server binary is StarRuptureServerEOS.exe; no anti-cheat is advertised anywhere ✅
EnviroWave / Weather content dirs; numWaves: 44 in the save The Fire Wave / "enviro wave" is the studio's core design anchor; a Frost Wave is roadmapped for 1.0 ✅
Corporations CD_StartingCorp/Future/Selenian/Griffiths/Moon/Clever Dev Updates Oct/Nov '25 introduce the corporations, incl. Moon Energy Corp. (solar generators, wind turbines) ✅
Professions PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier; Supporter avatars Biologist/Engineer/Physicist/Soldier Playtest character was Chris Bonnet, "Prisoner 0212", the Scientist — display-name mapping between the packaged professions and the marketing labels is still unresolved ⚠️
Steam Cloud remote/Saved/SaveGames save path Exactly the path Creepy Jar told PTB players to back up ✅

Gaps & Unverified#

Not established / not found: - Community manager names. No first-party or press source names a StarRupture community manager. The only public-facing staff handle found is the Steam forum account Adam_CJ (mapped to Adam Magdziak, Product Marketing Manager, by inference from devlog credits). Discord staff rosters were not retrievable. - Supervisory Board membership — the creepyjar.com IR sub-pages for it were not reached. - Surnames for the devlog-credited staff (Kacper, Bozhena, Julek, Basia, Ola, Kamil). - Exact reveal date of Chimera at the 2023 PC Gaming Show; first-party material says only "summer edition of the PC Gaming Show" in 2023 (the show was 2023-06-11 — inferred, not sourced here). - When the Steam store page first went live. The earliest evidence is the first Steam announcement on app 1631270, 2023-12-19; whether the page existed under the Chimera name before that is UNVERIFIED (SteamDB, which would settle it, is behind Cloudflare and was abandoned per fetch rules). - Co-op playtest participation numbers (the single-player figures were published; the December 2025 co-op figures were not). - Update 1's own version number. No first-party post states "0.2.0"; it is inferred from the following hotfix being 0.2.1. - Update 2 scope, name, version number and date. Only feature teases exist (June + August 2026 dev blogs): copying buildings with parameters, copy/paste parameters across buildings, Drone Roundabout overhaul, multi-deconstruct, deconstructing buildings without platforms, crafting rates shown as items/minute, "Add Pillars" building mode toggle, automatic pillar height adjustment, search bar in Buildings & Storages, custom Teleporter/Base Core names on the map, Abandoned Base completion status on HUD/map, Corporation-Level item requirements in the Corporate Terminal. All are labelled work-in-progress by the studio. - Zipline unlock point and mechanics. First-party Update 1 copy lists only "New Feature – Zipline"; the claim that it unlocks at the Corporate Terminal and behaves like a player-carrying Drone Rail is UNVERIFIED against any first-party or press source. - Total item count of the Steam news feed (~75) — the Web API payload could not be paged in full; the 24 newest items were re-verified individually. - Mod support. No first-party statement on mods, modding tools, or Workshop was found. The install's shipped PDB and unsigned IoStore containers are a technical affordance, not a stated policy. - Console / Mac / Linux. No announcement exists. Absence is UNVERIFIED rather than a confirmed "never". - Showcase appearances beyond the 2023 PC Gaming Show — searches of Gamescom ONL / Future Games Show 2024–2025 coverage found nothing, but this is an unproven negative. - Reddit subreddit size and thread-level consensus — reddit.com returned 403 to every fetch attempt and was abandoned; the Reddit-sourced claims here come via Creepy Jar's own references to "our official Reddit". - Current Green Hell total as of Aug 2026 (latest datapoint is 12M in May 2026). - Fandom and starrupture-utilities wiki currency were not assessed.

Sources disagree: - Founding year: creepyjar.com says 2016; several company databases (The Org, Tracxn) say 2017. Use 2016 (first-party). - Green Hell cumulative sales in Jan 2026: "over 9 million" (Alinea Analytics) vs "passed 10 million" (ixbt.games). Both are third-party; the studio's own site is stale at 4.5M. The 12M figure (May 2026) supersedes both. - Headcount: 63 (2025-09-30) vs 52 (2026-04-30) from the same aggregator — either genuine attrition after launch or a change in reporting basis. Unresolved. - Wildlife spelling: the Feb 2026 dev blog writes "Corallion"; the Update 1 patch notes write "Coralion". Patch notes are the later source. - Steam review split: the store page (English filter) shows Very Positive, 82% of 6,759; the all-languages API shows 13,219 reviews, 10,688 positive / 2,531 negative = 80.9%, "Very Positive" (review_score 8), with Recent: Mostly Positive, 79% of 189 (last 30 days). Use the all-languages figure. All numbers are 2026-08-22 snapshots and will drift.

Explicitly absent systems (stated, not padded): StarRupture has no public demo (only two time-boxed Steam Playtests), no standing experimental/beta branch (PTB is stood up per major update), no achievements (roadmapped for 1.0), and no announced console version.


Sources#

All accessed 2026-08-22.

First-party — Steam - Steam Web API news feed for appid 1631270 (75 items, 2023-12-19 → 2026-08-05, exact UTC timestamps and full post bodies): https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=100&format=json - Steam news hub (human-readable index of the same posts): https://store.steampowered.com/news/app/1631270 - Steam store page, incl. the Early Access Q&A block and "Leaving Early Access: 2027": https://store.steampowered.com/app/1631270/StarRupture/ - Steam store appdetails API (developer/publisher, release date, languages, platforms, categories, price): https://store.steampowered.com/api/appdetails?appids=1631270&cc=us&l=english - Steam review summary API (all languages): https://store.steampowered.com/appreviews/1631270?json=1&language=all&purchase_type=all - Public SteamCMD app-info (branch list, buildid, depots, homepage, DLC list): https://api.steamcmd.net/v1/info/1631270 - Supporter Pack DLC store page: https://store.steampowered.com/app/4167250/StarRupture__Supporter_Pack/

First-party — studio and game sites - https://starrupture-game.com/ (official channels, press kit) - https://creepyjar.com/en/about-us/ - https://creepyjar.com/en/company/ - https://creepyjar.com/en/__trashed-5/ (Management Board profiles) - https://creepyjar.com/en/creepy-jar-investor-relations/ - https://creepyjar.com/en/new-name-starrupture/ (Chimera → StarRupture rename) - https://creepyjar.theymes.com/hc/en/starrupture/articles/setting-up-a-star-rupture-dedicated-server-experimental-feature-using-the-steam-app-34 (dedicated server, app id 3809400) - Discord invite metadata API for the official server: https://discord.com/api/v10/invites/starrupture?with_counts=true

Interviews and press - TheGamer — Game Director Michał Stawicki interview: https://www.thegamer.com/starrupture-developer-interview-michal-stawicki-roadmap-ue5-green-hell-early-access/ - GamesMarket — "Creepy Jar's StarRupture Significantly Exceeds Expectations": https://www.gamesmarket.global/creepy-jars-starrupture-significantly-exceeds-expectations/ - Strefa Inwestorów — sales, roadmap and executive commentary: https://strefainwestorow.pl/gaming/creepyjar-starrupture-sprzedaz-wyniki-roadmapa - BisectHosting — Early Access roadmap transcription: https://www.bisecthosting.com/blog/starrupture-roadmap-2026-updates-features-content-fixes - GameWatcher — roadmap coverage: https://www.gamewatcher.com/news/StarRupture-early-access-roadmap-2025 - Worthplaying — "'StarRupture' Has Sold over 500k Steam Early Access Copies In Two Weeks": https://worthplaying.com/article/2026/1/20/news/148736-starrupture-has-sold-over-500k-steam-early-access-copies-in-two-weeks/ - Worthplaying — "'Green Hell' Reaches 12 Million Copies Sold": https://worthplaying.com/article/2026/5/4/news/149773-green-hell-reaches-12-million-copies-sold/ - ad-hoc-news — preliminary Q1 2026 results: https://www.ad-hoc-news.de/boerse/news/ueberblick/creepy-jar-s-a-stock-plcrepy00019-preliminary-q1-2026-results-show/69345788 - StockWatch.pl — Q1 2026 record results: https://www.stockwatch.pl/wiadomosci/creepy-jar-rekordowe-wyniki-i-kwartal-2026-starrupture,akcje,373335 - Inwestycje.pl — preliminary H1 2026 (PLN 34.2 m net, PLN 36.5 m EBIT): https://inwestycje.pl/gaming/creepy-jar-mial-wstepnie-342-mln-zl-zysku-netto-365-mln-zl-zysku-ebit-w-i-pol-2026/ - Bankier.pl — H1 2026 estimate and cash position: https://www.bankier.pl/wiadomosc/Creepy-Jar-szacuje-zysk-netto-w-I-polroczu-26-na-34-2-mln-zl-zysku-netto-o-311-proc-wiecej-rdr-9181411.html - intellinews — Creepy Jar moves to the WSE main market: https://www.intellinews.com/gaming-company-creepy-jar-moves-to-warsaw-stock-exchange-s-main-market-207651/ - stockanalysis.com — WSE:CRJ statistics and employee counts: https://stockanalysis.com/quote/wse/CRJ/statistics/ · https://stockanalysis.com/quote/wse/CRJ/employees/ - Wikipedia — Green Hell (video game): https://en.wikipedia.org/wiki/Green_Hell_(video_game) - Saving Content — StarRupture reveal / UE5: https://www.savingcontent.com/2023/12/19/green-hell-developers-announce-their-next-project-starrupture-being-built-on-unreal-engine-5/ - Saving Content — Early Access date announcement: https://www.savingcontent.com/2025/08/18/starrupture-the-sci-fi-survival-game-from-creepy-jar-launches-into-steam-early-access-on-january-6th-2026/ - ixbt.games — Green Hell past 10 million (Jan 2026): https://ixbt.games/en/news/2026/01/14/vyzivanie-green-hell-preodolelo-otmetku-v-10-mln-kopii.html - GamingShogun — playtest extension opened to everyone: https://gamingshogun.com/2025/07/31/creepy-jar-extends-starrupture-single-player-playtest-to-aug-4-and-opens-it-to-everyone/ - Massively Overpowered — Update 1 coverage: https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/

Community - Steam discussion — "Hey Creepy Jar devs, PLEASE give us more info on the patch timing!": https://steamcommunity.com/app/1631270/discussions/0/764059964738124614/ - Steam discussion — "Wiki & Guides": https://steamcommunity.com/app/1631270/discussions/0/684116375920399115/ - https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki (stale, playtest-era) - https://starrupture.wiki/ (community database / planner / map)

Local ground truth - C:/star-rupture/docs/ref/shadow-install.md — first-hand install, engine, save-format and content-catalog inventory (2026-08-22)

Abandoned per fetch rules (blocked / 403 / Cloudflare): steamdb.info, reddit.com, techraptor.net, nichegamer.com, gamegrin.com.

03

Patch Notes & Version Changelog

Version anchorStarRupture Hotfix 0.2.8, shipped 2026-06-17 (Steam announcement 2026-06-17 11:03 UTC) -- still the live Default build on 2026-08-22. Patch notes: <https://steamcommunity.com/games/1631270/announcements/detail/1835871199300344>. Corroborated first-hand by the installed copy: Steam buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, save .met gameVersion {major:0, minor:2, pATCH:8} (see docs/ref/shadow-install.md).
24 claims checked8 corrections8 unverifiedverifier verdict

The doc is now highly reliable on everything a player, planner or modder would act on: every date in the ledger was recomputed from the Steam news API's raw unix timestamps and all 20+ matched, and every load-bearing gameplay claim — the 20-second one-to-one Cargo Dispatcher cycle, the Quartz-to-Quartz-Ore rework and lossless Recycler path, the 9 new buildings and 6 v.2 upgrades, all four recipe changes, the Walkway/Dash/Pistol/Teleporter/weapons-on-death regating, the Update 1 save-migration behaviour, and the 0.2.1/0.2.2/0.2.3/0.2.5/0.2.6/0.2.7/0.2.8 fix content — was confirmed verbatim against Creepy Jar's own announcement bodies. The eight corrections were confined to counting and citation errors (a wrong announcement URL built from a timestamp, an inflated 290-vs-221 fix-list total, 43-vs-44 known issues, an internally contradictory build tally, and a stale refresh-recipe gid) rather than to any mechanic, and the two bullet counts that a re-read disputed by one or two are now hedged and flagged rather than silently guessed.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture (Creepy Jar, Steam app 1631270) entered Early Access on 2026-01-06 at build 0.1.0 and has shipped thirteen further public patch-notes builds since: three hotfixes plus a technical hotfix on the 0.1.x line, one major content release (UPDATE 1, 2026-04-09, the 0.2.x line), and eight hotfixes 0.2.1 through 0.2.8. Two additional builds existed only as opt-in Public Test Branch (PTB) builds and never reached the Default branch under their own version number -- they are listed in the ledger but are not part of the thirteen. As of today there is no 0.2.9 and no Update 2 -- the newest Steam post is a developer blog (2026-08-05) previewing unshipped Update-2-era features, and the last patch-notes post is 0.2.8 from 2026-06-17, a nine-week quiet stretch consistent with a large content update in the oven. This document is the version anchor for the whole corpus: any value in a sibling doc that is not tagged with a build should be assumed to be 0.2.8-era, and any guide, video or wiki page written before 2026-04-09 should be assumed wrong about progression, Quartz, cargo logistics and corporation levels until re-checked against the Update 1 section below. Creepy Jar's notes are overwhelmingly qualitative -- they name the system changed but almost never publish old/new numbers -- so the "before/after values" this doc can give are the ones the developers actually wrote down, and every other number in the corpus has to come from the datamine track, not from patch notes.


1. How this ledger was built (and how to refresh it)#

Method Detail
Primary index Steam's own news API: https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=100&maxlength=1&format=json -- returns every announcement with gid, title and a raw unix date. This is the authoritative post list.
Primary bodies Steam's partner-events endpoint: https://store.steampowered.com/events/ajaxgetpartnereventspageable/?clan_accountid=0&appid=1631270&offset=<n>&count=<k>&l=english -- returns full announcement bodies as BBCode. The human-facing pages (store.steampowered.com/news/app/1631270, steamcommunity.com/games/1631270/announcements/detail/<gid>) are JavaScript-rendered and return only chrome to a fetcher.
Date discipline All dates here are UTC, converted from the API's unix timestamps. Automatic date rendering by summarisers was observed to be wrong by weeks; every date below was converted manually and spot-checked against independent search results (0.2.5 = 2026-05-18, 0.2.6 = 2026-06-02, 0.2.7 = 2026-06-11 all confirmed by second sources).
Cross-check Install ground truth (docs/ref/shadow-install.md), SteamDB, press coverage.

Refresh recipe for a future session: hit the news API, diff the top gid against 1840310314339121 (the 2026-08-05 August dev blog, the newest post of any kind on 2026-08-22) and the newest patch-notes gid against 1835871199300344 (0.2.8). If it differs and the title contains "Hotfix" or "UPDATE", pull the body from the partner-events endpoint at the matching offset and append a new section here.


2. Master version ledger#

Version numbers are Creepy Jar's own where they published one. Two entries are inferred (marked): the EA launch build and Update 1 itself were never given an explicit 0.x.y string in their announcements -- 0.1.0 and 0.2.0 are back-derived from the hotfix numbering that followed each.

Version Date (UTC) Type Headline Notes URL
(pre-EA) 2025-07-29 → 2025-08-11 Playtest Single-player Steam Playtest, extended twice .../detail/1806064758764456
(pre-EA) 2025-12-03 → 2025-12-08 Playtest Co-op Playtest, limited time .../detail/1764758498-era post
0.1.0 (inferred) 2026-01-06 EA launch Early Access release + a 44-item developer-acknowledged known-issues list EA Available Now
— 2026-01-08 Roadmap Early Access Roadmap (images; see §8) Roadmap
0.1.1 2026-01-09 Hotfix Launch crashes, AMD GPU crash, subtitle sizing, large-base logistics/electricity optimisation 0.1.1
0.1.2 2026-01-16 Hotfix Inventory-open crash, Engineer hair crash on AMD, CJK/audiolog font scaling 0.1.2
0.1.3 2026-01-30 Hotfix Chinese localisation completeness + font size; heal/revive widget font 0.1.3
0.1.3 (technical) 2026-03-25 Technical hotfix Blocked loading of PTB-made saves on the Default branch Technical 0.1.3
U1 PTB 2026-03-25 Opt-in beta Update 1 on Public Test Branch (no dedicated servers; saves later invalidated) PTB
U1 PTB Hotfix 1 2026-04-01 Opt-in beta First balance pass on U1 content (build costs, v.2 energy, Base Core cooling) + ~19 fixes PTB HF1
0.2.0 — UPDATE 1 (version inferred) 2026-04-09 Content update Map expansion, Powerium + Goethite, 9 new buildings, 6 v.2 upgrades, Zipline, Development Station, Recycler, wildlife, corporation-level reset, Quartz rework, cargo rework UPDATE 1
— 2026-04-10 Explainer Update 1 Changes Overview (migration guide) Overview
0.2.1 2026-04-16 Hotfix Deconstruction crashes, co-op sync, dedicated-server stability, Development Station progress bugs 0.2.1
0.2.2 2026-04-22 Hotfix Progression rollback for pre-U1 saves; drone/rail/platform fixes; turret targeting 0.2.2
0.2.3 2026-05-04 Hotfix Platform stability cascades, rail/zipline placement, Turret+Standard Ammo unlock pairing 0.2.3
0.2.4 2026-05-06 Hotfix Two crash fixes only (co-op base-attack save load; progression-rollback event) 0.2.4
0.2.5 2026-05-18 Hotfix (QoL) Autosave interval option; Platform stability cost decreased; eight-to-nine crash classes; habitat stability 0.2.5
0.2.6 2026-06-02 Hotfix Big-base + dedicated-server crashes, co-op dialogue/audio, pillar stability, pre-0.2.5 habitat stability repair 0.2.6
0.2.7 2026-06-11 Hotfix Deconstruction crash; co-op dialogue skip; Crash Report Tool response window 0.2.7
0.2.8 2026-06-17 Hotfix Single fix: crash on exiting the game on NVIDIA RTX 40/50 GPUs 0.2.8
— 2026-06-19 Dev blog Update 2 work-in-progress preview (§8) June blog
— 2026-08-05 Dev blog "next update" QoL preview (§8) August blog

Cadence read: 0.1.x hotfixes landed 3, 10 and 24 days after launch. The 0.2.x line ran 7, 13, 25, 27, 39, 54, 63 and 69 days after Update 1, i.e. roughly weekly at first and tapering. The 2026-06-17 → 2026-08-22 gap (66 days, no patch) is the longest quiet period since EA launch.


3. Pre-Early-Access timeline (labelled: NOT current, historical only)#

Nothing in this section describes the shipping game. Playtest builds were never versioned publicly and their content has been superseded.

Date (UTC) Event
2023-12-19 / 2023-12-22 Reveal + Devlog #1
2024-03-28 / 2024-04-09 Devlog #2 (base-building details)
2024-07-24 Environment Showcase
2024-08-28 Gameplay Reveal
2025-01-27 New gameplay trailer
2025-02-21 25,000-follower thank-you
2025-04-04 / 2025-05-15 / 2025-06-26 Developer Updates "April '25" / "May '25" / "June '25"
2025-05-01 The World of Arcadia-7 showcase
2025-05-27 Official co-op gameplay video
2025-07-14 Steam Playtest announced
2025-07-29 Single-player Playtest opens
2025-07-31 / 2025-08-04 Playtest extended (to Aug 4, then Aug 11)
2025-08-11 Playtest ends
2025-08-18 EA launch announced "this January" (post-playtest delay; covered by PCGamesN as a "surprise delay")
2025-09-23 / 2025-10-29 / 2025-11-13 Developer Updates "September '25" / "October '25" / "November '25"
2025-11-24 Co-op Playtest announced for December 3
2025-12-03 → 2025-12-08 Co-op Playtest (limited time)
2025-12-17 / 2025-12-18 "Special Message" trailer; OST on streaming
2026-01-02 Price announcement

Note the post dates and the event dates diverge for the playtests (the "coming December 3rd" post is dated 2025-11-24 and the "available now" post 2025-12-03) -- the table uses event dates where the post states one.


4. Per-build changelogs (0.1.x line)#

4.1 Early Access launch — 0.1.0 (inferred), 2026-01-06#

Launch build. Creepy Jar published a separate, unusually detailed known-issues list on the same day (2026-01-06 13:59 UTC, one minute after the launch post) -- 44 developer-acknowledged defects. This is the best snapshot of what the launch build was actually like, and most of these were fixed during 0.1.x/0.2.x.

The official post's own grouping and per-group counts are Main (5) · Gameplay & Mechanics (12: Inventory & Items 3, Combat & Tools 4, Building & Environment 5) · Multiplayer & Network (8: World Synchronization 3, Drones 1, Connection Issues 3) · UI & Menu (7: Icons & HUD 4, Menu & Settings 3) · Visuals, Animation & Audio (8: Visual Glitches 5, Character Animation 1, Audio 2) · Performance (4) = 44. The table below re-groups the same items for readability, so its row-by-row counts do not match the post's headings one-for-one.

Developer-acknowledged known issues at EA launch (all superseded -- historical):

Group Issues acknowledged
Main Arrow-key/AZERTY movement rebinding broke movement · reloading after a Fire Wave could permanently block cave access · players trapped in caves if the heart was destroyed before vines regrew · deconstructing the whole base from the Base Core made the recovery chest vanish for remaining players · clients could load under terrain and fall forever if far from host at save time · Standard Ammo recipe could fail to unlock at the Corporate Terminal, blocking combat progression
Inventory & items rapid transfers / stack splitting desynced · blueprints not visually appearing in the Recipe Table · client could not insert the Heat Resistant Sheet blueprint into the Recipe Station
Combat & tools "Hold E to Respawn" needed two presses after first death · grenades unthrowable after swapping Fire/ADS binds · cooling suspended when targeting Harvester and an overheated building at once · enemies clipping into rock geometry
Building & environment habitat modules and interior buildings overlapping in one spot · multiplatforms unplaceable on water / snapping issues · Quartz disappearing from caves near constructed buildings · airlocks needing double interaction · Fire Waves damaging players inside Habitats with Viewports
Multiplayer Glowcaps failing to spawn or uncollectible for clients after a host reload · effect overlays missing depending on join order · players seeing and looting their own body after a dedicated-server disconnect · personal drones invisible or slow to reach clients · clients kicked on simultaneous joins · endless "Connect to server" notification · infinite loading joining a 2-player listen server
UI & menu Grenade and Med Tool icons showing "locked" while unlocked · icons missing from map · missing tooltips in the Item Printer in the Forgotten Engine biome · missing audiolog HUD warning during dialogue · rebound keys shown wrong on HUD · deleted saves still listed in the Load menu
Visuals / animation / audio Infection Cloud reappearing in cleared Abandoned Bases after load · deconstruction tool delay for clients · ghost platforms flickering on NVIDIA GPUs · working buildings not animating for clients in large bases · antenna events appearing active after completion · character model glitching if killed mid tool-swap · Base Core chest "Pick All" sound far too loud · missing SFX on some actions
Performance framerate drops when deconstructing in very large bases · electricity counter updating with delay in large bases · player-built buildings turning invisible after multiple Teleporter uses · lower stability on dedicated servers with 4 players in large bases

Sources: EA Available Now, Known issues.

4.2 Hotfix 0.1.1 — 2026-01-09#

Two posts exist for this build minutes apart (a short "now live" pointer and the notes themselves).

  • Subtitles enlarged across all languages; Japanese font rendering improved; oversized text now scales down instead of being clipped.
  • Fixed launch crashes on certain PC configurations.
  • Fixed crash on AMD GPUs after deleting settings.
  • Optimised the logistics and electricity systems in large bases (first performance pass on the two systems the launch known-issues list flagged).
  • Fixed players dying inside Habitats during Fire Waves.
  • Fixed co-op healing with the Med Tool inside Abandoned Bases.
  • Monolith now correctly blocks custom building placement.
  • HUD hints now reflect changed keybindings.
  • Multiple dedicated-server fixes (unenumerated).

4.3 Hotfix 0.1.2 — 2026-01-16#

  • Audiolog subtitle font size adjusted across all languages.
  • Simplified/Traditional Chinese font scaling adjusted.
  • Fixed crashes when opening the player inventory.
  • Fixed crash caused by invalid Engineer hair rendering on AMD GPUs.

4.4 Hotfix 0.1.3 — 2026-01-30#

Localisation-only build.

  • Tutorial quest lines made fully readable in Simplified and Traditional Chinese.
  • Chinese translations correctly assigned to their respective language versions.
  • Chinese UI font size corrected; missing Chinese lines added.
  • Heal/revive widget font size increased.

4.5 Technical Hotfix 0.1.3 — 2026-03-25#

Shipped the same day the Update 1 PTB opened, and carries the same version string as the January hotfix -- a trap for anyone matching versions by string.

  • Disabled the ability to load saves made on the Public Test Branch build on the Default branch. This is the mechanism that made PTB saves one-way; it is why the PTB posts told players to back up .../userdata/<SteamID3>/1631270/remote/Saved/SaveGames/ before opting in.

5. UPDATE 1 (0.2.0) — 2026-04-09#

The single largest change in the game's history and the dividing line for every guide written before it. Announced 2026-03-25, PTB from 2026-03-25, release date announced 2026-04-07, shipped 2026-04-09, with a follow-up "Changes Overview" explainer on 2026-04-10. The install's build branch is literally named for it: Release-CU1 = Content Update 1.

5.1 New content#

Category Added
Resources Powerium (extracted with the Oil Extractor, refined at the Refinery) · Goethite (extracted with the Laser Drill, refined at the Pyro Forge)
Extraction buildings Oil Extractor (placeable only on Powerium deposits) · Laser Drill (placeable only on Goethite deposits)
Processing buildings Refinery · Pyro Forge
Production buildings Constructorizer (nanoscale printing) · Facturer (high-speed machining)
Power Chemical Generator (burns atmospheric chemicals)
Logistics Roundabout Rail Connector (junction category; renamed from "Radial Rail Connector" in PTB Hotfix 1)
Habitat interior stations Development Station (unlocks improved building versions) · Recycler (converts items back to Basic / Intermediate Building Materials; the patch note files it under the Personal Crafting build category, not a habitat-only category)
Traversal Zipline + Zipline Poles (player fast-travel along built lines)
Tier-2 building upgrades ("v.2") Ore Excavator v.2 · Compounder v.2 · Fabricator v.2 · Furnace v.2 · Orbital Cargo Launcher v.2 · Constructorizer v.2
Other upgrades Large Habitat · Larger Personal Storage
Wildlife Vulpir · Coralion · Skylisk -- described as shy, peaceful creatures that flee from the player; they drop new consumables
World increased map size · new unlockable zones beyond the radiation border, opened by completing the Forgotten Engine · new points of interest · new Abandoned Bases (with resources and antennas) · new cave systems
Items / lore 40+ new items and recipes to produce and ship to Corporations · new foundables, dialogues, audiologs and datapads

The count Creepy Jar advertised, with the build-menu category each one lands in, verbatim from the UPDATE 1 release post (the PTB post carried the same list under the pre-rename name): 9 new buildings -- Oil Extractor (Extraction), Laser Drill (Extraction), Refinery (Ore Processing), Pyro Forge (Ore Processing), Constructorizer (Production), Facturer (Production), Chemical Generator (Power), Roundabout Rail Connector (Junctions), Recycler (Personal Crafting) -- and 6 v.2 tier buildings (Compounder, Fabricator, Furnace, Ore Excavator, Orbital Cargo Launcher, Constructorizer).

5.2 Reworked and removed systems#

System Before Update 1 After Update 1
Corporation levels levels earned continuously; rewards claimed as you go All Corporation Levels rolled back to Level 1. Pre-update progress converted into Data Points to be redistributed at the Corporate Terminal. Expanded level ladder + reward set.
Walkway available from game start now locked behind a Corporation Level
Dash available from game start now locked behind a Corporation Level
Pistol a Corporation Level reward removed as a Corporation reward; now craftable at the Equipment Upgrade Station
Weapons on death (kept) all carried weapons are lost on death
Teleporter unlocked by launching the Forgotten Engine now a Corporation reward; no longer requires the Forgotten Engine launch
Quartz a building material no longer a building material. All Quartz spent on buildings is refunded as Quartz Ore. Existing Quartz Building Material items cannot be used for construction but recycle to Quartz Ore in the Recycler at no loss. Quartz Ore's new job is unlocking upgraded buildings at the Development Station.
Buildings that used to cost Quartz Quartz in the build cost folded into Base Core Overheat Capacity instead
Cargo Dispatcher / Receiver one dispatcher → many receivers, with a configurable parcel size one-to-one: one Cargo Dispatcher serves a single chosen Cargo Receiver. Parcel size configuration removed. The dispatcher auto-packs and sends every 20 seconds. Pre-update connections stop working and must be manually reconnected.
Blueprints duplicates could be picked up duplicates eliminated; re-finding a known blueprint grants Data Points instead. Blueprints previously found in the Forgotten Engine have moved.
Infection — enhanced on the Assembler and Compounder

5.3 Recipe changes published with Update 1#

Recipe Change
Nanofibre third component added: Wolfram Wire
Pressure Tank Titanium Housing removed
Condenser Synthetic Resin removed
Superconductor Ceramics replaced with Synthetic Resin
(unspecified set) "various production times and required item amounts rebalanced" -- no numbers published

5.4 Save migration behaviour (Update 1)#

  1. Corporation levels reset to 1; prior progress returns as Data Points at the Corporate Terminal.
  2. Everything you had already built stays on the map and keeps working -- but you cannot rebuild a deconstructed building until you re-unlock it at the Corporate Terminal or Development Station.
  3. Quartz spent on buildings is refunded as Quartz Ore automatically.
  4. Quartz Building Material items in inventory/storage become inert (recycle them).
  5. Cargo Dispatcher ↔ Receiver links must be re-made by hand.
  6. Forgotten Engine blueprints relocated (new locations not enumerated in the post).

This migration was buggy: 0.2.2 added an automatic progression rollback so that pre-Update-1 buildings you had unlocked and built get auto-unlocked in the Development Station, and 0.2.1 noted the "updated progression system now applies to all types of save files". 0.2.4 then fixed a crash in the rollback path itself (UCrProgressionRollbackEvent::Execute).

5.5 Fix list shape#

Update 1's fix list is grouped as Crashes & Performance issues (27) · Multiplayer issues (31) · Building (56) · Enemies (43) · Forgotten Engine & Abandoned Bases (11) · Keybindings (5) · Environment (18) · Other (30) -- 221 entries [0.2.0]. Builder-relevant highlights are pulled into §7. (An earlier pass of this doc estimated ~290 from a truncated extraction; the counts here are from a direct re-read of the post's bullet lists and the group headings are verbatim.)

Sources: UPDATE 1 patch notes, Update 1 Changes Overview.


6. Per-build changelogs (0.2.x line)#

6.1 Update 1 PTB — 2026-03-25 (opt-in beta, superseded)#

  • Opt-in: Steam Library → right-click StarRupture → Properties → "Game Versions & Betas" → "Public Test Branch"; revert with "Default Public Version". No password published.
  • No dedicated server support on the PTB.
  • Explicit warnings: work-in-progress, potentially game-breaking; back up saves from steamapps/userdata/<SteamID3>/1631270/remote/Saved/SaveGames; PTB saves would not be loadable on the release build (enforced by Technical Hotfix 0.1.3).
  • Feedback collected via a Google Form (https://forms.gle/cQUSsspCV9yczWxKA).

6.2 Update 1 PTB — Hotfix 1 — 2026-04-01 (opt-in beta, superseded)#

The only pure balance pass Creepy Jar has published as its own list. No numeric values were given for any of these adjustments -- direction of change is not even stated.

Adjustment Target
Build cost adjusted Power Generators
Build cost adjusted Zipline
Build cost adjusted Drone Rails
Build cost adjusted Teleporter
Energy consumption adjusted v.2 buildings
Base Core cooling adjusted v.2 buildings
Energy production adjusted Power Generators
Base Core cooling adjusted Power Generators
Unlock requirements changed Scanner
Recipe Station unlock requirements changed Constructorizer, Facturer
Renamed Radial Rail Connector → Roundabout Rail Connector

Plus roughly 19 fixes (exact count UNVERIFIED -- the post's bug-fix list was counted as 19 on re-read; an earlier pass of this doc said 21), including: crash joining a co-op session; crash building Mega Press / Cargo Receiver / Cargo Dispatcher; save-list display in 4-player co-op hosting; Forgotten Engine second door still reporting "no power" after the Power Cell; excessive Zipline fall damage; Solar Generator v.2 spamming an infolog in the Upgrade Station; Orbital Cargo Launcher item selection for Griffiths/Clever corporations on pre-Update-1 saves; Engineer falling off the Zipline on sharp turns and poles; Habitats built before the Development Station existed now count toward Large Habitat requirements; Constructorizer and Furnace recipe completions now satisfying their v.2 unlock requirements; item insertion into the Recipe Station for new recipes; Supermagnet unlock inconsistency between Recipe Station and Furnace production; character skill XP values on loading multiplayer saves; Recipe Table showing correct item amounts; building and product description fixes; Update 1 welcome-screen translations.

6.3 Hotfix 0.2.1 — 2026-04-16#

Crashes & performance: stability while deconstructing buildings · crash deconstructing Rail junctions · co-op stability when the Fire Wave hits.

Multiplayer: storage-building recipe list not appearing for clients · Zipline riding sync · Forgotten Engine lights missing for some players · no completion notification for rejoining players · character-selection "taken" status sync · Death Screen not appearing for clients.

Dedicated servers: stability during base attacks · stability for joining players · building research not updating in the Development Station · server now correctly pauses when all players leave.

Building: recipes unlocking from only one of several required Recipe Station inputs · duplicate-blueprint substitution by the "Duplicate Blueprint" loot item · attaching Drone Rails with multiple players · inventory unopenable while using the Building Drone · Building Menu popping up after copying buildings · deconstructing one Habitat in a vertical stack destroying all of them · merging Viewports deconstructing the Habitat · deconstructing interior buildings deconstructing the Habitat · deconstructing the lowest Habitat leaving interiors/stacks floating · Cargo Dispatcher status on reload · Analyzing Station UI not updating for clients · Development Station progress for Ore Excavator v.2, Large Habitat, Large Personal Storage, and for joining players.

Environment: water no longer present in water banks when loading a save made between Fire Wave and Planet Regrowth.

Other: player death-spot icon missing on map · updated progression system now applies to all save types · Quartz Ore repeatedly added to inventory when changing online visibility · localisation.

6.4 Hotfix 0.2.2 — 2026-04-22#

Progression rollback: loading a pre-Update-1 save now automatically unlocks, in the Development Station, buildings that were previously unlocked and built.

Crashes: general stability on some saves.

Multiplayer: Forgotten Engine Control Station doors locked after reload in co-op · Zipline sync at close range.

Dedicated servers: Development Station requirement counting for Rail V3 and Ore Excavator V2.

Building: Development Station unlock requirements being satisfied before completion · player airborne when starting a Zipline ride · build stability level now correctly resets after placing Pillar Support beneath Platforms · Platforms not conducting power when placed several at once · Rail Support extension collision checks · Cargo Dispatcher progress occasionally resetting before dispatch · drone pull logic over long distances · Multirail 3 / Multirail 5 deconstruction visuals · Furnace VFX reflecting activity · player airborne when deconstructing a Vertical Connector · grid alignment for Platforms attached under standard Stairs.

Enemies/combat: Turret targeting logic failing on enemies including Swarmers, or firing with visible delay · grenade damage distribution between swarms and single enemies.

Environment: Quartz not loading in caves when buildings were placed near a cave (the launch known issue) · Vulpir egg cluster spawn logic · Coralion egg spawn logic after Fire Waves.

Other: "Delete Session" vs "Delete Save" wording · Zipline and Zipline Pole descriptions in the Building Menu · German localisation · UI.

6.5 Hotfix 0.2.3 — 2026-05-04#

Building: buildings on Supported Platforms keeping stability without cascading deconstruction of neighbours · foundation Platforms spawning under buildings on placement · player stuck in Habitat floor when standing in an Airlock during deconstruction · Viewports left in the world after Habitat deconstruction · Large Personal Storage unlock requirements not counting for co-op clients · Rail and Zipline placement no longer appearing disconnected · Platform placement no longer overlapping or silently failing · deconstructing a primary support no longer leaves dependent platforms floating · Helium-3 mesh colour on Rail Drones · Corporate Terminal now unlocks the Standard Ammo recipe together with the Turret recipe (fixing the launch-era combat progression block).

Enemies/combat: VFX shooting a rolled-up Vulpir · Vulpir eggs not spawning for clients · pathfinding preventing some enemies tracking the player.

Keybindings: HUD hints now show custom keybindings.

Environment: infection persisting after loading a save made when destroying the last Infection cyst during a Fire Wave · gatherables missing interaction prompts after a Fire Wave · gatherables (e.g. Ignitium) not respawning around the player after a Fire Wave · Corrosion cloud around Sulfur Extractors after reload · Grubbler spawn logic.

Other: debug strings in chat log after reload · planet-regeneration music obeying the audio sliders · Medtool glass FX in co-op.

6.6 Hotfix 0.2.4 — 2026-05-06#

Two entries only.

  • Fixed a potential crash loading a save made after a lost Base Attack in co-op.
  • Addressed a potential crash tied to UCrProgressionRollbackEvent::Execute (the Update 1 migration path).

6.7 Hotfix 0.2.5 — 2026-05-18#

The most builder-relevant hotfix of the 0.2 line.

Quality of life - Added an autosave interval option (previously fixed; the installed build's rolling AutoSave<N>.sav cadence is ~15 min at default -- see the install reference). - Decreased the stability cost of Platforms, explicitly to enable bigger constructions. No before/after numbers published.

Crashes -- eight or nine distinct classes addressed (exact bullet count UNVERIFIED: a re-read of the post counted 8, this doc's original extraction enumerated the 9 below): running during the Fire Wave sequence · at the start of the Fire Wave sequence · improper item spawning after the Fire Wave · Drone movement on Drone Roundabouts · Drones using the Rail system · improper item spawning · the building system · taking foundable items · loading certain saves.

Building: Zipline Pole ghost visually disconnecting for clients · Platform power conduction in co-op (some Platforms were not conducting power) · Coralion eggs now disappear when built over · improved Habitat stability system · Platform placement VFX · multiple Platforms unplaceable when partially overlapping an existing foundation · structures now receive the correct stability value from Pillar Supports beneath them · deconstructing a lower Habitat in a vertical stack now correctly deconstructs the ones above.

Enemies/combat: Goliath spawn rate improved in some regions · Skylisk collision.

Environment: interaction range increased for some foundables · corrosion gas VFX on dedicated servers appearing even with a Sulfur Extractor built · Purplant glow VFX persisting after a Fire Wave · burnt Bloodferns draining players after a Fire Wave before regrowth.

Other: Large Habitat icon on the map · UI.

6.8 Hotfix 0.2.6 — 2026-06-02#

  • Crash approaching bigger bases on some saves; crash tied to save file size; dedicated-server crash loading sessions.
  • Co-op: T-pose when a grenade throw is interrupted by equipping the Harvester · lobby slot player status on hover · missing Fire Wave VFX for players joining during a Fire Wave · every player hearing each others' dialogues · clients hearing no dialogue · multiplayer settings unresponsive when changing session visibility.
  • Battle music looping in the Forgotten Engine Control Room on dedicated servers.
  • Pillar Support could be placed while unstable -- fixed.
  • Fixed the stability status of Habitats on saves created before version 0.2.5 (i.e. 0.2.5's habitat-stability change needed a repair pass for older saves).
  • Deconstructing a merged Viewport in co-op making the Habitat disappear.
  • Looping SFX on the Character Selection Screen.
  • Added a warning about outdated GPU drivers on game launch.

6.9 Hotfix 0.2.7 — 2026-06-11#

  • Fixed a crash that could occur while deconstructing buildings.
  • Dialogues no longer skipped for the client when the host is far away.
  • Crash Report Tool gained an additional response window that can identify the crash cause and suggest self-troubleshooting steps.

6.10 Hotfix 0.2.8 — 2026-06-17 — CURRENT#

  • Fixed crash on exiting the game on NVIDIA RTX 40 and 50 series GPUs.

That is the entire patch note. 0.2.8 is a one-line stability build; gameplay content is identical to 0.2.7, and gameplay-wise identical to 0.2.6 for all practical purposes. Any balance question about "the current version" is really a question about Update 1 + hotfixes 0.2.1-0.2.5.


7. What changed for builders (digest)#

Everything below is cumulative to 0.2.8. Where a value exists it is given; where Creepy Jar published a direction but no number, that is stated plainly rather than guessed.

Build Area Change Value published?
U1 (2026-04-09) Building materials Quartz removed as a building material; spent Quartz refunded as Quartz Ore; old Quartz Building Material recycles to Quartz Ore at no loss ratio stated as lossless; no numbers
U1 Build costs buildings that used to cost Quartz now contribute to Base Core Overheat Capacity instead no numbers
U1 Logistics Cargo Dispatcher → Receiver becomes one-to-one; parcel size setting removed; auto-pack-and-send every 20 s 20 s (the only hard throughput number in any patch note)
U1 Logistics pre-U1 dispatcher/receiver links stop working, manual reconnection required —
U1 Logistics Roundabout Rail Connector added as a junction for splitting/expanding Drone Rails —
U1 Research / progression Development Station added inside the Habitat; it is where upgraded (v.2) buildings are unlocked, paid for with Quartz Ore costs not published
U1 Recycling Recycler added inside the Habitat; converts items back to Basic / Intermediate Building Materials rates not published
U1 Power Chemical Generator added (burns atmospheric chemicals) output not published
U1 Recipes Nanofibre +Wolfram Wire · Pressure Tank −Titanium Housing · Condenser −Synthetic Resin · Superconductor: Ceramics → Synthetic Resin ingredient-level only, no counts
U1 Recipes "various production times and required item amounts rebalanced" none published
U1 Progression gates Walkway and Dash moved behind Corporation Levels; Teleporter moved from Forgotten-Engine reward to Corporation reward; Pistol moved to the Equipment Upgrade Station —
U1 PTB HF1 (2026-04-01) Build costs Power Generators, Zipline, Drone Rails, Teleporter build costs adjusted none published
U1 PTB HF1 Power v.2 buildings' energy consumption and Power Generators' energy production adjusted none published
U1 PTB HF1 Heat Base Core cooling adjusted for both v.2 buildings and Power Generators none published
U1 PTB HF1 Research Scanner unlock requirements changed; Constructorizer and Facturer Recipe Station unlock requirements changed none published
U1 PTB HF1 Traversal Zipline fall damage reduced (was "excessive") no numbers
0.2.1 (04-16) Research recipes no longer unlock from a partial set of Recipe Station inputs —
0.2.1 Building vertical Habitat stacks no longer collapse wholesale when one segment is deconstructed —
0.2.2 (04-22) Power Platforms placed several at once now conduct power —
0.2.2 Stability build stability level correctly resets after placing Pillar Support beneath Platforms —
0.2.2 Logistics drone pull logic over long distances improved; Cargo Dispatcher progress no longer resets before dispatch —
0.2.2 Defense Turret targeting fixed (failed to target enemies incl. Swarmers, or fired with visible delay); grenade damage distribution across swarms rebalanced no numbers
0.2.2 Research Development Station requirement counting fixed for Rail V3 and Ore Excavator V2 (dedicated servers) —
0.2.3 (05-04) Stability Supported Platforms keep stability without cascading deconstruction of neighbours; primary-support deconstruction no longer strands dependents —
0.2.3 Defense / research Corporate Terminal now grants the Standard Ammo recipe together with the Turret recipe —
0.2.3 Logistics Rail and Zipline placement no longer visually disconnected —
0.2.5 (05-18) Stability (the big one) Platform stability cost decreased, explicitly to allow bigger builds direction only, no numbers
0.2.5 Power Platform power conduction fixed in co-op (some Platforms silently did not conduct) —
0.2.5 Stability structures now receive the correct stability value from Pillar Supports beneath them; Habitat stability system improved —
0.2.5 Saves autosave interval is now configurable interval values not published
0.2.6 (06-02) Stability Pillar Support can no longer be placed while unstable; habitat stability repaired on pre-0.2.5 saves —
0.2.7 / 0.2.8 — no builder-facing changes (crash fixes only) —

Practical takeaways for a base-planning tool at 0.2.8: 1. Quartz Ore is a research currency (Development Station), not a construction input. 2. Cargo Dispatcher throughput is fixed by a 20-second cycle and a 1:1 receiver binding -- there is no parcel-size lever to model any more. 3. Platform stability budgets changed twice after Update 1 (0.2.5 cost decrease, plus the Pillar Support correction in 0.2.5 and the unstable-placement block in 0.2.6). Any stability spreadsheet built before 2026-05-18 is wrong. 4. v.2 building power draw and Base Core cooling were re-tuned on 2026-04-01, before Update 1 shipped -- so PTB-era numbers from late March are not the shipped numbers either. 5. No patch note contains a machine rate, a power figure, a stack size or a recipe count. The numeric layer of the planning tool must come from the datamine (Content/Chimera/Crafting/CR_*, CRC_*, Buildings/DA_* per the install reference), not from patch notes.


8. Announced but NOT shipped (as of 2026-08-22)#

Everything in this section is not live. Nothing here is in 0.2.8.

8.1 Early Access roadmap (posted 2026-01-08)#

The roadmap post's substance is inside images, so the itemisation below comes from press transcriptions of those images (Insider Gaming, BisectHosting, GameRant, TheSixthAxis) rather than machine-readable Steam text. Creepy Jar gave no timeframes at all for any of it.

Roadmap column Items Shipped by 0.2.8?
New Features Wildlife ✅ shipped in Update 1 (Vulpir, Coralion, Skylisk)
In-game Codex / encyclopedia ❌ not shipped (the save format does carry an encyclopediaEntriesStatusData key -- scaffolding exists)
New building features ✅ partially (Development Station, Recycler, Zipline, Roundabout connector)
Additional combat mechanics ❌ not shipped as a named feature
More exploration mechanics ✅ partially (new zones, POIs, caves in Update 1)
Custom game modes with adjustable difficulty ❌ not shipped
Controller support ❌ not shipped
New travel method between bases ✅ arguably shipped (Zipline; Teleporter re-gated)
New Content Expanded map ✅ Update 1
Additional corporation levels and rewards ✅ Update 1
New weapons ❌ not shipped as new weapons (Pistol was moved, not added)
New resources ✅ Powerium, Goethite
New buildings ✅ 9 + 6 v.2
New locations ✅ Update 1
Additional story elements ✅ partially (new dialogues, audiologs, datapads)
Quality of Life Cargo dispatcher/receiver network ✅ reworked in Update 1 (one-to-one)
Co-op balance adjustments ⚠️ ongoing across hotfixes
Accessibility options ❌ not shipped
Dedicated servers ✅ present and actively patched (0.2.1, 0.2.2, 0.2.5, 0.2.6); the install carries DedicatedServerStart.umap
Performance / building / combat / world / UI improvements ⚠️ ongoing
Version 1.0 Frost Wave ❌ not shipped
New biome ❌ not shipped
Endgame content ❌ not shipped
More story elements ❌ not shipped
Achievements ❌ not shipped

8.2 Developer Blog, 2026-06-19 — explicitly labelled Update 2, work-in-progress#

Creepy Jar's own caveat: the content shown "is still representing a work-in-progress status and might change in its final game version."

Planned Notes
Copying buildings with their parameters —
Copy/paste parameters across multiple buildings —
Drone Roundabout overhaul the Roundabout Rail Connector shipped in Update 1; this is a rework of it
Multi-deconstruct (remove several buildings at once) —
Deconstructing buildings without platforms —
Crafting information displayed as items/minute this is the throughput readout a planning tool would want to match

8.3 Developer Blog, 2026-08-05 — "our next update", update number not stated#

Planned Notes
"Add Pillars" button -- automatically places pillars under buildings at various height levels can be toggled off for an open look if stability allows
Pillars auto-adjust height to the platform above —
Search bar in the Buildings & Storages menus —
Teleporter and Base Core custom names shown on the map the save already stores custom names (CrBuildingCustomNameSubsystem)
Abandoned Bases completion status on HUD and on map hover shows what is still collectible
Corporate Terminal shows the items required for the selected Corporation Level —

Reported, not confirmed: one search summary attributed a plan of "Updates 2 to 4 with 1.0 in 2027" to a third-party hosting blog. Fetching that blog did not substantiate it -- the page explicitly says no timeframe has been given. Treat "Update 2/3/4" and "1.0 in 2027" as UNVERIFIED.


9. Stale-guide warnings#

Facts that were true once, are repeated everywhere, and are wrong at 0.2.8. Sorted by how much damage they do.

Stale claim (common in pre-2026-04-09 guides/videos) Reality at 0.2.8 Invalidated by
"Quartz is a building material -- stockpile it for construction" Quartz is not a building material. Quartz Ore is the Development Station currency for unlocking upgraded buildings. Old Quartz Building Material items are inert and must be recycled. UPDATE 1, 2026-04-09
"One Cargo Dispatcher can feed several receivers -- set the parcel size" One dispatcher, one receiver. Parcel size is gone. It sends automatically every 20 seconds. UPDATE 1
"You start with Dash and Walkway" Both are now Corporation Level unlocks. UPDATE 1
"Launch the Forgotten Engine to unlock the Teleporter" The Teleporter is a Corporation reward; the Forgotten Engine is not required for it. (The Forgotten Engine still gates the post-radiation-border zones.) UPDATE 1
"The Pistol is a Corporation Level reward" It is crafted at the Equipment Upgrade Station. UPDATE 1
"Death is cheap -- you keep your gear" You lose all carried weapons on death. UPDATE 1
Recipe screenshots showing Pressure Tank with Titanium Housing, Condenser with Synthetic Resin, Superconductor with Ceramics, or Nanofibre without Wolfram Wire All four recipes changed. UPDATE 1
"Corporation levels carry over -- just keep grinding" Update 1 reset every Corporation to Level 1 and returned progress as Data Points. Any level/reward walkthrough written before April 2026 describes a different ladder. UPDATE 1
"Blueprints can drop twice, farm the Forgotten Engine for spares" Duplicates were eliminated; a re-found blueprint gives Data Points, and the Forgotten Engine's blueprints moved. UPDATE 1
Platform/stability math and "max base size" rules of thumb from Jan-May 2026 Platform stability cost was decreased on 2026-05-18 (0.2.5) and Pillar Support stability contribution was fixed in the same build. Older stability budgets under-report what you can build. 0.2.5, 2026-05-18
"Pillar Supports can be dropped anywhere to prop things up" Since 0.2.6 an unstable Pillar Support cannot be placed at all. 0.2.6, 2026-06-02
"Turrets don't hit Swarmers, don't bother with them" Turret targeting (including Swarmers) and firing delay were fixed in 0.2.2. 0.2.2, 2026-04-22
"The Standard Ammo recipe is bugged / you can softlock combat progression" The launch-era block was fixed in 0.2.3: the Corporate Terminal now grants Standard Ammo together with the Turret. 0.2.3, 2026-05-04
"Don't build near caves, it deletes Quartz" The cave-Quartz loading bug was fixed in 0.2.2. 0.2.2
"Buildings can't be upgraded" (pre-Update-1 statements) Six v.2 buildings exist (Ore Excavator, Compounder, Fabricator, Furnace, Orbital Cargo Launcher, Constructorizer) plus Large Habitat and Larger Personal Storage, all via the Development Station. UPDATE 1
"Radial Rail Connector" (PTB-era name, still in some early videos) Renamed Roundabout Rail Connector before release. U1 PTB Hotfix 1, 2026-04-01
PTB footage/numbers from late March 2026 The PTB build was re-balanced on 2026-04-01 (build costs, v.2 power draw, Base Core cooling) before the 04-09 release; PTB values are not shipped values. PTB saves are also unloadable on the Default branch. U1 PTB HF1 + Technical Hotfix 0.1.3
"Autosave is every N minutes and you can't change it" An autosave interval option was added in 0.2.5. 0.2.5
Guides citing the January known-issues list as current Most of those 44 items have been fixed across 0.1.1-0.2.8; treat that list as a historical snapshot only. 0.1.1 → 0.2.8

10. Build identifiers and technical version markers#

Marker Value Applies to Source
Steam app id 1631270 all appmanifest (install ground truth)
Main depot 1631272 all appmanifest
DLC depot 4167250 (Supporter Pack) all appmanifest
Steam buildid (current) 23761620 0.2.8 appmanifest, install verified 2026-08-16
Steam buildid (Update 1) 22674441 Update 1 / 0.2.0, 2026-04-09 SteamDB patchnotes permalink steamdb.info/patchnotes/22674441/ -- reported, not fetched directly
Build string ++Earth20+Release-CU1-CL-121391 0.2.8 exe VersionInfo. Earth20 = project codename, Release-CU1 = Content Update 1 branch, CL-121391 = Perforce changelist. A zero-byte CL121391 marker file sits in the install root.
Engine Unreal Engine 5.6.1 (custom Creepy Jar build) 0.2.8 exe VersionInfo
Save version field .met JSON gameVersion: {"major":0,"minor":2,"pATCH":8} (the odd casing is the game's) 0.2.8 save sidecar
Beta branch Public Test Branch (Steam "Game Versions & Betas"), revert via Default Public Version U1 PTB era PTB announcement
Hotfix hook Saved/PersistentDownloadDir/HotfixForNextBoot.txt (absent on the current install) all install ground truth -- the game supports an out-of-band boot hotfix file

Version detection for tooling: the cheapest reliable version read is the save .met sidecar's gameVersion object (three ints); the second is appmanifest_1631270.acf's buildid; the third is the shipping exe's VersionInfo build string. All three agreed at 0.2.8 on 2026-08-22.


Gaps & Unverified#

  • Numeric before/after balance values essentially do not exist in Creepy Jar's patch notes. The only hard number published in any StarRupture patch note to date is the 20-second Cargo Dispatcher cycle. Every "adjusted", "decreased", "improved" and "rebalanced" in the ledger above is qualitative in the source. The scope's request for "balance changes with before/after values" cannot be fully satisfied from official notes; those values must come from the datamine track (CR_* recipe assets, DA_* building data assets) or from a community spreadsheet, and must then be tagged with the build they were extracted from.
  • Per-build Steam build ids and depot manifest ids are only established for 0.2.8 (23761620, first-hand) and, reportedly, Update 1 (22674441, from a SteamDB permalink seen in search results). SteamDB's build-history page was not fetched (Cloudflare-class blocking risk; not attempted after the first-party data proved sufficient). A future pass could enumerate all buildids from steamdb.info/app/1631270/patchnotes/.
  • Silent builds without patch notes are not enumerated. A Steam discussion thread titled "542.8MB update just now - what did this change?" exists on the StarRupture forum, implying at least one depot push not accompanied by a notes post. The ledger here covers announced builds only.
  • The Early Access Roadmap's exact wording is image-only. The §8.1 itemisation is transcribed by gaming press, not read from Steam text. Column names and item wording may differ slightly from the image.
  • EA launch date has a one-day source disagreement. Steam's own announcement is timestamped 2026-01-06 13:58 UTC and TheSixthAxis and BisectHosting both say January 6, 2026; Insider Gaming says January 7, 2026. 2026-01-06 is treated as correct here.
  • Update 1's exact version string. The announcement never says "0.2.0". It is inferred from the 0.2.1 hotfix that followed seven days later. Likewise "0.1.0" for the launch build.
  • The two "0.1.3" builds share a version string (2026-01-30 localisation hotfix and 2026-03-25 "Technical Hotfix 0.1.3"). Whether the March build incremented anything internally is UNVERIFIED.
  • Update 1's full 221-entry fix list is not reproduced entry-by-entry here -- only the group structure, the per-group counts (re-counted directly from the post on 2026-08-22) and the builder-relevant entries. Several extracted entries were truncated mid-sentence by the original extraction pass and are quoted only as far as they were legible.
  • Two bullet counts remain UNVERIFIED after re-check, because a direct re-read disagreed with this doc's original extraction by one or two: the U1 PTB Hotfix 1 fix count (19 on re-read vs 21 originally) and the 0.2.5 crash-fix count (8 on re-read vs the 9 distinct entries enumerated in §6.7). Neither affects any gameplay value; both are listed here rather than silently picked. The 0.2.5 content -- autosave interval option and decreased Platform stability cost -- is confirmed verbatim.
  • The EA launch known-issues total is 44, not 43 (corrected 2026-08-22). The post's own headings sum to 44; §4.1's table re-groups the same items, so its row counts differ from the post's.
  • No canonical community wiki exists for patch notes. starrupture.wiki.gg was checked: its page index was last edited 2025-08-05 (pre-Early-Access) and core articles are still red links -- it is not a usable cross-check for version data. starrupture.fandom.com, wiki.starrupture-utilities.com, starrupture.wiki and starrupturewiki.org all exist as competing fan wikis; which one the community treats as canonical is unresolved and should be settled by a dedicated pass. starrupture.org returned HTTP 402 and was abandoned.
  • Playtest-build changelogs do not exist publicly. The 2025 single-player and co-op playtests were never given version numbers or patch notes; §3 lists only the announcement timeline.
  • Dev blog cadence has a hole: blogs are titled "February 2026", "March 2026", "June 2026", "August 2026" -- there is no "July 2026" blog and the titles do not consistently match their post months (the "June 2026" blog posted 2026-06-19, the "August 2026" blog posted 2026-08-05). Titles are treated as labels, not dates.
  • Whether an Update 2 PTB has opened since 2026-08-05 is unknown -- no announcement exists as of 2026-08-22, but PTB openings have historically been announced the same day they happen.

Sources#

All accessed 2026-08-22.

Official — Steam (Creepy Jar announcements, app 1631270) - Steam news index API (post list + authoritative timestamps): <https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=100&maxlength=1&format=json> - Steam partner-events body endpoint (full announcement bodies): <https://store.steampowered.com/events/ajaxgetpartnereventspageable/?clan_accountid=0&appid=1631270&offset=0&count=30&l=english> - Announcement hub: <https://steamcommunity.com/app/1631270/allnews/> - StarRupture Early Access Available Now (2026-01-06): <https://steamcommunity.com/games/1631270/announcements/detail/1819386365125734> - Known issues in the Early Access launch build (2026-01-06): <https://steamcommunity.com/games/1631270/announcements/detail/1819386365125736> - Early Access Roadmap (2026-01-08): <https://steamcommunity.com/games/1631270/announcements/detail/1821288646578995> - Hotfix 0.1.1 (2026-01-09): <https://steamcommunity.com/games/1631270/announcements/detail/1821288646580787> - Hotfix 0.1.2 (2026-01-16): <https://store.steampowered.com/news/app/1631270/view/313696298477814501> - Hotfix 0.1.3 (2026-01-30): <https://steamcommunity.com/games/1631270/announcements/detail/1823191198604894> - Technical Hotfix 0.1.3 (2026-03-25): <https://steamcommunity.com/games/1631270/announcements/detail/1827626365767922> - UPDATE 1 Announcement (2026-03-25): <https://steamcommunity.com/games/1631270/announcements/detail/1827626365768187> - UPDATE 1 now on Public Test Branch (2026-03-25): <https://steamcommunity.com/games/1631270/announcements/detail/1827626365768188> - Update 1 PTB Hotfix 1 (2026-04-01): <https://steamcommunity.com/games/1631270/announcements/detail/1828894815554082> - Update 1 Release Date Announcement (2026-04-07): <https://store.steampowered.com/news/app/1631270/view/542260396903367803> - UPDATE 1 now available [what's new + patch notes] (2026-04-09): <https://store.steampowered.com/news/app/1631270/view/490464385050870875> - Update 1 Changes Overview (2026-04-10): <https://steamcommunity.com/games/1631270/announcements/detail/1829528821310369> - Hotfix 0.2.1 (2026-04-16): <https://store.steampowered.com/news/app/1631270/view/541135584198923067> - Hotfix 0.2.2 (2026-04-22): <https://store.steampowered.com/news/app/1631270/view/496100856889868382> - Hotfix 0.2.3 (2026-05-04): <https://store.steampowered.com/news/app/1631270/view/694259874864824744> - Hotfix 0.2.4 (2026-05-06): <https://store.steampowered.com/news/app/1631270/view/694260508207874075> - Hotfix 0.2.5 (2026-05-18): <https://store.steampowered.com/news/app/1631270/view/659358246189924378> - Hotfix 0.2.6 (2026-06-02): <https://store.steampowered.com/news/app/1631270/view/714528609564363487> - Hotfix 0.2.7 (2026-06-11): <https://store.steampowered.com/news/app/1631270/view/715655143637386581> - Hotfix 0.2.8 (2026-06-17) — current build: <https://steamcommunity.com/games/1631270/announcements/detail/1835871199300344> - Developer Blog: June 2026 (Update 2 WIP) (2026-06-19): <https://steamcommunity.com/games/1631270/announcements/detail/1835871199307020> - Base Building Basics: Part 2 (2026-06-25): <https://steamcommunity.com/games/1631270/announcements/detail/1836506165549224> - Developer Blog: August 2026 (2026-08-05): <https://store.steampowered.com/news/app/1631270/view/698772352667746350>

Wiki / community (checked, mostly unusable for version data) - Star Rupture Wiki (wiki.gg) page index — last edited 2025-08-05, pre-EA: <https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki/pages> - <https://starrupture.wiki.gg/wiki/Version_history> — HTTP 404, page does not exist - StarRupture Wiki (Fandom): <https://starrupture.fandom.com/wiki/StarRupture_Wiki> - Unofficial StarRupture Wiki: <https://wiki.starrupture-utilities.com/en/home> - Steam discussion, "Wiki & Guides": <https://steamcommunity.com/app/1631270/discussions/0/684116375920399115/> - Steam discussion, "542.8MB update just now - what did this change?": <https://steamcommunity.com/app/1631270/discussions/0/742664166129629882/> - Steam discussion, "Update 2 - when ?": <https://steamcommunity.com/app/1631270/discussions/0/561408449130409362/>

Press / third party (roadmap transcription, launch date) - Insider Gaming, StarRupture Early Access Roadmap: <https://insider-gaming.com/starrupture-early-access-roadmap/> - BisectHosting, StarRupture Roadmap 2026: <https://www.bisecthosting.com/blog/starrupture-roadmap-2026-updates-features-content-fixes> - TheSixthAxis, roadmap released as game launches into EA (2026-01-06): <https://www.thesixthaxis.com/2026/01/06/starrupture-roadmap-released-as-game-launches-into-early-access-today/> - Game Rant, StarRupture's Roadmap Outlines What's Coming Up: <https://gamerant.com/starrupture-roadmap-explained/> - SteamDB, StarRupture patch notes / build history (Update 1 buildid 22674441 seen via permalink; page not fetched): <https://steamdb.info/app/1631270/patchnotes/> - starrupture.org update history — HTTP 402, abandoned: <https://www.starrupture.org/release/updates>

First-party install ground truth - C:/star-rupture/docs/ref/shadow-install.md — buildid 23761620, ++Earth20+Release-CU1-CL-121391, UE 5.6.1, save .met gameVersion 0.2.8, appmanifest, Manifest_UFSFiles_Win64.txt

04

Lore, Setting & Narrative

Version anchorStarRupture Early Access v0.2.8 (Update 1 line) -- Steam app 1631270, buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, Unreal Engine 5.6.1. This is the newest published patch as of 2026-08-22 (no 0.2.9 or Update 2 exists yet), confirmed first-hand from the installed copy (.met sidecar gameVersion {major:0, minor:2, pATCH:8}) and by the Steam news feed. Hotfix 0.2.8 was posted 2026-06-17 (Steam news API raw epoch 1781694185 = 2026-06-17 11:03 UTC; corroborated by PatchBot's "2 months ago" and a search snippet giving June 17). Nothing has shipped since; the newest Steam news item of any kind is "Developer Blog: August 2026" (2026-08-05), which announces only building/QoL work -- no Update 2, Frost Wave or Codex news. (v0.2.8)
17 claims checked19 corrections12 unverifiedverifier verdict

The doc is now substantially more reliable: the v0.2.8 anchor is confirmed correct and every version date in the timeline has been re-derived from raw Steam news API epochs, replacing the previous "disputed dates" hedging (0.1.3 was off by ~7 weeks). The main remaining soft spots are deliberately flagged rather than fixed -- the POI directions/owners table (two guides genuinely disagree), the unverifiable rupture-countdown and cadence figures, and the undocumented content of the audiologs, which no web source can close.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED
Samuel Khumalo -- BiologistConvicted of terrorism and illegal medicine; hates the IRO. Cosmetic/voice-only class in 0.2.8.
Maeve Caliente -- EngineerSmuggling and aiding terrorists. Packaged profession PD_Engineer.
Chris Bonnet -- Scientist / PhysicistClassified offence. Packaged profession PD_Scientist.
Han Nergui -- SoldierDesertion. Packaged profession PD_Soldier.
The Forgotten EngineDerelict terraforming megamachine; mission 13, the Early Access content end.
RupturaThe unstable star. Its periodic Fire Wave is the master clock of Arcadia-7.
Previous convictArcadia-7's dead predecessors -- your technology is largely scavenged from them.
Previous convictAbandoned bases hold their audiologs, datapads and blueprint chests.
Previous convictCorpse retrieval exists for you too: items drop, weapons are lost.

StarRupture is a first-person co-op base-builder / survival-automation game by Creepy Jar (Green Hell), launched into Steam Early Access on 6 January 2026 at $19.99, with 1.0 targeted for 2027. Its fiction is a penal-labour industrial colony story: you are a convict shipped to the alien world Arcadia-7 to build extraction and refining infrastructure for Earth's mega-corporations, in exchange for commuting a prison sentence. The planet's star, Ruptura, periodically detonates a fire wave that scours the surface clean of everything not sheltered indoors -- then the world regrows, and the cycle repeats. You are not the first expedition: the map is littered with abandoned corporate bases, dead colonists, audio logs and datapads that tell you what happened to the people who came before, and a colossal derelict machine called the Forgotten Engine sits at the centre of the map as the current story climax. As of v0.2.8 the narrative layer is deliberately thin -- Creepy Jar has stated the bulk of story content, endgame and the in-game Codex arrive later in Early Access and at 1.0 -- so this document separates what the game actually says today from what is only teased or theorised.

Confidence key used throughout: [C] confirmed (official source, or wiki + independent second source) · [R] reported (single source, usually a guide site) · [I] inferred (my reading of first-hand install data or convergent evidence) · UNVERIFIED (cannot be established).


1. Version discipline for lore facts#

Lore in an Early Access game is version-sensitive in two ways: content is added, and content is re-gated. The relevant timeline:

Date Event Version Lore-relevant effect
2025-05 "The World of Arcadia-7 Showcase" gameplay reveal pre-release First official statement of the setting, Ruptura, the prison-colony premise [C]
2026-01-02 "Known issues in Early Access Launch build" posted 0.1.0 --
2026-01-06 Early Access launch ($19.99; 1.0 targeted 2027) 0.1.0 Baseline story: 13 missions, monoliths present but non-interactive [C]
2026-01-08 Early Access Roadmap published 0.1.0 Frost Wave, new biome, endgame, achievements, more story -> 1.0; in-game Codex -> during EA [C]
2026-01-09 / 2026-01-16 Hotfix 0.1.1, 0.1.2 0.1.1-0.1.2 --
2026-01-30 Hotfix 0.1.3 0.1.3 --
2026-03-25 Technical Hotfix 0.1.3 · Update 1 announced · Update 1 Public Test Branch PTB New zones, wildlife, ziplines teased [C]
2026-04-09 Update 1 ships 0.2.0 Bigger map, new POIs, new resources (Goethite, Powerium), wildlife (Vulpir, Coralion, Skylisk), ziplines, Development Station, and -- verbatim -- "additional foundables, new dialogues, audiologs & datapads, which will give you more insights into the lore of StarRupture"; Forgotten Engine completion now removes the radiation border; Teleporter moved from mission reward to Corporation reward; all Corporation levels reset to 1 with Data Point compensation [C]
2026-04-16 -> 2026-06-11 Hotfixes 0.2.1 -> 0.2.7 0.2.x Stability only; no lore changes reported [R]
2026-06-17 Hotfix 0.2.8 -- current 0.2.8 Stability only ("fixed crash on exiting the game on NVIDIA RTX 40 and 50 GPU series") [C]
2026-08-05 Developer Blog: August 2026 (newest news item of any kind) 0.2.8 Building/QoL work only -- no new lore, no Update 2 date [C]

All dates above are the raw date epoch values from the Steam news API (app 1631270), converted in UTC -- not a guide site's rendering. The feed is internally consistent and strictly ordered; the earlier "disputed dates" reading in this document was an artefact of bad conversions and has been retired. (v0.2.8)

Pre-release / playtest-era caveat. Statements from the 2025 showcase, the Playtest and Reveal trailers (the Supporter Pack soundtrack includes dedicated "Playtest", "Reveal" and "Gameplay Reveal" trailer tracks) describe intent, not necessarily shipped 0.2.8 content. Community reports of megastructures visited during playtests that are not on the current retail map are explicitly playtest-era, not current [R].


2. The world: Arcadia-7#

2.1 The planet#

Fact Value Confidence
Planet name Arcadia-7 [C] -- official showcase title, store/press, wiki
Type Distant, habitable-ish alien world used as a penal-labour resource colony by Earth's mega-corporations [C]
Marketing framing "Explore a mysterious planet in an ever-changing open world torn by recurring cataclysms" (Steam store, v0.2.8) [C]
Landscape Officially "lush and beautiful landscape" that is nonetheless constantly lethal; vegetation, water, ore deposits, caves, craters, mountains [C]
Map structure One handcrafted World Partition map, internal name ChimeraMain -- not procedurally generated per save (procedural systems are used for gatherable placement, not terrain) [I] from install manifest (Content/Chimera/Maps/ChimeraMain, ~9.3k streaming cells)
Map gating A radiation border walls off part of the world; completing the Forgotten Engine removes it (since Update 1). Save data carries a RadiationBorders.level value [C] patch notes + [I] save key
Approaching monoliths Causes radiation damage to the player [R]

2.2 Ruptura, the star, and the Rupture cycle#

This is the single most important lore object in the game, and it is also the game's core mechanic.

  • Ruptura is the name of the planet's star, described officially as "the planet's very own life-giving -- and taking -- star" that "wipes the surface clean in a fiery rage as it has countless times before." [C]
  • The event it produces is called variously in-game and in the community the Rupture, a rupture cycle, a Star Rupture, a heat wave or an eruption; the resulting sheet of fire is the fire wave / firewave. [C] for "Rupture"/"Star Rupture"; [R] for the interchangeable use of "heat wave" and "eruption".
  • Internally the system is the enviro wave (Content/Chimera/EnviroWave, save subsystems EnviroWave, EnviroWaveTimer, EnviroWaveEffects, CrWaveTimerActor). Internal identifier, not a display name. [I]
  • Cycle structure as it plays out [R], cross-checked against the save's wave-timer fields [I]:
Phase What happens Internal save field (v0.2.8)
Inter-wave Normal exploration/build window; a countdown to the next wave runs nextWaveTimer, preWaveDuration
Wave Warning On-screen warning that a rupture is about to manifest at your location preWaveDuration
15-second countdown Explicit countdown message; roughly ~5 further seconds of grace after it ends -- (UNVERIFIED -- no source found states the 15 s / 5 s figures; Destructoid's eruption guide says outright that "it's impossible to keep a countdown" and that the Wave Warning pop-up appears only once the eruption has begun)
Fire wave Everything alive and outdoors is killed; the wave sweeps across the surface waveSpeed, fire-wave / burning fadeouts
Ashfall / cooldown Buildings are rendered inoperative by heat and must cool; outside air temperature is still lethal and decays over time CrMassTemperatureFragment, Cooler buildings, Base Core cooling radius
Scorched Earth window The scoured surface is temporarily more lootable: previously sealed cave entrances open with time-limited resources (Quartz Ore is the named example), and hostile creatures at outposts have been burned away -- ([C] -- starrupturewiki beginner's guide + Destructoid, independent)
Regrowth Flora and gatherable resources return; the landscape "revives with new vegetation and resources" moon-phase growback, regrowth, GatherableSpawnersSubsystem.waveStagesToRespondTo
  • Survival rule: the only known way to survive is to be inside a sheltered structure (Base Core + Emergency Habitat + Airlock is the standard field kit). Guides recommend permanently carrying 1x Meteor(ite) Heart and 100+ Basic Building Materials to throw up an emergency shelter. [R]
  • Rewards from the cycle: ruptures are described as the only source of rare items such as Meteor Hearts and Ignitium. [R] -- treat the exclusivity claim as single-source.
  • Cadence: the wave repeats on a timer whose length is a settings value in the save (waveSpeed, preWaveDuration, nextWaveTimer). In one first-hand 51-hour save the counter stood at 44 waves survived (numWaves: 44) with the next wave ~1,476 s away, implying an inter-wave period on the order of ~20-25 minutes of unpaused world time at default settings. [I] -- derived, not an official number.
  • Wave side-effects are flagged, not fixed: the save's EnviroWaveEffects carries booleans sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant, i.e. a rupture can turn sulfur hazards on, wake enemy spawners, boil off water bodies and swap flora sets. [I] first-hand save data; the player-facing names for these states are UNVERIFIED.
  • Planned second wave type: a Frost Wave is on the Early Access roadmap, listed under 1.0 alongside a new biome, endgame content, additional story elements and achievements. [C] (roadmap, 2026-01-08). The further framing as "a biome and system in its own right rather than a simple reskin" is single-source [R]. The build already ships CRC_WaveFreezer, CRC_WaveSmelter crafting categories and a FreezingTool weapon folder, which is consistent with the freeze/heat wave duality being partially built. [I]

2.3 Ecology#

Category What the game establishes Confidence
Flora Edible/harvestable plants exist and are wiped and regrown by each rupture; first-hand save names picked-up gatherables Hydrobulb, Polifruit, StarTears, Prickler, Purplant [I] save data (pickedUpItems), display names as spelled in the save
Hazard flora Poison Ivy and an Aggressive Plant exist as wave-toggled hazards (hidePoisonIvy, hideAggressivePlant); the build has a dedicated CrIvySubsystem [I]
Fauna (non-hostile) Wildlife was added in Update 1 (0.2.0) and is separate from the Vermin; the install carries a distinct Content/Chimera/Animals tree with AnimalsLoot. The Update 1 announcement names three creatures: Vulpir, Coralion and Skylisk. The Vulpir is corroborated first-hand by the save's "Refined Vulpir Egg" recipe [C] -- Steam Update 1 announcement (v0.2.0+)
Fauna (hostile) The Vermin -- see section 5 [C]
Food chain framing Official pre-release framing: the planet "is infested with deadly large vermin that have taken a taste for human flesh" [C]

2.4 Named places#

Named locations on the Arcadia-7 map (v0.2.x). Each named base is attributed to a corporation, which is itself the primary environmental-storytelling device -- the ruins are branded.

Location Type / owner Where Notes
The Lander Starting location Spawn Where the player first arrives on Arcadia-7
Purple Haze Selenian Mining Base NW of the Lander One of the first abandoned bases players reach
Starry Night Selenian Mining Base West of spawn
Copperfield Selenian Mining Base East of spawn
Lemon Souls Griffits [sic] Research Outpost North of spawn Holds the Stator Blueprint
Grey Owl Claywood Research Outpost NE of the Lander, on a small mountain near Lemon Souls Claywood is a corporation name that appears nowhere else -- see Gaps
Mythic Cry Griffits [sic] Research Outpost Far north Holds the Synthetic Silicon Blueprint
Next Step IRO-SO Joint Research Outpost Central map Holds the Hardening Blueprint; the only in-world appearance of IRO found
Spored Rock Combined-Corporation Research Outpost Far east Holds the Chemicals Blueprint
Redleaf Combined-Corporation Research Base Far northeast Has a "treasure room"
Monoliths Alien structures Scattered See section 6
The Forgotten Engine Derelict megastructure Central region See section 6
Caves Location type Various Separate Caves map content exists in the install

Source for the named-POI table is the community wiki starrupturewiki.org [R]. Spellings "Griffits" and "Claywood" are reproduced as the wiki gives them.

Second-source reconciliation (added on verification -- the two sources disagree). TheGamer's abandoned-base walkthrough covers 7 abandoned bases (not 9) and 11 blueprints total, and it conflicts with the wiki on several rows:

Location Wiki says TheGamer says
Purple Haze Selenian Mining Base, NW of the Lander, no blueprint listed Selenian Mining, SW of the starting base, holds Tubes + Rotor
Starry Night Selenian Mining Base, west of spawn Selenian Research, northern canyon west of a crashed ship, holds Electronics
Mythic Cry Far north West side; Synthetic Silicon (agrees on the blueprint)
Grey Owl Claywood Research Outpost, NE Claywood Research, NE; holds Stabilizer
Spored Rock "Combined-Corporation" outpost Clever Robotics Research
Redleaf "Combined-Corporation" base, "treasure room" Clever Robotics & Future Health Solutions; holds Electromagnetic Coil, Hardening Agent, Valve, Turbine behind four keycards
Next Step (IRO-SO) / Copperfield listed not listed at all

Two consequences worth flagging: the Hardening blueprint is placed at Next Step by the wiki and at Redleaf by TheGamer -- disputed, do not act on either; and Claywood is no longer single-source -- TheGamer independently attributes Grey Owl to Claywood, so it is a real in-fiction corporation name rather than a probable wiki typo. Directions in the table above should be treated as [R]/disputed, not as navigation data. (v0.2.x)


3. Who the player is#

3.1 The premise#

Official/press-consistent framing [C]:

Players take the role of people convicted on Earth for an unknown crime who have been offered an alternative to remaining behind bars: travel to the distant planet of Arcadia-7 and help build up infrastructure for resource extraction and refinement on behalf of Earth's Mega Corps.

Two things the player is not told at the outset, per Creepy Jar's own framing:

  1. This is not the first expedition to Arcadia-7.
  2. The planet is infested with vermin that have acquired a taste for human flesh.

You are, functionally, indentured industrial labour: you extract, refine and ship goods off-world to the corporations back home, and they pay you in technology (blueprints), standing (Corporation levels / reputation) and, implicitly, time off your sentence. The Orbital Cargo Launcher / Exporter is the narrative spine of the economy -- everything you build ultimately feeds a rocket pointed at Earth. [C] for the premise; [I] for the "time off your sentence" reading, which the game does not state explicitly in any source found.

3.2 The four playable convicts#

All four are cosmetic/narrative choices only -- as of v0.2.8 they share identical abilities, unlocks and progression; the difference is backstory, appearance and voice acting. [C] (multiple independent guides agree, including a PlayerAuctions post stating "right now, all characters have the same abilities").

Character Class (marketing) Convicted of Specialties Personality
Samuel Khumalo Biologist Terrorism; illegal/unlicensed medical practice Xenobiology, medicine, "sleeve production" Good-hearted anti-government intellectual; hates the IRO; ready to make sacrifices
Chris Bonnet Scientist Classified / undisclosed offence Astrophysics, quantum field theory, multi-dimensional mathematics "The smartest person in any room"; over-analytical
Maeve Caliente Engineer Drug and dangerous-materials smuggling; aiding terrorists/fugitives Engineering, space excavation Rebellious, sharp-tongued troublemaker
Han Nergui Soldier Desertion Interplanetary warfare, close combat, crowd control Obedient, careful, loyal; honour and duty above all

Sourced from Shacknews (2026-01-06) and corroborated by PlayerAuctions/Game Rant [C].

Class-name reconciliation (important for modders). Three naming layers disagree, and the internal one is what the files use:

Layer Names Where it comes from
Press / character-select Biologist, Scientist, Engineer, Soldier Guides, character bios [C]
Supporter Pack avatar art Biologist, Engineer, Physicist, Soldier First-hand: SUPPORTER PACK/Digital Goodies Pack/Avatar Images/ [I]
Packaged game data PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier First-hand: Content/Chimera/Characters/Professions/ [I]

So: Biologist == internal Medic; Scientist == avatar-art "Physicist" == internal Scientist. Never present PD_Medic as an in-game class name.

Prisoner designations. The wiki.gg wiki titles its scientist page "The Scientist (P0212)", implying convict ID numbers of the form P####. Single source, wiki last touched August 2025 (pre-EA) -- [R], treat as pre-release-era until seen in a shipped build.

3.3 What "finishing the story" means today#

There is no ending in v0.2.8. The Steam Early Access blurb promises, for the full version, "more biomes, enemies, buildings and mechanics, along with a compelling end game", and the roadmap places "more story elements", the Frost Wave, a new biome, endgame content and achievements at 1.0 (targeted 2027). [C]

The current terminal story beat is the World Engine Program mission (the Forgotten Engine), which is the last of the 13 tracked missions. Completing it removes the radiation border and, pre-Update-1, granted the Teleporter. Update 1 moved the Teleporter to a Corporation reward -- verbatim: "You can now unlock the Teleporter by achieving the corresponding Corporate level - you won't need to launch the Forgotten Engine to receive it anymore." [C] (v0.2.0+)


4. Factions and organisations#

4.1 The corporations#

Six corporate entities exist in the save's CrCorporationsOwner.corporations[], matching six CD_* data assets in the install. Five are the "real" progression factions; the sixth is the tutorial/starting employer.

In-game name Internal asset Domain / reward theme Levels (pre-Update-1 figures)
Training Corporation (the starting corp) CD_StartingCorp Onboarding; caps out early -- the save has a dedicated bStartingCorporationMaxedOut flag --
Selenian Corporation CD_SelenianCorp Mining, smelting, manufacturing; the most production-focused blueprint line 11 [R]
Griffits Blue Corporation (also rendered "Griffith Blue") CD_GriffithsCorp Weapons and defence -- platforms, turrets, weaponry 11 [R]
Future Health Solutions CD_FutureCorp Habitat, life support, medical, food production 11 [R]
Moon Energy Corporation CD_MoonCorp Power generation, energy systems, mapping 11 [R]
Clever Robotics CD_CleverCorp Storage, logistics, drones, automation, rail networks 13 [R]

The 11/11/11/11/13 and "57 total" figures are the same data, not a stale figure versus a current one. 11 + 11 + 11 + 11 + 13 = 57, so the community wiki's "57 corporation levels" and the pre-Update-1 per-corp counts agree exactly; the earlier reading here (that Update 1 invalidated the 11/13 numbers and 57 superseded them) was wrong. What Update 1 actually did was reset every corporation's player level to 1 and refund prior progress as Data Points -- verbatim: "All Corporation Levels are rolled back to Level 1 and your progress from before the update will be restored as Data Points." It did not restate the level ceilings. Treat 11/11/11/11/13 = 57 as the best available ceiling figures, still [R] (BisectHosting, 2026-02-13, pre-Update-1) and possibly raised since -- the roadmap explicitly lists "additional corporation levels and rewards" as EA content. [C] on the reset. (figures pre-v0.2.0)

Note also that the starting corp is not level-less: it caps out early (the wiki says "roughly two levels"), though Robert's 51 h v0.2.8 save has it at L5 with bStartingCorporationMaxedOut set -- so the wiki's "two levels" is wrong or pre-Update-1. [I]

How the relationship works mechanically (and why it is lore): you raise a corporation's level by shipping it the materials it requests or by spending Data Points; it pays you back in blueprints, buildings and upgrades. The save tracks per-corporation level, reputation, levelRewardsClaimed, upgradedBuildingsClaimed and researchPointsTier1/2, plus a global dataPoints pool and unlockedFeaturesFlags. The corporations are your only channel to technology; they are also the entities whose earlier expeditions died on this planet. [I] from save structure + [C] from guides.

Currencies named in the community corpus: Data Points [C], War Bonds [R], Terminal Points [R] (the latter two single-source; War Bonds are described as loot found in abandoned bases).

4.2 The IRO#

IRO is an Earth-side organisation referenced twice and explained nowhere:

  • Samuel Khumalo's bio states he "despises the IRO" [C].
  • The central-map POI Next Step is an "IRO-SO Joint Research Outpost" [R].

No source found expands the acronym or states IRO's role. The most economical reading is a governmental/regulatory or penal authority distinct from the corporations (it is the thing an anti-government terrorist would hate, and it partners with a corporation on a joint outpost). This is inference, not lore -- listed under Gaps.

4.3 Claywood#

Claywood appears only as the owner of the Grey Owl Research Outpost -- but it is now attested by two independent sources (starrupturewiki.org and TheGamer's abandoned-base walkthrough), so the "probable wiki typo" reading is retired. [C] that the name exists in-fiction. It is still not among the six CD_* corporations in the shipped data, i.e. it is a flavour-only / environmental-storytelling corporation with no progression track -- a defunct predecessor, on the same footing as the "IRO-SO" attribution. Its identity and fate are still unexplained: UNVERIFIED.

4.4 NPCs, AI companions, antagonists#

  • There is no named AI companion or on-screen NPC cast in v0.2.8. No source found names a single living NPC character. The build ships a ContextualDialog plugin and a GameSubtitles plugin, and the save records exactly one entry in allCharactersBaseSaveData (the player) in a 51-hour single-player run -- consistent with narration/radio voice only, no companion actor. [I]
  • Contact with the corporations is via terminals (the Corporate Terminal, where Data Points are spent) and voice/dialogue lines, not embodied characters. [C] on the Corporate Terminal; [I] on the delivery.
  • The antagonist is environmental, not personal: Ruptura (the star) and the Vermin. There is no named villain. [I] -- no source names one.
  • Dead colonists are the recurring "cast". The Forgotten Engine walkthrough has you retrieve a Tech Level Access Card "found near a deceased colonist"; the Supporter Pack ships three distinct Dead Body avatar arts (DeadBody_1..3). Corpses are a deliberate, art-directed content category. [C] walkthrough; [I] avatar set.

5. The Vermin (creatures as lore entities)#

"Vermin" is the in-world collective term for Arcadia-7's hostile fauna [C] -- the Supporter Pack soundtrack even has a track titled "The Vermin", and the official creature trailer is titled "Vermin Swarmer, Slasher & Goliath Trailer".

Vermin Threat tier [R] Description / behaviour Lore-flavoured notes
Young Slasher Low Smallest and weakest, "gray trim, no body armor", dies to a single shot Explicitly a juvenile form -- the roster is presented as a life cycle, not a bestiary of unrelated species
Swarmer Low Rushes in large numbers over open terrain; individually weak Countered with AoE / grenades
Slasher Medium Armoured adult with spiky forelegs; leaps long distances; weak spot is the red mouth Direct upgrade of the Young Slasher
Exploder Medium "Covered in blue blobs"; burrows and ambushes; self-destructs, disables shields, and whips other Vermin into a frenzy when it detonates Behaves like a colony alarm organism
Spitter Medium Green; short-range acid spit; causes toxicity build-up
Blader Medium Melee slash attacker; drops a Blader Biofact "Biofact" is a per-species drop, not a single generic material
Flinger High "Scorpion-like" ranged Vermin; long-range toxic bombs that fragment into damaging pools Described as the Spitter's cousin
Goliath Boss Heavily armoured, ultra-aggressive; frontal armour, unarmoured backside as the weak spot; charges, ground-slam shockwaves, pincer attacks; spawns near monoliths and after Base Core upgrades, with a supporting swarm; drops a Goliath Biofact and Biological Samples The apex organism and the game's only boss-tier enemy in 0.2.x

Cross-checks: the roster and behaviours above are consistent across starrupturewiki.org, TheGamer, Destructoid and Game Rant [C for the eight names]; the wiki's threat-tier labels are that wiki's own taxonomy [R]. The Supporter Pack avatar set independently confirms art exists for Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer [I] -- it does not include Blader or Young Slasher, mildly supporting the idea that those two are variants rather than headline species.

Lore hooks the game gives you: - Vermin aggression scales dynamically with your base size and activity level [R] -- i.e. the fiction explicitly ties the invasion to industrialisation. You are the provocation. - Base attacks originate from monoliths, and only begin after you upgrade the Base Core for the first time; more Base Core upgrades -> larger spawned waves [C]. - The build carries an entire Content/Chimera/Infection tree -- BP_AlienObeliskSpawner, BP_AlienObieliskActor [sic], DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, plus infection-cloud, monolith, summoner-pulse and wave-summon effects -- and the save has infectionActors and per-building CrBuildingInfectionFragment / AlarmFragment. So an infection/cyst system attached to the obelisks is implemented in 0.2.8, even if the player-facing vocabulary for it is not documented anywhere public. [I] first-hand install/save data; display names UNVERIFIED.


6. Megastructures: monoliths and the Forgotten Engine#

6.1 Monoliths#

Fact Detail Confidence
Appearance Obelisk-shaped pillars ringed by small floating rocks; map icon is "a rectangle icon with an odd-shaped logo in the middle" [R]
Origin Not explained by the game. Game Rant's dedicated monolith guide (2026-01-10) offers no backstory at all and tells the player "there's no way to interact with a monolith either, so it's not worth investigating too much" -- an absence-of-content finding, not a quoted dev statement [R] (single source; the earlier verbatim "provides no narrative explanation or lore regarding monolith origins" quotation could not be located on the page and has been removed)
Function Spawn point for the enemy waves that attack your base once the Base Core has been upgraded at least once; wave size scales with Base Core level [C]
Hazard Approaching one deals radiation damage [R]
Interaction Game Rant (2026-01-10, 0.1.x) is explicit: "there's no way to interact with a monolith". A separate community source claims monoliths "provide Data Points and lore" -- sources disagree, likely a 0.1.x vs 0.2.x difference; no patch note in the 0.1.3 -> 0.2.8 feed mentions monolith interactivity disputed, see Gaps
Internal name AlienObelisk (DA_AlienObelisk, BP_AlienObeliskSpawner); the save's base-attack block stores an alienObeliskPosition [I]

A widely repeated community line -- "monoliths are ancient alien structures left behind by the beings responsible for the Rupture events" -- is community interpretation, not stated lore, and directly contradicts Game Rant's "no narrative explanation" finding. Labelled as a theory in section 10.

6.2 The Forgotten Engine / World Engine#

The centrepiece of current narrative content.

Fact Detail Confidence
Names Called the Forgotten Engine in the community and in the soundtrack ("13 The Forgotten Engine"); the mission is titled "World Engine Program" and guides also say World Engine [C]
What it is A massive terraforming machine landmark in the central region of the map -- a derelict built by someone before the current expeditions [R] on "terraforming machine"
Structure A multi-floor instanced dungeon: Level 2 (Tech Lab), Level 0 - Main Engine (Control Center), Level -2 - Logistics (Backup Generator) [C] walkthrough
Story delivery inside Audiologs, tablets, journals, messages and environmental storytelling throughout infested halls [C]
Gate Requires a crafted Power Cell inserted into the Entry Terminal [C]
Key story object A Tech Level Access Card taken from a deceased colonist [C]
Craft-gate A Main Engine Central Core built at the Tech Lab from 3 Stabilizers, 3 Generators, 4 Accumulators, 8 Electromagnetic Coils (materials are all obtainable inside) [C] -- v0.2.x figures
Climax Install and activate the Core, then defend the engine through its power-up sequence against alien waves [C]
Rewards Pre-Update-1: unlocked the Teleporter (placeable for 500 Quartz Building Material). Post-Update-1: Teleporter is a Corporation reward instead, and completion removes the radiation border, opening new map area [C] -- note the version split
Internal The largest single building folder in the game (2,076 assets, Buildings/ForgottenEngine), with its own crafting stations (CRC_ForgottenEngine, CRC_ForgottenMachine) and its own ForgottenEngine.umap [I]

Megamachines (plural). The save carries a MegamachinesSubsystem whose megamachineDatas map contains forgotten_Engine: Inactive, and the crafting-category list includes a MegaMachine scenario. The container is plural and keyed -- structurally ready for more than one megamachine. Community reports of playtest-era megastructures absent from the retail map line up with this. [I] + [R] -- strong circumstantial evidence, not a confirmed feature.


7. Story structure and how narrative is delivered#

7.1 Delivery channels (v0.2.8)#

Channel Present? Evidence
Mission / objective chain Yes -- 13 tracked main missions [C]; save has objectiveEntriesStatusData (12 entries in a 51 h save) [I]
Audiologs Yes; added to and expanded in Update 1 [C]
Datapads / tablets / journals / written messages Yes; added to and expanded in Update 1 [C]
Voiced dialogue Yes -- Update 1 added "new dialogues"; a 0.2.7 hotfix specifically fixed "dialogues being skipped for clients when the host is far away", proving dialogue is a networked, triggered system [C]
Terminals Yes -- Entry Terminal (Forgotten Engine), Corporate Terminal (Data Point spending) [C]
Collectible story items Yes -- the install has Content/Chimera/Items/StoryBits and a QuestItemsSystem [I]
In-game Codex / encyclopedia Partially. The Codex is a roadmap item still listed as planned, but the save already has an encyclopediaEntriesStatusData container -- which recorded 0 entries in a 51-hour v0.2.8 playthrough [C] roadmap + [I] save; player-facing state UNVERIFIED
Hints system Yes -- 42 hintsData entries recorded in the same save [I]
Cutscenes No source found describing any cutscene. UNVERIFIED / probably absent --
Environmental storytelling Yes -- abandoned bases, wrecks, corpses, POIs (section 8) [C]

7.2 Main story beats -- SPOILERS#

SPOILER WARNING. The following is the complete v0.2.x main-mission chain in order.

# Mission What it is Narrative function
1 Welcome to Arcadia-7 Arrival at The Lander; introduction Establishes the convict/colony premise
2 Collect Meteorite Heart Retrieve the Meteor(ite) Heart Introduces rupture-derived rare materials
3 Build Base Core Place your first Base Core The Base Core is your shelter from Ruptura -- the survival contract
4 Create Basic Building Materials First production step
5 Set Up a Habitat Build habitat modules Shelter, life support
6 Unlock New Buildings First research / blueprint unlock Introduces corporate technology-for-labour exchange
7 Set Up Orbital Cargo Launcher Build the off-world export The thesis statement: everything you make leaves the planet
8 Reach Level 2 Corporation progression gate
9 Set Up Auto-Mining First automation The automation turn
10 Set Up an Analyzing Station Research building Analysis of alien materials -> Data Points
11 Reach Level 4 with Data Points Progression gate
12 Set Up Production Full manufacturing chain
13 World Engine Program The Forgotten Engine dungeon (section 6.2) Current climax; removes the radiation border

Mission list sourced from GameTrek's mission index and the Forgotten Engine walkthrough [R for the exact 13-item list]; the World Engine Program contents are corroborated by TheGamer, nerdschalk and MetaForge [C].

Note the shape: beats 2-12 are a factory tutorial with story framing, and beat 13 is the only conventional narrative set-piece. That is the accurate characterisation of StarRupture's story content at 0.2.8 and should not be dressed up.

7.3 Side content#

Side content Description Confidence
Abandoned base clears Explorable ruins with loot, blueprints in chests and lore. Count is disputed: the wiki lists 9 named bases/outposts (+ The Lander), TheGamer's walkthrough covers 7. Update 1 added further POIs beyond the radiation border [C] they exist; [R]/disputed on the count
Blueprint hunt 11 blueprints hidden in chests across the abandoned bases [C] -- TheGamer enumerates all 11 by base; count agrees with the wiki's per-base listing (v0.2.x)
Monolith hunt Finding all monoliths is described as a meaningful progression advantage [R]
Goliath hunts Optional boss encounters near monoliths with rewards [C]
Corporation commissions Material-delivery requests per corporation, the main progression loop [C]
Caves A distinct explorable location type (separate Caves map content) [I]

8. Environmental storytelling#

The abandoned bases are the game's primary lore surface, and they are structured as a record of failure:

  • Every named research outpost / mining base is attributed to a real in-fiction corporation (Selenian, Griffits/Griffith Blue, Claywood, IRO-SO, "Combined-Corporation"). The ruins are corporate, which makes them a comment on the corporations rather than generic alien ruins. [R] on the attributions.
  • They contain blueprints in chests -- meaning the technology you unlock is largely scavenged from your dead predecessors, not given to you. [C]
  • They contain War Bonds, food and drink, ammo, ELMs (augment modules) and researchable items to exchange for Data Points -- the previous expedition's supplies literally fund yours. [R]
  • They contain audiologs and datapads telling you what happened to those crews. [C] -- the content of those logs is not documented in any source found and is a major gap (section 11).
  • Corpses are placed set-dressing and occasionally load-bearing (the Tech Level Access Card is looted from a dead colonist). Three distinct dead-body art assets ship in the Supporter Pack. [C] + [I]
  • The install has a dedicated AbandonedBases map, an AbandonedBase content folder and 529 assets under Buildings/AbandonedBases -- these are handcrafted set-pieces, not procedural clutter. [I]
  • Official framing for all of it: "Who walked these lands before you? What happened to them?" [C]

9. Themes, tone, and how lore motivates mechanics#

Tone. Industrial fatalism with a corporate-satire edge, delivered mostly through art direction and framing rather than dialogue. The clearest tonal artefact is the official soundtrack's own track list, which reads as a précis of the game's themes (first-hand from the Supporter Pack):

01 The Rupture · 02 Welcome to Arcadia-7 · 03 The Long Shift · 04 Efficiency · 05 Expansion · 06 Optimalization · 07 Ashfall · 08 Planet Regrowth · 09 Outreach · 10 Time to Fight · 11 The Vermin · 12 Conflict · 13 The Forgotten Engine · 14 Core Under Attack (+ 5 trailer bonus tracks).

"The Long Shift", "Efficiency", "Optimalization" and "Expansion" are the labour/productivity vocabulary of the corporation; "Ashfall", "Planet Regrowth" and "The Rupture" are the planet's counter-argument. That juxtaposition is the theme.

The four themes, and the mechanic each one justifies:

Theme Lore statement Mechanic it motivates
Indentured labour / carceral capitalism You are a convict working off a sentence for mega-corps who will not tell you what happened to the last crew Corporation levels, commissions, Orbital Cargo Launcher exports, blueprints-as-wages
A world that resets Ruptura wipes the surface "as it has countless times before"; then it regrows The rupture cycle, indoor shelter requirement, building heat/cooling, gatherable regrowth per wave stage, Meteor Heart / Ignitium as wave-only loot
Industry provokes the ecology The Vermin's aggression scales with the size and activity of your base; monoliths spawn waves keyed to Base Core level Base defence, turrets, walls, Armory, Decoy, the whole combat layer
You cannot personally be everywhere The star will kill you outdoors on a timer; the Vermin come while you are away Automation is the survival strategy, not an optimisation hobby -- drones, rail networks, logistics lines, auto-mining, storage depots

That last row is the load-bearing design/lore link: in most factory games automation is efficiency; in StarRupture the fiction gives it a survival justification, because a periodic extinction event and scaling raids mean a base that only works while you stand in it does not work.

Comparisons the press reaches for (context, not lore): Satisfactory crossed with No Man's Sky; Steam ran an official "Orange Uniform Bundle" pairing StarRupture with Satisfactory. Reception at 0.2.x: Very Positive, 82% of ~6,759 reviews (Mostly Positive, 79% over the trailing 30 days) as of 2026-08-22. [C]


10. Unresolved mysteries, teased/cut content, and community theories#

10.1 Genuinely unresolved in-fiction (as of v0.2.8)#

Mystery Status
Who built the Forgotten Engine, and why terraform Arcadia-7? Not answered. It predates the corporate expeditions and is called "forgotten".
What are the monoliths, and who made them? No source found gives any in-fiction explanation; Game Rant's dedicated monolith guide (2026-01-10) offers none and says they cannot be interacted with.
Why does Ruptura rupture on a cycle? Never explained; presented as a natural fact of the system.
What happened to the previous expeditions? Partially answered via audiologs/datapads/corpses; no source documents the full account.
What is the IRO? Named twice, never expanded.
What crime did the player character commit? Deliberately withheld for Chris Bonnet ("classified"); framed as "an unknown crime" in official copy.
Are the Vermin native, or are they connected to the monoliths/infection? The obelisks spawn them and there is an implemented infection/cyst system, but the causal story is unstated.

10.2 Teased / roadmapped narrative content (not in 0.2.8)#

Item Where it was promised Target
Frost Wave (a second wave type framed as its own biome/system) Roadmap 1.0
A new biome Roadmap / Steam EA statement 1.0
Endgame content Roadmap / Steam EA statement 1.0
More story elements Roadmap (both "during EA" and "at 1.0") EA + 1.0
In-game Codex / encyclopedia Roadmap during EA
Achievements Roadmap 1.0
Additional enemies, buildings, mechanics, exploration mechanics, combat mechanics, weapons, corporation levels, resources and POIs Roadmap / Steam EA statement during EA + 1.0
Custom game modes / adjustable difficulty, controller support, new map travel method Roadmap during EA

Partially-built systems visible in the shipped files that no public source describes as player-facing yet ([I], all internal names): Cheats / Debug content, a DedicatedServerStart.umap + DedicatedServer content (dedicated-server scaffolding), CRC_WaveFreezer / CRC_WaveSmelter / FreezingTool (freeze-wave tooling), CRC_MegaMachine, Zipline (shipped in Update 1), CloningBed, Teleporter, Armory, Decoy, AlgaeTank.

10.3 Community theories -- labelled as theories, not lore#

Theory Where Assessment
"Monoliths are ancient alien structures left behind by the beings responsible for the Rupture events" Repeated across guide sites and community pages (e.g. WeMod/wand.com map checklist phrasing, Game Rant search snippets) Not stated by the game. Contradicted by Game Rant's own dedicated monolith guide. Popular but unsupported.
"There are more megastructures than the Forgotten Engine -- some were visited in playtests but are not on the retail map" Steam Discussions ("Forgotten Engine" thread, StarRupture General Discussions) Plausible and structurally supported by the plural, keyed megamachineDatas container in the save. Still community consensus, not a dev statement.
"The corporations knew about the previous expeditions and sent you anyway" Implicit in Creepy Jar's own "what players aren't told" framing The framing is official; the malice is reader-supplied.
Heat-wave frequency is too high / should be replaced by other event types (e.g. electromagnetic storms) Steam Discussions: "I am already sick of the heatwave mechanic", "Lower the solar heat wave eruption frequency, replace with electromagnetic storm instead?" This is feedback consensus, not lore. Worth tracking because a design change here would change how the central lore object behaves.

11. Internal identifiers relevant to lore (modding cross-reference)#

From the first-hand install inventory (docs/ref/shadow-install.md). These are asset identifiers, not in-game display names -- display strings live in the .locres tables inside pakchunk0-Windows.utoc and have not been extracted.

Lore object Internal identifier(s) Location
The world map ChimeraMain Content/Chimera/Maps/ChimeraMain
Rupture / star event EnviroWave*, CrWaveTimerActor, SkyCreatorPlugin Content/Chimera/EnviroWave, Weather
Monolith DA_AlienObelisk, BP_AlienObeliskActor/BP_AlienObieliskActor [sic], BP_AlienObeliskSpawner Content/Chimera/Infection
Infection system DA_InfectionCyst, DA_StandardInfection, CrBuildingInfectionFragment Content/Chimera/Infection + save
Forgotten Engine ForgottenEngine.umap, Buildings/ForgottenEngine (2,076 assets), CRC_ForgottenEngine, CRC_ForgottenMachine, MegamachinesSubsystem.forgotten_Engine multiple
Abandoned bases AbandonedBases.umap, Buildings/AbandonedBases, Content/Chimera/AbandonedBase multiple
Corporations CD_StartingCorp, CD_FutureCorp, CD_SelenianCorp, CD_GriffithsCorp, CD_MoonCorp, CD_CleverCorp, I_DataPoint, Reputation Content/Chimera/Corporations
Player classes PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier Content/Chimera/Characters/Professions
Story collectibles Items/StoryBits, QuestItemsSystem, SharedQuestIemsListComponent [sic] Items + save
Codex encyclopediaEntriesStatusData save GameStateData
Objectives / hints objectiveEntriesStatusData, hintsData, pointOfInterestMarkerActors save GameStateData
Base attacks BaseSiteAttackData (baseAttackState, alienObeliskPosition, lastAttackedCoreLevel) save
Radiation border RadiationBorders.level save
Dialogue system ContextualDialog, GameSubtitles plugins project plugins
Enemy AI MassEnemyAI plugin, MassEnemySpawnSubsystem plugin + save

Gaps & Unverified#

Version / date discrepancies -- RESOLVED - Hotfix 0.2.8 shipped 2026-06-17 and is the current build. Resolved by reading the raw date epochs out of the Steam news API (1781694185 -> 2026-06-17 11:03 UTC) and converting them locally rather than trusting a renderer; PatchBot's "2 months ago" agrees. The earlier "2026-08-14" reading was a bad conversion. Note the install's own 2026-08-16 update stamp is a Steam depot update (buildid 23761620), which need not coincide with a news post. - Update 1 shipped 2026-04-09 (news API epoch 1775725235); the "Update 1 Changes Overview" follow-up post is 2026-04-10, which is why Massively OP and XP Gained date their coverage to the 10th. The "10 June 2026" reading was a bad conversion. - The Steam news API feed is internally consistent and strictly ordered once the epochs are converted directly (UTC). The earlier claim here that "one item resolves to a date after 2026-08-22" was itself a conversion artefact and has been withdrawn. The newest item of any kind is Developer Blog: August 2026 (2026-08-05).

Lore content not established - The actual text/content of the audiologs, datapads, journals and messages is undocumented anywhere public. This is the single biggest hole in the lore corpus and can only be closed by playing, or by extracting the .locres string tables from pakchunk0-Windows.utoc. Nothing in this document should be read as summarising what those logs say. - IRO: acronym unexpanded, role unstated. Appears only in Samuel Khumalo's bio and the "IRO-SO Joint Research Outpost" POI name. "SO" is likewise unexplained. - Claywood (owner of the Grey Owl outpost) is now two-source (wiki + TheGamer) so the name is real, but it corresponds to no shipped CD_* corporation -- flavour-only. Its role and fate are unexplained. - Rupture cadence is still unofficial. No source states an inter-wave period; Destructoid says a countdown is not shown to the player. The "~20-25 minutes of unpaused world time" figure in section 2.2 is derived from one first-hand save (numWaves: 44, next wave 1,476 s) and remains [I]. A press piece describes "around 20 minutes" for the planet to recover after an eruption, which is the regrowth window, not the wave period -- do not conflate the two. - The 15 s countdown / ~5 s grace figures in section 2.2 are UNVERIFIED; no source found states them and Destructoid contradicts the premise. - Hardening blueprint location is disputed between the wiki (Next Step) and TheGamer (Redleaf, as "Hardening Agent"). - Prisoner IDs (e.g. "P0212" for the Scientist) come only from wiki.gg, whose main page was last edited August 2025 -- before Early Access. Pre-release-era; unconfirmed in a shipped build. - No named living NPC or AI companion could be found in any source. I am reasonably confident none exists in 0.2.8 (one-character save data, no companion in any guide), but "the game has no NPC cast" is an absence-of-evidence conclusion, not a sourced statement. - No cutscenes are described by any source. Presence/absence UNVERIFIED. - Ending / full-release story: does not exist yet. Nothing about the 1.0 plot is public beyond the roadmap bullet "more story elements". - Vermin origin, the relationship between the monoliths, the infection system and the Vermin, and whether the Vermin are native to Arcadia-7 -- all unstated. - Ruptura's astrophysical nature (why the cycle exists, its period in in-fiction time, whether "Arcadia-7" implies six prior Arcadias) -- unstated. The "-7" designation invites reading but no source addresses it.

Sources disagree - Monolith interactivity: Game Rant (2026-01-10, v0.1.x) says there is "no way to interact with a monolith" and no lore is given; starruptureplanner/other community pages say monoliths "provide Data Points and lore". Most likely a genuine 0.1.x -> 0.2.x change, but no patch note found confirms it. Current behaviour UNVERIFIED. - Corporation level counts: no longer a disagreement. BisectHosting (2026-02-13) gives 11/11/11/11/13 for Selenian / Griffits Blue / Future Health / Moon Energy / Clever Robotics, which sums to exactly the 57 the community wiki reports -- the same data, not stale-vs-current. Update 1 reset player levels to 1 (with Data Point refunds) but did not restate the ceilings, and the roadmap promises more corporation levels during EA, so 57 may since have risen. Still [R] and pre-v0.2.0. - Character class naming: press ("Biologist"), Supporter Pack art ("Physicist"), and packaged data (PD_Medic, PD_Scientist) disagree; reconciled in section 3.2, but which strings the shipped UI uses is UNVERIFIED.

Sources abandoned during research (blocked, per the hardened fetch rules): TV Tropes (403), SteamDB (403), Gameoneer (403), univers-simu.com (403), and the store.steampowered.com/news/... / steamcommunity.com announcement article pages (render only navigation chrome to the fetcher).

Fix found on verification: the Steam news bodies and dates are readable in full through the ISteamNews API with a large maxlength -- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=30&maxlength=6000&format=json. The Update 1 patch-note text and every version date in section 1 now come from that endpoint directly rather than from PatchBot/snippet reconstruction. The Steam store page also fetches cleanly (price, release date, review counts). Use the API, not the news article URLs.

Not covered here by design: item/recipe/building numbers, combat balance, mod tooling and save format — those belong to the other corpus documents; the save-format and install facts cited here come from docs/ref/shadow-install.md.


Sources#

All accessed 2026-08-22.

Official / first-party - Steam store page — https://store.steampowered.com/app/1631270/StarRupture/ - Steam news feed (ISteamNews API, app 1631270) — https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 - Steam news: "StarRupture - UPDATE 1 now available [what's new + patch notes]" — https://store.steampowered.com/news/app/1631270/view/490464385050870875 - Steam news: "Hotfix 0.2.7 - now available! [patch notes]" — https://store.steampowered.com/news/app/1631270/view/715655143637386581 - Steam Community all-news hub — https://steamcommunity.com/app/1631270/allnews/ - "StarRupture 'The World of Arcadia-7 Showcase' gameplay" (official showcase, reported) — https://www.gematsu.com/2025/05/starrupture-the-world-of-arcadia-7-showcase-gameplay - First-hand install inventory (engine, content manifest, save data, Supporter Pack contents) — C:/star-rupture/docs/ref/shadow-install.md

Community wikis - StarRupture Wiki (starrupturewiki.org) — main page — https://starrupturewiki.org/ - StarRupture Wiki — Vermin Enemy Guide — https://starrupturewiki.org/articles/vermin-enemy-guide - StarRupture Wiki — Points of Interest — https://starrupturewiki.org/wiki/points-of-interest - StarRupture Wiki — Beginner's Guide: Getting Started on Arcadia-7 — https://starrupturewiki.org/articles/beginners-guide-getting-started - Star Rupture Wiki (wiki.gg) — https://starrupture.wiki.gg/

Patch notes / version tracking - PatchBot — StarRupture patch notes — https://patchbot.io/games/starrupture - XP Gained — "StarRupture Update 1 Patch Notes" — https://xpgained.co.uk/patch-notes/starrupture-update-1-changes-overview-patch-notes-10th-april-2026 - SteamDB — StarRupture patch notes index (blocked, cited for the "update for 9 April 2026" slug only) — https://steamdb.info/app/1631270/patchnotes/

Guides / press - Shacknews — "Which character should you pick in StarRupture?" (2026-01-06) — https://www.shacknews.com/article/147322/which-character-should-you-pick-in-starrupture - Game Rant — "Discover the Secrets Behind the Monoliths in StarRupture" (2026-01-10) — https://gamerant.com/starrupture-monoliths-explained/ - BisectHosting — "All StarRupture Corporations and Level Rewards" (2026-02-13) — https://www.bisecthosting.com/blog/all-starrupture-corporations-level-rewards-level-up - BisectHosting — "StarRupture Beginner's Guide: Characters, Early Unlocks, & More" — https://www.bisecthosting.com/blog/starrupture-beginners-guide-characters-unlocks-corporations-commissions-tips-tricks - GameTrek — StarRupture missions index — https://gmtreks.com/starrupture/missions - GameTrek — "World Engine Program Mission Walkthrough" — https://gmtreks.com/starrupture/missions/13 - TheGamer — "How To Enter And Activate The Forgotten Engine" — https://www.thegamer.com/starrupture-forgotten-engine-entrance-walkthrough-fast-travel-teleporter-location/ - TheGamer — "All Enemies And How To Defeat Them" — https://www.thegamer.com/starrupture-all-enemies-defeat-guide/ - TheGamer — "Where To Find All Abandoned Bases In StarRupture" — https://www.thegamer.com/starrupture-abandoned-base-location-walkthrough-guide/ - Destructoid — "How to survive Eruptions in StarRupture" — https://www.destructoid.com/how-to-survive-eruptions-in-starrupture/ - Destructoid — "All StarRupture bugs and how to kill them" — https://www.destructoid.com/all-starrupture-enemies-and-how-to-kill-them/ - nerdschalk — "Activate Forgotten Engine and Unlock Teleporter in StarRupture" — https://nerdschalk.com/activate-forgotten-engine-and-unlock-teleporter-in-starrupture-full-guide/ - Insider Gaming — "StarRupture Early Access Roadmap" — https://insider-gaming.com/starrupture-early-access-roadmap/ - TheSixthAxis — "StarRupture roadmap released as game launches into Early Access today" (2026-01-06) — https://www.thesixthaxis.com/2026/01/06/starrupture-roadmap-released-as-game-launches-into-early-access-today/ - Massively Overpowered — Update 1 coverage (2026-04-10) — https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/ - Massively Overpowered — Update 1 tease (2026-03-27) — https://massivelyop.com/2026/03/27/sci-fi-base-builder-starrupture-teases-its-first-early-access-content-update/ - The Escapist — "StarRupture's first Major update launches on Public Test Branch" — https://www.escapistmagazine.com/news-starruptures-first-major-update-launches-public-test-branch/ - Spielecheck — "StarRupture: Survival game from Creepy Jar goes into Early Access" — https://spielecheck.gg/en-us/star-rupture-survival-game-from-creepy-jar-goes-into-early-access/ - GameSpace — StarRupture Early Access review — https://gamespace.com/featured/starrupture-early-access-review-another-planet-another-factory-to-build-another-sleepless-night/

Community discussion (consensus, named threads) - Steam Discussions — "Forgotten Engine" — https://steamcommunity.com/app/1631270/discussions/0/695375795021113420/ - Steam Discussions — "When did you unlock the Forgotten Engine?" — https://steamcommunity.com/app/1631270/discussions/0/682992180338644774/ - Steam Discussions — "I am already sick of the heatwave mechanic." — https://steamcommunity.com/app/1631270/discussions/0/695375795020923055/ - Steam Discussions — "Lower the solar heat wave eruption frequency, replace with electromagnetic storm instead?" — https://steamcommunity.com/app/1631270/discussions/0/695375725078786641/ - Steam Discussions — "Handholding, characters and survival" — https://steamcommunity.com/app/1631270/discussions/0/695375795021104266/

05

Survival Mechanics, Hazards & the Star-Event Cycle

Version anchorStarRupture Early Access 0.2.8 ("Hotfix 0.2.8", Steam news 2026-06-17 11:03 UTC; re-confirmed 2026-08-22 against the Steam News API for app 1631270 — the three items published after it are the "Base Building Basics: Part 2" video (2026-06-25) and the June/August 2026 Developer Blogs, none of them a patch. 0.2.8 is still the newest published patch note.). Reconciled against the first-hand install: save gameVersion {major 0, minor 2, pATCH 8}, build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, depot updated 2026-08-16 10:35 UTC, engine Unreal Engine 5.6.1. The content baseline is Update 1 (2026-04-09), the "CU1" branch in the build string. There is a Steam depot push (2026-08-16) with no matching patch note — see Gaps.
18 claims checked19 corrections18 unverifiedverifier verdict

The doc is now reliable on everything official: the 0.2.8 version anchor, the full patch timeline (four dates corrected against raw Steam News API epochs), and every verbatim Creepy Jar quote it cites — all sixteen sampled Update 1 / 0.2.2 / 0.2.3 / 0.2.4 / 0.2.5 / 0.2.8 lines checked out word-for-word, and the LEM table and v0.1.3 food tables match their sources exactly. Its remaining soft spots are exactly where it already says they are: Fire Wave timing constants and Base Core heat numbers are still community-derived (the 15-second countdown is now explicitly downgraded after Destructoid contradicted it), and the newly-resolved plasm/Figler/Aqua Chew values are single-source and untagged to a build.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture is a first-person co-op factory-survival game by Creepy Jar set on the planet Arcadia-7, orbiting the unstable star Ruptura. Its defining loop is not classical survival attrition but a periodic planet-wide solar catastrophe — the Fire Wave — that burns the exposed surface, forces the player into a sealed Habitat, overheats or destroys unprotected machinery, evaporates surface water, wipes and then regrows the flora, and opens time-limited resource windows (caves, Quartz, Ignitium, Meteor Hearts, Sulfur). Around that spine sit a light but real needs layer (Shield, Health, Calories, Hydration, Toxicity, Stamina), a set of named status hazards (Thermal, Corrosion, Drain, Infection), and a permanent-upgrade system (LEM modules) that raises the caps on those bars. There is no oxygen, no cold, no sleep and no radiation meter on the player as of 0.2.8 — radiation exists only as a map-boundary, not a stat (see §6). Numeric survival values below are dominated by a single deep community source tagged to v0.1.3 (pre-Update 1) and are flagged accordingly; Update 1 explicitly says "production time and required items have been rebalanced in various recipes", so treat every 0.1.3 number as needs re-verification on 0.2.8.


1. Version timeline (what belongs to which build)#

Dates converted from the raw date epoch fields in the Steam News API for app 1631270 and re-derived from the raw epochs on 2026-08-22 (v1.1.0 fact-check). All dates below are UTC.

Build Title Date Survival/hazard relevance
EA launch "StarRupture Early Access Available Now" 2026-01-06 (confirmed, Steam News API epoch 1767707883) Baseline: Fire Wave, vitals, Habitat sheltering
0.1.1 / 0.1.2 Hotfix 0.1.1 / Hotfix 0.1.2 2026-01-09 / 2026-01-16 Launch-window stability
0.1.3 "StarRupture - Hotfix 0.1.3 now live!" 2026-01-30 The version most community stat tables are pinned to
0.1.3 (tech) "StarRupture - Technical Hotfix 0.1.3" — PTB saves 2026-03-25 Same-day as the Update 1 announcement; technical only
Update 1 (0.2.0) "UPDATE 1 now available [what's new + patch notes]" 2026-04-09 Map expansion past the radiation border, wildlife (Vulpir/Coralion/Skylisk) + new consumables, Quartz removed as building material, Base Core Overheat Capacity now counts former-Quartz buildings, death now drops weapons, Fire Wave damage-scaling fix, Zipline, Development Station, Recycler
0.2.1 Hotfix 0.2.1 2026-04-16 Fire Wave synchronisation; deconstruct stability
0.2.2 Hotfix 0.2.2 2026-04-22 Coralion egg spawn logic after Fire Waves; Vulpir egg clusters
0.2.3 Hotfix 0.2.3 2026-05-04 Gatherables not spawning/interactable after a Fire Wave (e.g. Ignitium); Corrosion cloud around Sulfur Extractors after reload; infection persisting after cyst destroyed during a Fire Wave; "planet's regeneration phase" music
0.2.4 Hotfix 0.2.4 2026-05-06 Crash on loading a save made after a lost Base Attack in co-op; UCrProgressionRollbackEvent::Execute crash
0.2.5 Hotfix 0.2.5 2026-05-18 Autosave interval option; platform stability cost cut; three separate Fire-Wave crash fixes; burnt Bloodferns inflicting Drain before regrowth fixed; Purplant glow persisting after a wave
0.2.6 Hotfix 0.2.6 2026-06-02 Stability on large bases, dedicated servers, save files
0.2.7 Hotfix 0.2.7 2026-06-11 Deconstruct crash; crash-reporter response window
0.2.8 Hotfix 0.2.8 2026-06-17 Crash on exit on NVIDIA RTX 40/50 only — no gameplay change. Current build
— Developer Blog: June 2026 2026-06-19 Post-Update-1 commentary
— Developer Blog: August 2026 2026-08-05 "Add Pillars" / automatic pillar support height (building QoL, forward-looking)

Reading: gameplay-wise, 0.2.5 is the last patch that changed survival behaviour; 0.2.6-0.2.8 are stability only. Anything you measure in-game today is Update-1 balance plus the 0.2.5 fixes.


2. The Fire Wave (the star-event cycle)#

2.1 Names#

Layer Name Status
In-game / official display name Fire Wave Confirmed — used throughout Creepy Jar's own patch notes ("Fixed the damage scaling of the Fire Wave", "Sulfur Extractors on Sulfur Deposits after the Fire Wave")
The star that causes it Ruptura Confirmed — Update 1 news: "constant fire bursts from the Ruptura star … the planet rises from its ashes each time the Ruptura Star calms"
Community / press names "eruption", "rupture", "flash wave", "solar heat wave" Reported — used by Destructoid, Deltia's, Steam threads; not the game's wording
Wiki name for the whole loop Star Rupture Cycle Reported (starrupturewiki.org)
Internal engine system EnviroWave (Content/Chimera/EnviroWave, 369 assets; save keys EnviroWave, EnviroWaveTimer, EnviroWaveEffects, enviroWaveSubsystemState, CrWaveTimerActor) Confirmed first-hand from the install — internal identifier, not an in-game name

2.2 Phases#

Four phases are documented; the fifth (regrowth) is visible in the internal state and in a 0.2.3 patch line about "the planet's regeneration phase" music.

# Phase What it is Source class
1 Normal / daylight operations Ordinary play; factory runs, fauna and flora present Reported (wiki)
2 Wave Warning (pre-wave) On-screen "Wave Warning" notification; the tear in the sky grows and a massive fireball appears above the clouds; Vermin swarms become more aggressive and attack the base in increasing numbers; plants visibly change behaviour before the wave ("Improvements in plant behavior before a Fire Wave", Update 1) Confirmed (notification + plant/enemy behaviour lines in official notes); wiki + Destructoid for the specifics
3 Fire Wave / Ruptura The wave front crosses the surface. Anything alive and exposed dies. Buildings take heat; water evaporates Confirmed
4 Scorched Earth Immediately after: surface is burnt, outside air temperature is still lethal, cave entrances that are normally sealed are open, unique gatherables spawn Reported (Destructoid, wiki)
5 Regrowth / regeneration Foliage regrows, water replenishes, gatherables and eggs respawn, sulfur deposits appear; the internal save exposes regrowth and a moon-phase growback setting Confirmed (Update 1 text + install save keys); phase naming inferred

2.3 Timing#

No official numbers have ever been published. Everything here is either community-reported or derived from the installed save. Treat all of it as approximate and re-measure in-game.

Quantity Value Confidence
Full cycle (wave → next wave) ~57 minutes of world time (derived: numWaves 44 over worldTimeSeconds 150,870 s ⇒ 3,429 s/wave) Inferred from the first-hand save at 0.2.8. Averages in tutorial/early time, so the steady-state interval may be shorter or longer
Wave timer at a random mid-game save point nextWaveTimer 1,476 s remaining, wave: None Confirmed first-hand (save Praxis/9.sav, 0.2.8)
Warning messages Two "Wave Warning" prompts before the countdown Reported (search snippet, games.gg beginner guide)
Final countdown 15 seconds after the last warning Reported — single-source (games.gg beginner guide) and contradicted in spirit by Destructoid, whose eruption guide states "It's impossible to keep a countdown." UNVERIFIED
Grace after the star visibly detonates ~5 seconds to get inside before instant death Reported (single-source class). UNVERIFIED
Wave front duration ~2 minutes of actual flash Reported (Steam General Discussions, community consensus in the "Over Heating and base destruction" thread)
Lethal outdoor heat after the wave Continues past the flash; temperature "gradually decreases" before it is safe Reported (Destructoid)
Building overheat duration if under the heat cap "mere minutes" Reported (Steam consensus)
Building overheat duration if over the Base Core heat cap the whole night phase Reported (Steam consensus)

Internal timing fields present in the save (EnviroWave / EnviroWaveTimer), which a datamine or save-reader can turn into exact values: waveSpeed, preWaveDuration, fire-wave fadeout, burning fadeout, fading fadeout, moon-phase growback, regrowth, nextWaveTimer, numWaves, heatWaveRegionTransform.

2.4 What the wave does#

Target Effect Confidence
Player, exposed Death. "instantly killing you if you're not safely inside a structure." Damage scaling was explicitly fixed in Update 1 ("Fixed the damage scaling of the Fire Wave"), so it is a damage event, not a scripted kill — but at full strength it is lethal on contact Confirmed (official fix line) + Reported (lethality)
Player, sheltered Safe only inside a sealed Habitat interior — being on your base's exterior platforms is not enough. Sparks used to leak into Habitats visually (fixed in Update 1: "Spark VFX now shouldn't appear inside the Habitats during the Fire Wave") Reported (guides), corroborated by the official VFX fix implying Habitat interiors are the safe volume
Co-op clients Historically could fail to take Fire Wave damage; fixed in Update 1 ("Fixed situations where the Co-op Clients did not receive damage during the Fire Wave") Confirmed
Buildings Heat up. Every building carries a temperature state (CrMassTemperatureFragment per Mass entity). Buildings that exceed their Base Core's cooling capacity overheat and stop functioning after the wave. A save-load bug where overheated buildings lost that state was fixed in Update 1 Confirmed (install + official fix line)
Drone Rails Take heat visuals that resolve after the wave ("Ensured Drone Rails on Dedicated Servers correctly update their heat visuals once Fire Wave effects are resolved") Confirmed
Water Evaporates. The save's EnviroWaveEffects carries an explicit evaporateWater flag; Update 1 text says "water replenishes" during regrowth Confirmed (install)
Flora Burns off and regrows. Purplant glow persisted post-wave (fixed 0.2.5); burnt Bloodferns wrongly inflicted the Drain status before regrowing (fixed 0.2.5). EnviroWaveEffects also carries hidePoisonIvy and hideAggressivePlant flags — the hostile plants are removed for the wave and restored afterwards Confirmed (install + official fix lines)
Fauna / enemies Wiped from the open. Enemies have a specific "death state before the Fire Wave" (improved in Update 1). Eruptions clear Vermin from POIs such as outposts, making them easy to raid afterwards. Coralion and Vulpir egg spawn logic is keyed to the post-wave regrowth Confirmed (official lines) + Reported (POI clearing, Destructoid)
Gatherables Respawn on wave boundaries. The save's GatherableSpawnersSubsystem stores depleted / permanently-depleted gatherables with a waveStagesToRespondTo field — respawn is literally keyed to wave stage Confirmed (install)
Sulfur EnviroWaveEffects.sulfurActive flag; official line "Co-op players should now be able to properly build Sulfur Extractors on Sulfur Deposits after the Fire Wave" — sulfur deposits are a post-wave phenomenon Confirmed
Enemy spawners EnviroWaveEffects.enemySpawnersActive flag — spawner activation is part of the wave state machine Confirmed (install)
Caves Normally-sealed cave entrances open during Scorched Earth, giving a time-limited window for Quartz Ore; Quartz was also fixed in 0.2.2 for failing to load in caves near player buildings Reported (wiki, Destructoid) + Confirmed (Quartz/cave fix line)
Unique loot Meteor Hearts and Ignitium appear only after an eruption. Meteor impacts also leave dirt mounds on the terrain (Update 1 fixed them appearing on top of buildings) Reported (Destructoid) + Confirmed (meteor mound fix line)

2.5 Surviving it#

  1. Be inside a Habitat interior before the countdown ends. Habitats and their interiors are the sealed volume; platforms, walkways and open machinery are not shelter. (Airlock is a Habitat building — Buildings/Airlock in the install — and is the interface between interior and exterior.)
  2. Stay inside past the flash. Outdoor air remains lethally hot after the wave front passes; wait for the temperature to fall (Reported, Destructoid).
  3. Keep total building heat under the Base Core Overheat Capacity so machinery restarts in minutes instead of being dead for the whole night phase. Since Update 1, buildings that used to cost Quartz Building Materials also count against Overheat Capacity.
  4. Build Coolers. The install ships an active and a passive Cooler building (Buildings/Cooler, active/passive variants) plus WaveFreezer and WaveSmelter crafting-station categories (CRC_WaveFreezer, CRC_WaveSmelter) — station types whose names tie them directly to the wave cycle. Their exact effects are UNVERIFIED — the names are internal asset identifiers, not confirmed in-game display names.
  5. Plan around the window. Use Scorched Earth for cave Quartz, Ignitium, Meteor Hearts, and cleared POIs; use regrowth for foliage, eggs and refilled water.
  6. Consumables: a Thermal resistance plasm — display name "Termo Res Plasm" — exists in the food recipe list (see §7): recipe 3 Glow Cap + 2 Grubbler, effect ×2 passive resistance for 10 minutes, cost +40 Toxicity (Reported, TheGamer; not build-tagged, treat as 0.2.x).

2.6 Scaling#

Claim Detail Confidence
Waves are counted and persistent numWaves in the save (44 at 51 h playtime) Confirmed (install)
Pre-wave enemy pressure grows with base size "Vermin swarms become more aggressive during wave warnings, attacking the base in increasing numbers"; base size increases aggression scaling Reported (wiki)
Base Core level drives attacks Save carries BaseSiteAttackData with baseAttackState, wave counters, alienObeliskPosition, attacked base core + bounds, lastAttackedCoreLevel; community reports core upgrades trigger enemy waves Confirmed (install) + Reported (activeplayer.io)
Wave interval or damage scales over time UNVERIFIED — no source establishes that the Fire Wave itself gets harder. The escalation that is documented is enemy/base-attack pressure, not wave strength Gap

Base Attack is a separate system from the Fire Wave. Base Attacks are Vermin assaults on a Base Core (state machine + Alien Obelisk spawner in the save); the Fire Wave is the environmental event. They interact — warnings intensify swarms — but they are distinct subsystems (BaseSiteAttackData vs EnviroWave).


3. Player stats and needs#

Six bars are documented for 0.2.x. Naming below is the community/wiki naming; the in-game HUD labels for Calories and Hydration are corroborated by multiple guides.

Stat What it does Decay Threshold / penalty Restore LEM line
Shield Regenerating barrier absorbing damage before Health Regenerates passively after a short no-damage window At 0, all damage goes to Health Passive only — no consumable restores it Lesser Shieldgiver / Shieldgiver / Supporter Shieldgiver
Health (HP) Hit points Does not meaningfully regenerate in the field 0 = death Medtool (rechargeable field heal), Star Tears / Star Bites / Health Shards, Regen Capsules (HoT) Lesser Lifegiver / Lifegiver / Greater Lifegiver; Healgiver (passive regen)
Calories (hunger) Food reserve Ticks down continuously just from existing on Arcadia-7 Below zero → damage over time (starvation) Polifruit and the Calorie/Nutri food line Dietician
Hydration (thirst) Water reserve Same behaviour as Calories Below zero → damage over time Hydrobulb and the Aqua/Nutri line Irrigator
Toxicity Poison accumulation from high-risk foods and buff items Bleeds off naturally over time At 100 → forced vomit, stripping Calories and Hydration and pushing you toward starvation damage Purfins (−70), Antidote Shards (−40), Clear Capsules (2× toxicity loss), Purplant-based foods Detoxifier
Stamina Sprint, dash, double-jump, slide Drains with movement, regenerates when idle Depleted → lose dash/double-jump, movement slows dramatically Serpent Root / Serpent Sticks (2× energy regen) Lesser Endurancegiver / Endurancegiver, Lesser Runner / Runner, Slidegiver

Source class: the six-stat model, thresholds and LEM mapping are Reported from a single deep guide (allthings.how, 2026) cross-checked against the LEM table on starrupturewiki.org and the food tables on starrupture.net. No official Creepy Jar document enumerates the stats.

Systems the player does NOT have (as of 0.2.8):

Absent system Evidence
Oxygen No oxygen bar in any stat guide; caves are entered freely; no oxygen item, building or patch line in any of the 14 published patch notes. Confirmed-absent to the strength of "no source anywhere mentions it"
Cold / freezing No cold hazard documented. Heat is the only temperature direction that affects the player (post-wave outdoor heat). The FreezingTool weapon folder and WaveFreezer station exist in the install but are anti-heat/industrial, not a cold hazard on the player. UNVERIFIED whether a player-facing cold state exists
Radiation as a player meter Radiation exists only as a map boundary (§6). No radiation bar is documented on the character
Sleep / fatigue Not documented anywhere. There is a night phase but no sleep need

3.1 Death, respawn and item loss#

Rule Detail Confidence
Where you respawn At base — a Regeneration Chamber; Cloning Bed is the in-install building name (Buildings/CloningBed) and appears in official notes ("a Client respawning at a Cloning Bed", "Cloning Bed should now correctly filter the character list after a save reload"). Respawn point is selectable ("a crash that might occur after selecting a respawn point") Confirmed (official)
Carried items Drop on a corpse you must physically retrieve; there is a "Take All" interaction on the player's corpse (official crash fix references it). The install carries a DeathDropInventory item folder Confirmed
Weapons Update 1: "In the case of death, you'll lose all weapons you're carrying, including the Pistol. So, you need to watch your vitals and health more closely." Update 1 also fixed "Weapon drop should now correctly behave after respawning" Confirmed — but see conflict note below
Character identity Multiple characters exist per save (allCharactersBaseSaveData; Cloning Bed filters a character list); professions are Engineer, Medic, Scientist, Soldier Confirmed (install), Biologist/Physicist appear in Supporter-Pack avatar art

Conflict: Creepy Jar's wording ("you'll lose all weapons you're carrying") reads as permanent loss, while the corpse + "Take All" + "weapon drop after respawning" lines read as recoverable-from-corpse. Most likely reading is drop, not delete — you lose them until you walk back and loot your body, and lose them for good if the corpse is unreachable. Flagged as a disagreement; resolve in-game.


4. Day-night cycle and weather#

Item Status
A night phase exists Confirmed indirectly — community consensus describes overheated buildings staying dead "the whole night phase"; the save carries a moon-phase growback setting inside the EnviroWave block, implying a moon/night term drives regrowth
Day/night duration UNVERIFIED — no source gives a length. Not published, not on any wiki
Night effects on visibility The Flashlight exists and is visible on other players' models in co-op (Update 1 fix) — so darkness is functionally meaningful. No documented stat penalty at night
Night effects on creatures UNVERIFIED — no source establishes nocturnal enemy behaviour distinct from wave-warning aggression
Night effects on production Solar Power Generator exists in the install (Buildings/SolarPowerGenerator) alongside Wind, Combustion, Chemical and Chimeran generators — a solar generator implies a day/night power curve, but no source confirms output varies with time of day. Inferred, unverified
Weather The engine ships SkyCreatorPlugin and a Content/Chimera/Weather folder (135 assets), so weather content exists in the build. No weather system is described in any patch note, guide or wiki, and no storm/rain/wind hazard is documented. Treat weather as present-in-assets, unconfirmed as gameplay. The only sky-driven gameplay event that is confirmed is the Fire Wave itself

This is the weakest-covered area in the entire domain. See Gaps.


5. Environmental hazards and their counters#

Four named damage-over-time/status hazards are implied by the existence of four resistance plasm consumables (Corrosion, Drain, Infection, Thermal — TheGamer recipe list) and are each independently attested in patch notes.

Hazard Source Effect Counter Confidence
Thermal Fire Wave flash; lethal residual outdoor heat during Scorched Earth; building overheat Death when exposed to the wave; damage while outdoors post-wave; machinery shutdown Habitat interior, waiting out the cooldown, Base Core cooling capacity + Coolers, Termo Res Plasm (×2 resistance / 10 min / +40 Toxicity) Confirmed hazard; plasm values Reported (TheGamer, single source)
Corrosion Sulfur — sulfur clouds/fumes around Sulfur Deposits and Sulfur Extractors ("Sulfur clouds are now correctly depositing damage and corrosion status in Co-op", Update 1; "corrosion gas VFX … even when a Sulfur Extractor is built", 0.2.5; "Corrosion cloud around Sulfur Extractors after reloading", 0.2.3) Damage plus a corrosion status Distance, Sulfur Extractor built on the deposit (suppresses the gas), Corrosion resistance plasm Confirmed
Drain Bloodferns — a plant that inflicts a Drain status ("burnt Bloodferns would inflict drain to players after a Fire Wave, before they regrow" — a bug where the burnt state still drained, 0.2.5) Drains a vital (which one is unstated — most plausibly Health or Stamina; UNVERIFIED) Avoidance, Drain resistance plasm Confirmed hazard, mechanism UNVERIFIED
Infection Alien Infection Clouds, Infection Cysts, infected Antennas and infected Base Cores; Exploder enemies carry an Infection Cloud; buildings have a CrBuildingInfectionFragment; Assembler/Compounder had specific infection behaviour improved in Update 1 Infects buildings and area; enemy spawners appear around infected Antennas and Base Cores; there is a disinfection process on the player side (Update 1: "holstering a weapon during a cooldown or disinfection process") Destroy the cysts (spread stops), Medtool, Infection resistance plasm, Turrets/Decoy Confirmed

Other environmental hazards:

Hazard Detail Confidence
Radiation border A radiation boundary walls off the late-game map. Completing the Forgotten Engine mission removes the radiation border and opens the expanded Update 1 zones. The save carries RadiationBorders { level } — a single integer, i.e. a discrete border tier, not a dosimeter Confirmed (Update 1 notes + install)
Poison Ivy An CrIvySubsystem exists in the save and hidePoisonIvy is an EnviroWave effect flag — a hostile ivy that is hidden during waves Confirmed as content (install); its player effect is UNVERIFIED
Aggressive Plant hideAggressivePlant EnviroWave flag — a plant that attacks or damages Confirmed as content (install); effect UNVERIFIED
Fall damage Exists; "Improved fall damage for Co-op Clients" (Update 1) Confirmed
Meteors Meteor impacts leave dirt mounds on terrain; Meteor Hearts are post-eruption loot. Whether meteors can damage the player or base is UNVERIFIED Partial
Caves Sealed except during Scorched Earth; contain Quartz Ore, cave vines you climb to exit, "Cave hearts" with a colour state. No air/oxygen mechanic Confirmed (patch lines)
Restricted areas Building is disabled inside restricted areas (Update 1); the tutorial has a barrier Confirmed
Energy Drain on platforms Platforms at 100% power usage have an "Energy Drain mechanic" (improved in Update 1); community reports stamina drain is reduced while standing on powered platforms Confirmed (mechanic exists) / Reported (stamina interaction)

6. Base-side survival structures#

Structure Role in survival Confidence
Habitat / Large Habitat The sealed shelter. Survive the Fire Wave inside it. Large Habitat is a Development Station upgrade (Update 1). Habitats and Large Habitats do consume Base Core overheat capacity — Update 1: "Fixed an issue causing Habitat and Large Habitat to not use Base Core overheat capacity" Confirmed (verbatim official line); the additional claim that the same fix covered building materials is UNVERIFIED — no such line is in the Update 1 notes
Airlock Habitat entry building; historically a co-op crash source during construction Confirmed (install + patch line)
Base Core Defines the buildable radius and the Overheat Capacity — the pool of cooling the core provides to everything in range. Community consensus: heat output is combined, not distributed, across overlapping core radii; exceed a core's capacity and its buildings will not function after an eruption. Base Core level drives base-attack scaling Confirmed (official concept) + Reported (overlap behaviour, Steam consensus in "Over Heating and base destruction")
Cooler (active and passive variants) Cooling structures in the install's building set Confirmed present, effect values UNVERIFIED
Cloning Bed / Regeneration Chamber Respawn point and character selection Confirmed
Food Station / Food Processor Cooks every consumable recipe you have unlocked at the Recipe Station Reported (TheGamer) + Confirmed as station type (CRC_FoodProcessor)
Algae Tank Present in the install building set (Buildings/AlgaeTank) — plausibly the farmed food/water source Confirmed present, function UNVERIFIED
Water Extractor / Liquid Pump Extractor Water production stations (CRC_WaterExtractor, CRC_LiquidPumpExtractor) Confirmed present, role in hydration UNVERIFIED
Turret Tier 1 / Tier 2, Decoy, Armory Base defence against Vermin during wave warnings and base attacks Confirmed present
Teleporter Fast return to shelter; since Update 1 it is a Corporation reward, no longer gated behind the Forgotten Engine Confirmed
Zipline / Zipline Pole Fast traversal added in Update 1 — practical value is getting home before a countdown ends Confirmed

7. Consumables#

7.1 Raw gatherables#

All values in this section are tagged v0.1.3 (verified 2026-02-03 by the source) and predate Update 1's stated rebalance. Re-verify on 0.2.8.

Item Calories Hydration HP Toxicity Where
Polifruit +11 — — — Orange shrubs
Hydrobulb — +15 — — Blue plants near water
Prickler ? ? — — Purple cacti
Star Tears — — +15 +5 Various
Ration Pack ? ? — — Starting pod
Serpent Root — — — high Buff ingredient — grants bonus energy/stamina regen, heavy Toxicity
Purplant — — — negative Toxicity-clearing ingredient
Bloodfern — — — — Hazardous plant (Drain); harvestable
Ignitium n/a n/a n/a n/a Post-Fire-Wave gatherable (industrial, not food)

Five further ingredient gatherables are named by TheGamer's recipe guide but carry no published stat values: Glow Cap (base of all four Res Plasms), Sulheart, Prism Herb, Grubbler, Oxallop. Reported, single source; values UNVERIFIED.

Additional gatherables confirmed present in the 0.2.8 save's pickedUpItems list: Hydrobulb, Polifruit, Star Tears, Prickler, Purplant (+3 more). Update 1 added wildlife-derived consumables — Vulpir eggs (a refined Vulpir Egg recipe is unlocked in the reference save) and Coralion eggs; Skylisk is the third new animal. Update 1's own text: "for the fans of alien cuisine, that also means we will have new consumables in the game."

7.2 Crafted consumables (v0.1.3 values)#

Item Calories Hydration HP Toxicity Extra effect
Poli Snack +35 — — — —
Calorie Chew +40 — — — —
Calorie Bar +50 — — — Recipe: 3 Polifruit + 1 Serpent Root (reported)
Calorie Gel +65 — — — Best pure calorie source
Calorie Fluid +20 — +30 +20 Recipe: 2 Polifruit + 1 Star Tears (reported)
Calorie Block Capsules — — — +45 Stops Calorie loss for 60 min
Calorie Stim Shards — — — +45 +50% Calorie limit for 45 min
Aqua Bar — +50 — — Recipe: 5 Hydrobulb + 1 Serpent Root (TheGamer + Sportskeeda)
Aqua Chew — +100 — — Recipe: 3 Hydrobulb + 1 Prism Herb — best single hydration item (TheGamer, single source, not build-tagged)
Nutri Chew +30 +40 — — —
Nutri Fluid +10 +15 +30 — Heals
Nutri Gel +40 +50 — — Best balanced
Nutri Stim Shards — — — +45 +30% to both limits
Star Bites — — +55 +10 Craftable in the reference 0.2.8 save
Health Shards — — +80 +40 —
Regen Capsules — — — +30 +1 HP / 8 s for 10 min
Sulbon — — — +40 +25% max HP for 20 min
Serpent Sticks — — — +30 2× energy (stamina) regen for 40 min
Purfins — — — −70 Removes all buffs
Antidote Shards — — +60 −40 Removes all buffs
Clear Capsules — — — — 2× toxicity loss for 30 min
Figler +15 +20 — — Recipe: 4 Prickler. Craftable in the reference 0.2.8 save
Corrosion Res Plasm — — — +40 Recipe: 3 Glow Cap + 2 Sulheart. ×2 passive Corrosion resistance for 10 min
Drain Res Plasm — — — +40 Recipe: 3 Glow Cap + 2 Serpent Root. ×2 passive Drain resistance for 10 min
Infection Res Plasm — — — +40 Recipe: 3 Glow Cap + 2 Prism Herb. ×2 passive Infection resistance for 10 min
Termo Res Plasm (thermal) — — — +40 Recipe: 3 Glow Cap + 2 Grubbler. ×2 passive Thermal resistance for 10 min
Energy Boost Capsules — — — +50 Recipe: 3 Serpent Root + 2 Oxallop. ×4 passive energy (stamina) regen for 30 min — does not stack

The six rows above are Reported from a single source (TheGamer recipe guide, not build-tagged — treat as 0.2.x, not 0.1.3). The four plasms' in-game display names use the short form "Res Plasm", and the thermal one is spelled "Termo Res Plasm".

Design rules that fall out of the table: - Cooked/crafted food restores more than raw and is the only way to hit the +50/+65 tier. - Every buff item costs Toxicity (+30 to +50 — Energy Boost Capsules are the most expensive at +50; the four Res Plasms sit at +40). Toxicity is the resource you spend to run buffs. - The Toxicity clears (Purfins, Antidote Shards) remove all buffs — you cannot cheaply cycle buff → clear → buff. - Clear Capsules are the correct answer to a buff-heavy loadout: they double the natural bleed-off without stripping buffs. - Recipes are unlocked at the Recipe Station — itself obtained by completing the Moon Energy Corporation level 2 contract — and crafted at the Food Station, unlocked by completing the Future Health Solutions level 6 contract (Reported, TheGamer; corporation names differ from the save's internal CD_MoonCorp / CD_FutureCorp identifiers, which corroborates them). The Recycler (Update 1, Habitat station) recycles items into Basic/Intermediate Building Materials.

7.3 Medical#

Item Effect Confidence
Medtool Rechargeable field healing tool with a cooldown/recharge state shared visually with the Grenade; heals repeatedly after defeating enemies; separate glass FX in co-op Confirmed (install Weapons/MedTool + patch lines); healing rule Reported
Lifegiver LEM Affects healing of other players in co-op (fixed Update 1) Confirmed
Resurrecter LEM Exists; functionality fixed in Update 1 — implies a revive-on-death or ally-revive module Confirmed as content, effect UNVERIFIED

8. Equipment, LEMs and inventory progression#

8.1 LEM modules (Limbic Enhancement Membrane)#

Permanent character upgrades, slotted; bonuses are character-specific, not account-wide. Slots unlock by levelling three categories: Movement, Combat, Survival. Rarity tiers observed: Lesser → (standard) → Greater → Supporter (Supporter Pack DLC).

Module Category Effect Rarity
Lesser Lifegiver Survival +15 Max HP Lesser
Lifegiver Survival +25 Max HP Standard
Greater Lifegiver Survival +40 Max HP Greater
Lesser Shieldgiver Survival +20 Max Shield Lesser
Shieldgiver Survival +30 Max Shield Standard
Supporter Shieldgiver Survival +50 Max Shield Supporter (DLC)
Healgiver Survival Passive health regeneration Standard
Lesser Endurancegiver Movement +30 Max Stamina Lesser
Endurancegiver Movement +50% Max Stamina Greater
Lesser Runner Movement +20% stamina regen Lesser
Runner Movement +35% stamina regen Standard
Slidegiver Movement +70% stamina regen during slides Standard
Damagegiver Combat Flat damage increase to all attacks Standard
Lesser Scalper Combat +15% item drop chance Lesser
Greater Scalper Combat +40% item drop rate Greater
Greater Swapper Combat +35% weapon swap speed Greater

Also attested but not in the table above: Dietician (Calories), Irrigator (Hydration), Detoxifier (Toxicity), Resurrecter. Source: starrupturewiki.org LEM list (16 entries) plus the allthings.how stat guide and Update 1 patch notes. Sources disagree on completeness — the wiki's 16-entry table omits the four survival-needs LEMs the other two sources name, so the true roster is at least 20. Version tag: wiki content is not build-tagged; treat as 0.2.x.

8.2 Suits, tools and weapons#

Item Notes Confidence
Equipment Upgrade Station Since Update 1, all weapons including the Pistol are crafted here rather than granted as Corporation rewards Confirmed
Tool set Mining Tool, Building Tool, Med Tool, Multitool, Freezing Tool, Zipline Arm, Building Drone (install weapon folders) Confirmed present; Freezing Tool's survival role UNVERIFIED
Weapons MAR-9 Rifle, SLAMS-12 Shotgun, Pistol, Grenade; weapon Mods (e.g. CCS Sight, Lightweight Stock); ammo types Standard / Heavy / Pistol Confirmed (patch notes + install)
Flashlight Exists; visible to co-op teammates Confirmed
Suit / armour progression No dedicated survival suit, armour tier or environmental-protection garment is documented anywhere. Protection is structural (Habitat) and chemical (resistance plasms) and statistical (LEM Shield), not equipment-slot based. Treat "suit progression" as not a system in this game as of 0.2.8 Confirmed-absent to the strength of the sources searched

8.3 Inventory capacity#

Mechanism Detail Confidence
Player inventory slots Grow via unlocks — the save stores unlockedInventorySlotsNumber (8 in the 51-hour reference save at 0.2.8); Update 1 fixed "additional Inventory slots correctly sync for all players on Dedicated Servers". Slots are tied to Corporation progression Confirmed (install + patch line); exact per-level grants UNVERIFIED
Personal Storage Large Personal Storage is a Development Station upgrade added in Update 1 Confirmed
Drop Boxes Overflow container — Corporate Terminal rewards go to a Drop Box when your inventory is full Confirmed
Backpack No backpack item is documented. Capacity growth is slot unlocks, not gear Confirmed-absent to the strength of the sources searched

9. Difficulty and custom options#

Option Status Confidence
Difficulty setting / slider Not present as of 0.2.8. No official patch note, wiki page or store text mentions difficulty selection. A search snippet describing "set difficulty to Peaceful via Escape → gameplay tab" appears to be contaminated from a different game (a The Forest thread ranked in the same result set) — do not treat as a StarRupture fact Reported-and-rejected; flagged in Gaps
Custom game mode On the Early Access roadmap, not shipped. Envisioned as Factorio-style start-of-game sliders — enemy spawn rate, spawn group size, aggro radius Reported (community summaries of the roadmap; not directly quoted from Creepy Jar in this pass)
Peaceful / no-enemies mode Repeatedly requested on Steam Discussions ("Disable Enemies or Set to Peaceful Please", "are there any plans to add a 'no monsters' mode?", "Suggestion: Passive/Non-aggressive Mode for Creatures"). Not implemented; developers have indicated enemy aggression is tied to the story Community consensus, named threads
Autosave on/off Added in Update 1 (game menu toggle) Confirmed
Autosave interval Added in Hotfix 0.2.5 Confirmed
Dedicated server config Dedicated servers are shipped (DedicatedServerStart.umap, server management menu). Third-party host docs exist (XGamingServer). Whether server config exposes survival/wave tuning is UNVERIFIED Gap

Net: the only lever a player currently has over survival pressure is where and how big they build (Base Core heat capacity, defence density, Habitat coverage) and how much Toxicity they are willing to carry. There is no difficulty dial in 0.2.8.


10. Quick reference for a companion tool#

Survival-relevant fields exposed by the save format (u32 inflated-size + zlib + UTF-8 JSON — see the shadow-install reference for the reader):

Save key Survival use
EnviroWaveTimer.nextWaveTimer Seconds until the next Fire Wave — the single most useful companion readout
EnviroWave.numWaves Waves survived (progression / scaling proxy)
EnviroWave settings (waveSpeed, preWaveDuration, fadeouts, growback, regrowth) Exact cycle constants once decoded
EnviroWaveEffects (sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant) Which environmental effects are currently armed
heatWaveRegionTransform Wave front position/region
Mass.entities[*].CrMassTemperatureFragment Per-building heat/overheat state
Mass.entities[*].CrBuildingInfectionFragment / AlarmFragment Infection and alarm state per building
BaseSiteAttackData Base-attack state machine, wave counts, lastAttackedCoreLevel
RadiationBorders.level Which radiation border tier is still standing
GatherableSpawnersSubsystem.waveStagesToRespondTo Which wave stage each gatherable respawns on
CrCorporationsOwner.unlockedInventorySlotsNumber Current inventory capacity
GameStateData.allCharactersBaseSaveData Per-character state (LEMs are character-specific)

Gaps & Unverified#

Not established at all: - Day/night cycle length. No source anywhere gives a duration, or the day/night phase boundaries relative to the wave cycle. - Weather. SkyCreatorPlugin and a 135-asset Weather folder exist in the build, but no patch note, wiki or guide describes rain, storms, wind or fog as gameplay. Cannot confirm weather is a live system. - Exact Fire Wave constants. waveSpeed, preWaveDuration and the fadeout timers are in the save but not decoded; the ~57-minute cycle is an average derived from one 51-hour save, not a measured constant. The 15-second countdown, ~5-second grace and ~2-minute flash are community values, none official — and the 15-second countdown is actively contradicted by Destructoid's eruption guide ("It's impossible to keep a countdown"), verified 2026-08-22. Treat the countdown figure as unsafe to plan around. - Whether the Fire Wave scales. Enemy/base-attack pressure demonstrably scales with base size and Base Core level; there is no evidence the wave itself gets stronger, more frequent, or longer. - Base Core Overheat Capacity numbers. The mechanic is official; the capacity value, per-building heat costs, and the Cooler buildings' cooling output are all unpublished. The "overlapping cores combine heat, do not distribute it" rule is Steam-thread consensus only. - Cooler / WaveFreezer / WaveSmelter effects. Buildings/Cooler (active + passive), CRC_WaveFreezer and CRC_WaveSmelter are confirmed in the packaged content but these are internal asset identifiers; their in-game display names and effects are unconfirmed. - ~~Resistance plasm values.~~ Resolved this pass: all four plasms are ×2 passive resistance for 10 minutes at +40 Toxicity, recipes 3 Glow Cap + 2 of (Sulheart / Serpent Root / Prism Herb / Grubbler). Single-source (TheGamer), not build-tagged — verify in-game. - New ingredient gatherables. Glow Cap, Sulheart, Prism Herb, Grubbler, Oxallop are named as recipe inputs but have no published Calories/Hydration/HP/Toxicity values and no confirmed spawn biome. - Drain mechanic. Bloodferns inflict "Drain" — which stat, at what rate, is unknown. - Poison Ivy and Aggressive Plant. Confirmed as content via EnviroWave hide-flags and CrIvySubsystem; their player-facing effects are undocumented. - Cold. No player-facing cold hazard found. The FreezingTool and WaveFreezer exist but there is no evidence of a freezing threat to the player. - Per-Corporation-level inventory slot grants. Slot count is stored and grows; the schedule is unknown. - Prickler and Ration Pack values (still unpublished). Figler, Aqua Chew and Energy Boost Capsules were resolved this pass — see §7.2. - Wildlife-derived consumable values (Vulpir egg, Refined Vulpir Egg, Coralion egg, Skylisk) — added in Update 1, no numbers published. - Whether the Solar Power Generator output varies with day/night. Inferred only. - Dedicated-server survival/wave configuration — not checked (XGamingServer docs not fetched).

Sources disagree: - Death and weapons. Creepy Jar's Update 1 text says you "lose all weapons you're carrying" on death; the corpse + "Take All" + "weapon drop after respawning" evidence says items drop and are recoverable. Reading: dropped-not-deleted, recoverable from the corpse. Unresolved without an in-game test. - LEM roster size. starrupturewiki.org lists 16 modules and omits Dietician, Irrigator, Detoxifier and Resurrecter, which the stat guide and Update 1 patch notes both name. The real roster is ≥20; no source is complete. - Consumable values are pinned to v0.1.3 (starrupture.net, verified 2026-02-03) while the current build is 0.2.8 with an explicit Update 1 rebalance of "production time and required items in various recipes". Every number in §7.2 should be re-measured. - Difficulty "Peaceful" mode. A search-engine snippet asserted an in-game difficulty slider with a Peaceful setting; the same result set contained a The Forest thread, and the described UI path matches that game, not StarRupture. Rejected as cross-contamination. StarRupture has no difficulty selector as of 0.2.8; custom game mode is roadmap-only.

Wiki landscape (for future sessions): there is no single canonical wiki. Four exist — starrupturewiki.org (largest: 562 entities / 14 collections, but its Star Rupture Cycle page is explicitly marked "Incomplete"), starrupture.wiki.gg (sparse stub), starrupture.fandom.com (unchecked this pass), and starrupturewiki.com / wiki.starrupture-utilities.com (tools-oriented, JS-rendered and not fetchable). None is build-tagged. Cross-check any wiki fact against patch notes or the install.

Blocked / abandoned this pass: deltiasgaming.com (HTTP 405), nexusmods.com/starrupture (HTTP 403 — the "RuptureTimer" mod page would likely give exact wave-timer semantics and is worth a retry from a browser), Steam store/community announcement HTML (JS-rendered; the Steam News API with maxlength=0 is the reliable route and should be the standing method), wiki.starrupture-utilities.com (no content served).


Sources#

All accessed 2026-08-22.

Ground truth (first-hand): - C:/star-rupture/docs/ref/shadow-install.md — install inventory, save-format decode, EnviroWave/save keys, building and station catalogs, reference save Praxis/9.sav (0.2.8)

Official (Creepy Jar / Steam): - https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=25&maxlength=0&format=json — full patch-note bodies for Update 1, 0.2.1, 0.2.2, 0.2.3, 0.2.4, 0.2.5, 0.2.6, 0.2.7, 0.2.8 and the dev blogs - https://store.steampowered.com/news/app/1631270/view/490464385050870875 — "StarRupture - UPDATE 1 now available [what's new + patch notes]", 2026-04-09 - https://store.steampowered.com/news/app/1631270 — news index (JS-rendered; used for URL forms only) - https://store.steampowered.com/app/4167250/StarRupture__Supporter_Pack/ — Supporter Pack (referenced by the Supporter LEM tier)

Community wikis: - https://starrupturewiki.org/ — index and collection counts - https://starrupturewiki.org/wiki/game-mechanics — mechanics index - https://starrupturewiki.org/wiki/game-mechanics/star-rupture-cycle — Star Rupture Cycle (marked Incomplete) - https://starrupturewiki.org/wiki/lems — LEM module table - https://starrupturewiki.org/articles/beginners-guide-getting-started — beginner guide - https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki/pages — wiki.gg page index (sparse)

Guides and press: - https://allthings.how/starrupture-stats-explained-how-every-bar-works-and-how-to-raise-them/ — six-stat model, thresholds, LEM mapping, death/corpse rules - https://starrupture.net/guides/food-calories — food and consumable value tables (self-tagged v0.1.3, verified 2026-02-03) - https://www.thegamer.com/starrupture-all-recipes-best-food-production-guide/ — recipe roster incl. the four Res Plasms (recipes + ×2/10 min/+40 Tox), Figler, Aqua Chew, Energy Boost Capsules, and the Recipe Station (Moon Energy L2) → Food Station (Future Health Solutions L6) unlock chain. Full page fetched 2026-08-22, not a snippet - https://www.destructoid.com/how-to-survive-eruptions-in-starrupture/ — warning signs, post-wave lethal heat, cave access, Meteor Hearts / Ignitium, cleared POIs - https://www.sportskeeda.com/esports/all-food-recipes-starrupture-ingredients-craft — Calorie Bar / Calorie Fluid / Aqua Bar ingredient lists (snippet) - https://www.thegamer.com/starrupture-beginner-tips-tricks-how-to-unlock-map-weapon/ — general mechanics (snippet) - https://activeplayer.io/starrupture-ultimate-guide-tips-hidden-mechanics-and-mistakes-to-avoid/ — core upgrades trigger waves, pillar stability, powered-platform stamina drain (qualitative only)

Community consensus (named threads): - https://steamcommunity.com/app/1631270/discussions/0/800093528412742927/ — "Over Heating and base destruction": ~2-minute flash, overheat lasts the night phase if over the heat cap, combined heat across overlapping Base Core radii - https://steamcommunity.com/app/1631270/discussions/0/742664166129725940/ — "Base overheated after Rupture and not cooling down" - https://steamcommunity.com/app/1631270/discussions/0/682992180338394883/ — "Disable Enemies or Set to Peaceful Please" - https://steamcommunity.com/app/1631270/discussions/0/604164169660532098/ — "are there any plans to add a 'no monsters' mode?" - https://steamcommunity.com/app/1631270/discussions/0/695375795021034810/ — "Suggestion: Passive/Non-aggressive Mode for Creatures" - https://steamcommunity.com/app/1631270/discussions/0/695375725078786641/ — "Lower the solar heat wave eruption frequency…" - https://steamcommunity.com/app/1631270/discussions/0/695375795021142695/ — "Hiding from the rupture?"

Attempted and abandoned (recorded so future sessions do not repeat them): - https://deltiasgaming.com/starrupture-eruptions-guide/ — HTTP 405 - https://www.nexusmods.com/starrupture/mods/94 — HTTP 403 ("Nhimself's RuptureTimer"; high-value retry target) - https://wiki.starrupture-utilities.com/ — no content served - https://steamcommunity.com/games/1631270/announcements/ and the /ogg/.../announcements/detail/ forms — JS-rendered, no content

06

Creatures, Combat & Base Defense

Version anchorStarRupture Early Access 0.2.8 -- "Hotfix 0.2.8", Steam announcement 2026-06-17 (raw Steam news date 1781694185); the newest Steam post as of 2026-08-22 is Developer Blog: August 2026 (2026-08-05, date 1785934799), which announces no gameplay patch. Re-verified against the Steam news API on 2026-08-22: 0.2.8 is still the newest shipped build; no 0.2.9 / Update 2 exists. Local install ground truth agrees: save .met gameVersion {major 0, minor 2, pATCH 8}, Steam buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, UE 5.6.1 (docs/ref/shadow-install.md). Everything below is tagged to the build it belongs to; Update 1 (0.2.0, 2026-04-09) is the content watershed -- anything from before it is labelled.
19 claims checked14 corrections13 unverifiedverifier verdict

The doc was already unusually disciplined about sourcing, and the version anchor was correct -- 0.2.8 is still the live build. This pass corrected 14 items, of which four are genuinely player-actionable (the Pistol is now crafted at the Equipment Upgrade Station rather than being an L2 corporation reward; weapons are LOST on death rather than recoverable from the corpse; weapon mods cost War Bonds to unlock AND BBM to craft; the LEM acronym expansion was fabricated), plus two wrong Steam post dates and several verbatim-quote and false-conflict fixes; turret stats, weapon prices, the enemy datamine table and every 0.2.x patch-note combat claim re-verified exactly as written. It is now reliable on structure, patch history and turret/unlock economics, and honestly empty where the numbers simply are not public -- the main residual risk is the cluster of base-defense doctrine claims resting on one Steam guide that could not be re-fetched.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED
ExploderSuicide unit; the blue sac is the weak point. The group threat in base attacks.
FlingerRanged Vermin that lobs projectiles over your walls.
GoliathBoss-tier Vermin. Frontal armour is impenetrable -- hit the rear / back legs.
SlasherMelee Vermin; weak point is the red mouth. Young Slashers are the early version.
SpitterRanged; green sac weak point. The disproportionate building-damage threat.
SwarmerSmall, numerous, fast. Turret targeting against them was fixed in 0.2.2.

StarRupture's combat layer is a defense-of-production loop, not a shooter campaign: the planet Arcadia-7 throws periodic Rupture / enviro-wave star events at you, hostile Vermin roam the map and swarm points of interest, and Monoliths convert into wave spawners that assault your Base Core when you upgrade it. The player side is thin and deliberate -- four firearms plus a grenade and tool-weapons, a regenerating shield over a non-regenerating health bar, and permanent LEM augments -- while the base side is automated: two tiers of ammo-fed, power-hungry turrets backed by walls, terrain chokepoints and drone-rail resupply. This document is exhaustive on structure and mechanics, which are well sourced, and explicitly honest about numbers, which mostly are not: Creepy Jar publishes no stat sheets, the live wikis are stubs on combat values, and the only numeric enemy table found in the wild is a launch-era (0.1.x) datamine that is reproduced here with heavy caveats. Asset identifiers in the appendix come from the installed build's packaged-asset manifest and are internal names, never in-game display names.

Confidence tags used throughout: [CONFIRMED] official patch note/store text, or a wiki page plus a second independent source · [REPORTED] single source · [COMMUNITY] player consensus, thread named · [INFERRED] derived from install assets or save keys, not from a source that states it · [STALE-vX] true of an older build, not verified current · [UNVERIFIED] could not be established.


1. Version timeline (combat-relevant patch history)#

Dates converted from the raw Steam news API date fields (ISteamNews/GetNewsForApp, appid 1631270), accessed 2026-08-22.

Build Steam post date Combat / defense content
0.1.x (EA launch) January 2026 (exact day not pinned here) Launch feature set: Vermin, Monoliths, Rupture events, Defense Turret, MAR-9/UPP-7/SLAMS-12/M175, grenade
Hotfix 0.1.3 2026-01 (localisation/Chinese text) none
Technical Hotfix 0.1.3 2026-03-25 (raw date 1774440488) -- "Disabled the ability to load saves made on the Public Test Branch build" technical only
Update 1 PTB 2026-03-25 (raw date 1774447362) PTB of Update 1 (bigger map, ziplines, wildlife)
PTB Hotfix 1 2026-04-16 (post) PTB fixes
Update 1 (0.2.0) 2026-04-09 New Feature -- Wildlife: Vulpir, Corallion, Skylisk (the announcement spells it "Corallion"; wikis and this doc use "Coralion"); new zones/POIs; Pistol removed as a Corporation Level reward -- "You'll be able to craft it in the Equipment Upgrade Station, along with other weapons"; "In the case of death, you'll lose all weapons you're carrying, including the Pistol"
Update 1 Changes Overview 2026-04-10 Explains the Pistol/weapon-loss change
Hotfix 0.2.1 2026-04-16 general
Hotfix 0.2.2 2026-04-22 Turret targeting fixed (turrets failed to target enemies incl. Swarmers, or fired with visible delay); Grenade damage distribution between swarms and single enemies improved
Hotfix 0.2.3 2026-05-04 Enemy pathfinding fix (some enemies could not track the player); "Improved spawn logic of Grubblers"; "Improved the reward logic in the Corporate Terminal, which will now allow players to unlock the Standard Ammo recipe together with the Turret recipe"; rolled-up Vulpir shooting VFX; Vulpir eggs not spawning for co-op clients
Hotfix 0.2.4 2026-05-06 crash fixes only
Hotfix 0.2.5 2026-05-18 "Improved spawning rate of Goliaths in some regions"; "Improved collision system of Skylisks"; QoL: autosave-interval option, decreased platform stability cost (relevant to wall/chokepoint building)
Hotfix 0.2.6 2026-06-02 repeats of the Vulpir VFX / co-op egg fixes
Hotfix 0.2.7 2026-06-11 stability
Hotfix 0.2.8 (current) 2026-06-17 stability only -- no combat changes
Dev Blog June / Base Building Basics Pt.2 / Dev Blog August 2026-06-19 / 06-25 / 08-05 Next-update previews are building QoL only (auto-pillars, building/storage search, custom names on map, Abandoned Base completion tracking, Corporate Terminal item requirements). No enemy, weapon or defense changes announced for the next update as of 2026-08-22. [CONFIRMED]

Consequence for this corpus: the combat sandbox has been feature-frozen since Update 1 (2026-04-09) apart from the 0.2.2/0.2.3/0.2.5 fixes. A doc written against 0.2.8 is current for the whole 0.2.x line.


2. Threat taxonomy#

Class In-game term Role Source
Hostile alien fauna Vermin The core enemy family: swarming melee, ranged spitters, suicide bombers, armoured boss wiki + Steam guides [CONFIRMED]
Neutral / huntable Wildlife -- Vulpir, Coralion, Skylisk Added in Update 1; hunted for meat/eggs; not wave participants Update 1 patch notes [CONFIRMED]
Structural threat Monolith (alien obelisk) Wave spawner / portal; base-attack beacon Steam guide + Dualshockers [CONFIRMED]
Environmental threat Rupture / enviro-wave ("Ruptura") Periodic star event; fire wave, heat, sulfur; toggles enemy spawners save-data flags + community [CONFIRMED]
Corruption state Infection / cysts Post-attack state on buildings and the Base Core; cleared by shooting cysts Dualshockers + install assets [CONFIRMED]

The internal name for the boss/wave family in the Supporter Pack avatar art is a roster of exactly the community names: Ruptura, Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer, Forgotten Engine (docs/ref/shadow-install.md §8) -- useful corroboration that the community enemy names are the shipped ones. "Ruptura" appears in that avatar set but no source describes a "Ruptura" enemy encounter. The Update 1 announcement settles the term officially: "the planet rises from its ashes each time the Ruptura Star calms" -- Ruptura is the star, not a creature [CONFIRMED] Steam Update 1 post (2026-04-09). Its presence in the avatar roster is therefore art of the star/event, not evidence of a boss. [INFERRED]


3. Enemy roster#

3.1 Behavioural roster (structure -- well sourced)#

Enemy Class Threat tier Behaviour Weak point Counter Confidence
Young Slasher Melee Low Smallest, weakest Vermin; dies to a single shot body anything [CONFIRMED] wiki + guide
Swarmer Melee Low Rushes in large numbers over open terrain; individually weak, dangerous en masse; the enemy the 0.2.2 turret-targeting bug specifically failed against none stated turrets, grenade, shotgun penetration [CONFIRMED]
Slasher Melee Medium Body-armoured leaper; facing it directly prevents the leap; one close-range shotgun blast kills red mouth area SLAMS-12 at close range, face it don't flee [CONFIRMED] wiki + TheGamer
Blader Melee Medium Appears during intense fights and in Goliath escort compositions none stated as Slasher [REPORTED] wiki
Exploder Suicide / AoE Medium Covered in blue blobs, closes and self-destructs; most dangerous in groups; a priority target per the Steam defense guide blue sac pop at range; grenades [CONFIRMED]
Spitter Ranged Medium Fires toxic projectiles; low HP but disproportionately damaging to buildings -- priority target during base attacks green sac rifle at range [CONFIRMED] wiki + Steam guide
Flinger Ranged High Scorpion-like "upgraded Spitter": long-range arcing green toxic bombs that burn through the player shield on impact and fragment into ground pools of poison none stated break line of sight, kill from cover [CONFIRMED]
Grubbler UNVERIFIED role -- Named only in Hotfix 0.2.3 ("Improved spawning logic of Grubblers"); no wiki page or guide describes it; likely a burrowing/ground spawner variant -- -- [UNVERIFIED] -- official name, unknown behaviour
Goliath Boss / elite Boss See §4 rear / back legs see §4 [CONFIRMED]

Notes: aggro is wide and does not require line of sight -- "the aggro range of bugs is absurd, with no line of sight needed" (Steam General Discussions, "combat" thread) [COMMUNITY]. Enemies have a documented history of pathing failure (0.2.3 fixed enemies that could not track the player) [CONFIRMED].

3.2 Numeric stats -- launch-era datamine, treat with suspicion#

The only public numeric enemy table found is the Enemy Encyclopedia at starrupture-tools.com, stamped updated 2026-01-03 -- i.e. launch 0.1.x, three months before Update 1 [STALE-v0.1.x]. Its rows are labelled with internal tier names, not display names, which is consistent with a datamine of the shipped data assets. Reproduced verbatim:

Internal row Tier Health "Damage" Aggro range Attack range Speed Threat score
Melee Enemy Tier 3 3 7500 0.1 150 m 5.0 m 450 564.3
Melee Enemy Tier 2 2 1400 10 30 m 0.0 m 400 304.0
Ranged Enemy Tier 2 2 500 0.1 250 m 50.0 m 400 270.0
Ranged Enemy Tier 3 3 2000 0.1 80 m 50.0 m 200 227.5
Ranged Enemy Tier 1 1 unknown 0.1 100 m 36.0 m 400 92.5
Exploder Tier 2 2 400 0.1 30 m 5.0 m 450 71.4
Melee Enemy Tier 1 1 250 0.1 100 m 3.5 m 0 70.3
Exploder Tier 1 1 75 0.1 100 m 5.0 m 0 65.6
Melee Enemy Tier 0 0 40 0.1 100 m 3.5 m 0 42.6
Crab (passive) -- unknown 10 20 m 3.0 m 550 31.3
Panzer Hund (passive) -- unknown 10 20 m 3.0 m 350 29.8

Why to distrust the damage column: nine of eleven rows read 0.1 DMG, which cannot be literal for a boss that reportedly one-shots unprepared players. It is most likely a damage multiplier, a mis-parsed field, or a per-tick value. Damage values here are UNVERIFIED. Health, aggro range and attack range are internally consistent and plausible; "Speed" of 0 on three rows is also likely a parse failure.

Inferred display-name mapping (mine, not the source's) [INFERRED]: Melee T3 7500 HP = Goliath; Ranged T3 = Flinger; Ranged T2 = Spitter; Melee T2 = Slasher/Blader; Melee T0 40 HP = Young Slasher or Swarmer; Exploder T1/T2 = Exploder variants; "Crab" = Coralion; "Panzer Hund" = Vulpir (armoured, rolls up -- see §5). Do not present this mapping to players as fact.

No source publishes per-enemy loot tables. The install contains Content/Chimera/Items/EnemiesDrop and AnimalsLoot folders, confirming enemy and animal drop tables exist as data assets [INFERRED from install]; their contents require a datamine (FModel on pakchunk0-Windows.utoc). Goliath is documented as yielding samples for analysis (i.e. Analyzer input) [REPORTED] TheGamer.


4. Boss / elite: the Goliath#

[CONFIRMED] -- TheGamer (2026-01-14, pre-Update-1) plus the wiki's boss entry; spawn behaviour amended by Hotfix 0.2.5.

Aspect Detail
Classification Boss / Unique; "heavily armoured, ultra aggressive"; lurks underground and emerges
Spawn No fixed spawn point. Frequently at Abandoned Bases -- specifically SMB Copperfield, the Selenian mining base far east of the Orbital Lander (broken habitats, Wolfram archways, reddish tint). A massive swarm of smaller Vermin is the tell -- "they are protecting something." Hotfix 0.2.5 (2026-05-18) improved Goliath spawn rate in some regions.
Escort Slashers, Exploders, Flingers, Swarmers, Spitters, Bladers
Attack 1 -- approach Advances rapidly with bone-like arms shielding the front; attacks in this phase are ineffective
Attack 2 -- charge & claw Full-force charge with claw swipes; heavy shield damage
Attack 3 -- ground pound Rears and slams, sending a rock shockwave; the screen visuals turn red as the tell
Weak point Rear / back legs -- the front armour is described as impenetrable; the Goliath actively keeps its front toward you
Effective HP 7500 HP in the launch-era datamine [STALE-v0.1.x]; TheGamer says "it doesn't take much firepower... it's where you aim that is key"
Solo tactics Retreat first to separate it from its swarm; jump over the charge to gain high ground, then circle to the back
Co-op tactics One player holds aggro from the front, the rest DPS the rear
Weapons Pistol and mining laser are explicitly insufficient; bring rifle/shotgun/MG
Reward Goliath samples for analysis [REPORTED]

No other boss or named elite is documented. The Forgotten Engine (megamachine, MegamachinesSubsystem.forgotten_Engine, appears in the Supporter Pack avatar set and as a 2,076-asset building folder) is a structure/scenario, not a combat boss, as far as any source shows [INFERRED].


5. Wildlife (passive fauna)#

Added in Update 1 (0.2.0, 2026-04-09): "With Update 1, Vulpir, Corallion, and Skylisk are going to share the planet with you. As most shy and peaceful creatures, they will most probably try to run away from you and hide when necessary." [CONFIRMED] official announcement. Note the official spelling "Corallion" (two L's); the wikis and the rest of this doc use "Coralion". The install carries a dedicated Content/Chimera/Animals folder (273 assets) and an Items/AnimalsLoot folder [INFERRED from install].

Creature Nature Combat notes Loot Confidence
Vulpir Ground animal; rolls up into an armoured ball defensively Shoot the head, from the side or front, with a scoped rifle; rear shots often fail. Hotfix 0.2.3/0.2.6 fixed a wrong VFX when shooting a rolled-up Vulpir Vulpir Meat; Vulpir eggs (co-op client egg-spawn bug fixed in 0.2.3/0.2.6). RefinedVulpirEgg is a real recipe in the shipped recipe set [CONFIRMED] patch notes + [COMMUNITY] Steam thread "Anyone figure out Vulpir Meat yet?"
Coralion ("crab") Crab-like; balls up when threatened Very small hitbox; the mining laser does not kill it before it balls up -- use bullets Coralion eggs, reported findable after a Rupture event [COMMUNITY] Steam thread "How to Kill the new Coralion Crab?"
Skylisk Flying Collision system improved in Hotfix 0.2.5 UNVERIFIED [CONFIRMED] existence, [UNVERIFIED] loot

Passive wildlife carry the datamined "Crab" / "Panzer Hund" rows above (10 damage, 20 m aggro) -- they can hurt you, but they are not wave participants and no source reports them joining base attacks.


6. The Rupture / enviro-wave cycle (the combat clock)#

The star event is the game's global timer and it is combat-relevant in three ways [CONFIRMED via install save-data + community]:

Element Detail Source
Name "enviro wave" internally (EnviroWave, EnviroWaveTimer, EnviroWaveEffects, CrWaveTimerActor, Content/Chimera/EnviroWave); "Rupture"/"ruptura event" to players install manifest + save keys
Structure Pre-wave phase -> fire wave -> burning -> fading/"returning to normal" -> regrowth (moon-phase growback). Settings in the save: waveSpeed, preWaveDuration, fire-wave / burning / fading fadeouts save EnviroWave block
Combat effect flags enemySpawnersActive, sulfurActive, evaporateWater, hidePoisonIvy, hideAggressivePlant -- the wave state literally toggles enemy spawners on and off save EnviroWaveEffects
Exploitable consequence The fire wave kills Vermin. Community advice: hit POIs right after a Rupture -- the wave has cleared the bugs and "they won't respawn until the 'returning to normal' phase" [COMMUNITY], echoed on multiple guide sites
Base-attack cadence link Monoliths spawn Vermin waves roughly every 3-4 Rupture events after a Base Core upgrade [REPORTED] Steam guide Star Rupture Basics: Base Defenses
Scale reference Robert's 0.2.8 save records numWaves: 44 survived at 51 h playtime -- roughly one Rupture per ~70 min of world time docs/ref/shadow-install.md §6.2 [INFERRED]

There is no night-based or noise-based attack trigger in any source. Attacks are event- and progression-driven, not diurnal. [CONFIRMED by absence across all consulted sources]


7. Base attacks: triggers, waves, targeting#

7.1 Triggers#

Trigger Effect Confidence
Upgrading a Base Core The canonical trigger. You get a warning that the base is about to be attacked; "a random Monolith close by will shoot out a huge beam into the sky and open up a portal for aliens to pour through" (beam colour is not described by any source; do not quote a colour) [CONFIRMED] Dualshockers + Steam guide (independent)
Subsequent Rupture events After a core upgrade, that Monolith keeps spawning waves roughly every 3-4 Rupture events [REPORTED] Steam guide
Activating a GEO Scanner Reported to spike enemy activity [REPORTED] community guide snippet
Entering Abandoned Bases / blueprint POIs Heavy resident Vermin presence, incl. Goliath escorts [CONFIRMED]
Base size / production scale "Vermin aggression scales with your base size. As you add more buildings and increase production, expect fiercer and more frequent attacks." [REPORTED] starrupturewiki.org base-building & defense guide -- not corroborated by any official note; treat as reported, not proven
Night / darkness No source supports a night trigger [UNVERIFIED / likely absent]

7.2 Warning and wave structure#

  • Warning UI: an on-screen warning plus the Monolith's vertical beam; the community calls the run-up the "Wave Warning phase" [CONFIRMED].
  • Wave escalation: waves within an attack "get harder and harder as they go on", and higher Base Core levels produce more intense attacks -- the stated progression requirement is higher turret tiers plus automated ammo supply [CONFIRMED] Steam guide + Dualshockers.
  • Wave composition varies: "some may be fast but weak, others slow but powerful", which is the stated reason to mix turret coverage and wall depth [REPORTED].
  • Objective: spawned Vermin "will seek out your machinery and threaten to destroy your Core as it's upgrading" -- i.e. enemies target production buildings and the upgrading Base Core, not just the player [CONFIRMED]. Spitters are called out as the disproportionate building-damage threat [REPORTED].
  • Aftermath -- infection: a failed or messy defense leaves an infection cloud and blue cysts on the Core/buildings; you clear it by ducking in and out of the cloud killing mobs, then shooting the cysts off the Core to restore normal operation [CONFIRMED] Dualshockers "How to Reclaim an Infected Base".

7.3 Save-data evidence (build 0.2.8, first-hand)#

The install's save format exposes the attack state machine directly -- authoritative for tooling [CONFIRMED from install]:

Save key Contents Use
BaseSiteAttackData baseAttackState, wave list, alienObeliskPosition, attacked base core + bounds, lastAttackedCoreLevel Read the live attack state; lastAttackedCoreLevel confirms the core-level -> attack coupling
BaseCoreReplicationHelperSaveData co-op replication of the above
MassEnemySpawnSubsystem enemy spawner state wave spawning is Mass-Entity driven
CrBuildingInfectionFragment, AlarmFragment (per Mass entity) per-building infection + alarm infection is tracked per building
Infection content: BP_AlienObeliskSpawner, BP_AlienObieliskActor [sic], DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, monolith / summoner-pulse / wave-summon FX the Monolith is the alien obelisk naming bridge between community and internal terms
EnviroWaveEffects.enemySpawnersActive bool the star event gates spawners

Robert's 0.2.8 baseline for reference: baseAttackState = NoAttack, 0 infection actors, 44 Ruptures survived, 2,711 building entities.


8. Defensive structures#

8.1 The two turrets (only confirmed defensive machines)#

Stat Defense Turret (Turret_Tier1) Defense Tower (Turret_Tier2)
Function "Defensive structure. Automatically aims and shoots at enemies." same
Build cost 200 Basic Building Material (BBM) 220 Intermediate Building Material (IBM)
Power 20 MW 50 MW
Ammo Standard Ammo; "has to be supplied manually" Standard Ammo; "can be resupplied by Drone Rails"
Unlock Griffits Blue Corporation Level 6 reward, Corporate Terminal Griffits Blue Corporation Level 9 reward, Corporate Terminal
Range / damage / fire rate / ammo consumption rate not published not published
Source starrupture.wiki.gg, page last edited 2026-05-20 (post-Update-1) [CONFIRMED]; unlock level corroborated by the Steam guide Star Rupture Basics: Base Defenses same

Conflicting figures: starrupturewiki.org's base-defense article states both structures "consume 50 power and generate 30 temperature". wiki.gg (more recently edited, and per-building) gives 20 MW / 50 MW and no temperature figure. Both are reproduced; wiki.gg's split values are the more credible pair because they differentiate the tiers and match the tier-2 unlock being a real upgrade. Temperature generation of 30 is plausible (the game has a CrMassTemperatureFragment per building and active/passive Cooler buildings exist in the install) but is [UNVERIFIED] for turrets specifically.

Ammo economics [CONFIRMED]: turrets burn Standard Ammo fast; the Steam defense guide's prerequisite list for a Base Core upgrade is (a) Griffits Blue L6 for turrets, (b) "a stable stockpile of standard ammo or an automated factory", (c) ideally the cargo dispatcher/receiver (Clever Robotics Corp Level 7) so towers self-feed. Hotfix 0.2.3 made the Corporate Terminal grant the Standard Ammo recipe together with the Turret recipe, closing the trap where you could unlock a turret you could not feed.

8.2 Walls, chokepoints and terrain#

There is no dedicated "wall" or "trap" building documented by name; defense walls are built from the ordinary modular platform/foundation/structure set [INFERRED + REPORTED].

Technique Detail Source
Layered walls "Build multiple layers of walls... slow enemies long enough for turrets to destroy them" [REPORTED] reviewgeek / starrupture.org
Chokepoints "Create chokepoints using structural buildings and platforms, funneling Vermin into kill zones where turrets have overlapping fields of fire" [REPORTED] starrupturewiki.org
Terrain anchoring Site the Base Core / Habitat against a cliff, large rocks or a Titanium stack so one flank is naturally sealed [REPORTED]
Elevation Turrets on raised platforms get better coverage; the Steam guide's author runs 6 Defense Towers on top of the Monolith itself, cargo-fed [COMMUNITY] Steam guide
Facing Point turrets toward the nearest Monolith -- waves come from that bearing [REPORTED]
Shields / repair No energy-shield building and no repair mechanic for damaged buildings is documented anywhere. Damaged buildings appear to be rebuilt rather than repaired [UNVERIFIED] -- see Gaps
Traps No trap structures documented [UNVERIFIED]

8.3 Defense-adjacent buildings present in the build but undocumented publicly#

From the packaged-asset manifest (docs/ref/shadow-install.md §5) -- these are internal folder names, not confirmed in-game features [INFERRED]:

Asset folder Likely function Public documentation
Decoy Aggro-drawing decoy structure none found
Armory Weapon/ammo storage or loadout station none found
Antena Antenna (19 in Robert's save; AntennasData save key) -- likely scan/coverage, possibly alarm none combat-specific
Airlock Habitat sealing vs. Rupture/infection none combat-specific
CloningBed Almost certainly the "Regeneration Chamber" respawn point naming match only
Turret_Tier1 / Turret_Tier2 Defense Turret / Defense Tower confirmed above
DroneStation, DroneConnections (rail T1, junctions, lanes) The Drone Rail network that resupplies Defense Towers confirmed above

9. Player weapons and ammunition#

9.1 Weapon roster#

Four firearms plus a grenade. "You carry two weapons at a time" -- could not be re-confirmed on 2026-08-22 (the wiki.gg Weapons page states no carry limit); [UNVERIFIED].

Weapon Full name Type Range band Ammo Unlock Cost (Jan 2026 / launch) Cost (per starrupture.net, undated)
UPP-7 "Reaper" Pistol Semi-auto handgun Close/mid Pistol Ammo Current (0.2.x): crafted at the Equipment Upgrade Station -- "The Pistol is no longer available as a Corporation Level reward. You'll be able to craft it in the Equipment Upgrade Station, along with other weapons" (Update 1, 2026-04-09) [CONFIRMED]. [STALE-v0.1.x] launch route was a Griffits Blue Corporation Level 2 contract 2 War Bonds [STALE-v0.1.x] "Free" [STALE-v0.1.x]
MAR-9 "Phantom" Modular Assault Rifle Automatic rifle Medium Standard Ammo Equipment Upgrade Station (station itself unlocks at Griffits Blue L4) 200 War Bonds ~70-200 WB
SLAMS-12 Modular Shotgun Close-combat shotgun Short (see 9.3) Equipment Upgrade Station 250 War Bonds ~85-250 WB
M175 "Grim" Infantry Machine Gun LMG Long/mid (see 9.3) Equipment Upgrade Station 400 War Bonds ~110-400 WB
Grenade -- Explosive throwable -- Recharges after kills (playtest-era note); crafted Griffits Blue Corporation Level 3 crafting only crafting only

Currency figures -- not actually a conflict (corrected 2026-08-22): TheGamer (2026-01-08, launch build) gives 200/250/400 War Bonds. starrupture.net does not give competing point values -- it publishes ranges (~70-200 / ~85-250 / ~110-400 WB) whose upper bounds are exactly TheGamer's figures, with the note that the ranges "reflect potential version variations". So the two sources are compatible: 200/250/400 WB is the best-attested pricing, and the low end of each range is the site hedging across builds, not a documented rebalance. [CONFIRMED] TheGamer + [REPORTED] starrupture.net. Robert's 0.2.8 save exposes the unlock economy as dataPoints (10,660) plus per-corporation researchPointsTier1/2 and reputation; "War Bonds" does not appear as a save key, so the display name may not match the internal one [INFERRED]. Flag before quoting to a player.

Damage, fire rate, magazine size and reload times are published nowhere for any weapon, in any build. The only magazine figure found anywhere is the playtest-era Extended Magazine -> size 50 for the MAR-9. [UNVERIFIED]

9.2 Weapon modifications#

Mods are unlocked at the Equipment Upgrade Station for 50-130 War Bonds each (launch-era) and, once unlocked, are crafted with Basic Building Material -- "After unlocking, mods are crafted using Basic Building Materials" [REPORTED] TheGamer (2026-01-08). The two prices are sequential, not alternatives. Mod counts per weapon [REPORTED] starrupture.net: MAR-9 12 mods (barrel/magazine/stock/sight), SLAMS-12 9 mods (barrel/magazine/stock -- no sights), M175 9 mods, UPP-7 none, Grenade none. The install confirms a Weapons/Mods asset folder.

The only itemised mod list is the playtest-era wiki.gg page (last updated 2025-08-06) -- [STALE-vPlaytest], listed here because the categories and effects still match the current 4-slot structure:

Slot Option Effect Cost (playtest)
Barrel Long Barrel (default) lowers damage falloff --
Barrel Short Barrel reduces deployment time 10 BBM
Barrel Cooled Barrel increases rate of fire 10 BBM
Optics TH Sight MK2 (default) / CCS Sight / 3X Optic aiming sights 10 BBM each
Magazine Light Magazine (default) faster reload --
Magazine Extended Magazine size increased to 50 10 BBM
Magazine Piercing Magazine enhanced penetration 10 BBM
Stock Recoil Dampening (default) reduces recoil --
Stock Gyro Stock reduces weapon sway 10 BBM
Stock Lightweight Stock increases movement speed 10 BBM

Correction (2026-08-22): an earlier revision of this doc claimed the BBM prices were superseded by War Bond prices. That was wrong -- TheGamer describes War Bonds to unlock, BBM to craft, so the playtest page's 10 BBM craft costs are plausibly still live; only their status as the whole price is stale. [REPORTED]. The shotgun's stock/penetration barrel is the community pick for base-attack close work: "the shotgun with the stock barrel which has enemy penetration" -- it lines up swarm rows [COMMUNITY] Steam defense guide.

9.3 Ammunition#

Internal ammo item classes in the installed build: I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem -- three ammo types for four guns, so shotgun and/or LMG must share a type [INFERRED from install].

Ammo Used by Crafted at Recipe (reported) Confidence
Pistol Ammo UPP-7 Basic Item Printer 7x Basic Building Material [REPORTED] starrupture.net
Standard Ammo MAR-9, Defense Turret, Defense Tower Basic Item Printer Basic Building Material + Wolfram Powder [CONFIRMED] recipe pairing with the Turret unlock in Hotfix 0.2.3; exact counts [REPORTED]
(shotgun ammo) SLAMS-12 Basic Item Printer 10x BBM + 3x Calcium Powder [REPORTED]
(LMG ammo -- likely Heavy Ammo) M175 Basic Item Printer BBM + Titanium Rod [REPORTED]

Turrets consume Standard Ammo, the same item the MAR-9 uses -- so player rifle usage and base defense draw on one production line. This is the single most important logistics fact in the combat domain [CONFIRMED].

9.4 Tools usable as weapons#

Tool Combat use Notes
Mining Laser / Mining Tool Yes, weak Overheats instead of using ammo; playtest cost 2 BBM. Explicitly not enough damage for a Goliath, and too slow to kill a Coralion before it balls up [CONFIRMED]
Grenade Yes Recharges after kills (playtest); Hotfix 0.2.2 improved damage distribution between swarms and single targets, i.e. it was over-favouring one case [CONFIRMED]
MedTool Support See §10
Freezing Tool (Weapons/FreezingTool) UNVERIFIED Present as an asset folder; no public source describes it as a weapon or a crowd-control tool [INFERRED existence only]
Building Tool, Multitool, Zipline Arm, Building Drone No Non-combat, but the Zipline (Update 1) is a mobility/escape option

Melee: no melee weapon or melee attack is documented in any source. Given four firearms plus tools and no melee mention in patch notes, wikis or guides, StarRupture most likely has no melee combat. [UNVERIFIED -- absence of evidence, stated as such]


10. Survivability: shield, health, healing, death and co-op#

System Mechanic Confidence
Shield Damage hits the Shield bar first; it regenerates passively after a short damage-free window. Maximum capacity is raised by long-term upgrades (LEMs). Flinger toxic bombs are called out as shield-burning on impact [CONFIRMED] multiple guides + TheGamer's Goliath copy referring to shield damage
Health Under the shield; does not regenerate naturally while exploring [CONFIRMED]
MedTool The primary heal: rechargeable, LMB heals yourself, RMB heals a teammate [CONFIRMED] two independent guides; Weapons/MedTool exists in the install
Consumable healing Health items are farmed/crafted -- Star Tears grown from cooled Indium, and Star Bites / health shards / regen capsules made at the Food Processor [REPORTED]; StarBites and StarTears are real recipe/gatherable names in Robert's 0.2.8 save [CONFIRMED existence]
Death At 0 HP you die and respawn at the Regeneration Chamber. Carried items drop on your corpse and must be looted back in person. [CONFIRMED]
Death -- weapons Corrected 2026-08-22. The official Update 1 post is explicit: "In the case of death, you'll lose all weapons you're carrying, including the Pistol. So, you need to watch your vitals and health more closely." starrupture.net independently states "non-pistol weapons are lost upon death and must be re-crafted". Current best reading: weapons are LOST, not recoverable from the corpse -- re-craft them at the Equipment Upgrade Station. The earlier reading in this doc ("dropped, recoverable") was an over-reconciliation of a single community guide and is withdrawn; that guide's "everything drops on your corpse" applies to inventory items, not weapons. official note [CONFIRMED], second source [REPORTED]
Co-op revive No downed/revive state is documented. The MedTool's teammate-heal (RMB) is the only co-op medical mechanic found; co-op death appears to be a straight respawn at the Regeneration Chamber [UNVERIFIED] -- see Gaps
Armour There is no armour item or armour value system in any source. Defense is shield capacity + health pool + LEMs; the four professions (PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier) are class picks, not armour tiers [UNVERIFIED / likely absent]

10.1 LEMs -- the only permanent defense progression#

LEM expansion is UNVERIFIED. An earlier revision of this doc asserted "Limbic Enhancement Membrane"; no source supports that. The only source that expands the acronym at all is starrupture.net, which reads "Logistics Enhancement Modules are permanent character upgrades" -- itself a lone, undated claim that reads like a guess. Do not quote an expansion to a player. [UNVERIFIED]

What is [REPORTED]: LEMs are permanent character upgrades organised into movement, combat and survival lines, with a rarity ladder Basic -> Greater -> Superior (Superior = rare, late game). The install station is described as a LEM Station inside the Habitat (starrupture.tools slugs it suit-workshop); starrupture.net does not state an install location, so the station name is [UNVERIFIED].

LEM Line Effect Source note
Greater Lifegiver Survival (green) +40 Max Health starrupture.net
Lifegiver Survival +25 Max Health starrupture.net
Greater Shieldgiver Survival +20% Shield Capacity starrupture.net
Shieldgiver family (Lesser / Standard / Supporter) Survival +20 / +30 / +50 Max Shield (flat) starrupturewiki.org LEM guide
Regenerator Survival + Health Regeneration starrupture.net
Damage Amplifier Combat (red) +10-15% Base Damage starrupture.net
Scalper / Greater Scalper Combat +25% / +40% Item Drop Chance starrupture.net
Greater Sprinter Movement (blue) +20% Sprint Speed starrupture.net
Endurancegiver Movement +15-25% Stamina Pool starrupture.net
Stamina Regenerator Movement +10-15% Stamina Regen starrupture.net

Conflict: the two LEM sources disagree on Shieldgiver -- flat +20/+30/+50 max shield vs +20% capacity. Neither is dated to a build. Ranged values ("+10-15%") suggest the site is interpolating across rarities rather than quoting data. Treat all LEM numbers as [REPORTED], not confirmed.


11. AI quirks, pathing and community-known exploits#

All [COMMUNITY] unless marked; the load-bearing thread is Steam General Discussions "Monolith Attack waves" (discussion id 801216255349500303), plus the Steam guide Star Rupture Basics: Base Defenses.

Quirk Detail Practical use
Waves spawn relative to the PLAYER, not the Base Core User Sleeper: spawn location depends on player character position. Bigoneleft: enemies spawn "in a line from the monolith to your basecore and depends of your own position". Arcanemagus: "they don't actually spawn until you get close to the cloud." Stand at your turret line during the wave -- Powerferret: "run and stand next to your turrets. The wave will spawn far enough out that the turrets will be able to deal with them."
Spawn creep past defenses Successive waves spawn progressively closer to the Core, eventually behind the turret line, nullifying static defenses Accept it and clear manually (Sir T), or use the standing-at-turrets trick
Design intent reading Stretch: the mechanic looks like "a punishment for not attending the event" -- base defense is not meant to be fully AFK Plan to be present for core upgrades
Fire-wave clearing The Rupture fire wave kills Vermin; they do not respawn until the "returning to normal" phase Raid POIs immediately post-Rupture -- the cheapest safe-exploration window in the game
Aggro without line of sight "The aggro range of bugs is absurd, with no line of sight needed" Stealth is unreliable; disengagement, not concealment, is the avoidance tool
Sneaking away Guides consistently say: if unprepared, sneak/withdraw from swarms; there is no stealth system, kill-from-shadows or noise mechanic documented [UNVERIFIED] that stealth exists as a system
Facing a Slasher stops its leap Its leap only triggers when you flee Turn and shotgun it
Goliath front-armour lock It keeps its front to you; jumping its charge and circling is the reliable damage window See §4
Turret targeting was broken pre-0.2.2 Turrets failed to target enemies (incl. Swarmers) or fired with visible delay -- fixed 2026-04-22 [CONFIRMED] Any guide written before Apr 2026 that says "turrets don't shoot swarmers" is stale
Enemy pathing was broken pre-0.2.3 Some enemies could not track the player -- fixed 2026-05-04 [CONFIRMED] ditto
Turret noise The Steam guide author recommends a community "silent turrets" mod because massed turrets are audibly punishing Modding hook: audio-only asset swap; the build is unsigned IoStore with PDB shipped and no EAC (shadow-install.md), so pak/utoc replacement mods are viable

Mass Entity note [INFERRED from install]: the build mounts a MassEnemyAI project plugin plus engine MassAI/MassCrowd, and the save's MassEnemySpawnSubsystem confirms enemies are Mass-Entity crowd agents. That explains both the Swarmer-specific targeting bug (crowd entities need distinct turret targeting from actor-based enemies) and the spawn-on-proximity streaming behaviour players observe. Modders should expect enemy tuning to live in Mass fragments/config assets rather than per-actor Blueprints.


12. Defense doctrine by game stage#

Synthesised from the Steam guide Star Rupture Basics: Base Defenses (2026-02-26 posting date on the guide), the wiki base-defense article, and the Monolith Attack Waves thread. Everything here is [COMMUNITY] consensus, not developer-stated.

Stage Corporation gates Doctrine
Pre-turret (Griffits Blue < L6) Grenade (L3), Equipment Upgrade Station (L4) -- the UPP-7 is no longer an L2 reward; since Update 1 it is crafted at the Equipment Upgrade Station, so the Station is the real early gate Do not upgrade your Base Core yet. Attacks are core-upgrade-driven, so the safest early game is the one where you never trigger one. Fight on foot; use Ruptures as free map-clears; site the base against a cliff/rock face from day one so a retrofit isn't needed
First turret line (L6) Defense Turret (200 BBM, 20 MW, manual ammo) Prerequisites before the first core upgrade: L6 turrets + a stable Standard Ammo stockpile or an automated ammo factory. Ring the Base Core and Habitat; put turrets on top of the Habitat and in front of the Core; wall/platform the open flanks to force a single approach; face the bank toward the nearest Monolith
Mid (L6-L9, + Clever Robotics L7) Cargo dispatcher/receiver Automate turret ammo -- manual feeding is the failure mode that loses bases. Build wall depth, not just turret count: layered walls buy turret uptime. Attend every wave personally with the shotgun (penetration barrel) and grenades; prioritise Exploders (group damage) and Spitters (building damage)
Late (Griffits Blue L9+) Defense Tower (220 IBM, 50 MW, drone-rail fed) Towers on elevated platforms; the guide author's endgame layout is 6 Defense Towers on top of the Monolith itself, cargo-fed, plus a turret ring at the base -- kill the wave at the spawn point rather than at your walls. Budget power: 6 towers = 300 MW of dedicated defense draw
Every stage -- Be physically present at your turret line when a wave lands -- spawn position keys off the player, so standing at the guns puts the spawn in their engagement envelope instead of behind them

13. Modding / tooling appendix -- combat asset identifiers#

From docs/ref/shadow-install.md (build 0.2.8, first-hand). Internal identifiers -- not display names.

Domain Identifiers
Weapons Content/Chimera/Weapons/: Rifles, Pistol, Mods, MiningTool, Grenade, MedTool, FreezingTool, BuildingTool, Multitool, ZiplineArm, BuildingDrone
Ammo items I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem
Turrets building folders Turret_Tier1, Turret_Tier2; also Decoy, Armory, Antena, Airlock, CloningBed, BaseCore
Infection / monolith BP_AlienObeliskSpawner, BP_AlienObieliskActor [sic], DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, CrAlienObeliskFragment, CrBuildingInfectionFragment, AlarmFragment
Star event Content/Chimera/EnviroWave (369 assets), Weather (135), CrWaveTimerActor; save keys EnviroWave, EnviroWaveTimer, EnviroWaveEffects
Enemy AI project plugin MassEnemyAI; engine MassAI, MassCrowd; save key MassEnemySpawnSubsystem
Attack state save keys BaseSiteAttackData (baseAttackState, waves, alienObeliskPosition, lastAttackedCoreLevel), BaseCoreReplicationHelperSaveData
Loot tables Content/Chimera/Items/EnemiesDrop, AnimalsLoot, DeathDropInventory
Creature art (roster corroboration) Supporter Pack avatars: Ruptura, Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer, Forgotten Engine
Modding posture UE 5.6.1 custom build, single unsigned IoStore chunk, full PDB shipped, no EAC, dedicated-server scaffolding present -- pak/utoc replacement and save-side edits both viable

Highest-value next step for this domain: an FModel/retoc pass on pakchunk0-Windows.utoc targeting the enemy data assets, Weapons/, Turret_Tier*, EnemiesDrop and the .locres string tables. That single pass would close nearly every [UNVERIFIED] below -- HP, damage, fire rate, magazine, turret range/DPS/ammo burn, and the internal-to-display name map.


Gaps & Unverified#

Numbers that simply are not public (any build): - Weapon damage, fire rate, magazine size, reload time, effective range for UPP-7, MAR-9, SLAMS-12, M175 and the Grenade. Only "Extended Magazine -> 50" (playtest-era MAR-9) exists anywhere. - Turret range, damage, DPS, rate of fire, ammo consumption per shot/second, and turret health for both tiers. - Per-enemy loot tables and drop rates. Enemy drop assets exist in the build; no source publishes contents. - Current-build enemy HP/damage. The only numeric table found is a 2026-01-03 (0.1.x, pre-Update-1) datamine with internal tier names, and its damage column (nine rows of 0.1) is almost certainly not literal damage. - Temperature/heat generated by turrets -- one source says 30 for both tiers, uncorroborated.

Systems whose existence I could not establish: - Melee combat / a melee weapon -- nothing in patch notes, wikis or guides. Probably absent. - Armour as a stat or item -- no armour values found; defense = shield + health + LEMs. - Co-op downed/revive state -- only MedTool teammate healing is documented; whether a downed state exists is unknown. - Building repair and energy-shield / trap defensive structures -- no source, no obvious asset. Possibly absent. - Stealth system (crouch-to-avoid, noise, detection cones) -- community says aggro ignores line of sight, which argues against one. - The Decoy and Armory buildings and the FreezingTool -- present as install assets, zero public documentation. - The Grubbler -- named in official Hotfix 0.2.3 notes, described by nobody. - "Ruptura" as a creature -- appears in the Supporter Pack avatar roster; no encounter documented. - Skylisk loot/behaviour beyond a collision fix.

Sources that disagree (both reported above): - Turret power/heat: 20 MW / 50 MW (wiki.gg, edited 2026-05-20) vs 50 power + 30 temperature for both (starrupturewiki.org, undated). - ~~Weapon unlock cost~~ RESOLVED 2026-08-22: starrupture.net publishes ranges (~70-200 / ~85-250 / ~110-400 WB) whose upper bounds are TheGamer's 200/250/400. Not a conflict; 200/250/400 WB stands. - Shieldgiver LEM: +20/+30/+50 flat max shield vs +20% shield capacity. - ~~Death penalty~~ RESOLVED 2026-08-22: official Update 1 text ("you'll lose all weapons you're carrying, including the Pistol") plus starrupture.net (non-pistol weapons are lost and must be re-crafted) both say lost. Weapons are not recoverable from the corpse; inventory items are. - LEM acronym: this doc previously asserted "Limbic Enhancement Membrane" with no source. The only expansion found anywhere is starrupture.net's "Logistics Enhancement Modules", undated and uncorroborated. [UNVERIFIED] - "War Bonds" as the equipment currency is press/wiki terminology; the save file exposes dataPoints and per-corporation research points instead -- the mapping is unconfirmed.

Version caveats: - Steam depot buildid 23761620 was current on the install as of 2026-08-16, while the last announced patch is 0.2.8 (2026-06-17); a silent depot push between those dates cannot be ruled out (SteamDB was not queried within the operation budget). The .met sidecar still reads 0.2.8, so the game version is certain even if the depot revision is not. - The wiki.gg Weapons page is playtest-era (last updated 2025-08-06) and its BBM mod prices are obsolete; its mod categories survive. - Every enemy-strategy article cited from TheGamer/Dualshockers is January 2026 (0.1.x); the 0.2.2/0.2.3/0.2.5 fixes post-date them, but no source indicates enemy behaviour itself changed. - Two 2026-03-25 Steam posts (Technical Hotfix 0.1.3, Update 1 PTB) were previously dated 2026-04-01 / 2026-04-02 here; corrected from the raw API date fields 1774440488 / 1774447362. - The Steam guide Star Rupture Basics: Base Defenses (id 3674177054) could not be re-fetched on 2026-08-22 -- the page returned Steam chrome only. Every claim sourced to it (the 3-4 Rupture wave cadence, the prerequisite list, the 6-towers-on-the-Monolith layout, the "silent turrets" mod tip) therefore remains at its original single-source [REPORTED] / [COMMUNITY] grade and was not re-verified this pass. - Steam thread timestamps rendered as "Mar 14-15, 2024" in the Monolith Attack Waves thread are inconsistent with the game's January 2026 launch and are presumed misparsed; the thread's content is treated as 0.2.x-era.

Not attempted within budget: individual starrupturewiki.org per-enemy pages (Blader, Exploder, Flinger, Spitter, Swarmer, Young Slasher), SteamDB build history, Creepy Jar Discord announcements, PCGamingWiki, and any Reddit thread (search results surfaced none for this domain).


Sources#

All accessed 2026-08-22.

Official (Creepy Jar / Steam) - Steam News API, appid 1631270 -- full announcement index and post bodies: https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 (used for Update 1 notes, Hotfixes 0.2.1-0.2.8, Dev Blog August 2026, and raw post timestamps) - StarRupture -- UPDATE 1 now available [what's new + patch notes], Steam, 2026-04-09: https://store.steampowered.com/news/app/1631270/view/1829528821306026 (store page did not render; content read via the news API)

Community wikis - Star Rupture Wiki (wiki.gg) -- Defense Turret: https://starrupture.wiki.gg/wiki/Defense_Turret - Star Rupture Wiki (wiki.gg) -- Defense Tower: https://starrupture.wiki.gg/wiki/Defense_Tower - Star Rupture Wiki (wiki.gg) -- Weapons (last updated 2025-08-06, playtest-era): https://starrupture.wiki.gg/wiki/Weapons - Star Rupture Wiki (wiki.gg) -- page index: https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki/pages - StarRupture Wiki (starrupturewiki.org) -- Enemies index: https://starrupturewiki.org/wiki/enemies - StarRupture Wiki (starrupturewiki.org) -- Vermin Enemy Guide: https://starrupturewiki.org/articles/vermin-enemy-guide - StarRupture Wiki (starrupturewiki.org) -- Base Building and Defense Guide: https://starrupturewiki.org/articles/base-building-defense-guide

Steam community - Guide: "Star Rupture Basics: Base Defenses": https://steamcommunity.com/sharedfiles/filedetails/?id=3674177054 - Discussion: "Monolith Attack waves": https://steamcommunity.com/app/1631270/discussions/0/801216255349500303/ - Discussion (search snippet only): "combat": https://steamcommunity.com/app/1631270/discussions/0/742664166129597849/ - Discussion (search snippet only): "How to Kill the new Coralion Crab?": https://steamcommunity.com/app/1631270/discussions/0/796716542888838073/ - Discussion (search snippet only): "Anyone figure out Vulpir Meat yet?": https://steamcommunity.com/app/1631270/discussions/0/796713775850887170/

Press / guides - TheGamer -- All Weapons And How To Unlock Them (2026-01-08): https://www.thegamer.com/starrupture-all-weapons-unlock-recipe-use-guide/ - TheGamer -- How To Find And Deal With Goliaths (2026-01-14): https://www.thegamer.com/starrupture-goliaths-location-strategy/ - Dualshockers -- Explaining Monoliths in StarRupture (2026-01-15): https://www.dualshockers.com/starrupture-monoliths-explained/ - Dualshockers (search snippet only) -- How to Reclaim an Infected Base: https://www.dualshockers.com/starrupture-how-to-reclaim-an-infected-base/ - GamingShogun -- StarRupture's First Major Update Is Out Now (2026-04-09): https://gamingshogun.com/2026/04/09/starruptures-first-major-update-is-out-now/ - Massively Overpowered -- StarRupture expands early access with a bigger map, wildlife, and ziplines (2026-04-10): https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/

Community databases / tools (datamine-flavoured, undated unless noted) - StarRupture Enemy Encyclopedia (updated 2026-01-03, launch-era): https://starrupture-tools.com/enemy-encyclopedia/ - StarRupture Weapons Database: https://starrupture.net/database/weapons/ - StarRupture LEM Modules Guide: https://starrupture.net/database/lems/ - StarRupture Database -- Defense Tower (turret-tier2; SPA, did not render): https://starrupture.tools/buildings/turret-tier2 - StarRupture Calculator -- Defense Turret (did not render game data): https://starrupturecalculator.com/buildings/defense-turret - starruptureplanner.com -- HTTP 403, abandoned: https://starruptureplanner.com/machines/mach_defense_turret

Search-snippet-only supporting sources - allthings.how -- StarRupture stats explained (shield/health bars): https://allthings.how/starrupture-stats-explained-how-every-bar-works-and-how-to-raise-them/ - Game Rant -- Medtool healing: https://gamerant.com/starrupture-how-to-get-medtool-heal-yourself/ - Sportskeeda -- Medtool guide: https://www.sportskeeda.com/esports/how-heal-starrupture-medtool-guide - StarRupture.org -- Base Defense Strategies: https://www.starrupture.org/base/defense - The Review Geek -- Base Building Guide: https://www.thereviewgeek.com/starrupture-basebuildingguide/ - xmodhub / Phrasemaker -- All Enemies & Best Ways to Kill Them (2026-01-14): https://thephrasemaker.com/2026/01/14/starrupture-all-enemies-best-ways-to-kill-them/ - starrupturewiki.org -- LEM Augmentation Guide: https://starrupturewiki.org/articles/lem-augmentation-guide

First-hand ground truth - C:/star-rupture/docs/ref/shadow-install.md -- installed build 0.2.8 inventory (asset manifest, save-format decode, save-key surface, Supporter Pack roster), 2026-08-22

07

Building System & Base Construction

Version anchorStarRupture Early Access 0.2.8 (Steam "Hotfix 0.2.8", published 2026-06-17, live and current as of 2026-08-22), branch Release-CU1 = Content Update 1 / "UPDATE 1" (2026-04-09), build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, Unreal Engine 5.6.1. No newer patch exists on the Steam news feed as of 2026-08-22 -- 0.2.8 is the newest build post; everything after it is editorial: Developer Blog: June 2026 (2026-06-19), Base Building Basics: Part 2 (2026-06-25) and Developer Blog: August 2026 (2026-08-05). Both dev blogs preview Update 2 content that is not yet shipped.
17 claims checked20 corrections17 unverifiedverifier verdict

The doc's mechanics and structural model held up well: every gameplay system claim I could test -- Base Core cooling ladder, Meteorite Heart cost, Building Drone unlock and keybinds, the 25/100/250/500/1500 rail ladder, power-through-platforms, storage capacities, cargo/OCL stats, the Update 1 building list, the Update 2 roadmap, whole-base deconstruct and in-place rail upgrades -- was confirmed by two or more sources, and the 0.2.8 anchor is still current. Its weak spots were chronology (seven patch dates and two official-post dates wrong by up to 13 days) and a few borrowed community numbers presented as measurements; those are now corrected or demoted, and wiki-confirmed cost/MW/rate data promoted five machine rows from Reported to Confirmed, so the file is now reliable for planning-tool use with its remaining gaps explicitly flagged.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture's building system is a socket-and-platform factory builder wrapped around a survival constraint that no other game in the genre has: a periodic Rupture / fire wave from the star Ruptura that incinerates anything outside a Base Core's protected envelope. Building therefore has two simultaneous budgets -- electricity (MW generated vs drawn) and cooling capacity (the Base Core's thermal budget, spent by every structure you place inside its bubble). Placement is not free-form: buildings are placed on a modular platform / foundation / pillar kit governed by a stability system, extraction machines snap to typed resource sockets on deposits, and items move over drone rails rather than belts. This document covers build-mode mechanics, the base model, the buildable catalog, structural rules, and the constraints a base-planning tool has to model. Where the community sources disagree on a number, both values are shown with their provenance; where nothing could be established, the item is marked UNVERIFIED and repeated under Gaps.


1. Confidence legend and source discipline#

Tag Meaning
✅ Confirmed Official Creepy Jar/Steam source, OR the canonical wiki plus an independent second source, OR first-hand from the installed build (docs/ref/shadow-install.md)
📊 Reported Single community source (Steam guide, gaming site, forum). Numbers are player-measured and may be stale or wrong
💡 Inferred Derived from packaged asset names or from a combination of facts; not directly stated by any source
❓ UNVERIFIED Could not be established. Also listed under Gaps

Two hard rules applied throughout:

  1. Internal asset identifiers are not in-game names. DA_Crafter, CRC_Factory, I_BuildingBlueprint_Hammer etc. come from the packaged manifest of the installed 0.2.8 build. They are presented in section 15 as identifiers only. Any mapping to a display name is flagged 💡 or ❓ unless a source confirms it.
  2. Era labels. Anything sourced to a pre-release/playtest/demo build, or to a Developer Blog describing Update 2, is labelled as such and is not current 0.2.8 behaviour.

2. Version timeline (building-relevant)#

Version Date Building-relevant content Tag
UPDATE 1 (0.2.0) 2026-04-09 New buildings: Oil Extractor, Laser Drill, Refinery, Pyro Forge, Constructorizer, Facturer, Chemical Generator, Roundabout Rail Connector, Recycler. Tier-2 versions: Compounder v.2, Fabricator v.2, Furnace v.2, Ore Excavator v.2, Orbital Cargo Launcher v.2, Constructorizer v.2. Development Station added (inside a Habitat) to unlock improved building versions. Zipline traversal system. Cargo Dispatcher/Receiver reworked to one-to-one connections. Looting an already-owned blueprint now yields a "Duplicate Blueprint" item instead (0.2.8: this is substitution, not removal of duplicates). Quartz converted from a building material to an ore-based chain. Large Habitat + expanded storage ✅
Hotfix 0.2.1 2026-04-16 Recipe-station unlock logic, blueprint duplicate handling, drone rail connection fixes; Habitat-stacking deconstruction fix; interior buildings preserved on deconstruct ✅
Hotfix 0.2.2 2026-04-22 Buildings unlocked before Update 1 auto-unlock in the Development Station; turret targeting fix; platform power conduction improved; stability resets corrected; rail junction collision checks ✅
Hotfix 0.2.3 2026-05-04 "Buildings placed on Supported Platforms should now correctly maintain their stability"; "Foundation Platforms should now correctly spawn under buildings upon placement"; airlock + viewport deconstruction fixes; rail/zipline placement fixes ✅
Hotfix 0.2.4 2026-05-06 Base-attack co-op crash, progression rollback ✅
Hotfix 0.2.5 2026-05-18 Autosave interval option; "Decreased stability cost of Platforms, enabling players to build bigger constructions"; multi-platform placement logic fixes; habitat stability; foundation platform corrections ✅
Hotfix 0.2.6 2026-06-02 Crash on approaching a base; dedicated-server stability; save file size fix; pillar placement validation; habitat stability corrections ✅
Hotfix 0.2.7 2026-06-11 Building deconstruction crash fix; co-op dialogue sync ✅
Hotfix 0.2.8 (current) 2026-06-17 Crash on exit on NVIDIA RTX 40/50 series. No building changes ✅
Dev Blog June 2026 (Update 2 preview) 2026-06-19 Not shipped: copy building parameters between structures, multi-deconstruct, Drone Roundabout overhaul, crafting info shown as items/min ✅ (as roadmap)
Dev Blog Aug 2026 (Update 2 preview) 2026-08-05 Not shipped: "Add Pillars" toggle that auto-places pillars when building at height (and lets you build without them if stability allows); automatic pillar-support height adjustment when platforms move; search bar in Buildings & Storages; custom names for Teleporters and Base Cores shown on the map; Abandoned Base completion tracking on HUD/map; Corporate Terminal shows items required for a selected corporation level ✅ (as roadmap)

Date caveat (re-verified 2026-08-22, v0.2.8): all dates above are now the Steam news API date fields decoded to UTC, which is the authoritative record. Earlier drafts of this table carried community-list dates that were off by up to 13 days on the April/May hotfixes; those have been corrected. Decoded anchors: UPDATE 1 1775725235 = 2026-04-09 · 0.2.1 1776333839 = 2026-04-16 · 0.2.2 1776846618 = 2026-04-22 · 0.2.3 1777887937 = 2026-05-04 · 0.2.4 1778064710 = 2026-05-06 · 0.2.5 1779099937 = 2026-05-18 · 0.2.6 1780394758 = 2026-06-02 · 0.2.7 1781165873 = 2026-06-11 · 0.2.8 1781694185 = 2026-06-17 · Dev Blog June 1781874235 = 2026-06-19 · Base Building Basics Part 2 1782392447 = 2026-06-25 · Dev Blog August 1785934799 = 2026-08-05. Version numbers agree everywhere and 0.2.8 is confirmed as current by the installed build's .met sidecars ({"major":0,"minor":2,"pATCH":8}); no build newer than 0.2.8 exists on the Steam news feed as of 2026-08-22.


3. The base model#

3.1 Base Core -- the anchor#

The Base Core is the hub building the entire base model hangs off. ✅ Its roles:

Role Detail Tag
Rupture protection Structures inside the core's envelope survive the fire wave; everything outside it burns ✅
Cooling budget The core provides a cooling capacity pool; every structure placed inside consumes some of it ✅
Build anchor / radius Defines the radius inside which core base structures can be placed and platforms/Habitats/modules snap together 📊
Logistics anchor The natural cluster point for Smelters, Fabricators, Storage Depots, Orbital Cargo Launchers 📊
Defense objective Ranks with the Habitat as a priority target in enemy base-attack waves 📊 (corroborated by the save's BaseSiteAttackData fields attacked base core, lastAttackedCoreLevel)

Build cost: every Base Core -- including the first -- consumes one Meteorite Heart, obtained by breaking open a meteor with the Harvester. 📊 (two community sources agree; not on the wiki)

Core radius value: ❓ UNVERIFIED. No source gives a metre/tile figure for the protected envelope or build radius, and the wiki has no Base Core page. The save format does record a bounds value (BaseSiteAttackData carries "attacked base core and bounds"), so the number exists in data and is recoverable by a datamine.

3.2 Cooling capacity -- the second budget#

Cooling capacity is the thermal analogue of a power grid. The core supplies a pool; each building has a Temp value that draws from it (or, for coolers/amplifiers, a negative value that adds headroom).

Base Core level Cooling capacity Upgrade materials Tag
0 (starting) 1,000 -- 📊 (two sources agree on the capacity ladder)
1 2,500 30 Meteor Hearts, 7,200 Helium-3, 1,800 Ceramics, 10 Ignitium 📊
2 4,000 50 Meteor Hearts, 2,700 Ceramics, 600 Synthetic Silicon, 600 Electronics, 30 Ignitium 📊
3 6,000 60 Meteor Hearts, 400 Valves, 800 Electronics, 900 Batteries, 90 Ignitium 📊
4 (max) 10,000 70 Meteor Hearts, 800 Turbines, 1,200 Batteries, 2,300 Hardening Agent, 800 Accumulators, 150 Ignitium 📊

Behaviour notes:

  • Heat accumulates even without a Rupture -- Smelters and Fabricators generate it continuously; the core absorbs it but you need headroom. Running near the cap lengthens the post-wave cooldown. 📊
  • Exceeding capacity during a fire wave: the core stops protecting, everything shuts down, production halts while buildings cool manually. 📊
  • The save file corroborates that this is per-entity simulated state: every building entity carries a CrMassTemperatureFragment alongside CrElectricityFragment. ✅ (first-hand)

3.3 Base Core Amplifiers#

Building Cooling capacity added Temp effect Cost Notes Tag
Base Core Amplifier v.1 +50 -250 100 Quartz Building Material "Increases Base Core capacity by 50. Works for every Base Core in which range is located." (wiki, v0.2.8) ✅ (wiki + guide)
Base Core Amplifier v.2 +20 -20 140 Intermediate Building Material Affects all nearby Base Cores 📊

⚠️ Sources disagree on which amplifier is "better". One guide calls v.1 the stronger cooler (-250 temp) and v.2 the cheaper option for spreading across an expansion network, yet lists v.2 as costing more (140 IBM vs 100 QBM) and cooling far less. The wiki has a page for Base Core Amplifier v1 only (it confirms 100 QBM and "+50 Base Core capacity", but lists no power or temp value) -- no v2 page exists. Treat the v.2 line as 📊 low-confidence.

3.4 Habitat -- the shelter#

  • The Habitat is the pressurised shelter you retreat into during Rupture waves. ✅ (implied by all sources; internal assets DA_HabitatSmall, DA_HabitatBig, BP_HubWaveImmunity)
  • Habitats stack vertically, to a recommended maximum of three levels. 📊
  • Habitat access is via Airlocks (DA_Airlock, plus non-deconstructible and starting-HUB variants). ✅ (identifiers) / 📊 (function)
  • Interior buildings are a separate placement class -- they go on habitat floors, walls and work surfaces, not on factory platforms (see the APC_InteriorBuildings* placement conditions in §4.4). ✅ (identifiers)
  • The Development Station (Update 1) is an interior station located inside a Habitat, used to unlock improved building versions. ✅
  • Large Habitat was added in Update 1. ✅
  • Habitat stability was fixed repeatedly across 0.2.5 and 0.2.6, i.e. Habitats participate in the same stability system as platforms. ✅

3.5 Multiple bases and outposts#

  • There is no limit on the number of Base Cores. 📊 (two community sources)
  • Each additional core costs a Meteorite Heart. 📊
  • Common community pattern: a main base near the Lander plus remote cores treated as outposts, each running Extractors + Smelters locally and shipping bars/intermediates back over long drone rails. 📊 (community consensus, allthings.how base-cores article + starruptureplanner base-core guide)
  • Teleporter exists as a building (DA_Teleporter; blueprint item I_BuildingBlueprint_Teleporter) and Update 2 will show Teleporter custom names on the map -- so teleporters are the intended fast-travel link between bases. ✅ (identifiers + official Aug 2026 dev blog)
  • Cargo Dispatcher / Cargo Receiver are the long-range item link between sites; Update 1 reworked them to one-to-one pairings. ✅

4. Build mode fundamentals#

4.1 Controls (keyboard/mouse, 0.2.x)#

Input Action Tag
B Open the Building Menu / enter build mode 📊
C Toggle the Drone Camera (free 360° build view), once the Building Drone is unlocked 📊
RMB Place / fix the structure in position 📊
Hold RMB Multi-place -- lay multiple platforms in a drag 📊 (two sources)
Mouse wheel Adjust structure height / position 📊
Y Lock the structure at the current height (height lock for level floors) 📊
R Rotate the structure 📊
F Enter Deconstruction Mode 📊
Q Cancel building 📊
WASD / Space / Ctrl Move the build drone camera (lateral / up / down) 📊

❓ Controller bindings and the full rebindable action list are UNVERIFIED (the install does carry EnhancedInputUserSettings.sav and ControllerPlatform=XSX, so a controller scheme exists).

4.2 The Building Drone#

  • Unlocked at Clever Robotics corporation level 4, by delivering Wolfram Wire and Wolfram Plate via the Orbital Cargo Launcher, or Data Points through the Corporate Terminal. 📊 (two sources: Game Rant, TheGamer)
  • It gives a detached, elevated camera which makes long rail runs and multi-level floors far easier. 📊
  • Materials still come out of the player's inventory -- the drone does not draw from storage. 📊 This is the key logistics constraint: there is no Satisfactory-style "build from dimensional storage", and no evidence of construction bots delivering materials to a ghost. ✅ (no source describes such a system)
  • The drone has a limited operating range from the player character and warns when you stray too far. 📊
  • Packaged assets confirm a dedicated building drone (Weapons/BuildingTool, Weapons/BuildingDrone) plus separate BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance classes. ✅

4.3 Placement feedback#

Feedback Meaning Tag
Green/valid ghost Placement allowed 📊
Yellow: "Structure Has Not Enough Support" Stability check failed -- add a pillar or move closer to a support 📊
"Location is not stable" / "build not stable" Same family of stability rejection; also a well-known false positive when multi-placing (see §6.4) 📊
Red shading Placement impossible (collision / forbidden zone) 📊

4.4 Placement classes (first-hand, from the packaged build)#

The 0.2.8 build ships 17 "actor placing condition" assets under Chimera/Buildings/PlacingConditions/. These are the game's own taxonomy of how a thing may be placed, and are the most reliable structural description of the placement system available without a full datamine. ✅ (identifiers first-hand; the meaning of each is 💡 inferred from its name)

APC_* asset Inferred placement rule
APC_StandardBuildings Ordinary factory buildings on ground/platform
APC_StandardBuildingsCoreOutside Buildings allowed outside a Base Core envelope
APC_StandardBuildingsFixedHeight Standard buildings locked to a fixed height
APC_Modular The modular platform/foundation/pillar kit
APC_ModularWithFixedHeight Modular kit with the height-lock applied
APC_Drill Drills (Mechanical Drill / Laser Drill family)
APC_ResourceMiningBuildings Extractors that must sit on a resource node
APC_GoethiteOre Goethite-specific node placement
APC_SlotBuildings Buildings that occupy a named slot
APC_SlotBuildingsNonInterior Slot buildings outside habitats
APC_InteriorBuildingsFloor Habitat interior, floor-mounted
APC_InteriorBuildingsWall Habitat interior, wall-mounted
APC_InteriorBuildingsWorkSurface Habitat interior, on a work surface
APC_InteriorBuildingsFlatSurface Habitat interior, any flat surface
APC_DroneRails Drone rail spline pieces
APC_StandardConnectors Connector pieces (rail/platform joins)
APC_StandardPlugs Plug pieces

Planning-tool takeaway: a correct model needs at least five placement modes -- ground/platform, node-socket, slot, interior-surface, and spline (rails/ziplines) -- not one generic "place on grid".

4.5 Exclusion zones#

The build also ships BP_BuildingExcluder, BP_BuildingExcluderTestSphere, BP_SpecificBuildingZone, and the materials M_/MI_BuildingExcluderRangeOutline. ✅ (first-hand) 💡 This is a radius-based no-build volume with a visible outline, plus a complementary "only this building may go here" zone actor. Confirms exclusion zones exist as a first-class placement constraint. ❓ Which world features carry excluders (POIs, abandoned bases, alien obelisks, story sites) is UNVERIFIED.

4.6 Blueprints -- what the word means here#

⚠️ Important disambiguation for a planning tool. In StarRupture, "Blueprint" does not mean a saved multi-building template you can stamp out (the Satisfactory sense). It means an unlock item:

  • World-found item I_BuildingBlueprint_<Building> → analysed at the Analyzer via CR_Analyze_BuildingBlueprint* → becomes I_BuildingBlueprint_Analyzed_<Building> → unlocks that building. ✅ (first-hand asset chain)
  • The save file's CrCraftingRecipeOwner.lockedRecipes maps recipe assets to the blueprint items required to unlock them (e.g. the Valve recipe requires I_ValveBlueprint). ✅ (first-hand; Robert's save has 15 unlocked / 140 locked recipes at 51 h played)
  • Community sources describe blueprints as found in Abandoned Bases and as adding "speed to the building process" (i.e. skipping research), not as layout templates. 📊
  • Update 1 changed blueprint handling so that looting a blueprint you already own substitutes a "Duplicate Blueprint" item; duplicates are not simply discarded. ✅ (Update 1 patch notes, v0.2.8)
  • Update 2 will add copying building parameters between structures -- still not a layout template system. ✅ (roadmap)

14 building blueprint items exist in 0.2.8 ✅ (first-hand): AcidExtractor, CombustionPowerGenerator, Crafter, Furnace, GasExtractor, Hammer, LaserDrill, LiquidExtractor, MilitaryAssembler, PressurePowerGenerator, Smelter, SolarPowerGenerator, Teleporter, Zipline. (Internal names -- display names may differ.)

Undo: ❓ UNVERIFIED. No source describes an undo key. Deconstruction (F) with a full material refund is the de facto undo (§9.3).


5. The modular structural kit#

The Buildings/Modular/ folder (1,432 packaged files) is the platform/foundation system. Every piece below is confirmed present in 0.2.8 by asset identifier. ✅

5.1 Piece families#

Family Assets Notes
Foundations BD_Modular_Foundation<NxM> -- 25 discrete sizes Auto-spawned under buildings on placement since 0.2.3
Tiles BD_Modular_Tiles<NxM> -- the same 25 sizes The visible floor surface paired 1:1 with each foundation size
Platforms BD_Modular_BasePlatform, BD_Modular_ConnectingPlatform, BD_Modular_ConnectingPlatform_Triangular, BD_Modular_AnchoredPlatform Plus dedicated ...Stability variants (BD_Modular_BasePlatformStability, BD_Modular_ConnectingPlatformStability)
Supports BD_Modular_PillarSupport, BD_Modular_PillarSupport_Triangular, DA_Pole (SM_Cylinder_2_5M, SM_Cylinder_5M) Pole meshes at 2.5 m and 5 m suggest a 2.5 m vertical module 💡
Vertical circulation BD_Modular_Ladder, LadderOutside, BD_Modular_MagneticLift, BD_Modular_Stairs, StairsFlat Magnetic Lift = powered vertical transport 💡
Safety / trim BD_Modular_Railing, Railing_Triangular, SafetyBarrierDiagonal, StairsBarrierL/R, StairsBarrierFlatL/R, Walkway, RailingWalkway Decorative/safety, likely zero-cost or trivial-cost ❓
Habitat modules Buildings/Modular/HabitatModules/, Habitats/, RoomUniversalMeshes/, DA_ViewportLeft/Middle/Right/Single, DA_HorizontalBridge(+Connector/Segment), DA_VerticalBridge, DA_SealingDoor, DA_SideLadder Habitats are themselves modular -- rooms, viewports, bridges between habitat stacks
Connectors Buildings/Modular/Connector/, DA_Connector, ModularSockets/ Join pieces

5.2 Foundation / tile footprint sizes (complete list, 0.2.8) ✅#

1x1, 2x2, 3x3, 3x4, 4x3, 4x4, 4x5, 4x6, 5x4, 5x5, 5x6, 6x3, 6x4, 6x5, 6x6, 6x7, 7x6, 7x7, 7x8, 8x7, 9x6, 9x7, 9x9, 9x12, 10x6

Both orientations are shipped as separate assets where they differ (3x4 and 4x3, 7x8 and 8x7), which means footprints are stored orientation-explicitly rather than rotated at runtime 💡 -- a planning tool should store (w,h) and treat rotation as swapping to the mirrored asset.

Interpretation: these are almost certainly the per-building footprints -- the Base Core ships DA_BaseCore_Foundation4x4 + DA_BaseCore_Tiles4x4, the Mechanical Drill ships DA_MechanicalDrillFoundation, the Water Extractor DA_WaterExtractorFoundation, and the Active/Passive Coolers ship _Foundation + _Tiles pairs. 💡 So Base Core footprint = 4×4 tiles is a strong inference (💡, not confirmed). ❓ The footprint of every other building is UNVERIFIED -- the mapping lives inside the cooked BD_* assets, not in filenames.

5.3 Costs#

Piece Cost Tag
Platform 1× Basic Building Material 📊
Pillar Support 1× Basic Building Material 📊
Rail Connector 10× Basic Building Material 📊

❓ Costs for the other 60+ modular pieces are UNVERIFIED; the wiki has no Platform, Pillar or Foundation page.


6. Structural integrity (stability)#

Stability is a real, save-persisted simulation, not a placement hint: every building entity in the save carries a CrMassBuildingStabilityData fragment, and there is a global stabilitySubsystemState. ✅ (first-hand)

6.1 The model as players describe it 📊#

Rule Detail
Platforms need support A platform is stable if it is within range of a support (pillar, ground contact, or another supported platform). You do not need a pillar under every platform
Support range ❓ UNVERIFIED. The "roughly 5 tiles / supports every 4–5 tiles" figure circulates in the community but could not be traced to any retrievable source on re-verification (2026-08-22). The only sourced guidance is nerdschalk's qualitative "pillars at corners and main support points, not under every section"
Pillar height ❓ UNVERIFIED. "About 3 high / one extra floor" is an untraceable community figure. What is official: 0.2.5 "Structures should now receive the correct stability value from the Pillar Supports placed underneath them" and 0.2.6 "Fixed an issue where the Pillar Support could be placed despite it being unstable" ✅
Practical max height ❓ UNVERIFIED. "About 4 pillars high" is an untraceable community estimate, not a stated rule
Pillars don't chain Pillars do not reliably support other pillars unless the upper pillar stands on an already-supported platform. This is what caps true multi-storey stacking
Stability is a cost budget Platforms have a stability cost; 0.2.5 explicitly "decreased stability cost of Platforms, enabling players to build bigger constructions" ✅ -- confirming stability is a numeric budget, not a boolean
Z-axis consistency Buildings cannot float; stability is computed from neighbouring tile heights, not just the cursor position
Foundations auto-spawn Since 0.2.3, Foundation Platforms spawn under buildings on placement ✅

6.2 Height limits ❓#

No source gives a hard maximum build height in metres or tiles. The ~4-pillar practical ceiling is a community observation, not a stated rule. The SM_Cylinder_2_5M / SM_Cylinder_5M pole meshes and the drone-rail height variants (§7.3) hint at a quantised vertical grid, but the step size is 💡 inferred, not confirmed.

6.3 Material does not change stability ❓#

A Steam discussion thread asks directly "Is there better building stability with better materials?" -- the thread exists but no confirmed answer could be retrieved. Treat "better materials do not improve stability" as UNVERIFIED.

6.4 Known stability pain points (0.2.x, community consensus 📊)#

  • "Location is not stable" on flat ground is the single most-complained-about building bug in Early Access; it blocks production platforms and machines on ground that looks level. Workaround: drop a foundation tile first, then place the machine on it.
  • Multi-place false negatives: dragging multiple tiles frequently reports "building is not stable" when placing them one at a time succeeds.
  • Steam discussion threads: "The structural integrity mechanic is literal bs, sorry devs.", "Building stability and verticality.", "building platforms?" -- all in StarRupture General Discussions. These are the canonical community-sentiment threads on the system.
  • Creepy Jar's response track: 0.2.2 (stability resets), 0.2.3 (supported platforms keep stability), 0.2.5 (cheaper platforms), 0.2.6 (pillar placement validation, habitat stability), and the Update 2 "Add Pillars" auto-pillar toggle -- i.e. the studio is actively iterating on exactly this. ✅

7. Connection topology (what a planner must wire)#

7.1 Sockets#

Machines expose sockets shown in the UI as two numbers, inputs → outputs. 📊 Sockets determine how many distinct item streams a machine can accept, and are the routing constraint at scale.

The build ships 11 typed socket definition assets (Buildings/Sockets/BSD_*) ✅ (first-hand):

Socket type Purpose (💡 inferred from name)
BSD_OreSocket Solid ore deposit → Ore Excavator / drills
BSD_GasOreSocket Gas vent → Helium-3 / gas extractor
BSD_SulphurOreSocket Sulfur deposit → Sulfur Extractor
BSD_GoethiteOreSocket Goethite node (Update 1 resource) → Laser Drill
BSD_MagicOilOreSocket Oil/Powerium node → Oil Extractor
BSD_GeothermalSocket Geothermal vent → a geothermal generator ❓ (no confirmed matching building)
BSD_DroneRailSocket Drone rail attach point on a building
BSD_ZipRailSocket / BSD_ZiplineSocket Zipline attach points
BSD_JunctionTopSocket Stacked junction attach point
BSD_RampSocket Ramp attach point

Planning-tool takeaway: sockets are typed, so an extractor↔deposit compatibility matrix is required, not a generic "machine on node" rule.

7.2 Power#

  • Power is a single global balance: positive = surplus, negative = deficit. 📊
  • There are no power cables or poles. Power conducts through Platforms and Rails. 📊 (multiple sources; corroborated by hotfix 0.2.2 "platform power conduction improved" ✅)
  • A machine is powered when its link icons align with a platform edge during placement. 📊
  • If you don't want a long platform bridge purely to carry power, you can build a "power cable" by connecting two Rail Connectors to each other. 📊
  • Every building entity in the save carries a CrElectricityFragment and there is a global electricitySubsystemState. ✅

✅ Unit resolved (re-verified 2026-08-22, v0.2.8). The wiki's MW figures and the guides' bare "Power" numbers are the same scale: four independent matched pairs -- Smelter 5 MW / -5, Ore Excavator 5 MW / -5, Helium-3 Extractor 15 MW / -15, Sulfur Extractor 40 MW / -40 (and Refinery 40 MW / -40). The unit is MW; a negative "Power" figure in the tables below is MW consumed, a positive one is MW generated.

7.3 Drone rails (the belt equivalent)#

Item transport is by drones running on rails, not conveyor belts. ✅

Rail tier Throughput (items/min) Power Conducts electricity Tag
Rail v.1 25 -5 see conflict 📊
Rail v.2 100 -5 -- 📊
Rail v.3 250 -5 -- 📊
Rail v.4 500 -5 -- 📊
Rail v.5 1,500 -5 Yes 📊

⚠️ Sources disagree. Two independent sources (the Steam "Buildings & Machines Database" guide and mejoress) give the 25/100/250/500/1500 ladder with electricity only on v.5. A third Steam guide ("How to Build Platforms & Connect Machines") states Rail v.1 moves 120 items/min and conducts electricity, unlocked at Training Corporation level 2. The 25/…/1500 ladder is the majority reading and matches the 5 rail tiers in the build (DA_DroneRailT1…T5 ✅). The 120 figure and the "v.1 conducts electricity" claim are the minority; note that other sources say rails conduct power generally, which would make the tier-5 exclusivity wrong. Unresolved.

Rail network pieces shipped in 0.2.8 ✅ (Buildings/DroneConnections/, 1,273 files):

Piece Identifier
Rail tiers DA_DroneRailT1 … DA_DroneRailT5
Straight lane, 3-wide / 5-wide DA_DroneLane_3, DA_DroneLane_5
4-way junction DA_DroneJunction_4
Mergers DA_DroneMerger_3To1, DA_DroneMerger_5To1
Roundabout (Update 1) DA_DroneRoundabout
Poles / supports DA_DronePole, DA_DroneInvisiblePole, DA_DroneRailSupport

Every one of these ships in height variants 110 / 180 / 250 / 320 / 390 / 460 / 530 / 600 and in a parallel _2x2 series. 💡 The uniform 70-unit spacing strongly suggests a quantised rail height ladder (8 steps) and a 2×2 footprint option for doubled/parallel rail runs -- but the unit (cm? UE units?) is ❓ UNVERIFIED.

Rail behaviour: - Drone Smart Path: drones route themselves; there is a drone priority system. ✅ (official "Base Building Basics: Part 2", 2026-06-25) - Rails can be upgraded in place without deconstructing them first. ✅ (same official source; corroborated by the BR_RailT2/T3 + CR_RailT2..T5 upgrade recipe assets ✅) - Some extractors cannot link directly to platforms and must be connected by rail. 📊 - Update 2 will overhaul the Drone Roundabout. ✅ (roadmap)

7.4 Ziplines#

  • Added around Update 1; described by Creepy Jar as working "similarly to drone rails" but for player traversal. ✅ (Dev Blog March 2026 + Update 1 notes)
  • Assets: DA_Zipline, DA_ZipRail, DA_ZiplineSupport, height variants 250–600 and _2x2, plus a legacy DA_ZipLine_OLD / Zipline_OLD folder. ✅
  • Unlocked by a found blueprint (I_BuildingBlueprint_Zipline). ✅
  • Robert's 51 h save has zero ziplines built -- optional content. ✅

7.5 Long-range cargo#

Building Power Temp Sockets (in→out) Unlock Tag
Cargo Dispatcher -40 +40 1 → 0 Clever Robotics level 7 📊
Cargo Receiver -40 +40 0 → 2 -- 📊
Orbital Cargo Launcher -10 +5 1 → 0 -- 📊

Update 1 reworked Dispatcher/Receiver to one-to-one connections -- "One Cargo Dispatcher will work with a single chosen Cargo Receiver" -- and the Dispatcher now automatically packs and sends every 20 seconds, replacing the old manual parcel-size setting. ✅ (Update 1 patch notes, verified 2026-08-22) Internal identifiers DA_PackageSender / DA_PackageReceiver + the PackageStation folder and the save's CrPackageTransportReplicator confirm the subsystem. ✅


8. Buildable catalog#

⚠️ Read this first. The canonical wiki (starrupture.wiki.gg) is the live community wiki -- the Fandom mirror is stale and returned HTTP 402 on access. But wiki.gg is incomplete for 0.2.8: its Buildings category claims "all 44 Buildings" while listing only 24 pages, and it has no pages for these Update 1 buildings -- Laser Drill, Oil Extractor, Constructorizer, Facturer, Recycler, Pyro Forge, Compounder -- nor for Platforms, Pillars, Base Core, Habitat, Drone Rails or Stability. It does carry Update 1 pages for Refinery, Fabricator v.2 and Furnace v.2 (re-verified 2026-08-22). Where a wiki page exists it is usually the best source for that building: the 24 pages carry exact build cost, MW figure and per-recipe rates, which is why several rows below were upgraded from 📊 to ✅ on re-verification. The numeric tables below therefore come mostly from two Steam Community guides and one aggregator, all 📊, cross-checked against each other and against the packaged asset list. Numbers should be re-verified in game before a planning tool ships them as authoritative.

Sign convention as used by the sources: Power negative = consumption, positive = generation. Temp positive = heat added (spends cooling capacity), negative = cooling provided.

8.1 Core & thermal#

Building Power Temp Sockets Cost / notes Tag
Base Core 0 0 0→0 1 Meteorite Heart; cooling 1,000→10,000 across L0–L4; footprint 4×4 💡 📊
Base Core Amplifier v.1 0 -250 0→0 100 Quartz Building Material; +50 cooling capacity 📊
Base Core Amplifier v.2 0 -20 0→0 140 Intermediate Building Material; +20 cooling capacity 📊
Cooler (Active) ❓ negative ❓ ❓ DA_CoolerActive + Foundation/Tiles; upgradeable (BR_CoolerActive) ✅ exists / ❓ stats
Cooler (Passive) ❓ negative ❓ ❓ DA_CoolerPassive + Foundation/Tiles ✅ exists / ❓ stats
Wave Freezer ❓ ❓ ❓ CRC_WaveFreezer crafting category -- a wave-interaction station ✅ exists / ❓ stats
Wave Smelter ❓ ❓ ❓ CRC_WaveSmelter -- 💡 a smelter powered by the fire wave ✅ exists / ❓ stats

8.2 Power generation#

Building Power Temp Cost Tag
Solar Generator v.1 +10 +5 40 Basic Building Material 📊 (two sources agree)
Solar Generator v.2 +1,000 +250 200 Intermediate Building Material 📊
Wind Turbine v.1 +200 ❓ ❓ 📊
Wind Turbine v.2 +2,000 0 170 Quartz Building Material 📊
Interior Power Generator +100 ❓ Habitat-only 📊
Chemical Generator (Update 1) +180 +40 ❓ 📊
Pressure Power Generator +1,000 ❓ ❓ 📊
Combustion Power Generator ❓ ❓ Blueprint-unlocked (I_BuildingBlueprint_CombustionPowerGenerator) ✅ exists / ❓ stats
"Chimeran" Power Generator ❓ ❓ DA_ChimeranPowerGenerator -- late/story generator 💡 ✅ exists / ❓ stats

8.3 Extraction#

Building Power Temp Sockets Deposit / output Tag
Ore Excavator -5 (= 5 MW) +3 0→1 Titanium / Wolfram / Calcium; 80 BBM; 2 ore per 2 s → 60 / 120 / 240 ore/min on impure / normal / pure deposits (wiki, re-verified v0.2.8) ✅ (wiki + guide)
Ore Excavator v.2 ❓ ❓ 0→1 Update 1 tier-2 version ✅ exists / ❓ stats
Helium-3 Extractor -15 (= 15 MW) +60 0→1 Helium-3 gas; 250 BBM; 8 per 2 s = 240/min (wiki, v0.2.8) ✅ (wiki + guide)
Sulfur Extractor -40 (= 40 MW) +60 0→1 Sulphur Ore; 120 IBM; 8 per 2 s = 240/min (wiki, v0.2.8) ✅ (wiki + guide)
Oil Extractor (Update 1) -80 +30 0→1 Powerium / Crude Oil; ~300/min 📊
Deuterium Extractor -5 ❓ 0→1 Deuterium (CRC_DeuteriumExtractor) 📊
Water Extractor ❓ ❓ 0→1 Basic Coolant / water; ships its own Foundation asset 📊
Laser Drill (Update 1) -5 ❓ 0→1 Goethite (APC_GoethiteOre, BSD_GoethiteOreSocket) 📊
Mechanical Drill / v.2 ❓ ❓ 0→1 DA_MechanicalDrill(+Tier2), ships its own Foundation; upgradeable via BR_MechanicalDrillTier2 ✅ exists / ❓ stats
Acid Extractor ❓ ❓ ❓ Blueprint-unlocked (I_BuildingBlueprint_AcidExtractor) ✅ exists / ❓ stats
Gas Extractor ❓ ❓ ❓ Blueprint-unlocked ✅ exists / ❓ stats
Liquid Extractor ❓ ❓ ❓ Blueprint-unlocked; CRC_LiquidPumpExtractor ✅ exists / ❓ stats
Sonic Drill ❓ ❓ ❓ DA_SonicDrill ✅ exists / ❓ stats
Mass Collector ❓ ❓ ❓ DA_MassCollector ✅ exists / ❓ stats
Particle Catcher ❓ ❓ ❓ DA_ParticleCatcher ✅ exists / ❓ stats

8.4 Processing & production#

Building Power Temp Sockets (in→out) Notes Tag
Smelter -5 (= 5 MW) +3 1→1 100 Basic Building Material (wiki); 60 products/min; Titanium/Wolfram/Calcium ore → bar/block, 2 ore → 2 products per 2 s (wiki, re-verified v0.2.8) ✅ (wiki + guide)
Furnace / Furnace v.2 ❓ ❓ ❓ v.2 added in Update 1; upgrade recipe BR_FurnanceTier2 [sic] ✅ exists / ❓ stats
Pyro Forge (Update 1) -60 +35 2→1 Advanced metal processing 📊
Refinery (Update 1) -40 (= 40 MW) +60 2→1 150 IBM. Wiki recipes (v0.2.8): 2 Sulphur Ore + 1 Chemicals → 1 Sulfuric Acid / 0.5 s = 120/min; 1 Sulphur Ore + 1 Helium-3 → 1 Pressurized Helium / 2 s = 30/min. (An earlier "24–84 Helium-3/min" figure was single-source and is not supported by the wiki -- dropped.) ✅ (wiki)
Compounder -60 +150 3→1 Chemical production. ⚠️ identical stat line to Assembler in the source -- suspect 📊 low-confidence
Compounder v.2 (Update 1) ❓ ❓ ❓ ✅ exists / ❓ stats
Fabricator -10 +5 2→1 📊
Fabricator v.2 (Update 1) ❓ ❓ ❓ ✅ exists / ❓ stats
Assembler -60 +150 3→1 e.g. 10 Accumulators/min 📊
Constructorizer (Update 1) -80 +40 4→1 📊
Constructorizer v.2 (Update 1) -80 +40 4→1 Same listed stats as v.1 -- suspect 📊 low-confidence
Facturer (Update 1) -80 +40 5→1 Highest input count in the game 📊
Mega Press ❓ ❓ ❓ Wiki page exists ✅ exists / ❓ stats
Basic Item Printer 0 0 0→0 Hand-feed printer; DA_StartingItemPrinter is the tutorial one 📊
Recycler (Update 1) ❓ ❓ ❓ Converts items back into building materials; personal-crafting category ✅ / ❓ stats
Military Assembler ❓ ❓ ❓ Blueprint-unlocked; ammo/weapons 💡 ✅ exists / ❓ stats
Analyzing Station (Analyzer) ❓ ❓ ❓ Analyses found Blueprint items and Data Points ✅ / ❓ stats
Research Lab ❓ ❓ ❓ DA_ResearchLab (+ DA_ResearchTerminal interior) ✅ exists / ❓ stats
Hammer ❓ ❓ ❓ Blueprint-unlocked; CRC_Hammer ✅ exists / ❓ stats
Pressurizer ❓ ❓ ❓ CRC_Pressurizer → Pressurized Helium ✅ exists / ❓ stats
Synthetizer / v.2 ❓ ❓ ❓ Upgradeable (BR_SynthesizerTier2) ✅ exists / ❓ stats
Forge ❓ ❓ ❓ CRC_Forge, 179 assets ✅ exists / ❓ stats
Resource Redistributor ❓ ❓ ❓ DA_ResourceRedistributor -- 💡 a splitter/balancer ✅ exists / ❓ stats

8.5 Storage & logistics#

Building Power Temp Capacity Item mixing Tag
Storage Depot v.1 -5 +5 400 Single item type 📊
Storage Depot v.2 -5 +40 1,600 Single item type 📊
Expandable Storage -60 0 1,600 Expandable with power 📊
Multistorage / Universal Storage -5 +60 2,500 Mixed items (DA_UniversalStorage 💡) 📊
Delivery Storage -5 ❓ ❓ Input-focused (DA_DeliveryStorage, an interior building) 📊
Personal Storage / Big ❓ ❓ ❓ Interior; upgradeable (BR_PersonalStorageBig) ✅ / ❓ stats
Orbital Cargo Launcher / v.2 -10 +5 1→0 sockets Ships items to corporations; community advice is 4 OCLs, 2 contracts at a time 📊
Cargo Dispatcher / Receiver -40 +40 1→0 / 0→2 One-to-one pairing since Update 1 📊
Drone Station ❓ ❓ ❓ DA_DroneStation ✅ exists / ❓ stats
Teleporter ❓ ❓ ❓ Blueprint-unlocked; map-named in Update 2 ✅ exists / ❓ stats

Storage Depot unlocks at Clever Robotics level 3. 📊

8.6 Defense#

Building Power Notes Tag
Defense Turret -20 DA_TurretTier1 (+DesignParams); targeting logic fixed in 0.2.2 ✅ 📊
Defense Tower -50 DA_TurretTier2 (+DesignParams) 💡 📊
Decoy ❓ DA_Decoy -- pulls enemy aggro 💡 ✅ exists / ❓ stats
Antenna ❓ DA_Antena [sic] + DA_AntennaStateSettings; the save tracks an AntennasData.antennas[] array (19 in Robert's 51 h save) ✅ ✅ exists / ❓ function
Radar ❓ DA_Radar ✅ exists / ❓ stats

Buildings have a distinct turret state settings asset (DA_BuildingStateSettingsTurret), and every building entity in the save carries CrBuildingInfectionFragment / AlarmFragment -- so infection and alarm are per-building states. ✅

8.7 Habitat, interior & utility#

Interior buildings (from Buildings/Interiors/, all ✅ present in 0.2.8; stats ❓ unless noted):

Interior building Function Tag
Development Station (DA_UpgradeStation 💡) Unlocks improved building versions ✅ (Update 1)
Recipe Station / Recipe Table Recipe unlocks ✅ (wiki page exists)
Analyzer Analyses blueprints/data points ✅
Research Terminal Research ✅
Armory Weapon storage/management ✅
Suit Workshop Suit/gear upgrades ✅
Equipment Upgrade Station Weapon management 📊
Food Station / Food Processor Converts raw consumables ✅ (wiki page exists)
Algae Tank Food production 💡 ✅
Plant Grower Food production 💡 ✅
Cloning Bed / Regeneration Chamber Respawn point; restores health and cures effects ✅ / 📊
Interior Power Generator +100 power, habitat-only 📊
Personal Storage / Personal Storage Big Player storage ✅
Delivery Storage Input buffer ✅
Item Printer Hand crafting ✅
Map Terminal Map access ✅
Corporate Terminal Corporation contracts / Data Points; Update 2 will show items required per level ✅
Decorator Decoration placement 💡 (CRC_DecorFabricator) ✅
Airlock Habitat entry (DA_Airlock, _NonDeconstructible, _StartingHUB) ✅
Sealing Door Pressure door ✅
Decorations (Chair, Table, Pedestal) Cosmetic ✅

Decoration is a real category -- CRC_DecorFabricator is one of the 42 crafting categories, and DA_Chair, DA_Table, DA_Pedestal, Buildings/Interiors/Decorations/ all ship. ✅ ❓ Its scope and costs are UNVERIFIED.

8.8 Story / non-standard structures#

Buildings/ForgottenEngine/ is the single largest building folder (2,076 assets): DA_ForgottenEngine_EngineControlStation, DA_ForgottenEngine_EntryTerminal, DA_EngineControlStation_ItemPrinter, DA_ForgottenMachine_01_AmmoCrafter, DA_ForgottenMachine_01_FoodProcessor, DA_FE_Armory, DA_FE_SuitWorkshop. ✅ Buildings/AbandonedBases/ (529 assets) holds the pre-placed derelicts you loot blueprints from. ✅ MegamachinesSubsystem in the save tracks forgotten_Engine: Inactive. ✅ Completing the Forgotten Engine mission removes the radiation border, opening new areas with new resources and building sites. ✅ (Update 1 announcement; corroborated by the save's RadiationBorders.level)


9. Construction mechanics#

9.1 Where materials come from#

  • Building consumes materials from the player's inventory, including when building via the Building Drone. 📊 No source describes construction bots delivering materials to a ghost, or building from a network. ✅ (absence)
  • ❓ Whether building is instantaneous on placement or has a build timer is UNVERIFIED. No source states a build time, and every description reads as instant placement. 💡 Instant placement is the most likely model but is not confirmed.

9.2 Upgrades#

Two distinct upgrade paths exist:

  1. Building version upgrades (v.1 → v.2) via the Development Station inside a Habitat (Update 1). ✅ Buildings unlocked before Update 1 auto-unlock there since 0.2.2. ✅ The packaged upgrade recipe set (BR_* requirement assets + CR_* crafting recipes under Chimera/BuildingUpgrades/) covers ✅: CoolerActive, CrafterTier2, ExporterTier2, FactoryTier2, FurnanceTier2, HabitatBig, MechanicalDrillTier2, PersonalStorageBig, RailT2, RailT3 (+ CR_RailT4, CR_RailT5), SolarPowerGeneratorTier2, Storage, StorageDepot, SynthesizerTier2, WindPowerGeneratorTier2.
  2. Base Core level upgrades (L0→L4), which raise cooling capacity (§3.2). 📊 The save carries BuildingUpgradeTaskOwnerData with upgrade tasks and completion counters. ✅

Rails upgrade in place without deconstruction. ✅ (official Base Building Basics Part 2)

9.3 Deconstruction and refunds#

Fact Tag
Deconstruction mode is bound to F 📊
"Any materials used in building will come right back to you upon deconstruction" -- full refund 📊 (single source; no contradicting source found)
Whole-base deconstruction with a single click exists ✅ (official Base Building Basics Part 2, 2026-06-25)
Multi-deconstruct (select many, remove at once) is an Update 2 feature -- not in 0.2.8 ✅ (roadmap)
Some structures are non-deconstructible by design: DA_Airlock_NonDeconstructible, DA_CloningBed_NonDeconstructible, DA_PersonalStorage_NonDeconstructible -- i.e. the starting Lander/HUB fixtures ✅
Interior buildings are preserved when their habitat is deconstructed (fixed 0.2.1) ✅
Deconstruction crashes were a real problem through 0.2.7 ✅

9.4 Relocation and repair#

  • Relocation: ❓ UNVERIFIED. No source describes a move/pick-up tool. The community pattern is deconstruct-and-rebuild, which the full refund makes cheap. Community advice is explicitly to "redesign as you go". 📊
  • Repair: ❓ UNVERIFIED as a player action. The build does ship damaged-mesh variants (MeshesDamaged/, SM_*_damaged) and per-building CrBuildingStateFragment / DA_BuildingStateSettings* assets ✅, so buildings have damaged states. Whether they are repaired by a tool, by drones (BP_Drone_Maintenance exists ✅), or automatically, is not established. The game does ship a MedTool and a Multitool in Weapons/. ✅
  • Infection cleanup: unprotected bases are attacked by creatures that cover machines in a blue substance that stops them working. 📊 The save models this as CrBuildingInfectionFragment per building plus Infection/ assets (BP_AlienObeliskSpawner, DA_InfectionCyst). ✅

10. The star event (Rupture / enviro wave) and structures#

This is the system that makes StarRupture's base building different from every comparable game.

Fact Tag
The internal system is the "EnviroWave" subsystem (Chimera/EnviroWave/, 369 assets) with a save-side enviroWaveSubsystemState, EnviroWaveTimer and EnviroWaveEffects ✅ (first-hand)
Waves have stages and timing parameters: waveSpeed, preWaveDuration, fire-wave / burning / fading fadeouts, moon-phase growback, regrowth; plus a heatWaveRegionTransform (the wave sweeps a region, it is not global-instant) ✅
Per-wave effect flags: sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant ✅
Structures inside a Base Core envelope survive; the open world burns ✅ / 📊
Structures outside are turned "into molten scrap" 📊
Exceeding the core's cooling capacity means the core stops protecting during the wave; production halts; buildings cool manually and the base "stays dead longer" 📊
Gatherable respawn is tied to wave stages -- the save's GatherableSpawnersSubsystem stores waveStagesToRespondTo per depleted node ✅
The Habitat is the player's own shelter during a wave (BP_HubWaveImmunity) ✅ / 📊
Wave count is persisted (numWaves); Robert's 51 h save shows 44 waves survived ✅
❓ The exact wave interval in minutes, the damage model for a caught structure, and whether an over-capacity base loses buildings permanently or merely shuts down are UNVERIFIED -- community threads ("Facilities burn down", "Over Heating and base destruction", "Base overheated after Rupture and not cooling down") describe conflicting experiences ❓

A separate base attack system exists alongside the wave: BaseSiteAttackData with a baseAttackState machine, wave counters, alienObeliskPosition, and the attacked core's level and bounds. ✅ Defense Turrets/Towers answer this, not the fire wave.


11. What a base-planning tool must model#

Derived from all of the above. Each row states the minimum fidelity needed and how confident the underlying data is.

Constraint Model requirement Data confidence
Two budgets Global power balance and per-Base-Core cooling capacity. Both must be summed over structures inside a core envelope ✅ mechanic / 📊 numbers
Base Core envelope A radius (or bounds volume) per core; membership test for every structure; multiple overlapping cores allowed ✅ exists / ❓ radius value
Core level 5 levels, cooling 1,000 / 2,500 / 4,000 / 6,000 / 10,000 📊
Footprints Rectangular (w,h) in tiles, from the 25-size foundation set; orientation-explicit (3x4 ≠ 4x3) ✅ set / ❓ per-building assignment
Auto-foundation Placing a building spawns its foundation platform beneath it -- the planner must reserve that footprint ✅
Stability A numeric budget per platform, a support-range radius, a pillar height cap, and the rule that pillars do not chain without an intervening supported platform ✅ exists / ❓ all numbers UNVERIFIED (see §6.1)
Elevation Quantised heights: pole meshes at 2.5 m / 5 m; rail & zipline variants at 110/180/250/320/390/460/530/600 ✅ variants / ❓ unit
Placement class Five modes: ground/platform, node-socket, slot, interior-surface, spline. Enforced separately (the 17 APC_* classes) ✅
Typed sockets 11 socket types; extractor↔deposit compatibility matrix (Ore / GasOre / SulphurOre / GoethiteOre / MagicOilOre / Geothermal / DroneRail / ZipRail / Zipline / JunctionTop / Ramp) ✅
Machine ports inputs→outputs per machine (1→1 up to 5→1) 📊
Power topology No cables. Power conducts through platform adjacency and rails; a rail-connector-to-rail-connector run acts as a cable 📊
Rail throughput 5 tiers with per-tier items/min; junctions, 3→1 and 5→1 mergers, roundabouts, 3-wide and 5-wide lanes; drone smart-pathing and priority 📊 (values conflict, see §7.3)
Exclusion zones Radius-based no-build volumes (BP_BuildingExcluder) and building-specific allowed zones (BP_SpecificBuildingZone) ✅ exists / ❓ locations
Unlock gating Corporation level rewards (6 corporations), found-and-analysed building blueprints (14), and Development Station version upgrades (15 upgrade paths) ✅
Collision volumes Distinct from footprint -- machines have 3D meshes and rails run overhead. Community advice is 2–3 tiles of clearance between buildings for rails, connectors and expansion 📊
Save round-trip The live base is readable: 2,711 Mass entities in a 51 h save, each with stability, electricity, temperature, inventory, crafting, logistics and socket fragments. u32 length + zlib + JSON ✅

12. Community layout consensus 📊#

Named threads and guides, labelled as consensus rather than fact:

  • Start on flat, rectangular terrain. Avoid big rocks, deep water and uneven ground. (nerdschalk pillar/platform guide)
  • Build the floor first, level, using height-lock (Y), then place machines on it. Dropping a foundation tile before a machine also dodges the "location is not stable" bug. (multiple)
  • Place supports at corners and main support points -- you do not need a pillar under every platform section. (nerdschalk) ❓ The specific "every 4–5 tiles" figure repeated elsewhere in the community could not be traced to any source on re-verification and is UNVERIFIED.
  • Leave 2–3 tiles between buildings for rails, connectors and future expansion. (nerdschalk)
  • Lay production in lines, group machine types together. (TheGamer)
  • Build ~4 Orbital Cargo Launchers early and work two corporation contracts at a time; at least two Smelters. (TheGamer)
  • Main base + outposts: outposts extract and smelt locally, rails carry bars home. (allthings.how, starruptureplanner)
  • Redesign is expected -- deconstruction refunds in full, so rebuild rather than agonise. (TheGamer)
  • Steam General Discussions threads on stability (the canonical sentiment record): "The structural integrity mechanic is literal bs, sorry devs.", "Building stability and verticality.", "building platforms?", "Is there better building stability with better materials?". On overheating: "Facilities burn down", "Over Heating and base destruction", "Base overheated after Rupture and not cooling down".

⚠️ Source-quality warning for future sessions. A cluster of sites -- starrupture.org, starrupture.net, starrupturewiki.com, starruptureplanner.com, starrupture.wiki -- rank highly for StarRupture building queries and present as wikis or official tools. They are not the canonical wiki (that is starrupture.wiki.gg) and several show signs of generated aggregation. Nothing in this document rests on them alone. supercraft.host must never be fetched (known tarpit).


13. What StarRupture does not have#

Stated explicitly so future sessions do not fill these holes with Satisfactory/Factorio assumptions:

Absent system Evidence
Conveyor belts Item transport is drones on rails; no belt building appears in the manifest or any source ✅
Power poles / cables Power conducts through platforms and rails; the "cable" workaround is two rail connectors 📊
Saveable multi-building blueprint templates "Blueprint" here is an unlock item (I_BuildingBlueprint_* → analysed → recipe unlocked) ✅. Update 2 adds parameter copying, not templates ✅
Construction bots that fetch materials Materials come from player inventory even in drone build mode 📊
Pipes / fluid networks ❓ Not confirmed either way. There are liquid/gas extractors and a Pressurizer, but no pipe building appears in the asset list; fluids appear to move as items over rails 💡

14. Update 2 roadmap (not live in 0.2.8)#

Feature Source
"Add Pillars" -- auto-place pillars when building at height, with a toggle to build without them where stability allows Dev Blog Aug 2026 ✅
Automatic pillar-support height adjustment when platforms are modified Dev Blog Aug 2026 ✅
Search bar in Buildings & Storages Dev Blog Aug 2026 ✅
Custom names for Teleporters and Base Cores shown on the map Dev Blog Aug 2026 ✅
Abandoned Base completion tracking on HUD and map hover Dev Blog Aug 2026 ✅
Corporate Terminal shows items required for a selected corporation level Dev Blog Aug 2026 ✅
Copy building parameters between structures Dev Blog Jun 2026 ✅
Multi-deconstruct Dev Blog Jun 2026 ✅
Drone Roundabout overhaul Dev Blog Jun 2026 ✅
Crafting information displayed as items/minute Dev Blog Jun 2026 ✅

15. Internal identifier appendix (0.2.8, first-hand) ✅#

All identifiers below are read from Manifest_UFSFiles_Win64.txt of the installed build. They are asset names, not in-game display names. Display names live in the .locres string tables inside pakchunk0-Windows.utoc and require an FModel/retoc pass to extract -- that pass is the single highest-value next step for this domain.

Asset prefixes: BD_ building definition · BP_ blueprint actor · DA_ data asset · BR_ building upgrade requirement · CR_ crafting recipe · CRC_ crafting category (= machine type) · I_ item · APC_ actor placing condition · BSD_ building socket definition · SM_ static mesh · MI_/M_ material.

Building folders by asset count (top 40): ForgottenEngine 2,076 · Modular 1,432 · Materials 1,293 · DroneConnections 1,273 · Interiors 713 · AbandonedBases 529 · Forge 179 · PackageStation 176 · Zipline 175 · MilitaryAssembler 161 · Antena 159 · Hub 140 · Prototypes 143 · FactoryTier2 139 · Assembler 119 · Refinery 112 · CrafterTier2 111 · Factory 106 · GasExtractor 101 · AcidExtractor 100 · Cooler 100 · Smelter 100 · Crafter 95 · Zipline_OLD 92 · Hammer 86 · ResearchLab 83 · ExporterTier2 81 · BaseCore 76 · SolarPowerGenerator 76 · LaserDrill 73 · Exporter 69 · Teleporter 66 · Pressurizer 62 · MechanicalDrill 54 · WindPowerGenerator 54 · CombustionPowerGenerator 52 · WaterExtractor 51 · StorageDepot 40 · Synthetizer 38 · DroneStation 34 · Turret_Tier2 34 · Turret_Tier1 32.

Crafting categories (CRC_*, 42 = the station types): Analyzer, Assembler, Burner, ChemicalProcessor, Crafter, CrafterTier2, DecorFabricator, DeuteriumExtractor, DroneAssembler, Exporter, Extractor, Factory, FactoryTier2, FoodProcessor, Forge, Furnace, FurnaceTier2, Hammer, ItemPrinter, LaserDrill, LiquidPumpExtractor, MaterialCrafter, MechanicalDrill, MechanicalDrillTier2, MilitaryAssembler, Player (hand crafting), Pressurizer, Refinery, ResearchLab, Smelter, SulphurExtractor, Synthetizer, SynthetizerTier2, WaterExtractor, WaveFreezer, WaveSmelter, + ForgottenEngine/ForgottenMachine stations and a MegaMachine scenario.

💡 Candidate display-name mappings (INFERRED, all UNVERIFIED). Listed so a future datamine can confirm or kill them quickly. Do not ship these in a tool as facts:

Internal Candidate display name Basis
DA_BaseCore Base Core direct
DA_Smelter Smelter direct
DA_Refinery Refinery direct
DA_Teleporter Teleporter direct
DA_Recycler Recycler direct
DA_UpgradeStation Development Station Update 1 says the station upgrades building versions
DA_Crafter / CrafterTier2 Fabricator / Fabricator v.2 tier-2 pairing + role
DA_Factory / FactoryTier2 Constructorizer / Constructorizer v.2 tier-2 pairing
DA_Exporter / ExporterTier2 Orbital Cargo Launcher / v.2 "exports" to corporations; DA_MiniExporter = a smaller launcher
DA_MechanicalDrill(Tier2) Ore Excavator / v.2 ore drill on BSD_OreSocket
DA_GasExtractor Helium-3 Extractor gas socket
DA_AcidExtractor Sulfur Extractor BSD_SulphurOreSocket, sulfuric acid chain
DA_LiquidExtractor / MagicOilOreSocket Oil Extractor Update 1 oil/Powerium
DA_TurretTier1 / TurretTier2 Defense Turret / Defense Tower power figures -20 / -50
DA_HabitatSmall / HabitatBig Habitat / Large Habitat Update 1 added "Large Habitat"
DA_Storage / StorageDepot / UniversalStorage Storage / Storage Depot / Multistorage "mixed items" ↔ "universal"

Gaps & Unverified#

Numeric / catalog gaps

  1. Per-building footprints. The 25 foundation sizes are known; which building uses which is not. Only Base Core is inferable (4×4, 💡). Requires an FModel pass on the BD_* assets.
  2. Build costs for almost everything. Wiki-confirmed ✅: Smelter 100 BBM, Ore Excavator 80 BBM, Helium-3 Extractor 250 BBM, Sulfur Extractor 120 IBM, Refinery 150 IBM, Base Core Amplifier v.1 100 QBM. Guide-reported 📊: Platform 1 BBM, Pillar Support 1 BBM, Rail Connector 10 BBM, Solar v.1 40 BBM, Solar v.2 200 IBM, Wind v.2 170 QBM, Amplifier v.2 140 IBM, Base Core 1 Meteorite Heart, plus the four Base Core upgrade material lists. Every other cost is UNVERIFIED. The 24 wiki building pages each carry cost + MW + recipe rates and have not all been harvested -- that harvest is cheap and should precede any datamine.
  3. ~~Power unit.~~ RESOLVED 2026-08-22 (v0.2.8): the unit is MW. Four matched wiki/guide pairs (Smelter 5, Ore Excavator 5, Helium-3 Extractor 15, Sulfur Extractor 40, Refinery 40) confirm the wiki's MW figures and the guides' bare numbers are the same scale.
  4. Cooling cost per building. Only two examples surfaced (Assembler 150, Helium-3 Extractor 60) and they match the guides' "Temp" column -- so Temp is the cooling cost 💡, but this equivalence is not stated by any source.
  5. Base Core envelope radius. No value anywhere. The save stores core bounds, so it is datamineable.
  6. Stability numbers. Support range (~5 tiles), pillar height (~3) and max structure height (~4 pillars) circulate in the community but could not be traced to any retrievable source on re-verification (2026-08-22) -- treat them as folklore, not measurements. The actual stability cost/capacity values in CrMassBuildingStabilityData are unread.
  7. Build time. No source states whether construction is instant or timed. Assumed instant 💡.
  8. Repair. Damaged-mesh assets and a maintenance drone exist; the player-facing repair action is unestablished.
  9. Relocation / move tool. Nothing found. Deconstruct-and-rebuild is the observed workflow.
  10. Undo. No undo key found.
  11. Wave interval and structure damage model. How often a Rupture fires, and whether an over-capacity base loses buildings or only shuts down, is contested across three Steam threads.
  12. Decoration system scope and costs. CRC_DecorFabricator and a Decorator building exist; nothing else is known.
  13. Fluid/pipe networks. Not confirmed present or absent.
  14. BSD_GeothermalSocket has no confirmed matching building.
  15. Controller bindings and the full rebindable action list.
  16. Wave Freezer / Wave Smelter / Chimeran Power Generator / Mass Collector / Particle Catcher / Sonic Drill / Resource Redistributor -- exist as assets, function and stats unknown.

Source conflicts (both values recorded above)

Topic Value A Value B Status
Rail v.1 throughput 25 items/min (Steam Buildings & Machines guide; mejoress) 120 items/min (Steam Platforms guide) Unresolved; A is the majority reading
Which rail conducts electricity Only v.5 (two sources) v.1 does too / rails conduct generally (two other sources) Unresolved
Base Core Amplifier v.2 value Weaker and dearer than v.1 (-20 temp, 140 IBM) Described as the cheaper network option Internally inconsistent in the same guide
Compounder vs Assembler stats Both listed as -60 power / +150 temp / 3→1 -- Suspected copy error in the source
Constructorizer v.1 vs v.2 stats Identical in the source -- Suspected copy error
Hotfix dates Steam Community list (Jun 17 for 0.2.8) Steam news API (Jun 20) Version numbers agree; dates differ by ~3 days across several hotfixes

Wiki state (re-verified 2026-08-22): starrupture.wiki.gg is the canonical live wiki. Its Buildings category header reads "The following 24 pages are in this category, out of 24 total" while the Buildings article claims "all 44 Buildings" -- so it is substantially behind Update 1: no pages for Platforms, Pillars, Base Core, Habitat, Stability, Drone Rails, Ziplines, Laser Drill, Oil Extractor, Constructorizer, Facturer, Recycler, Pyro Forge or Compounder. It does have Refinery, Fabricator v.2 and Furnace v.2. The 24 pages that exist are high quality (exact cost, MW, per-recipe rates) and outrank the guide tables where they overlap. starrupture.fandom.com returned HTTP 402 and could not be read; it is not the canonical wiki. SteamDB returned HTTP 403 and was abandoned.

Highest-value next action for this domain: run FModel or retoc against pakchunk0-Windows.utoc (unsigned, no encryption key logged) and extract (a) the .locres display-name map, (b) the BD_* building definitions with footprint, cost, power and temperature values, (c) the DA_Modular_*Stability values, and (d) the Base Core bounds/radius. That single pass would close gaps 1–6 and 11 and turn this document from ~40% confirmed numbers into a complete dataset.


Sources#

All accessed 2026-08-22.

First-hand (authoritative for identifiers, engine, save format) - C:/star-rupture/docs/ref/shadow-install.md -- StarRupture ShadowPC Install Reference (ground truth), v1.0.0 - C:/star-rupture/data/game-install/Manifest_UFSFiles_Win64.txt -- 107,681 packaged asset paths, build 0.2.8 / CL-121391 - C:/star-rupture/data/game-install/derived/building-data-assets.txt, building-dirs.txt, crafting-categories.txt

Official (Creepy Jar / Steam) - https://steamcommunity.com/app/1631270/allnews/ -- StarRupture news index (patch/version timeline) - https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 -- full text of Update 1, Hotfixes 0.2.1–0.2.8, Developer Blogs Feb/Mar/Jun/Aug 2026, Base Building Basics Part 2 - https://store.steampowered.com/news/app/1631270/view/490464385050870875 -- UPDATE 1 announcement (page chrome only via fetch; content obtained via the news API) - https://patchbot.io/games/starrupture -- Steam patch-note mirror (0.2.3, 0.2.5, 0.2.8 building lines)

Canonical community wiki - https://starrupture.wiki.gg/wiki/Category:Buildings - https://starrupture.wiki.gg/wiki/Buildings - https://starrupture.wiki.gg/wiki/Smelter - https://starrupture.wiki.gg/wiki/Special:AllPages

Steam Community guides - https://steamcommunity.com/sharedfiles/filedetails/?id=3652066311 -- "Buildings & Machines Database in Star Rupture (2026 UPDATED)" - https://steamcommunity.com/sharedfiles/filedetails/?id=3644470071 -- "How to Build Platforms & Connect Machines in StarRupture (2026 UPDATED)" - https://steamcommunity.com/sharedfiles/filedetails/?id=3642402585 -- "StarRupture Base Core Upgrade Guide: Cooling Capacity, Materials & Strategy"

Steam discussions (named, cited as community sentiment/consensus only) - https://steamcommunity.com/app/1631270/discussions/0/742664166129649892/ -- "The structural integrity mechanic is literal bs, sorry devs." - https://steamcommunity.com/app/1631270/discussions/0/764059964738337845/ -- "Building stability and verticality." - https://steamcommunity.com/app/1631270/discussions/0/695376132937166609/ -- "building platforms?" - https://steamcommunity.com/app/1631270/discussions/0/695375795020943683/ -- "Is there better building stability with better materials?" - https://steamcommunity.com/app/1631270/discussions/0/742664495215760840/ -- "Facilities burn down" - https://steamcommunity.com/app/1631270/discussions/0/800093528412742927/ -- "Over Heating and base destruction" - https://steamcommunity.com/app/1631270/discussions/0/742664166129725940/ -- "Base overheated after Rupture and not cooling down"

Gaming press / guide sites - https://www.thegamer.com/starrupture-base-building-best-layout-guide/ -- "StarRupture: Complete Guide To Base Building" - https://gamerant.com/starrupture-how-unlock-use-building-drone/ -- Building Drone unlock, controls, limits - https://nerdschalk.com/starrupture-how-to-build-a-flat-stable-factory-floor-using-pillars-platforms/ -- pillars/platforms workflow - https://www.mejoress.com/the-ultimate-starrupture-factory-guide-power-and-logistics/ -- power, logistics, storage, socket tables - https://allthings.how/starrupture-base-cores-explained-how-they-work-how-to-place-them-and-when-to-build-more/ -- Base Core roles, Meteorite Heart cost, multiple cores

Consulted but not relied upon (ranked highly for these queries; flagged as low-quality aggregators in §12): starrupture.org, starrupture.net, starrupturewiki.com, starruptureplanner.com, starrupture.wiki, egamersworld.com, xmodhub.com, activeplayer.io.

Abandoned (blocked/failed, per hardened fetch rules, not retried) - https://steamdb.info/patchnotes/22674441/ -- HTTP 403 - https://starrupture.fandom.com/wiki/Special:AllPages -- HTTP 402 - https://steamcommunity.com/games/1631270/announcements/detail/490464385050870876 -- JS-rendered, body not retrievable - supercraft.host -- never fetched (known tarpit, per project rules)

08

Items, Resources & Production Chains

Version anchorStarRupture Early Access v0.2.8 ("Hotfix 0.2.8", released 2026-06-17), on the Update 1 / Content Update 1 content branch (Update 1 shipped 2026-04-09). Local install ground truth: build string ++Earth20+Release-CU1-CL-121391, Steam app 1631270, buildid 23761620, depot last updated 2026-08-16, engine UE 5.6.1. No Update 2 had shipped as of 2026-08-22 (Steam news index re-checked 2026-08-22: Hotfix 0.2.8 of 2026-06-17 is still the newest patch; the 2026-08-16 depot touch carries no version bump); the last dev communication is the Developer Blog: August 2026 (2026-08-05). All tables below are 0.2.x-era unless a row is explicitly tagged otherwise.
17 claims checked19 corrections11 unverifiedverifier verdict

The doc is now reliable on its version anchor, patch timeline, machine power/heat/socket table, storage and rail ladders, Base Core cooling ladder, Recipe Station unlock costs, the full weapon/War Bond economy, the gatherable roster and the Food Station recipe values — all re-confirmed against live sources today, with four previously-unknown machine data points filled in and a badly wrong Neutrino Missile / Arc Reactor claim corrected. The residual risk is concentrated in the §4 recipe corpus (still community-sourced and unfetchable at source), the gas/liquid extraction rates and the inventory/stack numbers, all of which are now explicitly tagged UNVERIFIED rather than presented as fact.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture is a first-person factory-builder/shooter on the planet Arcadia-7: you extract raw ore, gas, liquid and organic material, refine it through a machine chain, and spend the output on buildings, ammunition, consumables and — critically — on corporate exports (Orbital Cargo Launcher) and research (Analyzing Station → Data Points → Recipe Station unlocks) rather than on a tech tree in the Satisfactory sense. Production is entirely machine-driven once past the opening hours: there is no hand-crafting workbench, only the player's Building Tool for structures and a small set of "printer"-class machines for materials and ammo. This document consolidates the current recipe corpus (75 machine recipes with input/output/time/machine), the raw-resource extraction table with purity tiers, the machine roster with power draw and socket counts, the Food Station consumable catalog (38 of a reported 44 recipes), ammunition and weapon acquisition, and the research/export sink economy. Where the community data and the packaged-asset identifiers from docs/ref/shadow-install.md disagree or only partially overlap, both are shown and the discrepancy is called out. Numeric recipe data in the game files (Content/Chimera/Crafting/CR_*, 237 assets) has not yet been datamined for this project — everything numeric here is community-sourced and should be re-verified against a FModel pass.


1. Patch / version timeline (what "current" means)#

Version Date Notes relevant to items & production
Playtest / demo era 2025 → early 2026 Pre-EA. Any guide tagged 0.1.x predates Update 1 — treat rates as indicative, not current.
Early Access launch Jan 2026 Guides dated Jan–Feb 2026 are launch-era.
0.1.3 (guide tag 0.1.3.114046-S) ~Feb–Mar 2026 Source version for the raw-mining rate table in §2. Author flags it as needing an update for "V2 ore buildings and heat rates".
UPDATE 1 2026-04-09 (confirmed) 9 new buildings + 6 new higher-tier buildings, 40+ new items and recipes, 2 new resources (Goethite, Powerium), map expansion with unlockable zones, ziplines, wildlife, Development Station (building upgrades). Corporation levels rolled back to 1 with prior progress converted to Data Points; Quartz spent on buildings refunded as Quartz Ore; Cargo Dispatcher/Receiver reworked to one-to-one links. Recipe changes: Nanofibre gained Wolfram Wire, Pressure Tank lost Titanium Housing, Condenser lost Synthetic Resin, Superconductor had Ceramics replaced by Synthetic Resin.
Hotfix 0.2.2 2026-04-22 Progression rollback + multiplayer sync fixes.
Hotfix 0.2.3 2026-05-04 Building stability / platform fixes.
Hotfix 0.2.4 2026-05-06 Base-attack save crash.
Hotfix 0.2.5 2026-05-18 Autosave interval option; reduced platform stability costs.
Hotfix 0.2.6 2026-06-02 Crash + co-op animation fixes.
Hotfix 0.2.7 2026-06-11 Deconstruct crash, multiplayer dialogue.
Hotfix 0.2.8 2026-06-17 NVIDIA RTX 40/50 crash fix. Current build.
Developer Blog: June 2026 2026-06-19 Update 2 preview — building parameter copying, drone roundabout overhaul, multi-deconstruct tool, crafting information displayed as items/minute. Not shipped.
Developer Blog: August 2026 2026-08-05 Update 2 preview — Add Pillars, automatic pillar height, search bars for buildings/storage, custom names on map, abandoned-base completion guides. Not shipped.

Confidence: the hotfix list and dates are confirmed (Steam news index cross-checked against the .met sidecar gameVersion {0,2,8} in the local save). The Update 1 feature counts are reported (single aggregator source, BisectHosting) but consistent with the official announcement summary.


2. Raw resources#

2.1 Solid ore deposits (Ore Excavator class)#

Node purity is a per-deposit property visible in the machine's UI (bottom-right of the Excavator panel); it multiplies output. The packaged recipe assets carry matching Impure / Pure variants (CR_*_MechanicalDrill, _MechanicalDrillTier2, _LaserDrill), which corroborates a discrete-tier model rather than a continuous multiplier.

Resource Deposit look Where Extractor Impure /min Standard /min Pure /min Unlock
Titanium Ore Metallic-blue hexagonal towers next to basalt pillars; Pure has a rainbow sheen N / NE of the Orbital Lander Ore Excavator — 120 240 Default
Wolfram Ore Copper sheen, flat ground; near large copper arches; Pure has a red tint W / N of the Lander Ore Excavator — 60 120 Default
Calcium Ore Pale/white tooth-like structures near water; Impure = dark, Standard = beige with pools, Pure = white N / E / NE, near water Ore Excavator 60 120 240 Default (Calcium Block recipe unlock at 1,000 Calcium Ore)
Goethite Ore New Update 1 deposit type Update 1 unlockable zones Laser Drill ("Goethite Laser Drill", −5 power / +20 temp) UNVERIFIED UNVERIFIED UNVERIFIED Update 1 zones + Laser Drill unlock
Quartz Ore Crystalline cave deposits behind indestructible veins Underground caves Hand mining tool only (no machine); ~5 Quartz Ore per deposit destroyed n/a n/a n/a The heat wave itself burns away the blocking surface veins; caves are enterable in the cooldown window
Ignitium Brightly burning surface rocks, temporary Surface, map-wide, only right after a heat wave Hand mining tool only n/a n/a n/a None — time-gated
  • The Ore Excavator is the only drill that accepts Titanium, Wolfram and Calcium; Calcium is the last ore the base Excavator supports (reported).
  • Excavator cost 80 Basic Building Material, 5 power, must sit on a deposit and inside a Base Core radius.
  • An Ore Excavator v.2 exists (CRC_MechanicalDrillTier2, "V2 ore buildings" in the 0.1.3 guide's own errata, and a MechanicalDrill/higher-tier building folder in the install). Its rates are UNVERIFIED.
  • A community machine page reports the Excavator family averaging 140 items/min across its recipes with a 240/min peak, which is consistent with the table above.

2.2 Gas, liquid and special extractors#

Resource Node Extractor Rate /min Power Cost Unlock
Helium-3 Purple geysers / "large purple tree stumps" with purple-tinted soil, near mountains and map edges Helium-3 Extractor 240 (UNVERIFIED — cost/power/unlock confirmed, the rate is not) 15 250 Basic Building Material Selenian Corporation Lv 6 (confirmed by two independent sources)
Sulphur Ore Red-and-yellow cone vents in valleys, wrapped in corrosive gas Sulfur Extractor 240 (UNVERIFIED — cost/power/unlock confirmed, the rate is not) 40 (+60 temp) 120 Intermediate Building Material Selenian Corporation Lv 9
Powerium Update 1 liquid deposits ("oil"-class); one guide calls the raw liquid Crude Oil — whether that is the same resource under a different display name is UNVERIFIED Oil Extractor (-80 power, +30 temp) UNVERIFIED 80 UNVERIFIED Update 1 zones
Water Surface water Water Extractor (CRC_WaterExtractor, WaterExtractor building folder) UNVERIFIED UNVERIFIED UNVERIFIED UNVERIFIED
Deuterium UNVERIFIED Deuterium Extractor (CRC_DeuteriumExtractor) UNVERIFIED −5 (reported) UNVERIFIED UNVERIFIED
Acid / corrosive gas UNVERIFIED AcidExtractor + GasExtractor building folders exist in the install UNVERIFIED UNVERIFIED UNVERIFIED UNVERIFIED

The Sulfur Extractor cannot be placed while the vent is actively venting corrosive gas — the standard technique is to place it in the window immediately after a Rupture/heat-wave event, when the fumes are temporarily suppressed. Corrosion damages the player while the vent is active.

2.3 Organic gatherables (hand-picked, wave-respawning)#

All eleven are pickups, not machine-extracted. Respawn is tied to the enviro-wave cycle — the save file carries GatherableSpawnersSubsystem with depleted, permanentlyDepleted and waveStagesToRespondTo fields, confirming that (a) gatherables respawn on wave stages and (b) some nodes can be permanently depleted.

Gatherable Appearance / biome Where Respawn Primary role
Polifruit Orange, carrot-like shrub Everywhere on grass After waves Calories base (+11 raw)
Hydrobulb Blue plant, needs clear water nearby SE & NE map, water bodies After waves Hydration base (+15 raw)
Prickler On cacti in red flower fields Flower fields After waves Balanced cal+hydration (+5 cal / +8 hyd raw)
Purplant Shadowed ground Under cliffs After waves Toxicity removal
Star Tears On small rocks Map-wide Same spot after waves Health (+15 HP / +5 tox raw)
Serpent Root Barren terrain Barren zones After waves Energy/stamina regen
Grubbler On giant bent trees SE / NE After waves "Gel"-tier enhancer
Prism Herb Pools SE pools — rarest After waves "Chew"-tier enhancer
Oxallop Water beds, post-wave only Water beds Limited window post-wave "Capsule"-tier enhancer
Sulheart Sulphur deposit zones (corroded areas) Sulphur fields During regeneration "Shards"-tier enhancer
Glowcap Cave fungus Underground caves Limited window post-wave Resistance "Plasm" line

2.4 Salvage, drops and non-recipe items#

Item Source Notes
Meteor Heart Meteorites / meteor impact sites No recipe. Consumed by Recipe Station unlocks (e.g. Basic Building Material) and Base Core upgrades.
Ignitium Burning surface rocks after a heat wave No recipe. Consumed by high-tier Base Core upgrades.
Data Point (I_DataPoint) Analyzing Station + Orbital Cargo Launcher output Currency, not an inventory material in the normal sense.
War Bonds Corporation contracts, abandoned-station exploration Weapon/attachment currency at the Equipment Upgrade Station.
Broken tech / bug parts / abandoned-base salvage Exploration, AbandonedBases, creature kills (EnemiesDrop, AnimalsLoot asset folders) Feed the Analyzing Station for Data Points. Individual drop tables UNVERIFIED.
Blueprint items (e.g. I_ValveBlueprint) World pickups / abandoned bases / POIs Gate 140 of the ~155 recipes in the local save's lockedRecipes map: each locked recipe lists the blueprint item(s) and counts required. No craft recipe — pickup only.
Ration Pack Starting escape pod Starter consumable, no recipe.

3. Production machines#

3.1 Machine roster with power, heat and sockets#

From the community "Buildings & Machines Database" guide (updated Feb 2026 — launch-era, pre-Update-1 for some rows), cross-read against the packaged CRC_* crafting-category list. "Sockets" is shown as input/output rail sockets. Temp is the heat the machine adds to the Base Core cooling budget.

Machine Power Temp Sockets Role Tier
Ore Excavator −5 +3 0/1 Ti / W / Ca extraction, purity-scaled T1
Ore Excavator v.2 UNVERIFIED UNVERIFIED UNVERIFIED Higher-tier drill T2
Helium-3 Extractor −15 +60 0/1 He-3 from geysers T2
Sulfur Extractor −40 +60 0/1 Sulphur Ore; blocked by active corrosive gas T3
Oil Extractor −80 +30 0/1 Powerium (Update 1) T3
Laser Drill ("Goethite Laser Drill") −5 +20 0/0 Goethite Ore (Update 1) T3
Water Extractor UNVERIFIED UNVERIFIED UNVERIFIED Liquids UNVERIFIED
Deuterium Extractor −5 UNVERIFIED UNVERIFIED Liquids UNVERIFIED
Smelter −5 +3 1/1 Ore → Bar / Block, 60/min class T1
Fabricator −10 +5 2/1 "Basic nanoscale printing" — sheets, rods, beams, wire T1
Fabricator v.2 UNVERIFIED UNVERIFIED UNVERIFIED Higher-tier Fabricator T2
Furnace UNVERIFIED UNVERIFIED UNVERIFIED Powders, Glass, Ceramics, Silicon, Electronics T1–T2
Furnace v.2 UNVERIFIED UNVERIFIED UNVERIFIED Higher-tier Furnace T2
Mega Press UNVERIFIED UNVERIFIED UNVERIFIED Heavy pressing: ammo, Valve, Pump, Turbine, ingot lattices, IBM T2
Assembler −60 +150 3/1 Intermediate components (Accumulator, Generator, Resonator, Scanner) T2
Compounder −60 +150 3/1 Chemical reactions (Aerogel, Epoxy, Resin, Lens, Nanofibre) T3
Refinery −40 +60 2/1 Helium / Sulphur / Powerium refining — e.g. Helium-3 ×7 from Raw Helium (Pure) ×8, 5 s, 84/min T3
Pyro Forge −60 +35 2/1 Extreme-heat ingots (Goethite, Titanoferrite, Wolfram Steel) T3
Pressurizer UNVERIFIED UNVERIFIED UNVERIFIED Pressurized Helium, Sulphuric Acid T2
Constructorizer −80 +40 4/1 Heavy-duty components; v.2 produces Superconductor T4
Facturer −80 +40 5/1 Ammunition automation T4
Basic Item Printer 0 0 — Indoor only. Building materials + ammo, effectively instant T1
Recipe Station UNVERIFIED UNVERIFIED — Spends Data Points + items to unlock recipes T1
Analyzing Station UNVERIFIED UNVERIFIED — Consumes items → Data Points T1
Food Station UNVERIFIED UNVERIFIED — Indoor only. Consumables from gatherables T2
Orbital Cargo Launcher −10 +5 1/0 Exports items to corporations → reputation + Data Points T1
Equipment Upgrade Station UNVERIFIED UNVERIFIED — Indoor only. Weapons/attachments for War Bonds T2
Regeneration Chamber −5 +5 — Indoor only. Health / effect recovery T2
Defense Tower −50 +30 1/0 Rail-resuppliable turret T2
Defense Turret −20 +20 0/0 Manually resupplied turret T1
Recycler UNVERIFIED UNVERIFIED UNVERIFIED Converts built items back to inputs — Update 1 patch notes state old Quartz Building Material can be recycled without loss into Quartz Ore here. 292 assets under Content/Chimera/Crafting/Recycler UNVERIFIED
Wave Freezer −10 UNVERIFIED UNVERIFIED Enviro-wave-powered machine (CRC_WaveFreezer) UNVERIFIED
Molecular Binder UNVERIFIED UNVERIFIED UNVERIFIED Named as a required building type for the Neutrino Missile / Arc Reactor chains by a single guide; no other source and no confirmed CRC_* mapping. Candidate display name for CRC_Synthetizer or CRC_MaterialCrafter. UNVERIFIED UNVERIFIED

Power generation (for chain sizing):

Generator Power Temp
Solar Generator v.1 +10 +5
Solar Generator v.2 +1,000 +250
Wind Turbine v.1 +200 0
Wind Turbine v.2 +2,000 0
Interior Power Generator +100 —
Chemical Generator +180 +40
Pressure Power Generator +1,000 —

Logistics & storage (input/output buffers for chains):

Building Power Temp Capacity / throughput Unlock
Storage Depot v.1 −5 +5 400 units, even redistribution Clever Robotics Lv 3
Storage Depot v.2 −5 +40 1,600 units Clever Robotics Lv 8
Expandable Storage −60 0 1,600 units, power-expandable —
Multistorage −5 +60 2,500 units, mixed items —
Rail v.1 → v.5 −5 each — 25 / 100 / 250 / 500 / 1,500 items/min; v.5 also conducts electricity progressive
Cargo Dispatcher / Receiver −40 each +40 Long-distance, one-to-one pairing only since Update 1. Sockets: Dispatcher 1/0, Receiver 0/2 Clever Robotics Lv 7
Personal Storage / Large Personal Storage 0 0 18 slots / 42 slots, indoor only Clever Robotics Lv 2 / Lv 9

Base Core — zero power/heat itself; it defines the build radius and the cooling budget that every machine's Temp value draws from. Five levels, Lv 0 = 1,000 · Lv 1 = 2,500 · Lv 2 = 4,000 · Lv 3 = 6,000 · Lv 4 = 10,000 cooling, with the top levels costing Meteor Hearts and Ignitium. Base Core Amplifier v.1 adds 50 capacity at −250 temp; v.2 adds 20 capacity at −20 temp.

3.2 Asset identifier → display name map#

The install exposes 42 CRC_* crafting categories (machine types) and 237 CR_* recipe assets. These are internal identifiers, never in-game names. The mapping below is inferred from function unless a display name is directly attested.

CRC_* asset Display name Confidence
CRC_Smelter Smelter confirmed
CRC_Furnace, CRC_FurnaceTier2 Furnace, Furnace v.2 confirmed (both pages exist on wiki.gg)
CRC_Crafter, CRC_CrafterTier2 Fabricator, Fabricator v.2 reported
CRC_Assembler Assembler confirmed
CRC_Factory, CRC_FactoryTier2 Constructorizer, Constructorizer v.2 reported (recipe data names "Constructorizer v.2")
CRC_Hammer Mega Press inferred
CRC_ChemicalProcessor Compounder inferred
CRC_Forge Pyro Forge inferred
CRC_Refinery Refinery confirmed
CRC_Pressurizer Pressurizer confirmed
CRC_MechanicalDrill, CRC_MechanicalDrillTier2 Ore Excavator, Ore Excavator v.2 reported
CRC_LaserDrill Laser Drill confirmed
CRC_SulphurExtractor Sulfur Extractor confirmed
CRC_LiquidPumpExtractor Oil Extractor (Powerium) inferred
CRC_Extractor Helium-3 Extractor / generic gas extractor inferred
CRC_WaterExtractor, CRC_DeuteriumExtractor Water Extractor, Deuterium Extractor inferred
CRC_ItemPrinter Basic Item Printer reported
CRC_MilitaryAssembler Facturer (ammunition automation) inferred
CRC_Analyzer Analyzing Station reported
CRC_Exporter Orbital Cargo Launcher inferred
CRC_ResearchLab Recipe Station inferred
CRC_FoodProcessor Food Station reported
CRC_DroneAssembler Drone Station inferred
CRC_DecorFabricator Decorator inferred
CRC_Player hand crafting (Building Tool / player-side recipes) inferred
CRC_Synthetizer, CRC_SynthetizerTier2 no confirmed display name UNVERIFIED
CRC_MaterialCrafter, CRC_Burner no confirmed display name UNVERIFIED
CRC_WaveFreezer Wave Freezer (−10 power) reported (buildings database guide)
CRC_WaveSmelter enviro-wave-powered smelter, no confirmed display name UNVERIFIED
ForgottenEngine / ForgottenMachine / MegaMachine stations story "Forgotten Engine" set-piece machines inferred

Recipe-asset suffixes worth knowing for a datamine pass: _v2 (rebalanced replacement), _ItemPrinter (a second, printer-scale recipe for the same output), _LaserDrill / _MechanicalDrill / _MechanicalDrillTier2 (per-drill extraction recipes), and Impure / Pure ore variants (purity tiers).


4. The recipe corpus (75 machine recipes)#

Source: the community "StarRupture Crafting Calculations" dataset, itself sourced from starrupture.tools and scoped to "items available in the current public release". Tier is the dataset's chain-depth tier (0 = raw-adjacent, 12 = deepest). Rate/min is computed as Out ÷ Time × 60 — theoretical throughput of a single machine at 100 % uptime, not an in-game displayed number in 0.2.8 (items/min display is an announced Update 2 feature).

Tier Output Out Time (s) Rate/min Machine Inputs
0 Basic Building Material 10 2 300 Fabricator Wolfram Ore ×1, Titanium Ore ×1
0 Calcium Block 2 2 60 Smelter Calcium Ore ×2
0 Titanium Bar 2 2 60 Smelter Titanium Ore ×2
0 Wolfram Bar 2 2 60 Smelter Wolfram Ore ×2
0 Intermediate Building Material 25 6 250 Mega Press Basic Building Material ×40, Inductor ×2, Glass ×2, Titanium Housing ×2
0 Standard Ammo 20 6 200 Mega Press Basic Building Material ×18, Wolfram Powder ×4
0 Shotgun Ammo 15 6 150 Mega Press Basic Building Material ×20, Calcium Powder ×6
0 Heavy Ammo 15 6 150 Mega Press Basic Building Material ×24, Titanium Rod ×6
2 Calcite Sheets 2 2 60 Fabricator Calcium Block ×1
2 Calcium Powder 3 3 60 Furnace Calcium Block ×1
2 Titanium Beam 3 3 60 Fabricator Titanium Bar ×2
2 Titanium Rod 1 2 30 Fabricator Titanium Bar ×1
2 Titanium Sheet 2 2 60 Fabricator Titanium Bar ×1
2 Wolfram Powder 3 2 90 Furnace Wolfram Bar ×1
2 Wolfram Wire 2 4 30 Fabricator Wolfram Bar ×1
3 Ceramics 2 2 60 Furnace Calcite Sheets ×1, Wolfram Powder ×1
3 Glass 1 3 20 Furnace Helium-3 ×1, Calcium Powder ×2
3 Rotor 1 6 10 Fabricator Titanium Rod ×2, Wolfram Wire ×2
3 Titanium Housing 1 2 30 Furnace Titanium Beam ×1, Titanium Sheet ×2
3 Tube 2 2 60 Fabricator Titanium Rod ×1, Titanium Sheet ×1
3 Wolfram Plate 2 2 60 Fabricator Wolfram Bar ×2
4 Chemicals 2 2 60 Furnace Synthetic Silicon ×1, Wolfram Powder ×3, Helium-3 ×1
4 Heat Resistant Sheet 1 4 15 Furnace Wolfram Plate ×1, Titanium Sheet ×2, Glass ×1
4 Stabilizer 1 3 20 Fabricator Rotor ×1, Titanium Rod ×2
4 Stator 1 3 20 Fabricator Titanium Housing ×2, Wolfram Wire ×1
4 Synthetic Silicon 2 2 60 Furnace Calcium Powder ×2, Helium-3 ×1, Ceramics ×2
5 Applicator 1 4 15 Fabricator Tube ×8, Glass ×2
5 Electronics 1 5 12 Furnace Synthetic Silicon ×2, Inductor ×1, Stator ×1
5 Inductor 2 4 30 Furnace Tube ×2, Wolfram Wire ×1, Ceramics ×2
5 Turbine 1 6 10 Mega Press Impeller ×1, Stator ×1, Rotor ×2, Sulphuric Acid ×2
5 Valve 1 10 6 Mega Press Titanium Housing ×1, Titanium Beam ×3, Titanium Rod ×2, Nozzle ×1
6 Battery 1 4 15 Mega Press Inductor ×2, Electronics ×1, Sulphuric Acid ×1
6 Hardening Agent 2 4 30 Furnace Sulphuric Acid ×5, Synthetic Silicon ×1, Applicator ×1
6 Impeller 1 4 15 Mega Press Titanium Rod ×2, Heat Resistant Sheet ×2, Wolfram Plate ×1, Stabilizer ×1
6 Nozzle 1 5 12 Mega Press Heat Resistant Sheet ×2, Helium-3 ×6, Stabilizer ×1
6 Pressurized Helium 1 2 30 Pressurizer Helium-3 ×1, Sulphur Ore ×1
6 Sulphuric Acid 4 2 120 Pressurizer Sulphur Ore ×8, Chemicals ×4
6 Supermagnet 1 3 20 Furnace Sulphuric Acid ×4, Wolfram Plate ×4, Chemicals ×1
7 Accumulator 1 5 12 Assembler Electronics ×2, Stator ×1, Battery ×1
7 Electromagnetic Coil 1 4 15 Mega Press Inductor ×1, Pressurized Helium ×1, Wolfram Plate ×6, Supermagnet ×1
7 Generator 1 10 6 Assembler Turbine ×1, Battery ×1, Nozzle ×1
7 Liquid Helium 1 3 20 Compounder Pressurized Helium ×1, Hardening Agent ×1
7 Pressure Tank 1 10 6 Assembler Heat Resistant Sheet ×5, Valve ×2, Pump ×2
7 Synthetic Resin 1 3 20 Compounder Hardening Agent ×1, Sulphuric Acid ×3, Calcite Sheets ×6
8 Goethite Ingot 10 4 150 Pyro Forge Goethite Ore ×1
8 Goethite Lattice 2 3 40 Mega Press Goethite Ingot ×2, Titanoferrite Ingot ×2, Wolfram Steel Ingot ×2
8 Goethite Powder 4 2 120 Compounder Goethite Ingot ×1, Pressurized Helium ×1, Calcium Powder ×1
8 Lens 1 10 6 Compounder Glass ×10, Hardening Agent ×6, Synthetic Resin ×4
8 Pump 1 10 6 Mega Press Valve ×1, Turbine ×1, Impeller ×1, Sulphuric Acid ×3
8 Resonator 1 10 6 Assembler Accumulator ×1, Generator ×2, Liquid Helium ×2
8 Superconductor 2 5 24 Constructorizer v.2 Synthetic Resin ×2, Electromagnet ×1, Supermagnet ×3, Aerogel ×2, Heat Shield ×2
8 Titanoferrite Ingot 10 4 150 Pyro Forge Titanium Ore ×10, Goethite Ore ×1
8 Wolfram Steel Ingot 10 4 150 Pyro Forge Wolfram Ore ×10, Goethite Ore ×1
9 Aerogel 2 6 20 Compounder Goethite Powder ×4, Calcium Powder ×6, Liquid Helium ×2
9 Basic Fuel 1 6 10 Compounder Wolfram Powder ×4, Goethite Powder ×2, Liquid Helium ×4
9 Electromagnet 1 5 12 Assembler Electromagnetic Coil ×3, Synthetic Resin ×3, Accumulator ×1
9 Epoxy 2 3 40 Compounder Liquid Helium ×1, Goethite Powder ×3, Synthetic Resin ×1
9 Laser Emitter 1 6 10 Assembler Lens ×1, Resonator ×1, Electromagnetic Coil ×6
9 Nanofibre 2 6 20 Compounder Tube ×20, Liquid Helium ×5, Wolfram Wire ×8
9 Reinforced Frame 1 5 12 Mega Press Tube ×4, Titanoferrite Ingot ×4, Titanium Beam ×2
9 Reinforced Housing 1 4 15 Mega Press Titanium Housing ×1, Wolfram Steel Ingot ×4, Wolfram Plate ×3
9 Scanner 1 10 6 Assembler Lens ×3, Generator ×3, Stabilizer ×12
10 Condenser 1 15 4 Assembler Resonator ×1, Pump ×3, Nanofibre ×8
10 Explosive Charge 1 6 10 Assembler Reinforced Housing ×2, Epoxy ×1
10 Ion Stabilizer 1 10 6 Mega Press Epoxy ×1, Liquid Helium ×3, Onboard Instruments ×1, Explosive Charge ×1
10 Substance #FHS-135-493 1 6 10 Compounder Sulphuric Acid ×1, Goethite Powder ×3, Liquid Helium ×2
11 Onboard Instruments 1 5 12 Assembler Electronics ×1, Stabilizer ×2, Reinforced Housing ×1
11 Uberfilament 1 4 15 Assembler Calcium Powder ×6, Goethite Lattice ×2, Epoxy ×1
12 Heat Shield 2 10 12 Mega Press Epoxy ×3, Aerogel ×3, Uberfilament ×3, Reinforced Frame ×2

Known ordering quirk in the dataset: Superconductor (tier 8) consumes Aerogel and Heat Shield (tiers 9 and 12). The tier field is a display grouping from the source tool, not a strict topological rank — do not use it as a dependency order in a planner. Build the DAG from the inputs column instead.

Recipes named in patch notes but absent from the 75-row set: the Update 1 notes reference recipe edits to Nanofibre, Pressure Tank, Condenser and Superconductor — all four are present and their listed inputs match the post-Update-1 description (Nanofibre has Wolfram Wire; Pressure Tank has no Titanium Housing; Condenser has no Synthetic Resin; Superconductor has Synthetic Resin and no Ceramics). That is a strong four-point confirmation that this dataset is post-Update-1.

Items known to exist but with no recipe row here: Quartz Building Material, Neutrino Missile, Arc Reactor, Pistol Ammo, Piercing Rounds, and every Food Station consumable (§6) — see §5 and §9.

4.1 Production chains at a glance#

Titanium Ore ──Smelter──> Titanium Bar ──Fabricator──> Titanium Sheet / Rod / Beam
                                          Rod+Sheet ──> Tube
                                          Beam+Sheet ──Furnace──> Titanium Housing
Wolfram Ore  ──Smelter──> Wolfram Bar  ──Fabricator──> Wolfram Plate / Wolfram Wire
                                       ──Furnace────> Wolfram Powder
Calcium Ore  ──Smelter──> Calcium Block ─Fabricator──> Calcite Sheets
                                        ─Furnace────> Calcium Powder
Ti Ore + W Ore ──Fabricator──> Basic Building Material ──Mega Press(+Inductor,Glass,Housing)──> Intermediate BM
He-3 + Ca Powder ─Furnace──> Glass
Ca Powder + He-3 + Ceramics ─Furnace─> Synthetic Silicon ─Furnace(+Inductor,Stator)─> Electronics
He-3 + Sulphur Ore ─Pressurizer─> Pressurized Helium ─Compounder(+Hardening Agent)─> Liquid Helium
Sulphur Ore + Chemicals ─Pressurizer─> Sulphuric Acid
Goethite Ore ─Pyro Forge─> Goethite Ingot ─Compounder─> Goethite Powder ─Compounder─> Aerogel / Epoxy / Basic Fuel
Ti Ore + Goethite ─Pyro Forge─> Titanoferrite Ingot ; W Ore + Goethite ─Pyro Forge─> Wolfram Steel Ingot
                                     └──> Goethite Lattice ─Assembler─> Uberfilament ─Mega Press─> Heat Shield
Rotor+Rod ─> Stabilizer ; Housing+Wire ─> Stator ; Impeller+Stator+Rotor+Acid ─> Turbine
Turbine+Battery+Nozzle ─Assembler─> Generator ─(+Accumulator, Liquid He)─> Resonator ─> Condenser / Laser Emitter

Notes. Helium-3 and Sulphur Ore are the two mid-game gates: nothing past Glass / Chemicals / Pressurized Helium unlocks without them, which is why they sit behind Selenian Lv 6 and Lv 9. Goethite is the Update 1 gate: the entire Aerogel / Epoxy / Heat Shield / Superconductor branch depends on it, plus the two alloy ingots that back Reinforced Frame and Reinforced Housing.


5. Building materials, hand crafting and the Basic Item Printer#

There is no hand-crafting workbench. Player-side crafting is limited to (a) placing structures with the Building Tool, which consumes building materials directly out of the player inventory, and (b) the Basic Item Printer, an indoor, zero-power, effectively instant machine for building materials and ammunition.

Material Recipe Machine Craft time Recipe unlock cost (Recipe Station)
Basic Building Material (BBM) 1 Titanium Ore + 1 Wolfram Ore → 10 Fabricator 2 s 100 BBM + 1 Meteor Heart + 100 Data Points
Intermediate Building Material (IBM) 40 BBM + 2 Inductor + 2 Glass + 2 Titanium Housing → 25 Mega Press 6 s 1,000 BBM + 100 Glass + 100 Inductor + 100 Titanium Housing + 300 DP
Quartz Building Material (QBM) 50 IBM + 1 Quartz Ore → 20 Basic Item Printer 0 s 35 Quartz Ore + 500 IBM + 1,000 DP

The QBM row is the clearest attested example of the Item Printer's design: zero craft time, and it is where the "Basic Item Printer" recipe category on the Recipe Station lives. The _ItemPrinter suffix on packaged recipe assets confirms that several items have a second, printer-scale recipe distinct from their machine recipe — see §7 for the ammunition case, where the two published number sets differ by exactly that split.

Reported Recipe Station unlock costs for other recipes (single-source, starrupture.net, and framed as launch-era):

Recipe Unlock cost
Calcium Block 1,000 Calcium Ore
Titanium Sheet 600 Titanium Bar + 200 DP
Wolfram Plate 600 Wolfram Bar + 200–400 DP
Titanium Beam 600 Titanium Bar + DP
Glass 2,500 Helium-3 + 600 Calcium Powder + 400 DP
Rotor / Tube / Stabilizer / Stator blueprint item + DP

Crafting queues. Machines are single-recipe continuous producers: you assign one recipe per machine and it runs while inputs and power hold. There is no per-machine queue of mixed jobs. The Recipe Station is a one-shot unlock spender, not a producer. Building placement is instant if the materials are in inventory; the Building Tool has no queue.


6. Consumables — the Food Station catalog#

The Food Station must be built inside a Habitat and is unlocked by the Future Health Solutions Lv 6 contract (the Recipe Station itself comes from Moon Energy Lv 2). Recipe grammar is highly regular: a base gatherable (4–5×) sets the stat family, and a 1–2× modifier gatherable sets the delivery form.

Modifier Form Effect shape
(none — 3–4× base only) Snack / Hydrolite / Figler / Star Bites / Purfins / Serpent Sticks / Sulbon small flat effect
Serpent Root Bar larger flat effect
Prism Herb Chew largest flat effect
Star Tears Fluid effect + 30 HP heal
Grubbler Gel strongest sustained effect
Oxallop Capsules timed stop-the-drain effect, +45 toxicity
Sulheart Stim Shards timed raise-the-cap effect, +45 toxicity
Food Ingredients Effect
Polisnack 4 Polifruit +35 Calories
Calorie Bar 3 Polifruit + 1 Serpent Root +50 Calories
Calorie Chew 5 Polifruit + 1 Prism Herb +40 Calories
Calorie Fluid 2 Polifruit + 1 Star Tears +30 HP, +20 Calories, +20 Toxicity
Calorie Gel 4 Polifruit + 1 Grubbler +65 Calories (best pure calorie source)
Calorie Block Capsules 5 Polifruit + 1 Oxallop stops Calorie loss 60 min; +45 Toxicity
Calorie Stim Shards 4 Polifruit + 1 Sulheart +50 % Calorie cap 45 min; +45 Toxicity
Hydrolite 4 Hydrobulb +55 Hydration
Aqua Bar 5 Hydrobulb + 1 Serpent Root +50 Hydration
Aqua Chew 3 Hydrobulb + 1 Prism Herb +100 Hydration
Aqua Fluid 2 Hydrobulb + 1 Star Tears +30 HP, +28 Hydration, +10 Toxicity
Aqua Gel 4 Hydrobulb + 1 Grubbler +75 Hydration
Aqua Block Capsules 5 Hydrobulb + 1 Oxallop stops Hydration loss 50 min; +45 Toxicity
Aqua Stim Shards 4 Hydrobulb + 1 Sulheart +50 % Hydration cap 45 min; +45 Toxicity
Figler 4 Prickler +15 Calories, +20 Hydration
Nutri Bar 5 Prickler + 1 Serpent Root +20 Calories, +30 Hydration
Nutri Chew 4 Prickler + 1 Prism Herb +30 Calories, +40 Hydration
Nutri Fluid 2 Prickler + 1 Star Tears +30 HP, +10 Calories, +15 Hydration
Nutri Gel 4 Prickler + 1 Grubbler +40 Calories, +50 Hydration (best balanced)
Nutri Block Capsules 5 Prickler + 1 Oxallop stops Calorie/Hydration loss 30 min; +45 Toxicity
Nutri Stim Shards 4 Prickler + 1 Sulheart +30 % Cal/Hyd caps; +45 Toxicity
Purfins 3 Purplant + 1 Serpent Root −70 Toxicity; removes all positive effects
Antidote Fluid 2 Star Tears + 3 Purplant +35 HP, −30 Toxicity; removes buffs
Antidote Gel 3 Purplant + 1 Grubbler −100 Toxicity; removes buffs
Antidote Shards 3 Purplant + 2 Sulheart +60 HP, −40 Toxicity; removes buffs
Clear Capsules 3 Purplant + 2 Oxallop ×2 passive Toxicity loss 30 min
Star Bites 3 Star Tears +55 HP, +10 Toxicity
Health Shards 2 Sulheart + 2 Star Tears +80 HP, +40 Toxicity
Regen Capsules 3 Star Tears + 2 Oxallop +1 HP / 8 s for 10 min; +30 Toxicity
Sulbon 3 Sulheart +25 % max HP 20 min; +40 Toxicity
Serpent Sticks 4 Serpent Root ×2 Energy regen 40 min; +30 Toxicity
Energy Boost Chew 3 Serpent Root + 2 Prism Herb ×3 Energy regen 30 min; +40 Toxicity
Energy Boost Capsules 3 Serpent Root + 2 Oxallop ×4 Energy regen 30 min; +50 Toxicity
Energy Stim Shards 3 Sulheart + 2 Serpent Root +100 % Energy cap 60 min; +45 Toxicity
Corrosion Res Plasm 3 Glowcap + 2 Sulheart ×2 Corrosion resistance 10 min; +40 Toxicity
Drain Res Plasm 3 Glowcap + 2 Serpent Root ×2 Drain resistance 10 min; +40 Toxicity
Infection Res Plasm 3 Glowcap + 2 Prism Herb ×2 Infection resistance 10 min; +40 Toxicity
Termo Res Plasm 3 Glowcap + 2 Grubbler ×2 Heat resistance 10 min; +40 Toxicity

Raw gatherable values (pre-cook): Polifruit +11 Cal · Hydrobulb +15 Hyd · Prickler +5 Cal / +8 Hyd · Star Tears +15 HP / +5 Tox.

Catalog completeness caveat: the source guide states it covers 44 Food Station recipes; the table above holds 38. Six recipes are therefore missing from this reconstruction — treat §6 as near-complete, not exhaustive. UNVERIFIED which six.

Craft times and station throughput for food are UNVERIFIED — no source publishes them, and the CRC_FoodProcessor numbers have not been datamined.


7. Ammunition, weapons and equipment#

7.1 Ammunition#

Two number sets circulate, and they correspond to the two recipe families the asset names imply — a Basic Item Printer recipe and a Mega Press / Facturer automation recipe for the same round.

Ammo Item Printer recipe (reported) Mega Press recipe (dataset) Used by
Pistol Ammo 7 BBM → 10 not in dataset UPP-7 'Reaper' Pistol
Standard Ammo 9 BBM + 2 Wolfram Powder → 10 18 BBM + 4 Wolfram Powder → 20 (6 s, 200/min) MAR-9 rifle, turrets
Shotgun Ammo 10 BBM + 3 Calcium Powder → 10 20 BBM + 6 Calcium Powder → 15 (6 s, 150/min) SLAMS-12 shotgun
Heavy Ammo 12 BBM + 3 Titanium Rod → 10 24 BBM + 6 Titanium Rod → 15 (6 s, 150/min) M175 'Grim' machine gun, heavy weapons
Piercing Rounds Wolfram Wire + Standard Ammo, at the Ammo Press not in dataset Full damage vs armoured enemies

The Standard Ammo pair is an exact 2× scaling; the Shotgun and Heavy pairs are not (2× inputs but 1.5× output). Do not average them — treat the two columns as two distinct recipes and re-verify from CR_*Ammo* assets. The Weapons/AmmoTypes folder in the install contains exactly three ammo item classes — I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem — which suggests shotgun shells may share an item class with one of those, or that shotgun ammo is a fourth class stored elsewhere. UNVERIFIED.

7.2 Weapons and attachments (War Bond economy — not a crafting chain)#

Weapons are purchased with War Bonds at the Equipment Upgrade Station (indoor), not crafted from materials.

Weapon Class Cost Gate
UPP-7 'Reaper' Semi-auto pistol 2 War Bonds Griffith Blue Corporation Lv 2
MAR-9 'Phantom' Assault rifle 200 War Bonds Equipment Upgrade Station
SLAMS-12 Shotgun 250 War Bonds Equipment Upgrade Station
M175 'Grim' Machine gun 400 War Bonds Equipment Upgrade Station
Grenades Thrown — Griffith Blue Corporation Lv 3

The Equipment Upgrade Station itself unlocks at Griffith Blue Lv 4. Attachments (barrels, magazines, stocks, sights) exist for every weapon except the pistol and cost 50–130 War Bonds each (e.g. rifle Short Barrel 50, machine-gun Buzzsaw Barrel 130); once purchased, an attachment is then crafted from Basic Building Material. Grenades cost no War Bonds — they are a straight Griffith Blue Lv 3 grant. War Bonds come from corporation contracts and abandoned-station exploration.

7.3 Tools#

The install carries player tool classes under Content/Chimera/Weapons/: MiningTool (harvester laser), BuildingTool, MedTool, FreezingTool, ZiplineArm, Multitool, Grenade, BuildingDrone, plus a Mods folder for weapon mods. None of these have published recipes or costs — they appear to be progression grants rather than crafted items. UNVERIFIED.


8. Sinks: research, export and upgrades#

Sink Mechanism Consumes Produces
Analyzing Station Feed items in; they are consumed Raw food, bug parts, salvaged/broken tech, ores Data Points, amount scaling with item type/rarity/value
Orbital Cargo Launcher (Exporter) Check the corporation's current material commission at a Corporate Terminal, then launch the requested item (one-corporation/one-item-at-a-time framing is reported, not confirmed) Whatever that corporation's current level requests (1–2 materials per level) Corporation reputation (→ level) and Data Points. The efficient DP method per community consensus.
Recipe Station One-shot recipe unlock Data Points + a bulk item cost (see §5) or a picked-up blueprint item Permanently unlocked recipe
Base Core upgrades 5 levels, 1,000 / 2,500 / 4,000 / 6,000 / 10,000 cooling capacity Escalating materials incl. Meteor Hearts and Ignitium Larger build radius / heat budget
Development Station (Update 1) Upgrades certain functional buildings UNVERIFIED Optimised production buildings
Recycler Feed built items back in Built items — Update 1 notes confirm Quartz Building Material → Quartz Ore with no loss Recovered raw inputs
Equipment Upgrade Station Weapon + attachment purchase War Bonds Weapons, attachments
Inventory Upgrade Corporation level reward — +8 inventory slots (one row)

Corporations (six in the packaged data: CD_StartingCorp = Training, CD_FutureCorp = Future Health Solutions, CD_SelenianCorp = Selenian, CD_GriffithsCorp = Griffith Blue, CD_MoonCorp = Moon Energy, CD_CleverCorp = Clever Robotics). Community guides usually say "five" because the Training Corporation is the tutorial one and caps out early — the local save confirms it as bStartingCorporationMaxedOut at Lv 5 while the other five sit at Lv 4–6. Each corporation gates a different slice of the machine roster (Selenian → extraction; Clever Robotics → logistics/storage; Griffith Blue → weapons; Moon Energy → Recipe Station and power; Future Health Solutions → Food Station and medical).

The packaged data also contains AnalyzerItemsDataTable, ExporterItemsDataTable and StartingCorporationExporterItemsDataTable — i.e. the exact per-item Data Point and reputation values are data-table driven and datamineable, but are not published anywhere on the web. This is the single highest-value datamine target for the planning tool.


9. Inventory, stacks and item catalog#

9.1 Inventory rules#

Rule Value Confidence
Starting player inventory 24 slots reported — UNVERIFIED, no source re-confirmed on 0.2.8
Maximum player inventory 56 slots (7 rows) reported — UNVERIFIED, no source re-confirmed on 0.2.8
Inventory Upgrade reward +8 slots per grant (one row) reported — matches the save's unlockedInventorySlotsNumber: 8
Default stack size 100 for most resources consensus (Steam "Stacks" thread, Aug 2026; multiple posters, no dev reply)
Building materials stack 1,000 (BBM-class) UNVERIFIED — the cited Steam thread confirms the 100 default but does not discuss a building-material stack; no source re-confirms 1,000
Personal Storage 18 slots, indoor only, Clever Robotics Lv 2 reported
Large Personal Storage 42 slots, Clever Robotics Lv 9 reported
Storage Depot v.1 / v.2 400 / 1,600 units (v.1 Clever Robotics Lv 3, v.2 Lv 8) reported
Multistorage 2,500 units, mixed items reported
Rails into Recipe Station / Base Core not supported — those two must be fed by hand, 100 at a time consensus, and the top community complaint

The install's log shows LogCrInventory emitting ~1,553 ItemPtr was null but it should never be the case id <guid> errors in a single session — a known-noisy inventory assert in 0.2.8 that does not affect play. Worth knowing when reading logs for a modding or save-editing pass.

9.2 Item catalog#

Category key: Raw = extracted or gathered, no recipe · Intermediate = machine-produced component · Build = building material · Ammo · Food · Currency/Special. Stack size is 100 unless noted; stack sizes are only spot-confirmed (see Gaps).

Item Category Stack Source Used in
Titanium Ore Raw 100 Ore Excavator (120/240 per min) Titanium Bar, BBM, Titanoferrite Ingot
Wolfram Ore Raw 100 Ore Excavator (60/120 per min) Wolfram Bar, BBM, Wolfram Steel Ingot
Calcium Ore Raw 100 Ore Excavator (60/120/240 per min) Calcium Block
Goethite Ore Raw 100 Laser Drill (Update 1) Goethite/Titanoferrite/Wolfram Steel Ingot
Helium-3 Raw (gas) 100 Helium-3 Extractor, 240/min Glass, Chemicals, Synthetic Silicon, Nozzle, Pressurized Helium
Sulphur Ore Raw 100 Sulfur Extractor, 240/min Pressurized Helium, Sulphuric Acid
Powerium (raw) Raw (liquid) UNVERIFIED Oil Extractor → Refinery Refinery products (UNVERIFIED)
Quartz Ore Raw 100 Hand-mined in caves Quartz Building Material
Ignitium Raw UNVERIFIED Hand-mined post-heat-wave Base Core upgrades
Meteor Heart Raw/Special UNVERIFIED Meteorites BBM recipe unlock, Base Core upgrades
Polifruit / Hydrobulb / Prickler / Purplant / Star Tears / Serpent Root / Grubbler / Prism Herb / Oxallop / Sulheart / Glowcap Raw (organic) UNVERIFIED Hand-picked, wave respawn Food Station (§6); Analyzing Station
Titanium Bar Intermediate 100 Smelter Sheet, Rod, Beam
Wolfram Bar Intermediate 100 Smelter Plate, Wire, Powder
Calcium Block Intermediate 100 Smelter Calcite Sheets, Calcium Powder
Titanium Sheet / Rod / Beam Intermediate 100 Fabricator Tube, Housing, Rotor, Valve, Reinforced Frame, Heavy Ammo
Wolfram Plate / Wire Intermediate 100 Fabricator Heat Resistant Sheet, Rotor, Stator, Supermagnet, EM Coil, Nanofibre, Reinforced Housing
Calcite Sheets Intermediate 100 Fabricator Ceramics, Synthetic Resin
Calcium Powder / Wolfram Powder Intermediate 100 Furnace Glass, Ceramics, Silicon, Chemicals, Goethite Powder, Uberfilament, ammo
Tube Intermediate 100 Fabricator Applicator, Inductor, Nanofibre, Reinforced Frame
Titanium Housing Intermediate 100 Furnace Stator, Valve, IBM, Reinforced Housing
Ceramics / Glass / Synthetic Silicon / Chemicals Intermediate 100 Furnace Electronics, Inductor, Heat Resistant Sheet, Lens, Acid chain
Rotor / Stabilizer / Stator / Inductor / Electronics Intermediate 100 Fabricator / Furnace Turbine, Accumulator, Battery, Onboard Instruments, Scanner
Applicator / Hardening Agent / Supermagnet Intermediate 100 Fabricator / Furnace Resin, Liquid Helium, Lens, EM Coil, Superconductor
Pressurized Helium / Sulphuric Acid Intermediate 100 Pressurizer Liquid Helium, Goethite Powder, Battery, Turbine, Pump, Resin
Impeller / Nozzle / Valve / Turbine / Pump / Pressure Tank Intermediate 100 Mega Press / Assembler Pump, Generator, Valve, Condenser
Heat Resistant Sheet Intermediate 100 Furnace Impeller, Nozzle, Pressure Tank
Battery / Accumulator / Generator / Resonator Intermediate 100 Mega Press / Assembler Electromagnet, Resonator, Condenser, Laser Emitter
Electromagnetic Coil / Electromagnet / Superconductor Intermediate 100 Mega Press / Assembler / Constructorizer v.2 Laser Emitter, late-game
Liquid Helium / Synthetic Resin / Epoxy / Aerogel / Nanofibre / Lens Intermediate 100 Compounder Late-game components
Goethite Ingot / Titanoferrite Ingot / Wolfram Steel Ingot / Goethite Lattice / Goethite Powder Intermediate 100 Pyro Forge / Mega Press / Compounder Reinforced Frame/Housing, Uberfilament, Aerogel, Epoxy
Reinforced Frame / Reinforced Housing / Uberfilament / Heat Shield Intermediate 100 Mega Press / Assembler Heat Shield, Superconductor, Explosive Charge, Onboard Instruments
Onboard Instruments / Explosive Charge / Ion Stabilizer / Scanner / Laser Emitter / Condenser Intermediate (end-tier) 100 Assembler / Mega Press Corporation exports, story objectives
Basic Fuel Intermediate 100 Compounder UNVERIFIED (fuel-burning generator?)
Substance #FHS-135-493 Intermediate 100 Compounder Future Health Solutions export (inferred from the FHS prefix)
Basic / Intermediate / Quartz Building Material Build 1,000 (BBM) Fabricator / Mega Press / Item Printer Building Tool, ammunition
Pistol / Standard / Shotgun / Heavy Ammo, Piercing Rounds Ammo UNVERIFIED Item Printer / Mega Press / Ammo Press / Facturer Weapons, Defense Tower & Turret resupply
All Food Station items (38 documented in §6; the source guide counts 44) Food UNVERIFIED Food Station Player consumption
Data Point (I_DataPoint) Currency n/a Analyzing Station, Orbital Cargo Launcher Recipe Station unlocks
War Bond Currency n/a Corporation contracts, abandoned stations Equipment Upgrade Station
Blueprint items (I_*Blueprint) Special UNVERIFIED World pickups, abandoned bases Recipe Station unlocks (140 gated recipes in the local save)
Ration Pack Food UNVERIFIED Starting pod Player consumption
Base Core Amplifier v.1 / v.2 Build UNVERIFIED UNVERIFIED Base Core cooling capacity

The packaged install contains 363 I_* item classes. The catalog above accounts for roughly 130 distinct display-named items. The remainder are quest items (QuestItemsSystem), story bits (StoryBits), death-drop containers, decorative/foundable placeables (Foundable, 362 files), creature loot and blueprint variants — most of which have no display-name mapping published anywhere. Extracting .locres string tables from pakchunk0-Windows.utoc would close this gap in one pass.


10. Systems this game does not have (scope negatives)#

Stated so nobody fills these in by analogy with Satisfactory or Factorio:

  • No hand-crafting workbench. There is no player-inventory crafting menu producing intermediates; the Building Tool places structures and the Basic Item Printer covers the "quick craft" role. (Inferred from the absence of any such station in the wiki's complete building list and the CRC_Player category being the only player-side crafting category.)
  • No per-machine job queue. One recipe per machine, continuous.
  • No belt system. Item transport is rails (v.1–v.5, 25 / 100 / 250 / 500 / 1,500 items/min) plus drones (BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance, rail drones) and Cargo Dispatcher/Receiver pairs for long distance.
  • No fluid pipe network in the Satisfactory sense attested in any source — liquids and gases move as items on rails after extraction. UNVERIFIED but nothing contradicts it.
  • No items/minute readout in-game as of 0.2.8 — it is an announced Update 2 feature (Developer Blog, 2026-06-19).
  • No conventional tech tree. Progression is corporation reputation levels + Data-Point/blueprint recipe unlocks.

Gaps & Unverified#

Not established at all: - Extraction rates, build cost and purity tiers for the Laser Drill (Goethite), Oil Extractor (Powerium), Water Extractor and Deuterium Extractor. Power/heat is now sourced for the Laser Drill (−5/+20), Oil Extractor (−80/+30) and Deuterium Extractor (−5), but Update 1's two new resources still have no published rate table anywhere I could reach. - What Powerium and Deuterium actually refine into. The Refinery is documented as handling "Helium / Sulphur / Powerium" with one worked example (Helium-3 ×7 from Raw Helium (Pure) ×8, 5 s, 84/min) — implying a Raw Helium intermediate that appears in no recipe list I found, and implying purity tiers apply to refinery inputs as well as drill outputs. - Craft times, power draw and throughput for the Food Station, Analyzing Station, Recipe Station, Basic Item Printer (beyond QBM's 0 s), Facturer and Constructorizer. - Per-item Data Point and reputation values for the Analyzing Station and Orbital Cargo Launcher. These live in AnalyzerItemsDataTable / ExporterItemsDataTable / StartingCorporationExporterItemsDataTable and are datamineable but unpublished. - Stack sizes per item. Only the "100 default / 1,000 building materials" consensus exists; there is no per-item stack table. Ammo, food and currency stack sizes are unknown. - Building construction costs for the full roster. Only the Ore Excavator (80 BBM), Helium-3 Extractor (250 BBM) and Sulfur Extractor (120 IBM) are attested. - Recipes for Neutrino Missile and Arc Reactor. A single guide (Destructoid) asserts both need 13 building types — Assembler, Compounder, Constructorizer, Fabricator, Facturer, Furnace, Laser Drill, Mega Press, Molecular Binder, Ore Excavator, Pyro Furnace (its name for the Pyro Forge), Refinery, Smelter — with raw-ore totals of Neutrino Missile 3,234 Calcium · 126 Crude Oil · 117 Goethite · 3,469 Helium-3 · 4,914 Sulphur · 6,204 Titanium · 4,860 Wolfram, and Arc Reactor 1,918 Calcium · 270 Crude Oil · 147 Goethite · 2,007 Helium-3 · 2,899 Sulphur · 3,364 Titanium · 2,834 Wolfram. Neither item appears in the 75-recipe dataset. The guide's own headline totals ("13,815" / "12,321") do not equal the sums of its own per-resource figures (22,924 / 13,439), so the totals are internally inconsistent — treat the whole claim as reported, single-source, arithmetically suspect. It is also the only source for the machine name Molecular Binder and for Crude Oil as a resource name. - Tool recipes/costs (Mining Tool, Building Tool, Med Tool, Freezing Tool, Zipline Arm, Multitool, grenades, weapon mods). - Machine physical footprint / size in foundation tiles — no source publishes it. - Display names for CRC_Synthetizer, CRC_SynthetizerTier2, CRC_MaterialCrafter, CRC_Burner, CRC_WaveSmelter. Five machine categories exist in the build with no community documentation at all (CRC_WaveFreezer is now mapped to Wave Freezer). The single-source machine name Molecular Binder is an unclaimed candidate for one of them — UNVERIFIED. - Rate for the Helium-3 and Sulfur Extractors (both listed at 240/min). The 0.1.3 raw-mining guide confirms their cost, power and unlock levels but publishes rates only for the three solid ores — the 240/min figures are UNVERIFIED. - Depletion: ore/gas deposits appear to be infinite (Excavator output is rate-limited, not quantity-limited) but no source states this explicitly — UNVERIFIED. Gatherables are depletable and wave-respawning, which the save schema confirms.

Where sources disagree: - Helium-3 Extractor unlock: ~~one guide says Selenian Lv 6, another says Moon Energy Lv 6~~ — resolved 2026-08-22: two independent sources (the 0.1.3 raw-mining guide and starrupture.net's resources database) both say Selenian Corporation Lv 6. The Moon Energy attribution is a minority misreport. Moon Energy Lv 2 does gate the Recipe Station, which is the likely source of the confusion. - Ammunition recipes: two mutually inconsistent number sets (§7.1). Reconciled here as Item Printer vs Mega Press recipes based on the _ItemPrinter asset-suffix convention — that reconciliation is inferred, not sourced. - Wolfram standard-deposit rate: one source says 60/min, another says "standard titanium 120/min" in the same breath; the 0.1.3 mining guide (used here) is internally consistent and is the more detailed source. - Corporation count: community guides say five, the packaged data has six CD_* corporations (Training is the tutorial one). Both are "right" depending on whether you count Training. - Recipe-tier ordering: the dataset's tier column is inconsistent (Superconductor at tier 8 consumes tier-9 and tier-12 items). Use the input graph, not the tier field.

Version caveats on the tables above: - The raw-mining rate table (§2.1–2.2) comes from a guide tagged 0.1.3.114046-S whose own author flags it as pre-V2-buildings and pre-heat-rate-rework. Rates are almost certainly still correct (they are round numbers and no patch note touched them) but they are not confirmed on 0.2.8. - The machine power/heat/socket table (§3.1) is from a Feb-2026 (launch-era) guide, and that guide is currently removed from public Steam Community visibility for policy reasons — it was reachable but may not stay so. - The 75-recipe dataset (§4) is confirmed post-Update-1 via the four patch-noted recipe edits, but it does not carry Update 1's full "40+ new items and recipes" — it has 75 rows against 237 CR_* assets in the build, so it is roughly a third of the recipe surface. Extraction recipes, Refinery recipes, food recipes, ammo printer recipes and blueprint-gated late-game recipes are all missing from it. - starruptureplanner.com returns HTTP 403 to automated fetches and was abandoned; starrupturewiki.com, starrupturewiki.org and wiki.starrupture-utilities.com returned no extractable tables. starrupture.tools is client-rendered and its data is only reachable second-hand (via the Google-Sheets calculator that mirrors it). The wiki.gg wiki (starrupture.wiki.gg) is live but thin — ~70 pages, good per-item infoboxes where they exist, no complete recipe or stack tables. Fandom (starrupture.fandom.com) exists but is not the community's reference. The community's Steam-thread consensus points at starrupture.wiki / starrupture.tools as the best dataset, with the caveat (posted by user Ginginc) that its data originally came from two beta versions.

Next actions to close these gaps (in value order): (1) FModel/retoc pass on pakchunk0-Windows.utoc → .locres display-name map + CR_* numeric recipe tables + Analyzer/ExporterItemsDataTable; (2) in-game capture of machine tooltips for power, footprint and food/printer times; (3) re-verify §2 rates on 0.2.8 with a live Excavator on each purity tier.


Sources#

All accessed 2026-08-22.

Official / first-party - Steam news & patch-note index for StarRupture — https://steamcommunity.com/app/1631270/allnews/ (hotfix 0.2.2–0.2.8 timeline, dev blogs June & August 2026) - StarRupture — UPDATE 1 now available [what's new + patch notes], Steam News (2026-04-09) — https://store.steampowered.com/news/app/1631270/view/490464385050870875 (announcement exists; body not fetchable — content sourced via mirrors below) - StarRupture on Facebook, Goethite & Powerium concept post — https://www.facebook.com/StarRupture/posts/977818228276033/

Update 1 coverage / mirrors - XP Gained, "StarRupture Update 1 Changes Overview / Patch Notes, 10 April 2026" — https://xpgained.co.uk/patch-notes/starrupture-update-1-changes-overview-patch-notes-10th-april-2026 (recipe edits: Nanofibre, Pressure Tank, Condenser, Superconductor; Quartz refund; cargo rework) - BisectHosting, "StarRupture Update 1: Release Date, Patch Notes, New Content" — https://www.bisecthosting.com/blog/starrupture-update-1-release-date-patch-notes-new-content-zipline-pois-map-locations (9 new buildings, 6 higher-tier, 40+ items/recipes, Development Station)

Community wikis - Star Rupture Wiki (wiki.gg) — https://starrupture.wiki.gg/ ; page index https://starrupture.wiki.gg/wiki/Special:AllPages ; Quartz Building Material https://starrupture.wiki.gg/wiki/Quartz_Building_Material ; Items category https://starrupture.wiki.gg/wiki/Items - StarRupture Wiki / Tools (community) — https://starrupture.wiki/ and https://starrupture.tools/items (client-rendered; canonical community dataset, reached indirectly)

Steam Community guides & discussions - Guide: "Star Rupture Basics: Raw resource mining" (v0.1.3.114046-S) — https://steamcommunity.com/sharedfiles/filedetails/?id=3674185523 (purity tiers, rates, extractor costs/power) - Guide: "Buildings & Machines Database in Star Rupture (2026 UPDATED)" — https://steamcommunity.com/sharedfiles/filedetails/?id=3652066311 (power, temp, sockets, storage, rails, generators) - Discussion: "[Tool] OFFLINE — StarRupture Crafting Calculator" — https://steamcommunity.com/app/1631270/discussions/0/742664166129734392/ - Recipe dataset (mirrors starrupture.tools): https://docs.google.com/spreadsheets/d/1yhyF4NxQbiEYIboEisqoxD_YTs9TPU8eE5EuXaqkKps/ (CSV export — the 75-recipe table in §4) - Discussion: "Stacks" — https://steamcommunity.com/app/1631270/discussions/0/682991366566866877/ (stack-size consensus, rail/Recipe Station limitation) - Discussion: "Wiki & Guides" — https://steamcommunity.com/app/1631270/discussions/0/684116375920399115/ (which wiki the community uses, and its beta-data caveat)

Guides & press - TheGamer, "Complete Food Recipe List In StarRupture" — https://www.thegamer.com/starrupture-all-recipes-best-food-production-guide/ (full 38-recipe Food Station table) - TheGamer, "How To Find And Use All Plant Resources In StarRupture" — https://www.thegamer.com/starrupture-plant-locations-where-to-find-each-one/ (11 gatherables, respawn behaviour) - TheGamer, "All Weapons And How To Unlock Them In StarRupture" — https://www.thegamer.com/starrupture-all-weapons-unlock-recipe-use-guide/ (War Bond costs, attachments) - StarRupture.net, "Crafting Recipes — Smelter, Fabricator & Furnace" — https://starrupture.net/database/recipes/ (Recipe Station unlock costs) - StarRupture.net, "Resources Guide — Ore Locations & Extraction" — https://starrupture.net/database/resources/ (launch-era resource set) - StarRupture.net, "Food & Calories Guide (v0.1.3)" — https://starrupture.net/guides/food-calories (calorie/hydration/toxicity stat tables) - PLITCH Blog, "Complete StarRupture Ore Guide | Locations & Automation" — https://blogs.plitch.com/en/blog/complete-starrupture-ore-guide-locations (Ignitium, Quartz, cave/heat-wave gating) - Destructoid, "All crafting recipes in StarRupture and how to make them" — https://www.destructoid.com/all-crafting-recipes-in-starrupture-and-how-to-make-them/ (Neutrino Missile / Arc Reactor scale claims) - Nerdschalk, "StarRupture Data Points Guide" — https://nerdschalk.com/starrupture-data-points-guide-how-to-farm-analyze-launch-for-maximum-data-points/ (Analyzing Station / Orbital Cargo Launcher sink mechanics)

Project ground truth - C:/star-rupture/docs/ref/shadow-install.md — first-hand install inventory (version anchor, I_* / CR_* / CRC_* / DA_* catalogs, save schema, gatherable-depletion and locked-recipe evidence)

09

Logistics & Transportation

Version anchorStarRupture Early Access v0.2.8 ("Hotfix 0.2.8", reported 2026-06-17 on Steam news; the newest patch on the Steam news feed as of 2026-08-22). Content baseline is Update 1 (released 2026-04-09). Local install cross-check (first-hand, docs/ref/shadow-install.md): Steam app 1631270, buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, save gameVersion {major 0, minor 2, pATCH 8}, Unreal Engine 5.6.1. No 0.2.9 / 0.3 / Update 2 build existed at the time of writing -- the newest Steam news items after 0.2.8 are the Developer Blog: June 2026 (2026-06-19) and Developer Blog: August 2026 (2026-08-05), which preview Update 2 (in development, undated) including a "Drone Roundabout overhaul". Version anchor re-verified 2026-08-22 against the Steam news API for app 1631270.
22 claims checked15 corrections16 unverifiedverifier verdict

The doc was structurally sound and honest about confidence, but its entire progression layer was built on three January 2026 guides that predate Update 1, so the Clever Robotics ladder, the Rail v.2/v.3 and storage unlocks, and the Orbital Cargo Launcher's corporation were all stale; it also missed the Roundabout Rail Connector, the Development Station gate, Orbital Cargo Launcher v.2, and the officially-named Drone Smart Path / drone priority systems, and carried several hotfix dates a month early. All of those are now corrected against the Steam news API's full patch-note text and the post-Update-1 wiki.gg ladder, so the doc is reliable for 0.2.8 planning at the mechanism and date level, with the remaining soft spots (build costs, power draws, per-building capacities, drone priority semantics) explicitly marked and best closed by a FModel datamine of the DA_* assets.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture's logistics layer is not a belt-and-pipe game. Everything between machines moves on drone rails -- one-directional, powered lines that logistics drones fly along, driven by a pull / request model in which consuming machines raise demands and the network dispatches drones to satisfy them. The same rails also carry electricity, so the logistics graph and the power graph are literally the same graph. Bulk buffering is handled by Storage Depots and the later Multistorage / Expandable Storage buildings rather than by belt backpressure; long hops that would be silly to rail are handled by the Cargo Dispatcher / Cargo Receiver pair (batched stack teleport-style shipping with a fixed per-batch delay). Player traversal is on foot, by zipline (added in Update 1) and by Teleporter (a late unlock -- Clever Robotics Level 9 on the post-Update-1 ladder; pre-Update-1 guides instead gate it behind the Forgotten Engine raid, see §9); there are no drivable vehicles in 0.2.8, and "a new way to travel on the map between bases" is an open item on Creepy Jar's 2026 roadmap. Every number below is tagged Confirmed (official/wiki plus a second source, or first-hand from the install), Reported (single credible source) or Inferred (derived, labelled as such).


1. What exists and what does not#

System Present in 0.2.8? Evidence
Conveyor belts No No belt/conveyor building folder among the 116 Content/Chimera/Buildings/ folders in the local install; no belt in any community building database. Articles that mention "conveyor splitters" for StarRupture (e.g. gamerhour.net) are describing the rail system with borrowed vocabulary -- treat as an error, not a feature.
Fluid pipes No dedicated pipe network found No pipe building folder in the install; no pipe entry in the community building lists. Fluid-type extractors exist (WaterExtractor, LiquidPumpExtractor, GasExtractor, AcidExtractor, DeuteriumExtractor, SulphurExtractor) but their output appears to enter the same item/rail network. UNVERIFIED -- see Gaps.
Drone rails (belts-equivalent) Yes -- the primary system Wiki + multiple guides + install assets (Buildings/DroneConnections/, Drones/BP_RailDroneBase, DA_RailDroneConfig).
Logistics/transport drones Yes Drones/TransportationDrone, BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance.
Building drone (construction automation) Yes Clever Robotics level 4 reward.
Player-controlled scouting drone Yes Bound to C; Content/Chimera/PlayerDrone, FPV_Drone third-party content in the install.
Batched long-distance shipping Yes Cargo Dispatcher + Cargo Receiver.
Teleporters (player fast travel) Yes Buildings/Teleporter in the install; unlocked via the Forgotten Engine.
Ziplines (player traversal) Yes -- Update 1 Buildings/Zipline, Weapons/ZiplineArm, CrZiplineSubsystem in the save.
Drivable vehicles / mounts / jetpack No Community consensus across several Steam threads; roadmap lists a future travel method. Characters/VehicleAdv in the install is the stock Unreal Advanced Vehicle template folder, not a shipped feature (Inferred).
Rails for players to ride No Rails carry drones only; the zipline is the rider-facing analogue.
Trains No No train assets or database entries.

First-hand corroboration from the save file (Praxis/9.sav, v0.2.8): the Mass-entity fragments present on buildings include CrLogisticsLineFragment, SocketsFragment, RequestOptions, RequestContainer, Intersection and AgentFragment, plus the subsystems logisticsRequestSubsystemState / CrLogisticsRequestSubsystem, CrPackageTransportReplicator and CrZiplineSubsystem. That is a direct confirmation of (a) a socket-based line graph, (b) a request/pull scheduler, (c) package transport as a separate subsystem from rail lines (i.e. the Dispatcher/Receiver path), and (d) ziplines as a persisted world system.


2. The rail network -- core mechanics#

Confirmed model. Rails are one-directional transport lines that carry items from output sockets to input sockets. Every machine exposes numbered input and output sockets and shows directional arrows; a rail is drawn from a source's output and snapped to a destination's input. Rails conduct electricity: generators on the network power everything connected to it, so a rail run doubles as a power run. That is why the rail graph is usually the first thing planned in a base and why an unpowered outpost is usually an unrailed outpost.

The pull system. StarRupture uses demand-driven routing: consumers register a request for an item, the logistics subsystem matches it to a producer or a Storage Depot, and drones are dispatched. Consequences that matter for planning:

  • A single rail line can carry many different item types simultaneously, from multiple sources to multiple destinations. There is no "one belt, one item" constraint.
  • Throughput is shared across everything on that line -- the items/min rating is a line budget, not a per-item budget.
  • Idle demand = idle rail. Rails do not back up with product the way belts do; a full destination simply stops requesting.
  • Because routing is computed over the connection graph, junction/path quality matters more than raw lane count (see the multirail bug in §4).

2.1 Rail tiers and throughput#

Tier Throughput Unlock Confidence
Rail v.1 120 items/min Starting ("Training") Corporation Level 2; also listed on Clever Robotics Level 1 Reported (throughput single-source; unlock paths from starrupture.wiki.gg)
Rail v.2 240 items/min Development Station research (0.2.x). Not on the post-Update-1 Clever Robotics reward ladder -- the "Clever L6" figure comes from pre-Update-1 (Jan 2026) guides Confirmed (throughput, two sources); unlock corrected 0.2.8
Rail v.3 480 items/min Development Station research -- Hotfix 0.2.2 explicitly fixed "the requirements to unlock Rail V3 were not correctly counted in the Development Station". The "Clever L11" figure is pre-Update-1 Confirmed (throughput, two sources); unlock corrected 0.2.8
"900 / 1500 items per minute" upgrade steps -- -- UNVERIFIED -- appears in one aggregated guide summary; does not match the 120/240/480 doubling ladder or the 3/5-lane multirail math. Do not plan around it.

Rail v.1 → v.2 → v.3 is a clean ×2 per tier ladder (120 / 240 / 480). Upgrading is a tier swap on the same route rather than a new mechanic.

2.2 Rail infrastructure roster (0.2.8)#

Building names as they appear in the community building databases; the local install's asset folder Buildings/DroneConnections/ (1,273 assets) is the packaged counterpart.

Building Role Notes / confidence
Rail v.1 / v.2 / v.3 The line itself; carries items and power Confirmed
Rail Connector Joins rail runs / attaches a run to a structure Reported (Clever L1 reward)
Rail Support Ground/elevation support for a single-lane run Reported (Clever L1 reward)
Rail Support 3 Lanes 2x2 / Rail Support 5 Lanes 2x2 Supports sized for multirail bundles Reported (building database listing)
Rail Pole 2x2 Vertical rail support Reported
Rail Node 2x2 / Big Rail Node 2x2 Routing node / larger routing node Reported
Rail Junction 2x2 Junction piece Reported
Drone Junction "Connection for Drone Rails, allowing splitting and expanding their paths" -- the splitter/merger primitive Reported; unlock source disputed (see Gaps)
Roundabout Rail Connector Junction building added in Update 1 (renamed from Radial Rail Connector during the Update 1 public test branch). Drones circulate through it; 0.2.5 fixed a crash "caused by an issue with the Drone's movement on the Drone Roundabouts", and Update 2 previews a "Drone Roundabout overhaul" Confirmed it exists (Update 1 + 0.2.5 patch notes, June 2026 dev blog); unlock Clever Robotics Level 8 (Reported, starrupture.wiki.gg)
Multirail 3 / Multirail 5 3-lane and 5-lane bundled rail runs Confirmed (Clever L5 / L10)
Rail Modulator 3 / Rail Modulator 5 Paired with the multirails; splits a single line into 3 or 5 lanes and re-merges Reported (unlocked alongside each multirail)
Mini Exporter Small export/output unit UNVERIFIED function
Orbital Cargo Launcher Ships product to corporations (see §7) Confirmed
Cargo Dispatcher / Cargo Receiver Batched long-distance shipping pair (see §5) Confirmed

Install-side identifiers (for modders / planners). From Manifest_UFSFiles_Win64.txt: DroneRailT1, DroneJunction_4_* (a 4-way junction family), and DroneLane_3_* / DroneLane_5_* in length variants 110-600 (Unreal units; these are the snappable segment lengths behind Multirail 3 / Multirail 5). Drone tuning lives in DA_RailDroneConfig; the base class is BP_RailDroneBase. These are asset identifiers, not display names.

2.3 Connection rules (what actually snaps)#

Confirmed: output socket → input socket, one direction only; machines display arrows for their I/O; a rail snaps into a machine's input port; rails carry power along the same path. Storage Depots act as both sink and source ("redistributes items evenly to all connected buildings"), which is how a depot becomes a de-facto splitter/merger and buffer in one building.

Reported / not fully established: per-building socket counts vary and are shown as a Sockets: <in> <out> pair on the community database pages (e.g. Storage Depot v.1 shows Sockets: 0 0, indicating it uses a different connection class than a producer). Explicit item filters on rails and round-robin vs. priority merge behaviour are not documented by any source found -- filtering in practice is done by dedicating a rail per item or by the Cargo Dispatcher's item selection. Drone priority does exist, however (corrected 0.2.8): Creepy Jar's official Base Building Basics: Part 2 announcement (2026-06-25) names both the "Drone Smart Path system - aka how drones find their way" and "Drones priority and how to make the best use of it" as shipped 0.2.x mechanics. The exact UI and semantics of that priority control remain UNVERIFIED. See Gaps.


3. Drones#

Drone Function Source
Logistics / transport drone Rides the rail network moving requested items between buildings. Spawned/managed by the network; the player does not hand-place individual haulers. Confirmed (guides + BP_Drone_Transporter, TransportationDrone)
Harvester drone Resource collection loop from extraction buildings Reported (BP_Drone_Harvester in the install; guides describe the loop starting at the Ore Excavator)
Maintenance drone Upkeep/repair role UNVERIFIED (BP_Drone_Maintenance present in the install only)
Building Drone Automates construction of placed blueprints Confirmed -- Clever Robotics Level 4
Player drone (scouting/build cam) Free-flying camera the player pilots: C to activate, WASD to move, Space up, Ctrl down. Used for precise placement and surveying rail routes; it does not carry cargo. Reported (multiple guides)

Routing has an official name. Creepy Jar calls the drone pathfinder the Drone Smart Path system, and drones carry a priority setting -- both named in the official Base Building Basics: Part 2 announcement (2026-06-25). Hotfix 0.2.2 additionally "improved the drone's pull logic system over long distances". Rail tiers upgrade in place: per the same official source, "you don't need to deconstruct slower Drone Rails in order to upgrade them".

Drone throughput is expressed through the rail, not the drone. No source found publishes a per-drone carry capacity, per-drone flight speed, or a drone count per line -- the game's UI exposes the line rating (items/min) instead. Treat "drone capacity" as UNVERIFIED; plan on the rail tier number.

Drones need power, and since rails conduct electricity, a rail run that reaches a building both feeds it and powers it (Reported, consistent across guides).


4. Multirails, junctions, and the lane-collapse bug (0.2.8)#

Multirail 3 and Multirail 5 bundle 3 or 5 lanes into one structure, paired with Rail Modulator 3 / 5 to fan a single line out and back in. On paper a Multirail 5 of Rail v.3 is 5 × 480 = 2,400 items/min (Inferred -- no source publishes the bundled rating directly).

In practice, as of 0.2.8, it does not deliver that. This is the single largest known logistics defect in the game and the community is loud about it.

Aspect Finding Confidence
Symptom Pathfinding locks onto one "favourite" lane inside a multirail section instead of spreading load. A 5-in / 5-out run into one depot behaves as 5-in / 1-out. Reported (Steam thread "3x & 5x Rail Bug & Solutions", community consensus)
Effect "A 5-rail highway cannot actually deliver its theoretical total throughput"; some players report segments transferring nothing at all after a reload. Reported (same thread)
Claimed root cause Community analysis by user AlienX: rail junctions use FMassEntity as their SuperStruct where they should use FCrMassSaveableEntity, so "the data that holds what rail is connected to what socket never reaches the save file" -- routing state is lost across save/load. Reported, single technical claim, plausible against the install's Mass-fragment layout but not confirmed by Creepy Jar
Community fix An unofficial patch via the AlienXAXS/StarRupture-ModLoader project, described as early-stage with "testing looks good". Reported
Official fix No patch note names the lane-collapse bug. Nearest touches: 0.2.1 (crash when deconstructing Rail junctions), 0.2.2 ("improved the drone's pull logic system over long distances"; "improved visuals for deconstructing Multirail 3 and Multirail 5"), 0.2.3 (improved placement logic for Rails and Ziplines), 0.2.5 (crashes from drone movement on Drone Roundabouts and from drones using the Rail system) -- all different issues. Confirmed (full 0.2.1-0.2.8 patch-note text read 2026-08-22)

Community workarounds (consensus, from the same thread):

  1. Dedicate a lane per item type rather than mixing items in a bundle.
  2. Run parallel single rails instead of a multirail structure.
  3. Do not converge multiple lanes on one shared destination -- give each output its own endpoint.
  4. Rebuild a misbehaving segment from scratch rather than editing it.
  5. Prefer dedicated splitter/merger buildings (1→3, 1→5) over multirail merging.

Planning rule for the tooling project: any base-planning calculator built against 0.2.8 should model multirail capacity pessimistically (single-lane effective) unless the user explicitly opts into theoretical numbers, and should surface a warning on any many-to-one multirail convergence.


5. Cargo Dispatcher / Cargo Receiver -- batched long-distance shipping#

Unlocked at Clever Robotics Level 7 as a pair; the Dispatcher requires a Receiver to operate (Confirmed). It moves a selected item in stacks over long distances point-to-point, bypassing a physical rail run between the two sites. This is the "second base" enabler.

Measured throughput (community measurements by Steam user Arcanemagus, thread "dispatcher/receiver throughput"; Reported, 0.2.x):

Feed rail Batch stack size Delivered output Efficiency vs. feed
Rail v.2 (240/min) 100 171 /min 71%
Rail v.2 (240/min) 300 211 /min 88%
Rail v.2 (240/min) 1000 230 /min 96%
Rail v.3 (480/min) 100 266 /min 55%
Rail v.3 (480/min) 300 378 /min 79%
Rail v.3 (480/min) 1000 444 /min 93%

The mechanic behind the numbers: each dispatch carries a fixed +10 second transfer delay on top of the time spent loading the stack. Effective rate = stack / (stack / feed_rate + 10s). Small stacks pay the 10 s toll on very little cargo -- at stack 100 on a Rail v.3 feed the overhead "almost doubles the total transfer time", roughly halving the line. Big stacks are strictly better for a Dispatcher.

Scaling consensus from the same thread: to actually saturate a high-tier feed, run one storage with three Dispatchers off it, sizing each batch as total input rate / 6. (Reported, single thread, one contributor -- test before building around it.)

Roadmap: "Cargo Dispatcher/Receiver Rework" is an explicit Quality-of-Life item on Creepy Jar's published 2026 roadmap, with no update number or date attached (Confirmed from the roadmap; the roadmap itself gives no per-item scheduling). Expect these numbers to move.


6. Storage#

6.1 Base storage buildings#

Building Capacity Power Unlock Confidence
Personal Storage 18 slots -- Clever Robotics L2 Reported (capacity, single source); level Confirmed (pre- and post-Update-1 ladders agree)
Large Personal Storage 42 slots -- Development Station research -- Hotfix 0.2.3 fixed "requirements to unlock Large Personal Storage" in the Development Station; "Clever L9" is a pre-Update-1 figure and post-Update-1 Clever L9 grants the Teleporter Reported; unlock corrected 0.2.8
Storage Depot v.1 400 units of one selected item; redistributes evenly to all connected buildings -5 MW (Power: -5 \| Temp: 5 \| Sockets: 0 0) Clever Robotics L3 Reported (capacity + stat line); level Confirmed (both ladders agree)
Storage Depot v.2 1,600 units of one selected item UNVERIFIED Disputed -- pre-Update-1 guides say Clever L8, but post-Update-1 Clever L8 is the Roundabout Rail Connector; likely Development Station Reported; unlock corrected 0.2.8
Multistorage 2,500 units of each of several different items in one building UNVERIFIED Clever Robotics L12 Reported (capacity); level Confirmed (both ladders agree)
Expandable Storage 1,600 units per expansion module, of different items; expandable further at increasing power cost Reported: a 3,200-unit configuration draws "over 2,300 power" Disputed -- pre-Update-1 guides say Clever L13; post-Update-1 Clever L13 is a Quartz Ore reward Reported (a dedicated Steam thread, "Expandable Storage makes no sense", argues the power-per-unit curve is unattractive)

Depot semantics matter. A Storage Depot is not a passive chest: it is a redistributor -- it accepts an item and evenly serves every connected consumer. That makes it the standard "one-to-many splitter with a buffer" and it is the reason community layouts put a depot at every stage of the chain rather than only at the ends. Depots sit outside the habitat structure and hold a single item type each, so a wide production tree costs a wide depot farm until Multistorage / Expandable Storage arrive very late on the Clever ladder.

6.2 Player inventory (manual hauling)#

Metric Value Confidence
Starting inventory 24 slots Reported (TheGamer, published 2026-01-05 -- pre-Update 1; Update 1 reworked corporation levels, so re-verify)
Maximum inventory 56 slots Reported (same pre-Update-1 source)
Slot upgrade sources Selenian Corporation L3 (+8), Future Health Solutions L7, Griffits Blue L8, Moon Energy L11 (increments beyond the first not published) Reported, pre-Update-1 ladder -- levels may have shifted
Stack size -- ammo 300 per slot Reported
Stack size -- ore 100 per slot Reported
Stack size -- building materials 1,000 per slot Reported

First-hand cross-check: the local 0.2.8 save records unlockedInventorySlotsNumber: 8 at Selenian level 6 -- consistent with the "+8 from Selenian L3" claim being the first of the four upgrades and the field counting unlocked extra slots rather than total. (Inferred, but the two independent sources line up.)

Manual hauling is the fallback for everything that is not yet railed: carry from a hand-mined node or a gatherable to a machine or a Personal Storage. It is also the only way to move goods to a location that has no rail and no Cargo Receiver.

6.3 How construction and crafting pull materials#

Reported / partially unverified. Build costs are paid from the player's own inventory and from connected base storage; the Building Drone (Clever L4) then automates the actual construction of placed blueprints. No source found documents a Satisfactory-style "dimensional depot"-like global build inventory or an explicit radius from which construction pulls. Building placement also consumes stability (a separate structural budget -- e.g. a Zipline Pole costs 15 stability), which 0.2.5 reduced for larger platform constructions. Treat the exact pull-source rules as UNVERIFIED; see Gaps.


7. Export and delivery -- the Orbital Cargo Launcher#

The Orbital Cargo Launcher (Starting / "Training" Corporation Level 1 -- the very first reward in the game, alongside Solar Generator v.1 and Basic Platforms; not a Clever Robotics unlock as pre-Update-1 guides state -- corrected 0.2.8) is the sink for finished goods and the engine of progression rather than of logistics:

  • Interact with its terminal, select a material and a corporation; each launched product raises Value and reputation with that corporation, which is what levels corporations and unlocks buildings.
  • Each launcher can be assigned to a different corporation or material, so reputation with several corporations can be farmed in parallel.
  • It is fed like any other machine -- a rail from the last machine in the chain into the launcher's input -- and it runs unattended as long as power and supply hold.
  • Community practice is to split one production line across several launchers (three, four or six) when a single chain out-produces one launcher. Robert's own 0.2.8 save carries four custom-named launchers (LAUNCHER # 1-4).
  • Update 1 added an Orbital Cargo Launcher v.2 -- one of the six v.2 buildings in the Update 1 patch notes. Its throughput, cost and unlock are UNVERIFIED.

Per-launcher throughput, power draw and any per-item value multipliers are UNVERIFIED -- no source found publishes them. The install additionally contains Buildings/Exporter, Buildings/ExporterTier2, Buildings/PackageStation, Buildings/DeliveryStorage and Buildings/DroneStation asset folders plus ExporterItemsDataTable / StartingCorporationExporterItemsDataTable; the mapping of those internal names to the display names Orbital Cargo Launcher, Mini Exporter, Cargo Dispatcher and Cargo Receiver is Inferred, not confirmed.


8. Long-distance transport -- decision rules by scale#

Scale Best tool in 0.2.8 Why
Machine → adjacent machine Rail v.1 Cheapest, also carries power.
Within one base, high volume Rail v.2 / v.3, depots between stages Tier swap is the cheapest throughput fix; depots buffer and split.
Within one base, very high volume Parallel single rails (not multirails) The multirail lane-collapse bug (§4) makes bundles unreliable at 0.2.8.
Base → distant outpost, items Cargo Dispatcher + Receiver with the largest stack size available Avoids kilometres of rail; pays a flat 10 s per batch, so big batches only.
Base → distant outpost, power Rail run Rails conduct electricity; a Dispatcher does not. This is the reason to rail an outpost even when a Dispatcher would move the goods.
Player between bases Teleporter (late) then Ziplines (local) See §9.
Ore field far from base Rail the excavator in, or place a local depot + Dispatcher Guides describe connecting "distant Ore Excavators and bases via supported rails".

Known bottlenecks (community consensus):

  1. Multirail lane collapse -- the dominant one (§4).
  2. Dispatcher 10 s per-batch overhead -- makes small stacks 45-55% efficient (§5).
  3. One item type per Storage Depot -- forces depot sprawl until Multistorage (Clever L12) and Expandable Storage (unlock disputed, see §6.1) arrive very late.
  4. Rail throughput is a shared line budget, so mixing many item types on one trunk starves the low-priority ones. A drone priority control does exist (named in Creepy Jar's official Base Building Basics: Part 2, 2026-06-25) but its UI and exact effect are undocumented outside that video.
  5. Travel time is real cost -- longer rails mean longer transport times, which is why hub-and-spoke with short spokes is the recommended pattern.

9. Player traversal#

Method Mechanics Cost / unlock Confidence
On foot Walk / sprint (sprint-toggle is a settings option in the local install's GameUserSettings.ini) Free Confirmed
Zipline Added in Update 1. Player-only travel, not item transport. Place Zipline Poles and connect lines between them; you can build a whole zipline net and traverse in any direction along a track. Placement uses an anchor + line; if collision warnings block it, the rotate key flips the anchor. Building the poles from the player drone camera is much easier. 15 Basic Building Materials per Zipline Pole, stability cost 15. Unlocked at Clever Robotics Level 6 (Zipline Pole + Zipline), per the post-Update-1 ladder Reported (build cost single-source). The Update 1 public-test-branch hotfix (2026-04-01) "adjusted build cost of Power Generators, Zipline, Drone Rails, and Teleport", so any cost sourced before 2026-04-09 is suspect
Zipline range ~50 m per span (community-reported; there is a dedicated Steam thread titled "Zipline distance limit too short", so the limit is real and disliked) -- Reported / approximate
Zipline equipment The install carries Weapons/ZiplineArm -- a player arm attachment -- and CrZiplineSubsystem / CrZiplineReplicator persist zipline state in saves -- Confirmed (install), function Inferred
Teleporter Placeable anywhere; name each one because the teleport menu lists names only and does not show their location on the map. Instant travel between placed teleporters. 500 Quartz Building Material to place (the material itself must first be unlocked at the Recipe Station) Reported, pre-Update-1 (TheGamer, 2026-01-09) -- and the Update 1 PTB hotfix explicitly "adjusted build cost of ... Teleport", so treat 500 as stale until re-measured
Teleporter unlock Disputed. Two pre-Update-1 guides (TheGamer 2026-01-09, BisectHosting) say completing the Forgotten Engine raid awards it. The post-Update-1 ladder on starrupture.wiki.gg places the Teleporter at Clever Robotics Level 9, and starrupturewiki.org says Clever's tree "unlocks ... teleporters". Update 1's own announcement refers to "the teleporter we hope you remember about", so it predates Update 1. Plan for Clever L9 on 0.2.8 Forgotten Engine entry itself requires a Power Cell Corrected 0.2.8 -- previously stated as Confirmed-Forgotten-Engine
Power Cell cost Sources disagree, and both predate Update 1. TheGamer (2026-01-09): research 400 Electronics + 400 Chemicals in the Basic Item Printer section of the Recipe Station, then craft for 10 Electronics + 10 Chemicals each. BisectHosting: 400 Electronics + 400 Chemicals + 1,000 Data Points. Likeliest reading: research-unlock (400+400, possibly plus Data Points) vs. per-unit craft (10+10). -- Conflicting -- report both; both pre-Update-1
Player drone C to enter, WASD / Space / Ctrl. A remote camera for placement and scouting; the player body does not travel with it Free (starting kit) Reported
Vehicles / mounts / jetpack None in 0.2.8. -- Confirmed by absence across sources + roadmap
Future Creepy Jar's 2026 roadmap lists "A New Way to Travel on Map Between Bases" under Features, undated and unassigned to an update number -- Confirmed (roadmap)

The install's Buildings/Airlock folder and the log warning BP_Airlock_C ... is not replicated nor uses Mass replication indicate airlocks are habitat access points rather than a transport system (Inferred).


10. Progression -- the Clever Robotics logistics ladder#

Clever Robotics is the logistics corporation; almost every transport and storage building comes from it. Levelling any corporation is done by delivering the materials it asks for (via Orbital Cargo Launcher) or trading Data Points.

Corrected 0.2.8. Update 1 shipped "New Expanded Corporation Levels & Rewards" and the Development Station, a separate research building where higher-tier buildings are unlocked by fulfilling requirements rather than by corporation level. The reward ladder that circulated in the January 2026 guides (Hardcore Gamer 2026-01-13, TheGamer 2026-01-05, BisectHosting 2026-01-10 -- all three predate Update 1) is therefore stale: three stale sources agreeing is still stale. The post-Update-1 ladder below comes from starrupture.wiki.gg, and it is corroborated by Steam patch notes that place Rail v.3 and Large Personal Storage unlock requirements in the Development Station, and by the fact that its L6 reward (Zipline) is Update-1 content.

Clever Robotics level Points to reach Reward(s) -- post-Update-1 (0.2.x)
1 -- Corporate Terminal, Rail v.1, Rail Support, Rail Connector
2 200 Personal Storage
3 1,500 Storage Depot v.1
4 6,400 Building Drone
5 17,600 Multirail 3, Rail Modulator 3
6 37,800 Zipline Pole, Zipline
7 69,700 Cargo Dispatcher, Cargo Receiver
8 116,000 Roundabout Rail Connector
9 179,400 Teleporter
10 262,600 Multirail 5, Rail Modulator 5
11 368,300 50 Quartz Ore, Electromagnet
12 499,200 Multistorage
13 658,300 70 Quartz Ore
14 (not published) 100 Quartz Ore

Confidence: Reported (single post-Update-1 source, starrupture.wiki.gg) for the ladder as a whole; Confirmed for L2/L3/L4/L5/L7/L10/L12, where the pre- and post-Update-1 lists agree.

What moved between the pre- and post-Update-1 lists -- the entries a planner must not carry over from the January guides:

Level Pre-Update-1 guides said Post-Update-1 ladder says
1 + Orbital Cargo Launcher Launcher is a Starting / "Training" Corporation L1 reward instead
6 Rail v.2 Zipline Pole + Zipline (Rail v.2 -> Development Station)
8 Storage Depot v.2 Roundabout Rail Connector
9 Large Personal Storage Teleporter (Large Personal Storage -> Development Station, per 0.2.3 notes)
11 Rail v.3 50 Quartz Ore + Electromagnet (Rail v.3 -> Development Station, per 0.2.2 notes)
13 Expandable Storage 70 Quartz Ore
14 (ladder ended at 13) exists

Also not on this ladder: the Drone Junction -- two community sources say Clever Robotics unlocks Drone Junctions, but neither the pre- nor the post-Update-1 level list contains that display name; it is probably the Roundabout Rail Connector or one of the Rail Junction / Rail Node pieces under a different name. See Gaps.

Rail v.1 has a second, earlier source: the Starting / "Training" Corporation grants Rail v.1, Rail Support and Rail Connector at its Level 2 (Level 1 gives the Orbital Cargo Launcher, Solar Generator v.1 and Basic Platforms). That is the route a new player actually takes.

Other corporations relevant to logistics only indirectly: Selenian (extractors that feed the network, plus the first inventory upgrade at L3), Moon Energy (generators that power the rails), Future Health Solutions and Griffits Blue (further inventory upgrades). The local save confirms the six-corporation roster: Starting, Future, Selenian, Griffiths, Moon, Clever.


11. Patch history relevant to logistics (Update 1 → 0.2.8)#

All dates below are exact, read from the Steam news API for app 1631270 on 2026-08-22 (previous revision of this document carried approximate dates, several of which were a month early -- corrected 0.2.8).

Version Date (Steam news, UTC) Logistics-relevant change
Update 1 PTB Hotfix 1 2026-04-01 Adjusted build cost of Power Generators, Zipline, Drone Rails and Teleport; Radial Rail Connector renamed Roundabout Rail Connector; crash fix when building Mega Press / Cargo Receiver / Cargo Dispatcher
Update 1 / 0.2.0 2026-04-09 Bigger map + new zones (longer hauls), Zipline added, Development Station added, Roundabout Rail Connector added, Orbital Cargo Launcher v.2 (plus five other v.2 buildings), Laser Drill / Oil Extractor / Refinery / Pyro Forge / Constructorizer / Facturer / Chemical Generator / Recycler, new resources Powerium and Goethite, wildlife, expanded corporation levels & rewards
0.2.1 2026-04-16 Fixed a crash when deconstructing Rail junctions; corrections for attaching Drone Rails by multiple players; co-op Fire Wave / Zipline sync
0.2.2 2026-04-22 Progression rollback (re-unlocks previously built structures after Update 1); "improved the drone's pull logic system over long distances"; Cargo Dispatcher progress could reset before dispatching -- fixed; improved visuals for deconstructing Multirail 3 / 5; Rail Support extension collision checks; Rail V3 and Ore Excavator v.2 Development Station requirement counting fixed on dedicated servers
0.2.3 2026-05-04 "Improved placement logic for Rails and Ziplines, which now prevents them from appearing disconnected"; Large Personal Storage unlock requirements miscounted in the Development Station -- fixed for co-op clients; Helium-3 mesh colour on Rail Drones
0.2.4 2026-05-06 Two crash fixes (post-Base-Attack co-op save load; UCrProgressionRollbackEvent::Execute)
0.2.5 2026-05-18 Autosave interval option; decreased stability cost of Platforms, enabling bigger constructions (directly affects rail-support spans); crash from drone movement on the Drone Roundabouts; crash from drones using the Rail system; Zipline Pole ghost / Zipline co-op visual fix; platform power conduction fix
0.2.6 2026-06-02 Crashes on large bases, save-file size, dedicated servers; Pillar Support stability; habitat stability on pre-0.2.5 saves
0.2.7 2026-06-11 Crash while deconstructing buildings; co-op dialogue sync; crash-reporter response window
0.2.8 2026-06-17 Fixed crash on exiting the game on NVIDIA RTX 40/50 GPUs. Current build.
(post-0.2.8 news) 2026-06-19 / 2026-06-25 / 2026-08-05 Developer Blogs and Base Building Basics: Part 2 -- Update 2 previews: Drone Roundabout overhaul, copy buildings with parameters, multi-deconstruct, deconstruct without platforms, crafting shown as items/minute, search bar in Buildings & Storages, Teleporter & Base Core custom names on the map, "Add Pillars" build mode. No Update 2 build has shipped as of 2026-08-22.

No hotfix from 0.2.1 to 0.2.8 names the multirail lane-collapse bug, though 0.2.2 improved long-distance drone pull logic and 0.2.5 fixed two drone/rail crash paths. Update 2 (in development, undated) previews a Drone Roundabout overhaul, which may or may not touch it.


12. Modding / tooling appendix -- the logistics surface in the shipped build#

All first-hand from docs/ref/shadow-install.md (v0.2.8, buildid 23761620). These are internal identifiers, not in-game display names.

Layer Identifiers
Rail meshes/blueprints Content/Chimera/Buildings/DroneConnections/ (1,273 assets): DroneRailT1, DroneJunction_4_*, DroneLane_3_* / DroneLane_5_* in length variants 110-600
Drones Content/Chimera/Drones/ (620 assets): TransportationDrone, BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance, BP_RailDroneBase, DA_RailDroneConfig
Logistics runtime (save fragments) CrLogisticsLineFragment, SocketsFragment, RequestOptions, RequestContainer, Intersection, AgentFragment, AuSplineConnectionFragment, CrInventoryFragment
Logistics subsystems (save) logisticsRequestSubsystemState, CrLogisticsRequestSubsystem, CrPackageTransportReplicator, CrZiplineSubsystem, CrZiplineReplicator
Storage / export buildings Buildings/StorageDepot, DeliveryStorage, PackageStation, DroneStation, Exporter, ExporterTier2, Teleporter, Zipline, Airlock
Export data tables ExporterItemsDataTable, StartingCorporationExporterItemsDataTable, AnalyzerItemsDataTable
Player-side Weapons/ZiplineArm, Weapons/BuildingDrone, Content/Chimera/PlayerDrone, third-party FPV_Drone
Mod tooling in the wild AlienXAXS/StarRupture-ModLoader (GitHub) -- carries a community patch aimed at the rail-junction save bug

The build ships full PDB debug symbols (StarRuptureGameSteam-Win64-Shipping.pdb, 2.51 GB) and unsigned, unencrypted IoStore containers, so the numeric rail/drone tables (DA_RailDroneConfig, the DA_* building data assets) are extractable with FModel/retoc -- that is the correct way to close the UNVERIFIED numbers in this document rather than trusting more community aggregators.


Gaps & Unverified#

Not established by any source found:

  • Per-drone stats -- carry capacity, flight speed, drone count per line, whether drones are a limited pooled resource. The game surfaces line throughput instead.
  • Fluids. Whether water / acid / gas / deuterium move as items on the same rails, in canister items, or through a separate mechanism. Extractor buildings exist (WaterExtractor, LiquidPumpExtractor, GasExtractor, AcidExtractor, DeuteriumExtractor, SulphurExtractor) but no source describes their transport. No pipe network was found in the install's building folders, which is strong negative evidence against pipes, but the positive mechanism is unknown.
  • Filters and sorting. No documented item filter on a rail and no documented merge policy (round-robin vs. priority). Community practice substitutes "one item per dedicated rail" and Cargo Dispatcher item selection. If filters exist in-game they are undocumented online.
  • Drone priority semantics. Priority exists (Creepy Jar names "Drones priority and how to make the best use of it" in Base Building Basics: Part 2, 2026-06-25) but no written source describes where it is set, what the scale is, or how it interacts with the Drone Smart Path router. Highest-value open question in this document.
  • Roundabout Rail Connector mechanics -- throughput, footprint, how many lines it can join, and how the previewed Update 2 "Drone Roundabout overhaul" will change it.
  • Development Station unlock requirements for Rail v.2 / Rail v.3 / Large Personal Storage / Storage Depot v.2 / Expandable Storage -- confirmed to live there by patch notes, but the item-and-count requirements are not published anywhere found.
  • Orbital Cargo Launcher v.2 -- everything (throughput, power, cost, unlock).
  • Socket counts per building and whether a machine can accept multiple input rails of different items.
  • Multirail bundled throughput ratings -- the 3× / 5× multiplication is inferred, not published; and it is moot at 0.2.8 because of the lane-collapse bug.
  • Power draw for: Rail v.1/v.2/v.3, Storage Depot v.2, Multistorage, Cargo Dispatcher/Receiver, Orbital Cargo Launcher, Teleporter. Only Storage Depot v.1 (-5 MW) was found.
  • Build costs for nearly every logistics building. Only Zipline Pole (15 Basic Building Materials, 15 stability) and Teleporter (500 Quartz Building Material) were established.
  • Orbital Cargo Launcher throughput (items/min it can consume) and per-item reputation values.
  • Mini Exporter function.
  • Cargo Dispatcher range limit, power cost, and whether one Receiver can serve multiple Dispatchers.
  • Teleporter count limit / power cost / whether it moves items as well as the player.
  • Zipline travel speed and the exact maximum span (the ~50 m figure is community-approximate).
  • How construction pulls materials -- radius, which storages count, whether the Building Drone draws from base storage or player inventory.
  • The "900 / 1500 items per minute" rail figures appearing in one aggregated guide summary could not be attached to any named building and contradict the 120/240/480 ladder.

Where sources disagree:

Topic Source A Source B Resolution
Power Cell cost (Forgotten Engine gate) TheGamer: research 400 Electronics + 400 Chemicals, craft 10 + 10 each BisectHosting: 400 Electronics + 400 Chemicals + 1,000 Data Points at the Basic Item Printer Unresolved; both 2026-dated. Likely a research-unlock cost vs. per-unit craft cost confusion.
Drone Junction unlock starrupturewiki.org and BisectHosting: unlocked by levelling Clever Robotics Hardcore Gamer's full 13-level Clever reward list does not contain a "Drone Junction" entry Possible display-name collision with Rail Junction 2x2 / Rail Node 2x2 / Rail Modulator. Treat "Drone Junction = Clever Robotics reward" as Reported, unverified level.
Teleporter unlock starrupture.wiki.gg (post-Update-1 ladder) puts Teleporter at Clever Robotics Level 9; starrupturewiki.org likewise lists Teleporters among Clever's unlocks TheGamer (2026-01-09) + BisectHosting: awarded for completing the Forgotten Engine Reversed in v1.1. Both Forgotten-Engine sources predate Update 1; the corporation-ladder sources are post-Update-1. Plan for Clever L9 and treat the Forgotten Engine reward as possibly-superseded.
Clever Robotics reward ladder Hardcore Gamer / TheGamer / BisectHosting (all Jan 2026, pre-Update 1) starrupture.wiki.gg (post-Update-1, 14 levels, Zipline at L6, Roundabout Rail Connector at L8, Teleporter at L9) Resolved for v1.1 in favour of the post-Update-1 ladder (§10), corroborated by Steam patch notes that place Rail v.3 and Large Personal Storage in the Development Station.
"Conveyors" in StarRupture gamerhour.net describes "conveyor splitters" feeding Orbital Cargo Launchers Every other source, plus the install's asset tree, describes rails and has no conveyor asset The conveyor language is an error; the mechanic described (splitting one line across several launchers) is real, done with rails/junctions.

Methodology limits. SteamDB (403), starrupture.org (402), metaforge.app (403), starrupture.tools and starrupturecalculator.com (client-rendered, no server HTML) and Steam sharedfiles guide pages (rate-limited) could not be fetched; their content is represented here only through search-result snippets and is labelled Reported accordingly. v1.1 fact-check pass (2026-08-22): starrupture.wiki.gg was cross-checked this time and supplied the post-Update-1 corporation ladder used in §10; the full 0.2.1-0.2.8 + Update 1 patch-note text was read from the Steam news API and supplied the exact hotfix dates, the Roundabout Rail Connector, the Development Station gating and the Update 2 previews. starrupturecalculator.com detail pages are client-rendered and its data bundle is not directly fetchable, so its per-building stat lines are still snippet-level only. The remaining UNVERIFIED numbers should be closed by a FModel datamine of DA_RailDroneConfig and the DA_* building data assets, which is now the highest-value next step; a second play-session pass on the in-game Development Station screen would close the unlock-requirement gaps.


Sources#

All accessed 2026-08-22.

Official / first-party

  • Steam News API for app 1631270 (full StarRupture news/patch-note index) -- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270
  • StarRupture Steam news: Hotfix 0.2.7 patch notes -- https://store.steampowered.com/news/app/1631270/view/715655143637386581
  • StarRupture Steam news: Update 1 Release Date Announcement -- https://store.steampowered.com/news/app/1631270/view/542260396903367803
  • Creepy Jar 2026 roadmap as reproduced by BisectHosting (article dated 2026-02-05; the roadmap's Wildlife and Dedicated Servers items have since shipped, Cargo Dispatcher/Receiver Rework and A New Way to Travel on Map Between Bases have not) -- https://www.bisecthosting.com/blog/starrupture-roadmap-2026-updates-features-content-fixes
  • Steam news: UPDATE 1 now available [what's new + patch notes], 2026-04-09 (Zipline, Development Station, Roundabout Rail Connector, Orbital Cargo Launcher v.2) -- https://store.steampowered.com/news/app/1631270/
  • Steam news: Hotfix 0.2.1 / 0.2.2 / 0.2.3 / 0.2.4 / 0.2.5 / 0.2.6 / 0.2.8 patch notes, full text read via the news API 2026-08-22
  • Steam news: Base Building Basics: Part 2, 2026-06-25 -- names the Drone Smart Path system, drone priority, and in-place Drone Rail upgrading
  • Steam news: Developer Blog: June 2026 (2026-06-19) and Developer Blog: August 2026 (2026-08-05) -- Update 2 previews incl. Drone Roundabout overhaul

Community wiki / databases

  • StarRupture Wiki (wiki.gg) -- Clever Robotics (post-Update-1 corporation ladder, 14 levels with point costs) -- https://starrupture.wiki.gg/wiki/Clever_Robotics
  • StarRupture Wiki (wiki.gg) -- Training Corporation (Orbital Cargo Launcher at L1; Rail v.1 at L2) -- https://starrupture.wiki.gg/wiki/Training_Corporation
  • StarRupture Wiki -- Rail System and Logistics Guide -- https://starrupturewiki.org/articles/rail-system-logistics-guide
  • StarRupture Wiki -- Corporation Levels index -- https://starrupturewiki.org/wiki/corporation-levels
  • StarRupture Calculator -- Buildings database (transport/storage roster) -- https://starrupturecalculator.com/buildings
  • StarRupture Database (starrupture.tools) -- Rail v.1, Rail v.2, Storage Depot v.1/v.2, Expandable Storage, Multistorage, Orbital Cargo Launcher, Zipline entries (search-snippet only; site is client-rendered) -- https://starrupture.tools/buildings/transport

Steam community discussions (labelled as community consensus in-text)

  • "3x & 5x Rail Bug & Solutions" -- https://steamcommunity.com/app/1631270/discussions/0/764059330564607623/
  • "dispatcher/receiver throughput" -- https://steamcommunity.com/app/1631270/discussions/0/798963496102690714/
  • "Expandable Storage makes no sense" -- https://steamcommunity.com/app/1631270/discussions/0/798963496102564996/
  • "Zipline distance limit too short" -- https://steamcommunity.com/app/1631270/discussions/0/796714946157165977/
  • "Are there Vehicles planned?" -- https://steamcommunity.com/app/1631270/discussions/0/684116375920382575/
  • "Cargo Dispatcher" -- https://steamcommunity.com/app/1631270/discussions/0/724650931393660946/

Gaming press / guides

  • TheGamer -- How To Unlock Extra Storage In StarRupture -- https://www.thegamer.com/starrupture-how-to-increase-storage-inventory-space-unlock-guide/
  • TheGamer -- How To Unlock Fast Travel In StarRupture (Forgotten Engine / Teleporter) -- https://www.thegamer.com/starrupture-forgotten-engine-entrance-walkthrough-fast-travel-teleporter-location/
  • TheGamer -- Complete Guide To Base Building -- https://www.thegamer.com/starrupture-base-building-best-layout-guide/
  • Hardcore Gamer -- A Full List of StarRupture Corporations and Their Rewards -- https://hardcoregamer.com/all-corporations-and-their-rewards-in-starrupture/
  • BisectHosting -- StarRupture Beginner's Guide -- https://www.bisecthosting.com/blog/starrupture-beginners-guide-characters-unlocks-corporations-commissions-tips-tricks
  • BisectHosting -- StarRupture Fast Travel Guide -- https://www.bisecthosting.com/blog/starrupture-fast-travel-teleport-unlock-walkthrough-guide
  • Massively Overpowered -- Update 1 coverage (bigger map, wildlife, ziplines), 2026-04-10 -- https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/
  • eGamersWorld -- StarRupture Drone Guide: Control & Rails Upgrading -- https://egamersworld.com/blog/how-to-use-drones-in-starrupture-unlocking-control-9Y-LqjiQg7
  • DualShockers -- How to Use Drones in StarRupture -- https://www.dualshockers.com/starrupture-how-to-use-drones/
  • brbplay -- How to Unlock Upgraded Rails and Multirails in StarRupture -- https://brbplay.com/automated-logistics-in-starrupture-drone-connectivity-tips/
  • TechRaptor -- StarRupture Factory Building Guide -- https://techraptor.net/gaming/guides/starrupture-factory-building

First-hand (local install)

  • C:/star-rupture/docs/ref/shadow-install.md -- StarRupture ShadowPC Install Reference (v0.2.8, buildid 23761620, ++Earth20+Release-CU1-CL-121391, UE 5.6.1); packaged-asset manifest and save-file inspection
10

Power, Energy & Infrastructure

Version anchorStarRupture Early Access Hotfix 0.2.8, released 2026-06-17 (latest patch on the Steam news feed as of 2026-08-22) — Update 1 content branch Release-CU1, changelist CL-121391, Steam app 1631270, buildid 23761620 (local depot state 2026-08-16), Unreal Engine 5.6.1. The most recent official communication is the Developer Blog: August 2026 (2026-08-05), which previews Update 2 but announces no power-system changes.
18 claims checked10 corrections17 unverifiedverifier verdict

The doc is now reliable: its version anchor is correct, and all fourteen load-bearing numeric claims I could reach first-hand (four generator outputs/costs/unlocks, four consumer draws/costs/unlocks/rates, all five Base Core cooling tiers, all four upgrade material sets, the eight per-building cooling costs, and the Generator item recipe) verified exactly against wiki.gg, the Steam Base Core guide and gmtreks. The one substantive defect was a class-(c) failure — a single-source "over-capacity shuts the whole base down" claim stated as fact and mis-attributed to a guide that never said it; that is now corrected to the graduated overheat-downtime behaviour that first-hand players actually describe, and the doc's remaining risk is concentrated in its already well-marked UNVERIFIED set rather than in anything presented as confirmed.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture's electricity model is deliberately unlike the cable-and-pylon grids of its genre peers: there are no power cables, no poles, no wireless transmitters and no transformers. Electricity propagates by physical conduction through anything structurally connected — buildings touching buildings, foundations, platforms, walkways, bridges and the drone rails that already move items — so the item network and the power network are the same network. A second, orthogonal budget governs everything: each Base Core projects a protective bubble with a finite cooling capacity, every building inside it spends some of that capacity, and the periodic Ruptura fire wave (the "star event") shuts down unprotected or over-capacity bases until they cool. Power output is measured in MW, cooling in dimensionless cooling-capacity points, and the two budgets must be planned together — the community's central power argument is precisely the MW-per-cooling-point trade between many cheap Wind Turbines and few expensive Solar Generators. This document tags every version-sensitive number to 0.2.8 and separates confirmed (official or wiki plus a second source), reported (single source) and inferred values; anything that could not be established is marked UNVERIFIED and repeated under Gaps.


1. How electricity works (mechanics)#

Rule Detail Confidence
Transmission medium Contact / conduction. A consumer is powered if it is physically connected to a generator through a continuous built structure. Confirmed (Shacknews + GamesRadar + starrupturewiki.org)
Valid conductors Direct building-to-building contact; snapped foundations and platforms; bridges; extendable walkways; stairs; drone rails; railings used in extractor setups. Confirmed (Shacknews, GamesRadar)
Cables / poles / pylons Do not exist. There is no wire-laying tool and no pole building in 0.2.8. Confirmed (multiple guides describe contact-only power; no cable building appears in any building list)
Wireless power Does not exist. Confirmed (same)
Transmission range Effectively unlimited along a connected path — "electricity can travel as far as you need it to" provided a rail or structure links the machine back to the grid. Confirmed (GamesRadar)
Connection limit per generator No per-generator connection cap is documented; the grid is a single shared pool. Reported / UNVERIFIED (absence of evidence)
Grid merging Two Base Cores whose structures are joined by rail share one power network — "power networks share across connected cores via rails, allowing dedicated power bases". Reported (Steam discussion Power progressing, community consensus)
Build-radius constraint You cannot place buildings outside a Base Core's influence radius, even though power would reach them. Expansion requires an additional Core (or a repeater structure) rather than a longer wire. Confirmed (GamesRadar)
Common failure mode A new production line built away from the Base Core with nothing touching it receives no power. The fix is always a rail or platform spur back to the grid, never a cable. Confirmed (PC Gamer headline framing + GamesRadar + Shacknews)
Recommended junction pattern Build a rail connector with four directional ports as a distribution hub and route machines to it, rather than daisy-chaining. Reported (Shacknews)

Practical consequence for the planning tool: power connectivity is a graph reachability problem over placed structures, not a range/coverage problem. A base planner needs an adjacency/snap graph, not a radius query — except for the Base Core build-radius check, which is a radius query.

Internal implementation (from the installed 0.2.8 build, ground truth): the Mass-entity save carries a per-building CrElectricityFragment and a world-level electricitySubsystemState, confirming a single subsystem that resolves per-entity electrical state rather than a per-cable simulation. Names are internal identifiers, not in-game display names.


2. Power sources#

2.1 Confirmed generators (0.2.8)#

Generator Output Build cost Unlock Corporation Renewable / fuelled Confidence
Solar Generator v1 10 MW 40 BBM (Basic Building Material) Level 1 reward, Training Corporation, Corporate Terminal Moon Energy Corporation Renewable, no fuel Confirmed (wiki.gg + starrupturewiki.org)
Interior Power Generator 100 MW UNVERIFIED UNVERIFIED UNVERIFIED UNVERIFIED (no fuel documented) Reported (starrupturewiki.org only)
Wind Turbine v1 200 MW 400 BBM Level 9 reward, Moon Energy Corporation Moon Energy Corporation Renewable, no fuel Confirmed (wiki.gg + starrupturewiki.org + Steam thread)
Solar Generator v2 1,000 MW 200 IBM (Intermediate Building Material) Development Station research Moon Energy Corporation (wiki.gg) / Selenian L9 (Steam thread — see Gaps) Renewable, no fuel Confirmed output (wiki.gg + starrupturewiki.org + Steam thread)
Wind Turbine v2 2,000 MW 170 QBM (Quartz Building Material) Development Station research Moon Energy Corporation Renewable, no fuel Confirmed (wiki.gg + starrupturewiki.org)

No fuel-burning generator is documented as live content in 0.2.8. Every documented power source is renewable and consumes no input item. There is no coal/biomass/fuel generator in any published building list, and no source describes feeding an item to a generator.

2.2 Derived efficiency table (calculated from §2.1 and §4 — inferred)#

Generator MW Cooling cost MW per cooling point Notes
Solar Generator v1 10 UNVERIFIED — Starter unit; strictly a bootstrap generator
Wind Turbine v1 200 20 (reported) 10.0 Best documented MW-per-cooling ratio
Solar Generator v2 1,000 250 (reported) 4.0 2.5× worse per cooling point than Wind v1
Wind Turbine v2 2,000 UNVERIFIED — Reported to produce 0 heat; 170 QBM

The cooling costs in this table come from the Steam Power progressing thread, where players use "building points" as the term for Base Core cooling capacity. Treat 20 and 250 as reported, not confirmed.

2.3 Unreleased / undocumented generator assets (modding-relevant)#

The installed 0.2.8 package tree contains building asset folders that no public source documents as playable content. These are internal asset identifiers, never presented here as in-game names:

Asset folder (Content/Chimera/Buildings/…) Live equivalent Status
SolarPowerGenerator Solar Generator v1 / v2 Live
WindPowerGenerator Wind Turbine v1 / v2 Live
CombustionPowerGenerator none documented UNVERIFIED — no fuel-burning generator appears in any published building list, wiki page or patch note. Either unreleased, cut, or an internal/scenario-only asset
ChimeranPowerGenerator none documented UNVERIFIED — "Chimera" is the game's C++ module codename; likely an alien/Forgotten-Engine-tier generator, but nothing public confirms it
Cooler (active + passive variants) none documented by name UNVERIFIED — cooling buildings are implied by the folder but no published source names an in-game cooler; the documented cooling levers are Base Core upgrades and Base Core Amplifiers
ForgottenEngine (2,076 assets) Forgotten Engine (megamachine) Live but state Inactive in the reference save; its power role is UNVERIFIED

Source: Manifest_UFSFiles_Win64.txt in the 0.2.8 install (docs/ref/shadow-install.md).

2.4 Behaviour at night and during the star event#

Question Answer Confidence
Do Solar Generators stop or reduce output at night? UNVERIFIED. No wiki page, guide or patch note addresses solar output over the day/night cycle. The game does have a day/night and moon-phase cycle (the save stores moon-phase regrowth timing), but no source ties solar output to it. Do not assume Satisfactory/Factorio behaviour. UNVERIFIED
Do Wind Turbines vary with weather/wind? UNVERIFIED. Descriptions say only "converts wind into electric energy"; no placement, height or wind-map requirement is documented. UNVERIFIED
What happens to generators during a Ruptura (fire wave)? Buildings — generators included, so far as sources describe — are rendered inoperative after the wave and must cool down before resuming. Nothing states generators are exempt. Reported (multiple Steam discussions; Into Indie Games)
Does a base lose power during the wave itself? Production halts completely after each rupture while buildings cool. Whether that is a power outage or a per-building operational lockout is UNVERIFIED — sources describe it as buildings being "inoperative", not as the grid collapsing. Reported / UNVERIFIED distinction

3. Storage: batteries and accumulators#

There is no energy-storage building in StarRupture 0.2.8. No battery, accumulator, capacitor or power-buffer structure appears in the wiki's building index, in any guide, or as a building asset folder in the installed package tree.

This is a genuine and important negative result, and it is easy to get wrong, because "Battery" and "Accumulator" both exist in the game as crafting items:

Name What it actually is Evidence
Battery A crafted item. Consumed in bulk by Base Core upgrades (900 for L2→L3, 1,200 for L3→L4) and as an Assembler-chain input (e.g. 400 Battery in the Generator item recipe). Confirmed (Steam Base Core guide; GameTrek recipe page)
Accumulator A crafted item produced by the Assembler (6 s cycle, 10/min). Consumed 800× in the Base Core L3→L4 upgrade. Confirmed (wiki.gg Assembler; Steam Base Core guide)
Generator Also a crafted item (Assembler: 400 Battery + 300 Nozzle + 200 Turbine + 1,500 Data Point → 1). Not a placeable power source. Confirmed (GameTrek)

Implication: there is no charge/discharge rate to model, no buffering across a Ruptura, and no way to bank surplus MW. Grids must be sized for peak demand, which is why the community rule of thumb is a standing surplus rather than a battery bank (§7).


4. The cooling-capacity network (the game's real infrastructure budget)#

StarRupture's Base Core is simultaneously (a) the build-permission volume, (b) the Ruptura shelter, and (c) a cooling budget every building spends from. This system, not power, is the binding constraint on base size.

4.1 Base Core levels#

Base Core level Cooling capacity Confidence
0 (starting) 1,000 Confirmed (Steam Base Core guide + Game Rant)
1 2,500 Confirmed (both)
2 4,000 Reported (Steam Base Core guide)
3 6,000 Reported (Steam Base Core guide)
4 (maximum) 10,000 Confirmed (Steam Base Core guide + Game Rant)

Note a labelling conflict between sources: Game Rant describes "a level 2 upgrade increases cooling capacity from 1000 to 2500", i.e. it counts the starting core as level 1. The values agree; only the level numbering differs. This document uses the Steam guide's 0-based numbering.

4.2 Base Core upgrade material costs (0.2.8, reported — Steam Base Core guide)#

Upgrade Meteor Hearts Helium-3 Ceramics Synthetic Silicon Electronics Ignitium Valves Batteries Hardening Agent Turbines Accumulators
0 → 1 30 7,200 1,800 — — 10 — — — — —
1 → 2 50 — 2,700 600 600 30 — — — — —
2 → 3 60 — — — 800 90 400 900 — — —
3 → 4 70 — — — — 150 — 1,200 2,300 800 800

Meteor Hearts are gathered from meteors that fall as a consequence of the Ruptura event, which couples base expansion directly to the star-event cycle.

Upgrade cost beyond materials (0.2.8, reported): upgrading the Base Core also triggers enemy waves that attack the base — "Upgrading your core increases cooling capacity, but it also triggers enemy waves that attack your base" (ActivePlayer guide). The save's BaseSiteAttackData records a lastAttackedCoreLevel, which is consistent with core level driving attack scaling (ground truth, docs/ref/shadow-install.md). Plan a core upgrade as a defence event, not just a cooling-budget purchase.

4.3 Base Core Amplifiers#

An amplifier increases the cooling capacity of every Base Core within its range and does not itself consume capacity — "Amplifiers increase the cooling capacity, they don't use it. Production machinery uses cooling capacity" (Steam SPENT COOLING CAPACITY OF A BASE CORE). The same thread reports that Base Core Amplifier V.2 unlocks at 1,500 spent cooling capacity, i.e. the gate is how much cooling your placed machinery already consumes, not a corporation level.

Amplifier Cooling capacity added Temperature reduction Confidence
Base Core Amplifier v1 +50 −250 Disputed — see below
Base Core Amplifier v2 +20 −20 Disputed

Sources disagree and one of them is internally implausible (v2 strictly worse than v1). The Steam Power progressing thread instead reports "Amplifier V1: 20 core heat, Amplifier V2: 250 core heat", i.e. the 20/250 pair as heat/temperature figures with v2 the stronger unit. The most defensible reading is that v1 ≈ 20 and v2 ≈ 250 on the temperature axis, with the Steam guide's extraction having swapped the columns. Treat all amplifier numbers as UNVERIFIED and re-derive them in game.

The functional benefit is described consistently: "the 250 temperature reduction helps buildings cool faster after a rupture, which means your production comes back online quicker." Amplifiers therefore buy post-Ruptura downtime, not throughput.

4.4 Per-building cooling cost#

Building Cooling cost Confidence
Assembler 150 Confirmed (Steam Base Core guide + Game Rant)
Helium-3 Extractor 60 Confirmed (both)
Large Habitat 20 Reported
Furnace 8 Reported
Small Habitat 5 Reported
Fabricator 5 Reported
Ore Excavator 3 Reported
Smelter 3 Reported
Wind Turbine v1 20 Reported (Steam Power progressing)
Solar Generator v2 250 Reported (Steam Power progressing)

Worked example from the guide: "three Assemblers alone eat 450 cooling" out of a level-1 core's 2,500.

Design note for the planner tool: cooling cost and MW draw are independent stats and do not correlate. The Smelter costs 3 cooling and draws 5 MW; the Assembler costs 150 cooling and draws 60 MW; the Helium-3 Extractor costs 60 cooling and draws 15 MW. Both budgets must be tracked separately per placed building.

4.5 Over-capacity behaviour#

Condition Effect Confidence
Buildings inside capacity Base Core protects them through the fire wave; they resume after cooling. Confirmed
Total cooling cost exceeds capacity Graduated, not binary. The best first-hand community account is: "Going over that is fine. It will just extend the overheat time of the buildings after a rupture to last the whole 'night' phase rather than just mere minutes if you stay below heat cap." Over-capacity therefore buys longer post-Ruptura downtime, not a loss of Base Core protection. A second poster in the same thread frames it as "keep your heat lower than the tower's cooling ability or all your stuff overheats in a rupture." Reported (Steam Over Heating and base destruction) — corrected 0.2.8
~~"Base Core stops protecting anything; everything shuts down"~~ UNVERIFIED and likely wrong. An earlier revision of this document carried a hard binary-shutdown claim. No Steam discussion, wiki page or guide states that exceeding cooling capacity disables Base Core protection outright, and the ActivePlayer guide previously cited for it says nothing about cooling capacity at all. Do not model over-capacity as a base-wide off switch. UNVERIFIED — do not propagate
Post-Ruptura recovery Buildings are inoperative and cool down over time; the higher the accumulated heat, the longer the downtime. Buildings can also be cooled manually. Reported (Steam discussions Over Heating and base destruction, overheated buildings; Into Indie Games)
Core upgrade effect on recovery Upgrading the core increases both how many buildings it covers and the speed of cooling. Reported

Known 0.2.8-era complaints worth carrying into the companion: threads titled Base overheated after Rupture and not cooling down, overheated buildings and Facilities burn down indicate players hitting states where recovery stalls or structures are destroyed. Whether these are bugs or intended over-capacity punishment is UNVERIFIED.

Internal implementation (ground truth): the save carries a per-entity CrMassTemperatureFragment alongside CrElectricityFragment, and world state enviroWaveSubsystemState — confirming temperature is simulated per building, not per base, with the Base Core acting as the mitigator.


5. Consumption table#

Confirmed per-building electrical draw. StarRupture's wiki lists a single "power consumption" figure per building; no source documents a separate idle vs active draw, and no source describes machines drawing less while starved of inputs. Treat the figure as a flat draw while the building is placed and powered until proven otherwise.

Consumer Power draw Build cost Unlock Rate / function Confidence
Ore Excavator 5 MW 80 BBM Training Corp L2 reward 2 units / 2 s; 60/min impure, 120/min normal, 240/min pure; placeable only on Titanium / Wolfram / Calcium deposits Confirmed (wiki.gg)
Smelter 5 MW 100 BBM Training Corp L4 reward 2 ore → 2 bar per 2 s = 60/min (Titanium, Wolfram, Calcium) Confirmed (wiki.gg)
Helium-3 Extractor 15 MW 250 BBM Future Health Solutions L6 reward 8 units / 2 s = 240/min; placeable only on Helium-3 deposits Confirmed (wiki.gg)
Assembler 60 MW 200 IBM Selenian Corporation L10 reward Accumulator 6 s, Condenser 15 s, Electromagnet 5 s, Laser Emitter 6 s, Pressure Tank 12 s, Resonator 12 s Confirmed (wiki.gg)
Defense Turret 50 power each (units stated as "power", read as MW) UNVERIFIED UNVERIFIED Base defence Reported (starrupturewiki.org)
Orbital Cargo Launcher UNVERIFIED UNVERIFIED Training Corp L1 (tutorial) and Griffits Blue L1 1 item / 6 s; multiple launchers can work the same contract Confirmed function, UNVERIFIED draw (wiki.gg page omits power)
Furnace / Furnace v.2 UNVERIFIED UNVERIFIED — Furnace cooling cost 8 Gap
Fabricator / Fabricator v.2 UNVERIFIED UNVERIFIED — Fabricator cooling cost 5 Gap
Refinery UNVERIFIED UNVERIFIED — Consumes Helium-3 in the Glass / Aerogel / Accumulator chains Gap
Mega Press, Basic Item Printer, Analyzing Station, Recipe Station, Food Station, Corporate Terminal, Sulfur Extractor, Defense Tower, Base Core Amplifier v1 UNVERIFIED — — Named in the wiki.gg building index (24 enumerated pages), no power figure published Gap
Development Station, Base Core Amplifier v2 UNVERIFIED — — Not in the wiki.gg building index; existence is established indirectly — Development Station as the research unlock for Solar v2 / Wind v2, Amplifier v2 from the Steam Base Core guide and a Steam thread noting it unlocks at 1,500 spent cooling capacity Gap

Scale sanity check (inferred): a starter base of four Ore Excavators plus four Smelters draws 40 MW — four Solar Generator v1 units. A single Assembler (60 MW) exceeds that entire starter grid, which is why the Wind Turbine v1 (200 MW) unlock at Moon Energy L9 is the game's real power-progression gate.

Known building count discrepancy: the community wiki's building index states "all 44 Buildings in StarRupture" but only enumerates 24 pages. The installed 0.2.8 package tree contains 116 building asset folders and 361 DA_* building data assets, so the public catalogue is substantially incomplete. Consumption data for most buildings is therefore simply not published anywhere as of 2026-08-22 — a datamine of the cooked building data assets is the only route to a complete table.


6. Grid failure behaviour#

This is the weakest-covered area in public sources and must not be filled in by analogy to other factory games.

Question Status
What happens when demand exceeds supply? UNVERIFIED. No source states whether machines slow proportionally (brownout), stop entirely (blackout), or whether a fuse/trip mechanic exists.
Is there a priority or load-shedding system? UNVERIFIED. No power-priority UI or mechanic is documented. (A drone/logistics priority system does exist and is covered in the Base Building Basics Part 2 video — that is item routing, not power.)
Restart procedure after an outage UNVERIFIED for electrical outages. For the Ruptura, the documented behaviour is: buildings become inoperative, cool down over time (faster with a higher-level core and with amplifiers), can be cooled manually, and resume automatically once cool.
Is there a power-network UI / grid overview? UNVERIFIED. No source describes a grid statistics panel.
Disconnected-building behaviour Confirmed: a building not connected by contact/rail to a generator simply receives no power and does not run, regardless of total base generation.
Base-wide shutdown trigger The game's real "failure" event is thermal, not electrical — but it is graduated, not binary (§4.5, corrected 0.2.8). Exceeding cooling capacity extends post-Ruptura overheat downtime (potentially for the whole night phase) rather than switching off Base Core protection. There is no documented electrical shutdown trigger at all.

Working assumption for the companion tool (label it as such in the UI): treat power as a hard on/off per connected grid with unknown deficit behaviour, and treat cooling as the binding fail-state. Do not present a brownout model as fact.


7. Fluids, gases and other utility networks#

Network Does it exist? Detail Confidence
Pipes / fluid network No pipe building is documented, and none appears in the installed building asset tree. Gases and liquids appear to be handled as items — extractor internal buffer → storage → drone rail — rather than through a dedicated fluid network. "If the internal buffer of the extractor fills, the machine stops working", which is item-buffer behaviour. Reported / inferred
Pipeline pressure + pump stations every 200 m Likely inaccurate. A single low-quality aggregator page claims pipelines lose pressure and need pump stations every 200 m, drawing power. No wiki page, patch note or reputable guide mentions pipes, pressure or pump stations, and no pipe/pump building asset folder exists in the 0.2.8 install. UNVERIFIED — do not propagate
Gas extraction Yes. Helium-3 Extractor (15 MW) on Helium-3 deposits at purple geysers/vents. Sulfur Extractor exists as a separate building. Install asset folders confirm GasExtractor, AcidExtractor, SulphurExtractor, WaterExtractor, DeuteriumExtractor, LiquidPumpExtractor, Pressurizer. Confirmed for Helium-3 and Sulfur; the rest are asset-level only Mixed
Water network A WaterExtractor building and a CRC_WaterExtractor crafting category exist in the 0.2.8 package tree, and the enviro-wave system has an evaporateWater effect flag — so water is a simulated resource affected by the star event. No public documentation of water mechanics or numbers exists. UNVERIFIED (asset-level ground truth only)
Oxygen / atmosphere Habitats are the Ruptura shelter and an Airlock building asset exists. No oxygen meter, oxygen network or life-support consumption is documented. Habitats appear on the cooling table (Small 5, Large 20) as ordinary cooling consumers. UNVERIFIED / probably absent
Waste / pollution No waste, pollution or byproduct-disposal network is documented anywhere, and no such building asset folder exists. Treat as absent in 0.2.8. Inferred-absent
Heat Yes — see §4. This is the game's second real utility network: cooling capacity from the Base Core, spent per building, mitigated by core upgrades and amplifiers. Confirmed
Structural stability Yes — a separate infrastructure network. Foundations and platforms carry stability data (CrMassBuildingStabilityData, stabilitySubsystemState in the save), and Hotfix 0.2.5 "decreased platform stability costs" while 0.2.3 shipped "building stability corrections". Covered by the Base Building Basics Part 2 official video. Numbers are out of scope here and not established. Confirmed exists, numbers UNVERIFIED
Logistics (items) Drone rails carry items and power on the same structures. Junctions, lanes and rail tiers exist (DroneRailT1, DroneJunction_4_*, DroneLane_3/5_*). Update 2 previews a "drone roundabout overhaul". Confirmed

8. Power progression strategy by game stage#

Stage boundaries below are derived from the documented unlock gates; the MW budgets are inferred from §5 draws unless a source is named.

Stage Available sources Typical grid Binding constraint Notes
Tutorial / bootstrap (Training Corp L1–L4) Solar Generator v1 (10 MW, 40 BBM) 3–8 × Solar v1 = 30–80 MW Base Core L0 = 1,000 cooling Enough for Ore Excavators (5 MW) + Smelters (5 MW) + Orbital Cargo Launcher. Build generators adjacent to the Base Core so contact-conduction is automatic.
Early expansion (Training L4–L10, Selenian ramp) Solar v1, Interior Power Generator (100 MW, reported) 100–300 MW Cooling capacity; Base Core L1 upgrade needs 30 Meteor Hearts + 7,200 Helium-3 + 1,800 Ceramics + 10 Ignitium This is where Helium-3 extraction (15 MW, 60 cooling) becomes mandatory, since the L0→L1 core upgrade alone eats 7,200 Helium-3.
Mid game (Moon Energy L9) Wind Turbine v1 — 200 MW for 400 BBM and ~20 cooling 1–3 turbines = 200–600 MW Cooling capacity, still The single biggest power step in the game: one turbine equals 20 Solar v1. At ~10 MW per cooling point it is the most cooling-efficient documented source.
Late mid (Selenian L10, first Assemblers) Wind v1 stacks 600 MW–2 GW Cooling: each Assembler costs 150 cooling and 60 MW; three Assemblers = 450 cooling out of a 2,500 L1 core Community advice: dedicate a separate Base Core to power generation and link it by rail, so generator cooling cost does not compete with factory cooling cost.
Late game (Development Station research) Solar Generator v2 (1,000 MW / 200 IBM), Wind Turbine v2 (2,000 MW / 170 QBM, reported 0 heat) Multi-GW Space, footprint and PC performance rather than raw budget Wind v2 is the endgame source: highest output, lowest reported thermal load, cheapest material cost of the tier.
End game (Base Core L4 = 10,000 cooling) All 10 GW+ Nothing documented Core L3→L4 costs 70 Meteor Hearts, 150 Ignitium, 1,200 Batteries, 2,300 Hardening Agent, 800 Turbines, 800 Accumulators.

8.1 Community consensus: Wind v1 spam vs Solar v2#

Documented in the Steam General Discussions thread "Power progressing" (started by user HamstersHideout). Labelled here as community consensus, not developer statement:

Position Argument
Critique (OP) Solar Generator v2 costs 250 cooling for 1,000 MW, while 15 × Wind Turbine v1 costs the same 300 cooling (15 × 20) and delivers 3,000 MW — triple. The game therefore "incentivizes building more structures rather than technological upgrades".
Counter (thread replies) Space efficiency and heat matter more than the cooling number: upgraded generators use far less footprint per MW, higher tiers reduce cooling demand and PC load, and by mid/late game players run multiple bases so cooling budget is less scarce than build space and frame rate.
Shared practice Build a dedicated power base — its own Base Core, filled with generators, linked to the factory bases by rail so the networks merge.

8.2 Rules of thumb#

Guideline Source Confidence
Maintain at least 20 % surplus power capacity at all times. starrupturewiki.org Power Management Guide Reported
Wire nothing — instead, plan every remote outpost so a rail reaches it; the rail is the power line. GamesRadar / Shacknews Confirmed
Build a 4-port rail connector as a distribution hub rather than chaining machines. Shacknews Reported
Track cooling and MW as two separate budgets per building; they do not correlate. Derived from §4.4 vs §5 Inferred
Amplifiers buy post-Ruptura recovery speed, not throughput — value them by downtime saved. Steam Base Core guide Reported

9. Patch history relevant to power and infrastructure (0.2.x)#

Version Date (2026) Power / infrastructure-relevant content Confidence
Update 1 (0.2.0) Apr 9 Major content update; the current content branch (Release-CU1) Confirmed (Steam news)
Hotfix 0.2.2 Apr 22 Progression rollback for pre-Update-1 saves; development-station unlock corrections; performance improvements Confirmed
Hotfix 0.2.3 May 4 Building stability corrections; platform spawning fixes Confirmed
Hotfix 0.2.4 May 6 Two critical crash fixes (co-op base attacks, progression events) Confirmed
Hotfix 0.2.5 May 18 Decreased platform stability costs; autosave interval options; improved building placement logic; seven crash categories Confirmed
Hotfix 0.2.6 Jun 2 Stability fixes for large bases, dedicated servers, save-file crashes; building system improvements Confirmed
Hotfix 0.2.7 Jun 11 Stability crashes; crash-report tool response window Confirmed
Hotfix 0.2.8 (current) Jun 17 Crash on exit fix for NVIDIA RTX 40/50 series. No power or cooling changes. Confirmed
Dev Blog Jun 2026 Jun 19 Update 2 WIP: building-parameter copying, drone roundabout overhaul, multi-deconstruct, crafting shown as items/minute Confirmed
Base Building Basics: Part 2 (official video) Jun 25 Stability principles, drone pathfinding, priority systems, rail upgrades, deconstruction, higher-tier buildings, quartz Confirmed
Dev Blog Aug 2026 Aug 5 Add-Pillars tool (toggleable where stability allows), automatic pillar height adjustment to platforms above, building/storage search bars, custom Teleporter and Base Core names shown on the map, abandoned-base completion status on HUD and map, Corporate Terminal showing the items required for a selected corporation level. No announced power, electricity, cooling or heat changes. Confirmed

No power-balance patch has shipped since Update 1 (0.2.0, 2026-04-09). All numbers in this document should therefore hold across the whole 0.2.x hotfix line, and the first risk of invalidation is Update 2.


10. Quick reference#

GENERATION (0.2.8)
  Solar Generator v1      10 MW    40 BBM    Training Corp L1
  Interior Power Gen     100 MW    ?         ?                    [reported]
  Wind Turbine v1        200 MW   400 BBM    Moon Energy L9       ~20 cooling
  Solar Generator v2   1,000 MW   200 IBM    Development Station  ~250 cooling
  Wind Turbine v2      2,000 MW   170 QBM    Development Station  ~0 heat [reported]

CONSUMPTION (0.2.8)
  Ore Excavator            5 MW    3 cooling
  Smelter                  5 MW    3 cooling
  Helium-3 Extractor      15 MW   60 cooling
  Assembler               60 MW  150 cooling
  Defense Turret          50      ? cooling  [reported]
  Fabricator               ?       5 cooling
  Furnace                  ?       8 cooling
  Small / Large Habitat    ?     5 / 20 cooling

BASE CORE COOLING CAPACITY
  L0 1,000  |  L1 2,500  |  L2 4,000  |  L3 6,000  |  L4 10,000

DISTRIBUTION
  No cables. No poles. No wireless. No transformers. No batteries.
  Power conducts through contact: buildings, foundations, platforms,
  bridges, walkways, stairs, rails. Unlimited range along a connected path.
  Cores linked by rail share one grid.

OVER-CAPACITY COOLING (corrected 0.2.8)
  Going over cooling capacity is NOT a base-wide off switch.
  It lengthens post-Ruptura overheat downtime (up to the whole night phase).

Gaps & Unverified#

Not established by any source (do not fill by analogy):

  1. Deficit behaviour. Whether insufficient generation causes proportional slowdown, full stoppage, or something else. No brownout/blackout mechanic is documented at all.
  2. Power priority / load shedding. No evidence such a system exists.
  3. Solar output at night, and whether the day/night or moon-phase cycle modulates Solar Generator v1/v2 output.
  4. Wind variability. Whether Wind Turbines have placement, altitude or weather requirements.
  5. Generator behaviour during the Ruptura itself — whether generators are exempt from the shutdown or are knocked offline like other buildings.
  6. Idle vs active draw. Every source publishes a single flat MW figure; no source confirms whether an input-starved machine still draws full power.
  7. Power draw for most buildings: Orbital Cargo Launcher, Refinery, Furnace v1/v2, Fabricator v1/v2, Mega Press, Basic Item Printer, Analyzing Station, Recipe Station, Food Station, Corporate Terminal, Sulfur Extractor, Defense Tower, Development Station, Teleporter, Drone Station, Package Station, Zipline. The public wiki documents ~24 of a claimed 44 buildings, against 116 building asset folders in the shipped build.
  8. Cooling cost for Solar v1, Wind v2, and every building not in §4.4.
  9. Base Core Amplifier stats. Sources disagree and one set is internally implausible (see §4.3). Both the capacity bonus and the temperature reduction, and the amplifier's range, need in-game verification.
  10. Base Core influence radius in metres, and whether a "repeater" building genuinely exists (one guide mentions it; no wiki page corroborates).
  11. Water, acid, deuterium and sulfur extraction mechanics and numbers. Asset folders exist in the 0.2.8 install; no public documentation.
  12. Whether cooler buildings exist. The install has Cooler active/passive asset folders; no public source names an in-game cooler.
  13. CombustionPowerGenerator and ChimeranPowerGenerator. Present as shipped assets, absent from all public documentation — unreleased, cut, or scenario-only.
  14. Forgotten Engine's power role. 2,076 assets and a megamachine state machine; the reference save shows it Inactive. Its relationship to the power grid is unknown.
  15. Per-generator connection limits, grid statistics UI, and whether power is instantaneous or has any transmission loss.
  16. Exact over-capacity penalty curve. The corrected reading (§4.5) is that exceeding cooling capacity lengthens post-Ruptura overheat downtime rather than disabling Base Core protection, but the relationship between overage and downtime is not quantified anywhere, and whether a sufficiently large overage ever destroys structures (threads titled Facilities burn down) is unresolved.
  17. Amplifier range in metres, and whether the 1,500-spent-cooling gate on Amplifier v2 is the only unlock condition.

Where sources disagree:

Item Source A Source B Resolution
Solar Generator v2 corporation wiki.gg: Moon Energy Corporation Steam thread: "Level 9 Selenian high-tech solar panel" Prefer wiki.gg (Moon Energy owns all four documented generators); the thread poster may be conflating the unlock corporation with the research source (Development Station). Unresolved.
Base Core level numbering Steam guide: L0 = 1,000 … L4 = 10,000 Game Rant: "level 2 upgrade increases from 1000 to 2500" Values agree; numbering base differs. Doc uses 0-based.
Amplifier v1/v2 values Steam guide: v1 +50 cap / −250 temp; v2 +20 cap / −20 temp Steam thread: v1 = 20 core heat, v2 = 250 core heat Columns appear swapped in one of them. All amplifier numbers UNVERIFIED.
Existence of fluid pipes One aggregator page: pipelines with pressure loss, pump stations every 200 m wiki.gg, Steam guides, patch notes, and the shipped asset tree: no pipe or pump building Treat pipes as not existing in 0.2.8; the pipeline claim is almost certainly fabricated.
Over-capacity cooling penalty Earlier revision of this doc / unsourced aggregation: "Base Core stops protecting anything; everything shuts down" Steam Over Heating and base destruction: "Going over that is fine. It will just extend the overheat time of the buildings after a rupture" Resolved against the binary claim. First-hand player account beats unattributed aggregation; the penalty is longer downtime. Corrected in §4.5 and §6.
Existence of combustion generators One search summary asserted the game has no fuel generators at all Shipped build contains CombustionPowerGenerator assets Both can be true: the asset exists, the content is not live. Stated as such in §2.3.

Source-quality warning for future sessions: several StarRupture "database" and "planner" sites (starruptureplanner.com, metaforge.app, starrupture.org, xmodhub.com, lootbar.com) are either 403-walled to automated fetches or read as machine-generated aggregation, and at least one produced a demonstrably invented mechanic (pipeline pump stations). Prefer starrupture.wiki.gg, Steam news, Steam guides and Steam discussions, and corroborate anything else against the shipped asset manifest in docs/ref/shadow-install.md.


Sources#

All accessed 2026-08-22.

Ground truth (first-hand, local install) - C:/star-rupture/docs/ref/shadow-install.md — StarRupture 0.2.8 install inventory: build string ++Earth20+Release-CU1-CL-121391, buildid 23761620, UE 5.6.1, Manifest_UFSFiles_Win64.txt building/asset catalogue, save-format and Mass-fragment listing (CrElectricityFragment, CrMassTemperatureFragment, electricitySubsystemState, enviroWaveSubsystemState, stabilitySubsystemState).

Official - https://steamcommunity.com/app/1631270/allnews/ — StarRupture news and patch-note index (Update 1 through Hotfix 0.2.8, Dev Blogs June and August 2026, Base Building Basics Part 2) - https://store.steampowered.com/news/app/1631270/view/694259874864824744 — Hotfix 0.2.3 patch notes (referenced via search index)

Community wiki - https://starrupture.wiki.gg/wiki/Buildings — building index - https://starrupture.wiki.gg/wiki/Special:AllPages — full page list - https://starrupture.wiki.gg/wiki/Solar_Generator_v1 - https://starrupture.wiki.gg/wiki/Solar_Generator_v2 - https://starrupture.wiki.gg/wiki/Wind_Turbine_v1 - https://starrupture.wiki.gg/wiki/Wind_Turbine_v2 - https://starrupture.wiki.gg/wiki/Smelter - https://starrupture.wiki.gg/wiki/Assembler - https://starrupture.wiki.gg/wiki/Ore_Excavator - https://starrupture.wiki.gg/wiki/Helium-3_Extractor - https://starrupture.wiki.gg/wiki/Orbital_Cargo_Launcher - https://starrupturewiki.org/articles/power-management-guide — secondary wiki, Power Management Guide (generator output cross-check, Interior Power Generator, Defense Turret draw, 20 % surplus rule)

Steam guides and discussions - https://steamcommunity.com/sharedfiles/filedetails/?id=3642402585 — Steam guide: StarRupture Base Core Upgrade Guide: Cooling Capacity, Materials & Strategy - https://steamcommunity.com/app/1631270/discussions/0/682992174014400237/ — Power progressing (Wind v1 vs Solar v2 consensus, dedicated power bases, amplifier heat figures) - https://steamcommunity.com/app/1631270/discussions/0/796716747511044973/ — SPENT COOLING CAPACITY OF A BASE CORE (referenced via search index) - https://steamcommunity.com/app/1631270/discussions/0/561408449130275748/ — Multiple Base Core overlap and cooling (referenced via search index) - https://steamcommunity.com/app/1631270/discussions/0/800093528412742927/ — Over Heating and base destruction (referenced via search index) - https://steamcommunity.com/app/1631270/discussions/0/742664166129725940/ — Base overheated after Rupture and not cooling down (referenced via search index)

Press and guides - https://www.shacknews.com/article/147336/how-to-connect-power-in-starrupture — contact-based power transfer, rail connectors, hub pattern - https://www.gamesradar.com/games/survival/starrupture-power-generate-connect/ — conduction rules, unlimited rail range, Base Core build radius (via search index; full page fetch unavailable) - https://www.pcgamer.com/games/survival-crafting/star-rupture-power/ — framing of power-grid non-intuitiveness (via search index; full page fetch blocked by paywall shell) - https://gamerant.com/starrupture-how-increase-base-core-capacity/ — Base Core capacity 1,000 → 2,500 → 10,000, Assembler 150 / Helium-3 Extractor 60 cooling, amplifier behaviour (via search index) - https://intoindiegames.com/walkthroughs/tips-tricks/starrupture-planetary-firestorm-ruptura-explained/ — Ruptura warning window, habitat shelter, post-event machine inoperability and manual cooling, Ignitium and Meteor Hearts - https://activeplayer.io/starrupture-ultimate-guide-tips-hidden-mechanics-and-mistakes-to-avoid/ — re-fetched 2026-08-22 and re-scoped: this page does not support the over-capacity base-wide-shutdown claim previously attributed to it (it says nothing about cooling capacity, fire waves or power). What it does support: "If your base overheats after the rupture, cooldown can take a long time" and "Upgrading your core increases cooling capacity, but it also triggers enemy waves that attack your base." - https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/StarRupture — Star Rupture event description (via search index) - https://gmtreks.com/starrupture/recipe/75 — Generator crafting item recipe (Assembler: 400 Battery + 300 Nozzle + 200 Turbine + 1,500 Data Point)

Attempted and abandoned (blocked or unusable) - https://steamdb.info/app/1631270/patchnotes/ — HTTP 403 - https://starruptureplanner.com/machines — HTTP 403 - https://metaforge.app/starrupture/database/building/helium-3-extractor — HTTP 403

11

Research, Technology & Progression

Version anchorStarRupture Early Access 0.2.8 ("Hotfix 0.2.8", published on Steam 2026-06-17; the newest game patch as of 2026-08-22 -- the only Steam news since is the non-patch Developer Blog: August 2026, 2026-08-05; re-confirmed against the Steam news RSS feed on 2026-08-22 by the fact-check pass: no build newer than 0.2.8 has shipped). 0.2.8 sits on the Update 1 / Content Update 1 content line (Update 1 = 0.2.0, 2026-04-09). Cross-checked against the local install: build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, save-sidecar gameVersion {major:0, minor:2, pATCH:8} (docs/ref/shadow-install.md).
17 claims checked12 corrections9 unverifiedverifier verdict

The doc is now highly reliable for 0.2.8: the version anchor is re-confirmed current, and the load-bearing numeric spine -- all five corporation ladders, the shared 200 -> 658,300 point curve, the twelve-row Analyzing Station table, the Recipe Station costs, the War Bond payouts and weapon/attachment prices, the 45-of-100 skill cap with LEM slot levels, the Forgotten Engine component list, and the entire 0.1.x-vs-0.2.x stale-source table -- matched its sources exactly on re-verification. The four real errors found were small (one shifted LEM rank column, a false [sic], two incomplete machine recipes); the remaining risk is concentrated in roadmap/1.0 claims and the "Powerium" resource name, which are now tagged UNVERIFIED rather than stated as fact.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture has no conventional "tech tree" and no research-points-over-time queue. Progression is a reputation ladder against six corporations plus a recipe-unlock station, both driven by one shared currency family ("Points" / Data Points) and by physically shipping manufactured goods off-world. You earn currency two ways -- feeding valuables into an Analyzing Station for Data Points, and firing finished goods into orbit from the Orbital Cargo Launcher to a chosen corporation -- and you spend it at the Corporate Terminal (corporation levels, which grant licences to build machines and hand out gear/LEMs) and at the Recipe Station (which converts a licence into an actually-craftable recipe, usually also demanding a physical Blueprint/sample item plus a bulk material payment). Because the licence and the recipe are two separate purchases, "unlocked" in StarRupture means two things and players routinely strand themselves by spending everything on corporation levels. On top of that sits a separate, XP-driven character progression track -- three skills (Combat, Survival, Movement) that unlock LEM augment slots -- and a third currency, War Bonds, that buys weapons and weapon attachments at the Equipment Upgrade Station. The current Early Access content ends at the Forgotten Engine activation (which grants the Teleporter fast-travel network); the 1.0 target adds the Frost Wave, a new biome, real endgame content, more story and achievements.

Everything below is tagged for the build it belongs to. StarRupture's numbers moved substantially at Update 1 (0.2.0) -- most guide articles published in January-March 2026 describe the 0.1.x ladder and are wrong for 0.2.8. Where a 0.1.x-era number survives in a well-known guide, it is shown alongside the 0.2.x value and labelled.


1. Version timeline (what "current" means)#

Dates below are from the official Steam news RSS feed (store.steampowered.com/feeds/news/app/1631270/), read 2026-08-22. Confirmed.

Version Type Date Notes
0.1.0 Early Access launch 2026-01-06/07 Sources differ by a day (GameWatcher: Jan 6; most outlets: Jan 7). Roadmap announcement 2026-01-09.
0.1.1 Hotfix Jan 2026 Legibility/subtitle/font fixes
0.1.2 Hotfix Jan 2026 Audio-visual, subtitle sizing, Chinese text
0.1.3 Hotfix / Technical Hotfix Jan-Apr 2026 Chinese text; later technical hotfix disabled loading Public Test Branch saves
-- Update 1 Public Test Branch ~late Mar 2026 PTB + "PTB Hotfix 1" (adjusted build costs and energy consumption)
0.2.0 "UPDATE 1" Major content update 2026-04-09 New playable areas, new buildings, two new resources (Goethite confirmed -- Goethite Ore/Powder/Ingot/Lattice appear on the 0.2.x corporation tables; the second is named Powerium in one launch-era source but is UNVERIFIED -- the press coverage re-checked 2026-08-22 says only "2 new resources" without naming them, and the wiki has no Powerium page), wildlife (Vulpir, Coralion, Skylisk), ziplines, new story elements, new corporation levels, 40+ new items/recipes, Cargo Dispatcher/Receiver reworked to one-to-one, several recipes changed
0.2.1 Hotfix ~2026-04-15 Update 1 follow-up
0.2.2 Hotfix 2026-04-22 Update 1 follow-up
0.2.3 Hotfix 2026-05-04 Update 1 content fixes
0.2.4 Hotfix 2026-05-06 Two most-common crashes
0.2.5 Hotfix 2026-05-18 Autosave-interval option; decreased stability cost of Platforms
0.2.6 Hotfix 2026-06-02 Stability + bugs
0.2.7 Hotfix 2026-06-11 Stability + bugs
0.2.8 Hotfix -- current 2026-06-17 Crash on exit for NVIDIA RTX 40/50 series; "smaller hotfix ... stability issues on certain configurations"
-- Developer Blog: June 2026 2026-06-19 Non-patch
-- Base Building Basics: Part 2 (video) 2026-06-25 Non-patch
-- Developer Blog: August 2026 2026-08-05 Non-patch; latest news item of any kind

Version-discipline note. Two date sets exist for these announcements. The Steam Web API (ISteamNews) rendering used during research produced dates ~4 weeks later than the RSS pubDate values and internally contradicted itself (it dated the "Update 1 release date announcement" after the release). The RSS pubDate values above are treated as authoritative, and they agree with third-party coverage of Update 1 (SteamDB patch-note record and press articles dated 2026-04-09/10).


2. The research economy -- what exists and what does not#

2.1 What StarRupture does NOT have#

Stated explicitly so future sessions do not go looking, and do not import assumptions from Satisfactory/Factorio:

Absent system Evidence
A branching node-graph "tech tree" with prerequisite arrows No wiki, guide, or patch note describes one. Progression is six independent linear corporation ladders + a flat recipe-purchase list. Confirmed by structure of the wiki's per-corporation tables and the Recipe Station page.
A timed research queue (research jobs that take minutes to complete) No source describes a research timer. The Analyzing Station converts item -> Data Points; the Corporate Terminal and Recipe Station are instantaneous purchases. Reported / negative-evidence -- no source states a duration exists.
Research "samples" or "hard drives" recovered from the world as a separate currency Partly false: physical Blueprint items and salvaged tech are required for many recipes, but they are consumed inputs at the Recipe Station, not a currency.
A player XP level number Confirmed absent -- there is no single character level; three independent skills instead (section 8).
Vehicles as a research branch No vehicle tech branch is described. Traversal unlocks are Ziplines (Clever Robotics), Dash (Griffits Blue), the Teleporter (Clever Robotics + Forgotten Engine story gate) and Building/Transport Drones on rails. The install carries a VehicleAdv character folder and an FPV_Drone third-party asset pack, but no shipped drivable-vehicle progression is documented. UNVERIFIED.

2.2 The three currencies#

Currency Earned from Spent at Notes
Data Points (I_DataPoint) Analyzing Station -- feed it valuables (plants, alien remains, salvaged tech). Wiki range: 5-250 DP per item. Corporate Terminal (corporation milestones) and Recipe Station (recipe unlocks, wiki range 30-100 DP quoted on the Data Points page; the actual Recipe Station table shows 70-1,000 DP -- see §6) Global pool. Robert's 0.2.8 save holds dataPoints: 10660.
Corporation Points / research points Orbital Cargo Launcher -- export the items a corporation currently wants; each item is worth a fixed +N to that corporation Corporation levels (the "Points Required" column in §5) The save stores these per corporation as researchPointsTier1 / researchPointsTier2, alongside a separate reputation value -- so there are at least two tiers of corporation research points.
War Bonds Griffits Blue corporation level rewards (60 / 80 / 100 WB at L5 / L7 / L10 in 0.2.x); loot boxes; looting dead bodies Equipment Upgrade Station -- weapons and weapon attachments Weapon-only currency (§9).

Unresolved: are corporation levels paid in Data Points or in export points? Sources conflict and this is the single most load-bearing ambiguity in this document.

  • The wiki's Data Points page says the Corporate Terminal consumes 50-69,700 Data Points -- and 69,700 is exactly the LVL7 "Points Required" figure on every corporation table, which strongly implies the corporation ladder is priced in Data Points.
  • TheGamer and Nerdschalk both describe Data Points as the thing you spend at the Corporate Terminal, and warn that overspending on corporation levels leaves nothing for Recipe Station unlocks.
  • But the per-corporation tables also carry an "Available items: +N" column, the install ships a StartingCorporationExporterItemsDataTable and an ExporterItemsDataTable distinct from AnalyzerItemsDataTable, and the save stores researchPointsTier1/2 per corporation. A single global DP pool would not need per-corporation point counters.

Inferred reconciliation (label as inferred, not confirmed): the Training Corporation tutorial ladder is paid in Data Points from the Analyzing Station (the wiki says so outright for its LVL4 step), while the five real corporations are levelled by exporting their wanted items, each item contributing its +N toward that corporation's own point total, with the Analyzing Station as a supplementary/early source. The identical "Points Required" curve across all five corporations supports one shared cost table applied per corporation. Treat the numbers in §5 as costs; treat the currency label as unresolved.

2.3 Analyzing Station -- confirmed Data Point values (0.2.x)#

Building: Analyzing Station. Cost 25 Basic Building Material. Must be placed inside a Habitat. Unlocked as the Training Corporation LVL3 reward (the wiki also tags it "Corporation: Selenian"; Moon Energy LVL1 also lists it -- see the disagreement note in §12).

Item analyzed Data Points Class of item
Polifruit 5 Gatherable plant
Hydrobulb 5 Gatherable plant
Prickler 5 Gatherable plant
Purplant 10 Gatherable plant
Star Tears 15 Gatherable plant
Grubbler 15 Creature/organic
Meteor Heart 30 World pickup
Ignitium 70 World pickup
Unknown Logic Board 200 Salvaged tech
Damaged Logic Board 400 Salvaged tech
Damaged Energy Storage 2,000 Salvaged tech
Damaged Local Scanner 3,500 Salvaged tech

Confirmed (wiki page; the plant names cross-check against Robert's save pickedUpItems: Hydrobulb, Polifruit, StarTears, Prickler, Purplant). The wiki's "5-250 per item" summary on the Data Points page is stale relative to this table, which goes to 3,500 -- the 5-250 line predates Update 1's salvage items.

Implication for play: salvaged tech from Abandoned Bases and caves is worth 100-700x a plant. The Analyzing Station is a salvage sink, not a farming sink.


3. Progression skeleton -- the shape of a run#

There are no numbered "tiers" in the UI. The de-facto tiers are corporation level bands, and the physical gates are habitat -> base core -> power -> logistics -> Forgotten Engine.

Stage Gate to clear What it opens Rough position
0. Tutorial Training Corporation LVL1-LVL5 (5 / 20 / 50 / 100 Points) Corporate Terminal, Orbital Cargo Launcher, Solar Generator v1, Basic Platforms -> Ore Excavator + Rail v1 -> Analyzing Station -> Smelter -> Platform Modules, Advanced Habitat Modules, Advanced Platforms First ~1-3 h. Save flag bTutorialCompleted.
1. First base Selenian LVL1 (free) Base Core, Basic Item Printer, Ore Excavator, Smelter, Habitat The Habitat is a hard gate: Analyzing Station, Recipe Station, Corporate Terminal, Equipment Upgrade Station, Food Station all "must be placed inside a Habitat".
2. Research online Moon Energy LVL1-LVL2 Solar Generator v1, Analyzing Station -> Recipe Station Without the Recipe Station you hold licences you cannot craft.
3. Basic automation Clever Robotics LVL1-LVL4 Corporate Terminal, Rail v1 + Support + Connector -> Personal Storage -> Storage Depot v1 -> Building Drone Rails + drones are the logistics backbone.
4. Survivability Future Health LVL1-LVL4, Griffits Blue LVL1-LVL4 Habitat modules, Regeneration Chamber, Medtool, LEM Station; Equipment Upgrade Station, Dash, Grenade LEM Station (Future Health LVL4) opens character progression.
5. Mid factory Selenian LVL4-LVL7, Moon LVL5-LVL7 Furnace, Recycler, Greater Miner LEM, Mega Press; Development Station, Lesser Infiltrator LEM, Base Core Amplifier v1 Multi-stage production chains (Titanium/Wolfram -> Ceramics -> Inductor -> Electronics).
6. Late factory / defence Selenian LVL9-LVL10, Griffits LVL6-LVL9, Clever LVL6-LVL9 Laser Drill, Pyro Forge, Assembler; Defense Turret, Defense Tower; Zipline, Cargo Dispatcher/Receiver, Roundabout Rail Connector, Teleporter Enviro-wave and base-attack pressure scales here.
7. Story climax (EA content end) Forgotten Engine quest chain Fast travel / Teleporter network; opens the previously radiation-sealed area Requires a Power Cell (a Recipe Station unlock: 400 Electronics + 400 Chemicals + 1,000 DP) and a Main Engine Central Core.
8. Post-content -- Corporation levels 11-15, optimisation, exploration, LEM completion No terminal objective exists in 0.2.8.

Story gates (confirmed). The Forgotten Engine (a "massive terraforming machine" in the central map region) is the game's main quest and current content endpoint:

  1. Enter through the hole under the broken fan on the northern side; the sealed gate/airlock is opened by slotting a Power Cell into the side panel.
  2. Restore power on the Logistics level by destroying all the infection "tumors" choking the machine.
  3. Craft the Main Engine Central Core at the Forgotten Engine Item Printer in the Tech Lab Room: 3 Stabilizers, 3 Generators, 4 Accumulators, 8 Electromagnetic Coils. (Confirmed 2026-08-22. These four components are looted from the engine's own floors during the quest, not produced by your factory.)
  4. Activate the Forgotten Engine Program at the Control Station and defend it through the power-up sequence.

Reward: Teleporter fast travel. Each placed Teleporter costs 500 Quartz Building Material (itself a Recipe Station unlock: 35 Quartz Ore + 500 Intermediate Building Material + 1,000 DP), and destinations are selected by name, not from the map -- name every pad. Confirmed 2026-08-22 (0.2.x). The area behind the machine is radiation-locked until the chain is done. Cross-checks against the install: Content/Chimera/Maps/ForgottenEngine, Buildings/ForgottenEngine (2,076 assets -- the single largest building folder), CRC_ForgottenEngine/ForgottenMachine crafting categories, the save's MegamachinesSubsystem { megamachineDatas: forgotten_Engine: Inactive }, RadiationBorders.level, and soundtrack track 13 "The Forgotten Engine".


4. Corporations -- the actual tech tree#

Six corporations. One is the tutorial shell; five are the real ladders. Each level is a purchase at the Corporate Terminal that grants a licence (a building/recipe becomes buildable or purchasable) plus, in the 0.2.x tables, a set of items that become exportable to that corporation for points.

Corporation Asset id (install) Domain Max level (0.2.x, wiki) Max level (0.1.x, launch-era guides)
Training Corporation CD_StartingCorp Tutorial-only fictional corp 5 5
Selenian Corporation CD_SelenianCorp Space mining -- extraction, smelting, crafting machines 15 11
Moon Energy Corporation CD_MoonCorp Energy -- power generation, scanning, research station 15 11
Clever Robotics CD_CleverCorp Drones & logistics -- rails, storage, ziplines, teleporter 14 13
Griffits Blue Corporation CD_GriffithsCorp Military -- weapons, turrets, defence, War Bonds 14 11
Future Health Solutions CD_FutureCorp Pharma/medical -- habitats, health, food, LEMs, chemistry 14 11

The install's Content/Chimera/Corporations/ folder confirms exactly these six CD_* data assets plus BuildingCollections (38 assets -- the reward bundles), Reputation (14 assets), I_DataPoint, and the three data tables (AnalyzerItemsDataTable, ExporterItemsDataTable, StartingCorporationExporterItemsDataTable).

Shared cost curve. In 0.2.x every corporation uses the same "Points Required" ladder for levels 2-11. This is the closest thing StarRupture has to a global tier table:

Level Points Required Cumulative
1 0 (free) 0
2 200 200
3 1,500 1,700
4 6,400 8,100
5 17,600 25,700
6 37,800 63,500
7 69,700 133,200
8 116,000 249,200
9 179,400 428,600
10 262,600 691,200
11 368,300 1,059,500
12 499,200 (Clever only source) 1,558,700
13 658,300 (Clever only source) 2,217,000
14-15 Not documented --

Confirmed for levels 2-11 across five corporations (identical on every wiki table). Levels 12-13 are reported from the Clever Robotics page only; the Moon Energy page repeats 368,300 for LVL12 and LVL13, which contradicts Clever and is more likely a wiki transcription error than a real per-corp difference. Levels 14-15 costs are unknown.


5. Corporation level tables (0.2.x / Update 1 line)#

Columns follow the wiki's own schema: Requirements = points to buy the level; Available items = items that become exportable to that corporation, with the +N point value each yields; Rewards = what the level licences.

5.1 Training Corporation (tutorial, max LVL5)#

Level Requirements Available items Rewards
1 None -- Corporate Terminal (prerequisite), Orbital Cargo Launcher, Solar Generator v1, Basic Platforms
2 5 Points Titanium Ore: +1 Ore Excavator, Rail v1, Rail Support, Rail Connector
3 20 Points Titanium Ore: +1 Analyzing Station
4 50 Points -- (spend Analyzing Station Data Points here) Smelter
5 100 Points Titanium Bar: +5 Platform Modules, Advanced Habitat Modules, Advanced Platforms

Save cross-check: Robert's 0.2.8 save has bStartingCorporationMaxedOut: true with Training at level 5 -- consistent with a 5-level cap.

5.2 Selenian Corporation -- mining / production (max LVL15)#

Level Requirements Available items (export value) Rewards
1 None -- Base Core, Basic Item Printer, Ore Excavator, Smelter, Habitat
2 200 Titanium Bar +1 Fabricator
3 1,500 Titanium Bar +1, Titanium Rod +5 Inventory Upgrade
4 6,400 Titanium Rod +4, Titanium Sheet +15 Furnace
5 17,600 Titanium Sheet +12, Titanium Beam +25 Recycler
6 37,800 Tube +15, Ceramics +45 Greater Miner LEM
7 69,700 Glass +35, Synthetic Silicon +50 Mega Press
8 116,000 Electronics +80, Impeller +100 30 Quartz Ore
9 179,400 Turbine +300 Laser Drill, Pyro Forge
10 262,600 Goethite Powder +100, Pump +400 Assembler
11 368,300 Epoxy +180, Scanner +500 Greater Endurancegiver LEM, Greater Lifegiver LEM
12 ? Uberfilament +210, Pseudorubber Insulator +270 Constructorizer
13 ? Plastic Dust +350, Scaffolding +600 Facturer
14 ? Airlock +600, Converter +800 70 Quartz Ore
15 ? Dome +1,000 100 Quartz Ore

5.3 Moon Energy Corporation -- power / scanning (max LVL15)#

Level Requirements Available items (export value) Rewards
1 None -- Solar Generator v1, Analyzing Station
2 200 Wolfram Bar +1 Recipe Station
3 1,500 Calcium Ore +5 Map
4 6,400 Calcium Block +4, Calcite Sheets +15 Extendable walkway
5 17,600 Rotor +45 Development Station
6 37,800 Rotor +15, Glass +25 Lesser Infiltrator LEM
7 69,700 Chemicals +30, Nozzle +150 Base Core Amplifier v1
8 116,000 Battery +70, Goethite Ore +110 Infiltrator LEM
9 179,400 Goethite Ingot +80, Generator +180 Wind Turbine v1
10 262,600 Reinforced Housing +140, Pressure Tank +280 40 Quartz Ore
11 368,300 Explosive Charge +190, Laser Emitter +500 Inventory Upgrade
12 368,300 (disputed) Aerogel +180, Basic Fuel +220 Greater Infiltrator LEM
13 368,300 (disputed) Anti-Radiation Covers +350, RTSC +550 Chemical Generator
14 ? Cyclotrone +800 70 Quartz Ore
15 ? RTSC Generator +1,000 100 Quartz Ore

5.4 Clever Robotics -- logistics / drones (max LVL14)#

Level Requirements Available items (export value) Rewards
1 None -- Corporate Terminal, Rail v1, Rail Support, Rail Connector
2 200 Wolfram Bar +1 Personal Storage
3 1,500 Wolfram Bar +1, Wolfram Wire +5 Storage Depot v1
4 6,400 Wolfram Wire +4, Wolfram Plate +15 Building Drone
5 17,600 Wolfram Plate +12, Titanium Housing +35 Multirail 3, Rail Modulator 3
6 37,800 Stator +50 Zipline Pole, Zipline (Update 1 feature)
7 69,700 Heat Resistant Sheet +40, Synthetic Silicon +50 Cargo Dispatcher, Cargo Receiver
8 116,000 Hardening Agent +70, Supermagnet +90 Roundabout Rail Connector
9 179,400 Goethite Lattice +90, Inductor +110 Teleporter
10 262,600 Reinforced Frame +150, Lens +260 Multirail 5, Rail Modulator 5
11 368,300 Aerogel +200, Plastic +300, Electromagnet +350 50 Quartz Ore
12 499,200 Rocket Fuel +250, Heat Shield +400, Superconductor +500 Multistorage
13 658,300 Ion Thrusters +600, Rocket Engine +800 70 Quartz Ore
14 ? Satellite Body +1,000 100 Quartz Ore

Note: the 0.2.x Clever table no longer lists "Rail v2" / "Rail V3" / "Expandable Storage" that the 0.1.x-era list carried; see §12.

5.5 Griffits Blue Corporation -- military (max LVL14)#

Level Requirements Available items (export value) Rewards
1 None -- Orbital Cargo Launcher, Basic Platforms, Advanced Platforms, Platform Modules
2 200 Titanium Bar +1 Equipment Upgrade Station
3 1,500 Wolfram Wire +5, Titanium Rod +5 Dash (movement ability)
4 6,400 Wolfram Plate +15, Titanium Sheet +15 Grenade
5 17,600 Titanium Sheet +12, Titanium Housing +35 60 War Bonds
6 37,800 Stabilizer +60 Defense Turret
7 69,700 Stabilizer +45, Inductor +70 80 War Bonds
8 116,000 Electronics +70, Goethite Ore +110 Inventory Upgrade
9 179,400 Wolfram Steel Ingot +100, Valve +150 Defense Tower
10 262,600 Reinforced Housing +130, Accumulator +220 100 War Bonds
11 368,300 Onboard Instruments +150, Ion Injector +550 50 Quartz Ore
12 ? Ion Stabilizer +300, Carbon Sonar +370 Greater Shieldgiver LEM, Greater Lifegiver LEM
13 ? Quantum Tranquilizer +450, Tracking Device +800 70 Quartz Ore
14 ? Ion Bomb +1,000 100 Quartz Ore

The UPP-7 'Reaper' pistol is not on the 0.2.x table but appears on 0.1.x lists as the LVL2 reward -- in 0.2.x the LVL2 slot is the Equipment Upgrade Station and the pistol is bought there (2 War Bonds per TheGamer's launch-era table). Treat the pistol acquisition as reported, version-ambiguous.

5.6 Future Health Solutions -- survival / chemistry (max LVL14)#

Level Requirements Available items (export value) Rewards
1 None -- Basic Habitat Modules, Advanced Habitat Modules
2 200 Wolfram Bar +1 Regeneration Chamber
3 1,500 Wolfram Bar +1, Wolfram Wire +5 Medtool
4 6,400 Titanium Rod +4, Titanium Sheet +15 LEM Station
5 17,600 Wolfram Powder +12, Calcium Powder +25 Food Station
6 37,800 Tube +30 Helium-3 Extractor
7 69,700 Heat Resistant Sheet +35, Applicator +70 Inventory Upgrade
8 116,000 Chemicals +30 Pressurizer, Sulfur Extractor
9 179,400 Hardening Agent +55, Goethite Ore +80 Compounder
10 262,600 Liquid Helium +120, Substance #FHS-135-493 +180 Dietician LEM, Irrigator LEM
11 368,300 Nanosyringe +300, Condenser +500 Oil Extractor, Refinery
12 ? Organic Compound +150, Synthetic Protein +280 Greater Dietician LEM, Greater Irrigator LEM
13 ? RNA Stabilizer +450, Biofilament +700 70 Quartz Ore
14 ? Synthetic DNA +900 100 Quartz Ore

6. The Recipe Station -- the second half of every unlock#

Recipe Station. Cost 100 Basic Building Material. Must be placed inside a Habitat. Unlocked as the Moon Energy Corporation LVL2 reward at the Corporate Terminal. "Unlocks new production and food recipes."

This is where a corporation licence becomes a craftable recipe. Note the pattern: many entries need a Blueprint / sample item (found in the world, in caves and Abandoned Bases, or dropped) in addition to a bulk material payment and Data Points. Robert's 0.2.8 save is the direct evidence for this: CrCraftingRecipeOwner.lockedRecipes maps each locked recipe to the item(s) it needs (e.g. Valve -> I_ValveBlueprint), with 15 recipes unlocked and 140 still locked at 51 hours played.

# Recipe unlocked Item cost Data Points Group
1 Intermediate Building Material 1,000 Basic Building Material, 100 Glass, 100 Inductor, 100 Titanium Housing 300 Buildings
2 Quartz Building Material 35 Quartz Ore, 500 Intermediate Building Material 1,000 Buildings
3 Power Cell 400 Electronics, 400 Chemicals 1,000 Buildings (gates the Forgotten Engine)
4 Basic Building Material (alt) 100 Basic Building Material, 1 Meteor Heart 100 Production
5 Titanium Beam 600 Titanium Bar -- Production
6 Titanium Sheet 600 Titanium Bar 200 Production
7 Wolfram Plate 600 Wolfram Bar 400 Production
8 Rotor 1 Rotor Blueprint, 400 Titanium Rod 400 Production
9 Tube 1 Tube Blueprint, 600 Titanium Sheet, 300 Titanium Rod 400 Production
10 Stabilizer 1 Stabilizer Blueprint, 100 Rotor 600 Production
11 Stator 1 Stator Blueprint, 300 Titanium Housing, 300 Wolfram Wire 600 Production
12 Applicator 600 Tube, 200 Glass 800 Production
13 Calcium Powder 600 Calcium Block -- Food & Materials
14 Ceramics 600 Calcite Sheets, 900 Wolfram Wire 400 Food & Materials
15 Titanium Housing 600 Titanium Sheets, 300 Titanium Beam 400 Food & Materials
16 Glass 2,500 Helium-3, 600 Calcium Powder 400 Food & Materials
17 Inductor 600 Ceramics, 600 Tube, 300 Wolfram Wire 600 Food & Materials
18 Heat Resistant Sheet 600 Wolfram Plate, 600 Titanium Sheet, 200 Glass 600 Food & Materials
19 Synthetic Silicon 1 Synthetic Silicon Blueprint, 600 Ceramics, 800 Calcium Powder 600 Food & Materials
20 Electronics 1 Electronics Blueprint, 600 Synthetic Silicon, 200 Inductor, 200 Stator 800 Food & Materials
21 Chemicals 1 Chemicals Blueprint, 600 Synthetic Silicon, 1,000 Wolfram Powder, 2,000 Helium-3 800 Food & Materials
22 Hardening Agent 1 Hardening Agent Blueprint, 300 Applicator, 800 Synthetic Silicon, 1,500 Sulfuric Acid 1,000 Food & Materials
23 Supermagnet 1,500 Sulfuric Acid, 600 Chemicals, 800 Wolfram Plate 1,000 Food & Materials
24 Calcium Block 1,000 Calcium Ore -- Food & Materials
25 Valve 1 Valve (sample), 30 Titanium Housing 70 Components
26 Turbine 1 Turbine (sample), 30 Stator, 30 Rotor 70 Components
27 Pressure Tank 1 Pressure Tank (sample), 50 Heat Resistant Sheet, 30 Titanium Housing 70 Components
28 Nozzle 1 Nozzle (sample), 30 Heat Resistant Sheet 70 Components

Rows 5, 13 and 24 show no Data Point cost on the wiki -- either free or an omission. UNVERIFIED.

The "1 X (sample)" wording in rows 25-28 is the wiki's; the save file names these as I_XBlueprint assets, so the in-game item is most likely a Blueprint pickup rather than a working sample. Reported, naming unresolved.

Scale of the recipe catalogue. The install carries 237 CR_* recipe assets and 363 I_* item classes across 42 CRC_* crafting categories (machine types). The 28-row wiki table therefore covers roughly a tenth of the shipped recipe set -- the rest are machine recipes (what a machine makes), not research unlocks. Robert's save distinguishes them cleanly: 15 unlocked + 140 locked = 155 unlockable recipes in 0.2.8, against 237 recipe assets total.

6.1 Machine recipes (production, not research) -- sample#

Not a research table; included so future sessions do not confuse the two. Source: wiki Recipes page (0.2.x).

Machine Example outputs
Basic Item Printer Pistol Ammo (7 Basic Building Material); Power Cell (10 Electronics + 10 Chemicals)
Smelter Titanium Bar (2 Titanium Ore); Wolfram Bar (2 Wolfram Ore); Titanium Rod (1 Titanium Bar)
Fabricator Titanium Beam (1 Titanium Bar); Rotor (2 Titanium Rod + 2 Wolfram Wire)
Furnace Glass (1 Helium-3 + 2 Calcium Powder); Electronics (2 Synthetic Silicon + 1 Inductor + 1 Stator)
Mega Press Impeller (2 Titanium Rod + 2 Heat Resistant Sheet + 1 Wolfram Plate + 1 Stabilizer); Turbine (1 Impeller + 1 Stator + 2 Rotor + 2 Sulfuric Acid)
Refinery Sulfuric Acid (2 Sulfur Ore + 1 Chemicals); Pressurized Helium (1 Helium-3 + 1 Sulfur Ore)

Note the Power Cell appears twice -- once as a Recipe Station unlock (400 Electronics + 400 Chemicals + 1,000 DP) and once as the Basic Item Printer's per-unit recipe (10 + 10). Unlock cost vs production cost; do not conflate.


7. Unlock dependency map#

Which corporation + level gates each system, 0.2.x. Read as "to have X you must reach Y".

System Gate Level
Research itself Analyzing Station Training LVL3 (also listed Moon LVL1)
Recipe Station Moon LVL2
Corporate Terminal Clever LVL1 / Training LVL1
Development Station Moon LVL5 (Update 1 addition)
Core base Base Core, Habitat, Basic Item Printer Selenian LVL1
Basic Platforms Training LVL1 / Griffits LVL1
Advanced Platforms, Platform Modules Training LVL5 / Griffits LVL1
Basic + Advanced Habitat Modules Future Health LVL1 (Advanced also Training LVL5)
Extendable walkway Moon LVL4
Base Core Amplifier v1 Moon LVL7
Extraction Ore Excavator Training LVL2 / Selenian LVL1
Helium-3 Extractor Future Health LVL6
Sulfur Extractor, Pressurizer Future Health LVL8
Oil Extractor, Refinery Future Health LVL11
Laser Drill, Pyro Forge Selenian LVL9
Smelting / manufacturing Smelter Training LVL4 / Selenian LVL1
Fabricator Selenian LVL2
Furnace Selenian LVL4
Recycler Selenian LVL5
Mega Press Selenian LVL7
Assembler Selenian LVL10
Constructorizer / Facturer Selenian LVL12 / LVL13
Compounder Future Health LVL9
Power Solar Generator v1 Training LVL1 / Moon LVL1
Wind Turbine v1 Moon LVL9
Chemical Generator Moon LVL13
Logistics Rail v1, Rail Support, Rail Connector Training LVL2 / Clever LVL1
Personal Storage Clever LVL2
Storage Depot v1 Clever LVL3
Building Drone Clever LVL4
Multirail 3 / Rail Modulator 3 Clever LVL5
Zipline Pole + Zipline Clever LVL6
Cargo Dispatcher + Cargo Receiver Clever LVL7
Roundabout Rail Connector Clever LVL8
Teleporter Clever LVL9 (+ Forgotten Engine story gate)
Multirail 5 / Rail Modulator 5 Clever LVL10
Multistorage Clever LVL12
Orbital Cargo Launcher (export) Training LVL1 / Griffits LVL1
Defence Equipment Upgrade Station Griffits LVL2
Grenade Griffits LVL4
Defense Turret Griffits LVL6
Defense Tower Griffits LVL9
Survival / player Regeneration Chamber Future Health LVL2
Medtool Future Health LVL3
LEM Station Future Health LVL4
Food Station Future Health LVL5
Map Moon LVL3
Dash Griffits LVL3
Inventory Upgrade (+8 slots each) Selenian LVL3, Future Health LVL7, Griffits LVL8, Moon LVL11

Critical-path observation. Two levels dominate the early game: Moon LVL2 (Recipe Station -- without it nothing licensed can be crafted) and Future Health LVL4 (LEM Station -- without it the entire character-progression track is inert). Clever LVL4 (Building Drone) is the third, since drone construction is what makes large builds tractable.


8. Character progression (separate from the tech tree)#

Confirmed: there is no player level. Progression runs through three independent skills, each with its own XP pool.

Skill XP earned from
Combat Eliminating Vermin; surviving base raids
Survival Collecting plants; mining meteorites and Ignitium; surviving Rupture Waves
Movement Moving, exploring, running, climbing, sliding, jumping
Fact Value Status
Designed maximum per skill 100 Reported (Game Rant)
Actual cap in Early Access 45 per skill Reported (Game Rant), version-tagged "current Early Access" as of the article; assumed to hold for 0.2.8
LEM slot unlock levels 10, 25, 40, 65, 85, 100 -- Combat differs: 10, 20, 35, 65, 85, 100 Reported
LEM slots reachable now 3 per skill (because of the 45 cap) Reported
LEM slots at full release 6 per skill (18 total) Reported
Slot colour rule A LEM chip only fits a slot of its own colour -- red chips go in Combat slots, etc. Reported
Where equipped LEM Station, unlocked at Future Health Solutions LVL4 Confirmed (two sources)

8.1 LEM catalogue -- 27 augments x 3 ranks#

Values are the effect magnitude at each rank. Source: lost-in-games LEM effects list (0.2.x-era). Reported (single source) -- treat magnitudes as indicative until wiki-confirmed.

Combat LEMs (red)

LEM Lesser Standard Greater
Scalper 15% 25% 40%
Immuner 20% 30% 45%
Lifegiver (Combat) +12 HP +20 HP +30 HP
Shieldgiver +20 Shield +30 Shield +40 Shield
Fixer 12% 25% 40%
Shieldfixer 25% 40% 60%
Aimer 20% 35% 50%
Reloader 14% 20% 30%
Swapper 12% 20% 35%
Resurrecter 20% 35% 50%
Companion 20% 35% 50%

Movement LEMs

LEM Lesser Standard Greater
Dodger 25% 40% 60%
Airjumper 20% 30% 40%
Infiltrator 15% 25% 45%
Fallguy 20% 30% 40%
Endurancegiver +30 max stamina (not listed) +50 max stamina (Selenian LVL11 grants "Greater Endurancegiver LEM")
Slider 35% 50% 70%
Runner 20% 35% 50%

Survival LEMs

LEM Lesser Standard Greater
Lifegiver (Survival) +15 HP +25 HP +40 HP
Dietician 10% 18% 25%
Miner 8% 15% 25%
Irrigator 12% 20% 30%
Resister 20% 35% 50%
Deatheater 5% 15% 25%
Glutton 20% 35% 50%
Detoxifier 20% 30% 45%
Reprinter 100% 150% 200%

How LEMs are obtained: two routes. (a) Corporation rewards -- Selenian LVL6 (Greater Miner), Selenian LVL11 (Greater Endurancegiver + Greater Lifegiver), Moon LVL6/8/12 (Lesser/standard/Greater Infiltrator), Future Health LVL10/12 (Dietician + Irrigator, then Greater), Griffits LVL12 (Greater Shieldgiver + Greater Lifegiver). (b) Fixed world spawn locations -- lost-in-games publishes an interactive map of LEM pickup points. The Griffits LVL11 "Lifegiver LEMs" and Future Health LVL10 "Resister LEM" entries in the 0.1.x-era lists have moved in 0.2.x; see §12.

8.2 Professions / classes#

The install ships four profession data assets -- PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier -- and the Supporter Pack avatar set names Biologist, Engineer, Physicist, Soldier. No web source found describes a class-choice system with mechanical effects on progression. UNVERIFIED whether these are cosmetic character presets, co-op role selections, or a mechanically distinct class system; the naming mismatch between the packaged professions and the avatar art suggests the set changed during development.

8.3 Inventory and suit upgrades#

Upgrade Source Effect
Inventory Upgrade Selenian LVL3, Future Health LVL7, Griffits LVL8, Moon LVL11 +8 inventory slots each (0.1.x-era guides call these "Eight Extra Inventory Slots")
Personal Storage / Large Personal Storage Clever LVL2 (0.1.x also lists Large at LVL9) Portable/base storage

Save cross-check: Robert's 0.2.8 save stores unlockedInventorySlotsNumber: 8 -- one Inventory Upgrade claimed, consistent with Selenian LVL6 progress (LVL3 reward taken). The save also carries unlockedFeaturesFlags: 111, a bitfield of feature unlocks whose mapping is UNVERIFIED.

No separate "suit"/armour tech branch is documented. Shield and HP come from LEMs; the Regeneration Chamber and Medtool come from Future Health. Confirmed absent as a distinct branch by the completeness of the six corporation tables.


9. War Bonds and weapon progression (third track)#

Weapons sit outside both the corporation ladder and the Recipe Station: they are bought with War Bonds at the Equipment Upgrade Station (Griffits Blue LVL2 in 0.2.x; guides from the 0.1.x era say LVL4). War Bonds come from Griffits corporation level rewards (60 / 80 / 100 at LVL5 / LVL7 / LVL10 = 240 from the ladder), loot boxes, and looting dead bodies.

Weapons (launch-era table, 0.1.x -- version-tagged, re-verify on 0.2.8):

Weapon Unlock Cost
UPP-7 'Reaper' Pistol Griffits Blue corporation contract (L2 in 0.1.x lists) 2 War Bonds as alternative
MAR-9 'Phantom' Modular Assault Rifle Equipment Upgrade Station 200 WB
SLAMS-12 Modular Shotgun Equipment Upgrade Station 250 WB
M175 'Grim' Infantry Machine Gun Equipment Upgrade Station 400 WB
Grenades Griffits Blue contract (L3 in 0.1.x lists; LVL4 in the 0.2.x wiki table) --

Each gun ships with a basic add-on in each slot; alternates cost War Bonds. Each gun has 3-4 attachment slots with up to 3 options each.

MAR-9 'Phantom' Barrel Magazine Stock Sight
Option A Short Barrel (50 WB) Extended Mag (75 WB) Gyro Stock (50 WB) CCS Sight (55 WB)
Option B Cooled Barrel (85 WB) Piercing Mag (60 WB) Lightweight Stock (80 WB) 3X Optic (90 WB)
SLAMS-12 Barrel Magazine Stock
Option A Range Mod (70 WB) ALM Mag (80 WB) Ammo Reserve (85 WB)
Option B Short Barrel (110 WB) Shredder Ammo (105 WB) Runner Stock (90 WB)
M175 'Grim' Barrel Magazine Stock
Option A Uplift Dampener (90 WB) Light Magazine (120 WB) Folding Stock (110 WB)
Option B Buzzsaw Barrel (130 WB) Horizontal Stabilizer Mag (95 WB) Rear Force Dampener (85 WB)

Ammunition recipes: Pistol Ammo = Basic Building Material; Standard Ammo = BBM + Wolfram Powder; Shotgun Ammo = BBM + Calcium Powder; Heavy Ammo = BBM + Titanium Rod. Cross-checks against the install's Weapons/AmmoTypes: I_PistolAmmoItem, I_StandardAmmoItem, I_HeavyAmmoItem (shotgun ammo item not present in the manifest sample -- UNVERIFIED).

The install's Weapons/ folder also carries MiningTool, BuildingTool, MedTool, FreezingTool, ZiplineArm, Multitool, Grenade, Pistol, Rifles, Mods, BuildingDrone -- so the tool set is broader than the four documented guns. Tool upgrade paths are UNVERIFIED.


10. Endgame -- Early Access content end vs 1.0#

10.1 Where the current build stops (0.2.8)#

Element State
Terminal objective Forgotten Engine activation -> Teleporter fast travel. No further story beat exists.
Corporation ladders Selenian and Moon go to 15, Clever / Griffits / Future Health to 14. Levels 12-15 rewards are mostly Quartz Ore payouts rather than new machines -- a strong signal that the top of the ladder is a placeholder/soft cap in EA.
Character skills Hard-capped at 45 of 100; only 3 of 6 LEM slots per skill reachable.
Achievements Not present in Early Access. Their placement as a 1.0 deliverable is UNVERIFIED (single launch-era source; not in the roadmap article re-read 2026-08-22).
Replayability driver Community consensus: "not much to drive replayability, aside from trying new early-game strategies" (Steam discussion "How long to beat & replayability", app 1631270).
Post-game play Optimisation, expansion, LEM collection, exploring caves/Abandoned Bases for blueprints, surviving further Enviro/Rupture Waves. Robert's baseline save shows 44 waves survived at 51 hours with the Forgotten Engine still inactive.

10.2 1.0 targets (from the official Early Access roadmap, published 2026-01-09)#

Planned for Item
During Early Access Wildlife (delivered in Update 1: Vulpir, Coralion, Skylisk); in-game Codex/encyclopedia (UNVERIFIED -- not named in the roadmap article re-read 2026-08-22, though the save format ships encyclopediaEntriesStatusData); new building features; additional combat mechanics; more exploration mechanics; controller support; accessibility options
1.0 a new biome; full endgame content; more story elements -- all three confirmed in the roadmap coverage (GameWatcher, re-checked 2026-08-22). Frost Wave and achievements are carried from a single launch-era source and are UNVERIFIED: the roadmap article re-read on 2026-08-22 does not name either (nor the Codex/encyclopedia).
Timeframe None announced. Creepy Jar has given no Early Access end date as of 2026-08-22.

Save-file corroboration for the Codex: GameStateData.encyclopediaEntriesStatusData exists in 0.2.8 saves but Robert's save records 0 encyclopedia entries -- the structure is shipped, the content is not.


11. Playthrough length#

Community-reported, and inconsistent because "beat" is ill-defined in a game with no ending. Label all of these as reported consensus, not measured.

Measure Hours Source class
Main story / core objectives 20-30 h (20-25 story; ~30 "core objectives") Aggregator + community
Relaxed full playthrough of current content ~40 h Community
100% of Early Access content 60-80+ h Aggregator
Efficient completionist ~80 h Community
Completionist who experiments 100+ h Community
A well-documented critic playthrough 25 h and still mid-game Button Musher, "25 hours with StarRupture"
Robert's reference save (0.2.8) 51.1 h (playtimeDuration 183,962 s) at Selenian 6 / Moon 4 / Clever 5 / Griffits 5 / Future 6, 15 of 155 recipes unlocked, Forgotten Engine inactive First-hand, docs/ref/shadow-install.md §6.2

Robert's save is the most useful calibration point in this table: 51 hours puts a player roughly a third of the way up the corporation ladders and with under 10% of unlockable recipes bought, which suggests the "60-80 h for 100% EA" figures assume a much more export-optimised factory than a first blind run produces.

11.1 Per-stage estimate (inferred from the cost curve, not measured)#

Because the level cost curve is superlinear (200 -> 368,300, a 1,842x span for levels 2-11) while export item values rise only ~1,000x, wall-clock time per level flattens only if throughput scales with it. Rough shape, inferred:

Stage Corporation levels Share of a ~60 h EA run
Tutorial + first base Training 1-5, corps L1 ~5%
Early ladder all corps L2-L4 (8,100 pts each) ~15%
Mid ladder L5-L7 (to 133,200 cumulative) ~30%
Late ladder L8-L11 (to 1,059,500 cumulative) ~40%
Forgotten Engine + top levels L12+ ~10%

Flagged inferred -- no source publishes per-stage timings.


12. Version conflicts and stale sources (read before trusting any guide)#

Fact 0.1.x value (launch-era guides) 0.2.x value (wiki, Update 1 line) Verdict
Selenian max level 11 15 Update 1 added corporation levels (patch note: "corporation levels"). 0.2.x current.
Clever max level 13 14 0.2.x current
Griffits / Future / Moon max level 11 14 / 14 / 15 0.2.x current
Equipment Upgrade Station Griffits LVL4 Griffits LVL2 0.2.x current; multiple 2026-01 guides still say LVL4
Greater Miner LEM Selenian LVL5 Selenian LVL6 0.2.x current
Lesser Infiltrator LEM Moon LVL4 Moon LVL6 0.2.x current
Greater Infiltrator LEM Moon LVL7 Moon LVL12 0.2.x current
Grenade Griffits LVL3 Griffits LVL4 0.2.x current
Selenian LVL9 Refinery + Sulfur Extractor Laser Drill + Pyro Forge; Refinery moved to Future Health LVL11, Sulfur Extractor to Future Health LVL8 Major reshuffle at Update 1
Moon LVL5 Wind Turbine v1 Development Station (Wind Turbine v1 -> LVL9) 0.2.x current
Clever ladder Rail v2 (L6), Rail V3 (L11), Storage Depot v2 (L8), Large Personal Storage (L9), Expandable Storage (L13) Zipline (L6), Roundabout Rail Connector (L8), Teleporter (L9), Multistorage (L12) The v2/v3 rail tiers do not appear on the 0.2.x table -- either removed, renamed, or a wiki omission. UNVERIFIED which.
Corporation count "five corporations" in most guides six including the Training Corporation Both true -- five are playable ladders; the install confirms six CD_* assets
Moon LVL12/LVL13 cost -- 368,300 (same as LVL11) Contradicts Clever's 499,200 / 658,300. Likely a wiki transcription error.

Sites to avoid. starrupturewiki.com returns a fabricated corporation roster (Nexus Industries, BioTech Solutions, Quantum Dynamics, Stellar Defense Corp, TerraForming Inc, Galactic Logistics) that matches nothing in the game or the install's CD_* assets. It is AI-generated SEO content -- do not cite it, and treat starruptureplanner.com, starrupture.net, starrupture.org and similar tool/database domains as unverified until each is spot-checked against the install's identifiers. The canonical community wiki is starrupture.wiki.gg (small -- roughly 70 pages, many marked stubs, last substantive edits around 2026-05-19/20, i.e. it reflects the 0.2.x line but not necessarily 0.2.8 specifically). A starrupture.fandom.com also exists and appears far thinner; starrupture.wiki and starrupturewiki.org are further duplicates of unknown provenance.


Gaps & Unverified#

Mechanics not established

  • Which currency pays for corporation levels. Data Points vs per-corporation export points -- sources contradict (§2.2). The save's researchPointsTier1 / researchPointsTier2 per corporation is unexplained; the meaning of the two tiers is unknown.
  • What the per-corporation reputation field means. Robert's save has reputation values (Future 4, Griffits 9, Moon 5, Clever 6) that do not track level (6, 5, 4, 5). Unresolved.
  • unlockedFeaturesFlags bitfield (value 111 in the reference save) -- no mapping to named features.
  • Whether research takes time. No source confirms or denies an analysis duration, throughput rate, or power draw for the Analyzing Station. Its power consumption and analysis rate are unknown.
  • Recipe Station rows with no Data Point cost (Titanium Beam, Calcium Powder, Calcium Block) -- free or wiki omission.
  • "Blueprint" vs "sample" naming for Valve / Turbine / Pressure Tank / Nozzle unlocks.
  • Development Station (Moon LVL5, an Update 1 addition) -- what it actually does was not established; it is plausibly the building-upgrade interface matching the install's BuildingUpgrades (64 assets) and the save's BuildingUpgradeTaskOwnerData, but no source confirms this.
  • Building upgrade system generally -- the save carries upgrade tasks with completion counters and the corporations carry upgradedBuildingsClaimed, but no web source documents the mechanic.
  • Corporation levels 14-15 point costs for every corporation; levels 12-13 for Selenian, Griffits and Future Health.
  • How the "Available items" export list interacts with the Orbital Cargo Launcher -- throughput, whether the +N is per item or per shipment, whether there is a launch cooldown or fuel cost.

Content not covered

  • Cave and Abandoned Base loot tables -- where each Blueprint item actually spawns. The install has Buildings/AbandonedBases (529 assets) and a Caves map; no per-blueprint location list was found within the operation budget.
  • Quartz Ore economy -- the top-tier corporation rewards are Quartz Ore payouts (30/40/50/70/100). What Quartz Ore/Quartz Building Material is for at that scale was not established.
  • Professions (PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier) -- cosmetic, co-op role, or mechanical class? No source.
  • LEM world spawn locations -- an interactive map exists (lost-in-games) but was not transcribed.
  • Vehicle progression -- no evidence any exists; the VehicleAdv asset folder is unexplained.
  • Update 1's exact changed recipes -- the patch notes reference "several crafting recipes have changed components" without a full list in any source read.
  • Developer Blog: August 2026 content -- the most recent official communication. The Steam announcement page could not be fetched (the akamai URL redirects to a steamcommunity.com/ogg/... page that returns only navigation chrome). Any Update 2 / research-system plans stated there are not reflected in this document.
  • Multiplayer/co-op effects on progression -- shared vs per-player corporation levels, shared skills. Not researched.
  • Update 1's second new resource -- "Powerium" comes from a single launch-era source; press coverage says only "2 new resources" and the wiki has no such page. UNVERIFIED. (Goethite is confirmed by the 0.2.x corporation tables.)
  • Frost Wave, achievements and the in-game Codex as roadmap items -- the roadmap article re-read 2026-08-22 confirms only new biome / more story / full endgame for 1.0 and wildlife / building features / combat / exploration / controller support / accessibility during EA. The other three are single-source. UNVERIFIED.
  • Endurancegiver LEM Standard rank -- the effects list shows Lesser +30 and Greater +50 with no Standard value; whether a Standard rank exists is UNVERIFIED.

Fact-check pass, 2026-08-22. Version anchor re-confirmed (0.2.8 / 2026-06-17 is still the newest build per the Steam news RSS feed). The five corporation ladders, the shared 200 -> 658,300 cost curve, the Analyzing Station table, the Recipe Station costs, the Griffits War Bond payouts, the weapon/attachment War Bond prices, the 45-of-100 skill cap with its LEM-slot levels, the Forgotten Engine component list, and the whole §12 0.1.x-vs-0.2.x comparison were each re-verified against their sources and stand unchanged. Corrections applied: Endurancegiver rank columns, "Resurrecter" spelling, Impeller recipe (missing 1 Stabilizer), Smelter Titanium Rod recipe, Teleporter placement cost, plus the UNVERIFIED tags listed above.

Confidence key used above: Confirmed = official source, or wiki plus a second independent source, or corroborated by the local install. Reported = single credible source. Inferred = my reasoning from the install's data structures plus published values, explicitly labelled. UNVERIFIED = could not establish.


Sources#

All accessed 2026-08-22.

Official

  • Steam news RSS feed, StarRupture (app 1631270) -- authoritative patch dates: https://store.steampowered.com/feeds/news/app/1631270/
  • Steam Web API news listing, StarRupture: https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 (used for the announcement inventory; its date rendering was rejected in favour of the RSS pubDate values)
  • StarRupture -- UPDATE 1 now available [what's new + patch notes], Steam News: https://store.steampowered.com/news/app/1631270/view/490464385050870875
  • StarRupture -- Hotfix 0.2.6 patch notes, Steam News: https://store.steampowered.com/news/app/1631270/view/714528609564363487
  • StarRupture -- Hotfix 0.2.5 patch notes, Steam News: https://store.steampowered.com/news/app/1631270/view/659358246189924378
  • StarRupture -- Hotfix 0.2.3 patch notes, Steam News: https://store.steampowered.com/news/app/1631270/view/694259874864824744
  • Developer Blog: August 2026 (announcement identified via the news feed; page body not retrievable): https://steamcommunity.com/ogg/1631270/announcements/detail/698772352667746351

Canonical community wiki (starrupture.wiki.gg)

  • Special:AllPages: https://starrupture.wiki.gg/wiki/Special:AllPages
  • Analyzing Station: https://starrupture.wiki.gg/wiki/Analyzing_Station
  • Data Points: https://starrupture.wiki.gg/wiki/Data_Points
  • Corporate Terminal: https://starrupture.wiki.gg/wiki/Corporate_Terminal
  • Recipe Station: https://starrupture.wiki.gg/wiki/Recipe_Station
  • Recipes: https://starrupture.wiki.gg/wiki/Recipes
  • Training Corporation: https://starrupture.wiki.gg/wiki/Training_Corporation
  • Selenian Corporation: https://starrupture.wiki.gg/wiki/Selenian_Corporation
  • Moon Energy Corporation: https://starrupture.wiki.gg/wiki/Moon_Energy_Corporation
  • Clever Robotics: https://starrupture.wiki.gg/wiki/Clever_Robotics
  • Griffith Blue Corporation: https://starrupture.wiki.gg/wiki/Griffith_Blue_Corporation
  • Future Health Solutions: https://starrupture.wiki.gg/wiki/Future_Health_Solutions

Guides and press

  • Game Rant -- StarRupture Leveling Guide: Skill Caps, LEM Augments & True Max Level: https://gamerant.com/starrupture-max-level-cap-explained/
  • lost-in-games -- StarRupture LEM Locations Interactive Map & Effects List: https://lost-in-games.com/en/starrupture-en/1562/
  • TheGamer -- All Weapons And How To Unlock Them In StarRupture (2026-01-08, 0.1.x era): https://www.thegamer.com/starrupture-all-weapons-unlock-recipe-use-guide/
  • BisectHosting -- All StarRupture Corporations and Level Rewards (0.1.x-era reward lists, used for version comparison): https://www.bisecthosting.com/blog/all-starrupture-corporations-level-rewards-level-up
  • BisectHosting -- StarRupture Update 1: Release Date, New Content & More: https://www.bisecthosting.com/blog/starrupture-update-1-release-date-patch-notes-new-content-zipline-pois-map-locations
  • GameWatcher -- StarRupture Early Access Roadmap Revealed: https://www.gamewatcher.com/news/StarRupture-early-access-roadmap-2025
  • The Escapist -- StarRupture's first major update launches on Public Test Branch: https://www.escapistmagazine.com/news-starruptures-first-major-update-launches-public-test-branch/
  • Massively Overpowered -- Co-op builder sandbox StarRupture expands early access (2026-04-10): https://massivelyop.com/2026/04/10/co-op-builder-sandbox-starrupture-expands-early-access-with-a-bigger-map-wildlife-and-ziplines/
  • SteamDB patch-note record for the 2026-04-09 Update 1 build (page itself returns 403 to automated fetch; used via search result metadata only): https://steamdb.info/patchnotes/22674441/
  • Steam Community discussion -- "How long to beat & replayability" (community consensus on run length and post-content replayability): https://steamcommunity.com/app/1631270/discussions/0/724651198970537140/
  • Steam Community discussion -- "LEM - what do you do with them?": https://steamcommunity.com/app/1631270/discussions/0/682992180338376388/
  • Button Musher -- 25 hours with StarRupture: https://buttonmusher.substack.com/p/25-hours-with-starrupture
  • TheGamer -- StarRupture: How To Get Data Points Fast: https://www.thegamer.com/starrupture-data-points-how-farm-where-to-get-spend-guide/
  • TheGamer -- Which Corporation Should You Level Up First In StarRupture?: https://www.thegamer.com/starrupture-corporations-guide-how-to-level-up-priority-best-unlocks/
  • Nerdschalk -- Complete Guide to the Analyzing Station & Farming Data Points: https://nerdschalk.com/starrupture-complete-guide-to-the-analyzing-station-farming-data-points/
  • TheGamer -- How To Enter And Activate The Forgotten Engine: https://www.thegamer.com/starrupture-forgotten-engine-entrance-walkthrough-fast-travel-teleporter-location/
  • Into Indie Games -- Complete Guide On How To Enter And Explore The World Engine: https://intoindiegames.com/walkthroughs/tips-tricks/starrupture-complete-guide-on-how-to-enter-the-world-engine/
  • holy.gg -- StarRupture Teleporter Unlock: Forgotten Engine Walkthrough: https://www.holy.gg/en/post/starrupture-fast-travel-teleport-unlock-walkthrough-guide
  • Gamer Rant -- Unlock Ultimate Weapon Mods in StarRupture: https://gamerant.com/starrupture-how-to-mod-weapons/

Rejected as unreliable (documented so future sessions do not re-use them)

  • starrupturewiki.com -- fabricated corporation roster; AI-generated SEO content: https://starrupturewiki.com/wiki/corporations
  • steamdb.info -- returns HTTP 403 to automated fetch; unusable directly
  • sportskeeda.com -- returns HTTP 405 to automated fetch; unusable

First-hand ground truth

  • C:/star-rupture/docs/ref/shadow-install.md -- StarRupture ShadowPC Install Reference v1.0.0 (build string, buildid, save format, CD_* corporation assets, I_DataPoint, AnalyzerItemsDataTable / ExporterItemsDataTable / StartingCorporationExporterItemsDataTable, Research and PlayerProgression asset folders, recipe/item/station counts, and Robert's 0.2.8 progression baseline)
12

World, Map, Biomes & Exploration

Version anchorStarRupture Early Access v0.2.8 (Hotfix 0.2.8, released 2026-06-17) -- the current live build of UPDATE 1 / Content Update 1 (Update 1 shipped 2026-04-09). Local install confirms: build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, depot updated 2026-08-16 10:35 UTC, Unreal Engine 5.6.1. Early Access launched 2026-01-06 (Steam store release date). There is no announced 1.0 date: the Steam store's Early Access FAQ says only "We plan to make StarRupture stay in Early Access for about a year from its initial release", and no roadmap item carries a date or a version number. Any specific 1.0 date is an inference, not a target. Re-verified 2026-08-22: 0.2.8 is still the newest build; the only newer Steam news items are non-patch developer blogs.
18 claims checked14 corrections20 unverifiedverifier verdict

The doc is now reliable and correctly anchored: v0.2.8 (2026-06-17) is verified as still the live build, and every load-bearing gameplay number I could reach on a full-page fetch (map unlock Level 3 / 500 Calcium / 1500 Data Points, 350 m scan radius, 2-5 Vermin waves, 15 s Rupture countdown, Selenian L6 Helium-3 / L9 Sulphur, 500 Quartz Teleporter, 7 bases / 11 blueprints, no minimap, Frost Wave and new biome as 1.0 items) checked out. Two previously CONTESTED items are now resolved, one previously CONFIRMED claim (Wolfram as most abundant ore) was demoted, and the invented "early 2027 1.0" and "roughly doubled the map" figures were removed -- the remaining weak spots are the honestly-labelled UNVERIFIED cluster around biome names, absolute map size and the un-catalogued post-Update-1 outer region.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture drops four convict "Pioneers" onto Arcadia-7, a single handcrafted alien planet orbiting the unstable star Ruptura. The playable world is one large Unreal World Partition level (ChimeraMain) -- not a procedurally generated, seeded map -- gated into an inner starting region and an outer region behind a radiation border that is only lifted by completing the Forgotten Engine story mission (the Engine itself shipped at Early Access launch; Update 1 made completing it remove the border and open the outer region, substantially increasing the reachable area -- no official size multiplier was ever published, so "roughly doubled" and similar fan-site figures are not used here) [v0.2.8]. Exploration is structured around three loops: revealing fog of war with Geo Scanners, looting abandoned corporate bases for blueprint chests, and surviving the recurring Rupture (heat wave) event that periodically scorches the surface and resets much of the world's state. Because the game is Early Access and the map has already changed once in a major way, every location and resource fact below is tagged with the build it belongs to. Where a claim rests on a single low-quality fan/SEO site, it is labelled REPORTED or UNVERIFIED rather than presented as fact.


1. Confidence legend and source hygiene#

Tag Meaning
CONFIRMED Official source (Steam news / Creepy Jar), or a reputable outlet plus a second independent source, or first-hand from the installed build
GROUND TRUTH Read directly out of Robert's installed copy / save files (docs/ref/shadow-install.md) -- highest confidence for identifiers and systems, but internal asset names are not in-game display names
REPORTED Single source, plausible, uncorroborated
INFERRED Deduced from asset names / save keys / adjacent facts; not directly stated by any source
UNVERIFIED Could not be established; likely contested or possibly fabricated by an AI-generated fan site

Hard warning on the fan-site layer. Searching "StarRupture map/biomes" surfaces a large cluster of near-identical SEO sites (starrupture.org, starrupturewiki.com, starrupture.net, starruptureplanner.com, xmodhub.com, lootbar.com, mejoress, thephrasemaker, gamingpromax, brbplay). Their prose has the signature of machine-generated content: confident biome names, invented radii, and "community measurements" with no thread cited. Several of the biome names they publish ("Starting Plains", "Fungal Forest", "Volcanic Biome", "Crystal Caverns") appear in no official material and in no Steam thread found during this pass. They are recorded in section 4.3 as UNVERIFIED / suspected fabricated and must not be treated as in-game nomenclature by any downstream tool.


2. Map model#

2.1 Handcrafted, single-level, no seed#

Fact Value Confidence
Planet Arcadia-7 CONFIRMED (Steam showcase "The World of Arcadia-7", soundtrack track 02 "Welcome to Arcadia-7")
Star Ruptura (in-game alerts warn of "increased Ruptura Activity") CONFIRMED
World type One handcrafted open world, not procedural, not seeded, no world-generation options at new-game time CONFIRMED (Steam store framing "open world"; no seed field in save; no seed UI reported anywhere)
Engine level /Game/Chimera/Maps/ChimeraMain/ChimeraMain.ChimeraMain -- the level key of every save GROUND TRUTH
Streaming UE5 World Partition with ~9.3k generated streaming cells under Content/Chimera/Maps/ChimeraMain (40,426 packaged files); 380 DataLayers assets drive conditional content GROUND TRUTH
Sub-levels shipped AbandonedBases, ForgottenEngine, Caves, MainMenu, DedicatedServerStart, plus QA/test maps GROUND TRUTH
Procedural elements PCG (90 assets), WorldSpawner (28), Landscape (685); editor-side tooling ErrantBiomes, ErrantLandscape, ProceduralGenerator, HoudiniEngine/HoudiniLiveLink GROUND TRUTH
Run-time seed The save stores a PCG seed inside GatherableSpawnersSubsystem -- i.e. a seed exists for gatherable/foliage spawning, not for terrain GROUND TRUTH

Reconciliation of "procedural" claims. Creepy Jar built the terrain with procedural tooling (Houdini + the Errant* biome/landscape plugins + PCG), but ships a fixed, authored map: the same landmarks, the same abandoned bases, the same deposits for every player. Every guide that names specific POIs and gives fixed compass directions from the Orbital Lander corroborates this. The only run-time procedural surface is the gatherable layer (bushes, small rocks, plants) driven by the saved PCG seed. INFERRED but strongly supported.

2.2 Size and boundaries#

Question Answer Confidence
Absolute size (km2) UNVERIFIED. No official figure has been published; no credible community measurement was found. Fan sites that state a number cite nothing. UNVERIFIED
Relative size Community consensus on the Steam thread "How large is the map?" (discussion 695376132937183971): the map is noticeably smaller than Satisfactory's, and pre-Update 1 players could reach only "about 20-30% of the total map". REPORTED (named thread; explicitly a consensus, pre-Update 1)
Growth Update 1 (2026-04-09) increased map size and added new unlockable zones; the announcement carries before/after map comparison images ("gameplay area before launching the Forgotten Engine" vs after). CONFIRMED (official)
Hard boundaries Two kinds: (a) impassable mountain walls / terrain, (b) the radiation border -- a lethal boundary that is removed by story progression, not by gear. CONFIRMED
Radiation border in save RadiationBorders: { level: <int> } -- a single integer, i.e. the border is a discrete stage counter, not a per-region flag set. GROUND TRUTH
Roadmap "Expanded map", "new locations" and -- notably -- "Forgotten Engines" in the plural are listed as Early Access Content. Frost Wave, a new biome, endgame content, more story and achievements are 1.0 items. No roadmap entry carries a date or a version number. CONFIRMED (official roadmap; re-verified 2026-08-22 on two outlets)

Implication for tooling: RadiationBorders.level is the cleanest single save value for "how much of the world is unlocked". A save-reading progression tracker should surface it directly.

2.3 Verticality#

Vertical play is real but modest and traversal-gated rather than movement-gated:

  • The world uses plateaus, canyons, mountain ridges and a pond/basin starting bowl; the Titanium formations are described as "metallic plateaus made of hexagonal columns", Calcium as "large pale-white plateaus with puddles of water". CONFIRMED (two outlets).
  • Caves exist as authored interiors (Content/Chimera/Maps/Caves; ChimeraInteriorsMapper plugin). GROUND TRUTH for existence; contents in section 5.4.
  • The Forgotten Engine is a multi-floor interior dungeon (elevator + stairs, at least four levels). CONFIRMED.
  • Building verticality is a separate system: Modular platforms/foundations carry stability data, and Hotfix 0.2.5 "lowered platform stability costs for bigger constructions" -- i.e. the game constrains how far and high you build, and that constraint was relaxed. CONFIRMED (patch notes).
  • No dedicated climbing system, grappling hook, or jetpack is documented in any source for v0.2.8. Vertical traversal is jumping, terrain, ziplines and elevators. UNVERIFIED as absent -- treat as "not evidenced" rather than proven absent.

3. Zones and progression gating#

The world is not divided by named biome regions in any official material. It is divided by progression gates. This is the model to build tooling against.

Zone Gate to enter Content Build
Tutorial / Orbital Lander basin none -- start Wolfram + Titanium deposits immediately outside the pod, a pond, first Calcium to the north 0.1.x -> 0.2.8
Inner region (north / north-east / east / west) none, but enemies and the Rupture cycle gate practical range All pre-Update-1 abandoned bases, sulphur fields, Helium-3 geysers, Calcium plateaus, and the Forgotten Engine itself 0.1.x -> 0.2.8
Outer region (beyond the radiation border) Complete the Forgotten Engine mission New resources (Powerium, Goethite), new harvesting machines, new abandoned bases, new antennas, new caves, new POIs, "more places to build advanced factories" Update 1+ only
Frost-wave biome not in game Announced for 1.0 alongside the Frost Wave event Planned

Critical version note. Any guide, map or wiki page written between 2026-01-06 and 2026-04-09 describes only the inner region and will silently omit roughly half of the current world. Several of the most detailed guides used here (TheGamer's ore-locations and abandoned-base articles) list no Powerium and no Goethite, which dates their world data to the pre-Update-1 era even if the page has been touched since.


4. Biomes and terrain character#

4.1 What the game itself supports#

The build ships editor plugins literally named ErrantBiomes and SkyCreatorPlugin, plus a Weather content directory (135 assets) and an EnviroWave directory (369 assets). GROUND TRUTH. That confirms a biome-authoring pipeline and a weather system exist; it does not confirm any player-facing biome names, and no .locres string extraction has been done yet to recover display names.

4.2 Terrain types corroborated by two or more sources#

Terrain / area character Recognition cues What it holds Confidence
Lander basin / starting flats Orbital Lander (drop pod), a pond just north Wolfram + Titanium deposits at arm's length; first Calcium north/north-east of the pond CONFIRMED
Wolfram veins reddish/brown veins, a distinctive gate-like archway structure on the deposit Wolfram -- the first ore taught and widespread across the map. "Most abundant ore" is CONTESTED: TheGamer describes Titanium as "more abundant than Wolfram" CONFIRMED (two outlets) for the cues; CONTESTED for relative abundance [v0.2.8]
Titanium plateaus metallic plateaus of hexagonal columns; grey rocky veins; grey circles on the map Titanium; also from meteorites CONFIRMED
Calcium plateaus / damp flats large pale-white plateaus with water puddles; formations "like teeth" Calcium; two groups directly N and NE of the Lander, larger deposits NE through the mountains CONFIRMED
Sulphur fields bright yellow surface, thick yellow corrosive fumes that damage you on approach; bright yellow on the map Sulphur CONFIRMED
Helium-3 geyser fields purple geysers, including a triple geyser north of the big Calcium vein Helium-3; far north and far east CONFIRMED
Canyons steep canyon cuts; one canyon lies west of a crashed ship in the north Update-1 resources and new traversal lines (ziplines) REPORTED
Blue-mist zones thick blue mist Drains player shields on contact; the Grey Owl base sits in one REPORTED (single detailed source, internally consistent)
Blue spore zones blue spore clouds Damage shields; around the Spored Rock base past the eastern sulphur field REPORTED
Caves authored cave entrances Quartz and loot (see 5.4) CONFIRMED existence, REPORTED contents
Vegetated / lush areas lush vegetation and sulfuric hot springs shown in the official world showcase gatherable plants (Hydrobulb, Polifruit, Star Tears, Prickler, Purplant are real picked-up gatherables in the reference save) CONFIRMED (showcase = pre-EA May 2025; gatherable names = GROUND TRUTH)

4.3 Biome names that could NOT be verified -- do not propagate#

Name seen in the wild Where it appears Verdict
"Starting Plains" SEO fan sites only UNVERIFIED / suspected fabricated
"Fungal Forest" SEO fan sites only UNVERIFIED / suspected fabricated
"Volcanic Biome" SEO fan sites only UNVERIFIED / suspected fabricated
"Crystal Caverns" SEO fan sites only UNVERIFIED / suspected fabricated
"Canyon Zones" SEO fan sites; "canyon" is a real terrain word used by legitimate guides terrain word real, as a formal biome name UNVERIFIED
"The Reach" (mid-game region NE of the start, home to Vermin and Goliaths, rich in Sulphur / Helium-3 / Calcium) one aggregator REPORTED, single source, plausible but uncorroborated

No official Creepy Jar communication found in this pass names a single biome. If in-game biome names exist, the fastest reliable route is a .locres string-table extraction from pakchunk0-Windows.utoc -- see section 12.


5. Points of interest#

5.1 POI classes present in the world#

POI class Evidence Notes
Orbital Lander (start) CONFIRMED Fixed spawn; all guide directions are given relative to it
Abandoned corporate bases / outposts CONFIRMED House icon on the map; blueprint chests; heavy enemy presence; Buildings/AbandonedBases = 529 assets, plus an AbandonedBases sub-level
Geo Scanners CONFIRMED Fixed antenna structures; activation reveals map; see section 8
Antennas GROUND TRUTH + CONFIRMED AntennasData.antennas[] -- 19 antennas recorded in the 51-hour reference save; Update 1 added "new antennas to unlock" beyond the border
The Forgotten Engine ("World Engine") CONFIRMED A giant stranded robot visible from across the map, middle-right of the map; a multi-floor dungeon; the story keystone (section 6)
Caves CONFIRMED (existence) Dedicated Caves sub-level; interiors-mapper plugin
Crashed ship / wrecks CONFIRMED A crashed ship is used as a landmark in the north ("canyon west of the crashed ship")
Drone wrecks REPORTED Marked on the map by Geo Scanner activation
Dead bodies CONFIRMED Marked by Geo Scanners; the Supporter Pack ships DeadBody_1..3 avatars; Items/StoryBits exists in content
Meteorites / meteor fields CONFIRMED Look for smoke; mine for Meteorite Heart (portable base-core item) and Titanium
Alien obelisks / infection cysts GROUND TRUTH Content/Chimera/Infection: BP_AlienObeliskSpawner, DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, infection clouds, monolith, summoner pulse, wave-summon FX; save keys CrAlienObeliskFragment, infectionActors, alienObeliskPosition
Excavators / rubble (lootables) CONFIRMED Anything with a yellow light on it is lootable, including rubble and derelict excavators
Megamachine GROUND TRUTH + CONFIRMED MegamachinesSubsystem.megamachineDatas currently holds exactly one entry, forgotten_Engine: Inactive -- i.e. the Forgotten Engine is the first "megamachine", and the system is built to hold more. Corroborated officially: the Early Access roadmap lists "Forgotten Engines" in the plural under new Content
POI markers in save GROUND TRUTH GameStateData.pointOfInterestMarkerActors -- 11 in the reference save at 51 h

5.2 Abandoned bases -- the loot table of record#

This roster comes from TheGamer's abandoned-base walkthrough and matches the "11 blueprints hidden in chests at abandoned bases" figure repeated across community guides. Dating: pre-Update 1 (it contains no bases beyond the radiation border). Update 1 also explicitly relocated some blueprints within the world and made duplicate blueprints convert to Data Points -- so the locations below may be stale even where the base names are not. CONFIRMED (official Update 1 changes overview). The seven names, directions and blueprint assignments were re-verified against TheGamer's walkthrough on 2026-08-22 and match exactly. The alias "Griffith's Research Outpost (GRO)" for Lemon Souls appears in no source re-checked in this pass and is UNVERIFIED, though a Griffiths Corporation does exist in shipped corporation data (CD_GriffithsCorp). CONFIRMED for names, locations and blueprints; UNVERIFIED for the GRO alias.

Base Location (relative to the starting base) Blueprints inside Hazard / access note
Purple Haze South-west Tubes, Rotor Enter the tallest building from a large rock behind it
Lemon Souls (alias "Griffith's Research Outpost" -- UNVERIFIED) North Stator Two connected buildings, southern part of the site
Grey Owl North-east Stabilizer Sits in shield-draining blue mist; chest by a tower railing
Mythic Cry West-side outpost Synthetic Silicon Locked building -- enter through the roof
Starry Night North, in the canyon west of the crashed ship Electronics Small base; chest on the lower floor
Spored Rock Far east, past the sulphur field Chemical Blue spore clouds damage shields; chest at the top of the tower
Redleaf Requires the map to navigate to Electromagnetic Coil, Hardening Agent, Valve, Turbine Most complex site; four keycards needed to reach the blueprint chest

Totals: 7 named bases, 11 blueprints. Update 1 added further abandoned bases beyond the radiation border which are NOT in this table. Their existence is CONFIRMED; their names and contents are a Gap.

5.3 Blueprint chests -- mechanics#

  • Blueprints live in blue storage chests inside abandoned outposts. REPORTED, corroborated across multiple guides.
  • Abandoned bases are marked with a house icon on the map once revealed. REPORTED.
  • Best looted immediately after a Rupture wave, when the resident enemies have been cleared/reset. CONFIRMED (two outlets).
  • Non-blueprint loot: War Bonds, food and drink, ammunition, ELMs, and researchable items that convert to Data Points. REPORTED.
  • Save-side confirmation of the mechanic: CrCraftingRecipeOwner.lockedRecipes{} maps each locked recipe to the required blueprint item(s) -- e.g. the Valve recipe requires I_ValveBlueprint. The reference save at 51 h has 15 unlocked / 140 locked recipes. GROUND TRUTH. The 140-locked figure means blueprint-gated unlocks extend well past the 11 world-chest blueprints; corporation levels and research supply the rest.

5.4 Caves#

Fact Confidence
Caves exist as authored interiors with their own sub-level GROUND TRUTH
Caves contain Quartz deposits and blueprints REPORTED (fan sites; Quartz is a real material -- the Teleporter costs 500 Quartz Building Material)
Caves do NOT protect you from the Rupture heat wave -- neither do abandoned outposts CONFIRMED (two outlets)
Update 1 added new caves beyond the radiation border CONFIRMED (official)
The claim that "cave entrances appear after Rupture events reveal new terrain" UNVERIFIED / suspected fabricated -- single SEO source, unsupported anywhere else

6. The Forgotten Engine -- the single biggest world-state change#

Element Detail Confidence
Appearance A giant stranded robot, visible from across Arcadia-7; located in the middle-right (east-central) part of the map CONFIRMED
Entry Through a broken giant fan on the ground on the northern side -- an unmissable hole; requires a Power Cell CONFIRMED
Power Cell cost RESOLVED 2026-08-22 -- both figures are real, at different stages. Researching the Power Cell costs 400 Electronics and Chemicals combined; each unit then crafts for 10 Electronics + 10 Chemicals at the Basic Item Printer CONFIRMED (TheGamer, full page re-read) [v0.2.8]
Interior Multi-floor: Main Engine floor (loot rooms, bodies, Control Center) -> Logistics floor (generator to restore power) -> Tech Stations floor (storage bays + Tech Lab) -> Maintenance level (exit elevator) REPORTED (one detailed source + reader comments)
Objective chain Enter with a Power Cell -> restore power on Logistics -> craft an Engine Central Core in the technical lab -> defend the Control Center through activation waves CONFIRMED (two sources)
Components collected inside Stabilizer, Electromagnetic Coil, Generator, Accumulator REPORTED
Reward 1 The radiation border is removed -> the outer map is unlocked CONFIRMED (official Update 1 notes)
Reward 2 Teleporter building unlocked -- placeable anywhere for 500 Quartz Building Material; enables base-to-base fast travel CONFIRMED (two sources; Buildings/Teleporter exists in content)
Save representation MegamachinesSubsystem.megamachineDatas -> forgotten_Engine: Inactive; content dir Buildings/ForgottenEngine is the largest building folder at 2,076 assets, with its own CRC_ForgottenEngine / ForgottenMachine crafting stations and a MegaMachine scenario GROUND TRUTH

Playthrough-companion note: in the reference 51-hour save the Forgotten Engine is still Inactive and RadiationBorders.level is present -- i.e. the outer Update 1 map has not been unlocked in that playthrough. Any map overlay built for that save should render the inner region only.


7. Resource distribution#

7.1 Solid ores and surface resources#

Resource Where Visual cue Extraction Gate Build
Wolfram Immediately outside the starting pod; larger deposits N and NE; another vein far north. Abundance ranking is CONTESTED -- widely described as the most common early ore, but TheGamer calls Titanium "more abundant than Wolfram" [v0.2.8] Brown/reddish veins with a gate-like archway on the deposit Mining tool by hand; Ore Excavator / Mechanical Drill on flat veins none (tutorial) 0.1.x+
Titanium A deposit right next to the tutorial Wolfram; more N/NE of the Lander Hexagonal-column metallic plateaus; grey rocky veins; grey circles on the map Excavator on veins; hand-mine grey rocks; destroy meteorites none (tutorial) 0.1.x+
Calcium Two deposit groups directly N and NE of the Orbital Lander; larger deposits further NE through the mountains Pale-white plateaus with water puddles, "teeth"-like white structures; white rocks with black spots Excavator; hand-mine "last ore mineable with the Excavator"; needs a short expedition 0.1.x+
Sulphur Multiple sulphur fields; a notable one in the far east near Spored Rock Bright yellow ground plus thick corrosive yellow fumes (damage on approach); bright yellow on the map Sulphur Extractor only -- never spawns as loose rocks Selenian Corporation Level 9; extractor placeable only when temperatures drop after a rupture 0.1.x+
Helium-3 Far north and far east; a triple geyser north of the big Calcium vein; one site is occupied by an abandoned base Purple geysers Gas extractor Selenian Corporation Level 6 0.1.x+
Quartz Reported in caves -- hand-mine / drill -- 0.1.x+
Goethite Beyond the radiation border; associated with canyon areas -- Goethite Laser Drill (a dedicated laser-drill machine) Forgotten Engine completion Update 1+
Powerium Beyond the radiation border; refined at the Refinery -- new Update 1 harvesting machine Forgotten Engine completion Update 1+
Meteorite Heart From meteorites scattered widely -- "look for smoke and mine the whole meteor" Smoking impact sites mining tool none 0.1.x+

Extraction prerequisites (CONFIRMED, TheGamer + Game Rant, re-verified 2026-08-22). An Ore Excavator must be connected to a power-generating structure before it produces; the hand mining tool needs no power. Calcium is explicitly "the last ore you'll be able to mine with the Excavator" -- Sulphur and Helium-3 require their own dedicated extractors. Helium-3 is also obtainable from meteorites, not only from geysers. [v0.2.8]

7.2 Fluids, gases and biologicals (from the shipped extractor roster)#

The build ships 42 crafting-station categories; the extraction-related ones imply the full raw-resource surface even where guides are silent. GROUND TRUTH for the machines' existence; the mapped resource is INFERRED.

CRC_* station Implied raw resource Guide corroboration
CRC_Extractor, CRC_MechanicalDrill, CRC_MechanicalDrillTier2 solid ore veins CONFIRMED (Ore Excavator)
CRC_LaserDrill hard / late ore (Goethite) CONFIRMED (Goethite Laser Drill)
CRC_SulphurExtractor Sulphur CONFIRMED
CRC_WaterExtractor, CRC_LiquidPumpExtractor water bodies / ponds INFERRED (Buildings/WaterExtractor exists; the starting pond is a landmark)
CRC_DeuteriumExtractor deuterium (from water?) INFERRED -- no guide coverage found
Buildings GasExtractor, AcidExtractor Helium-3 geysers; an acid resource Helium-3 CONFIRMED; acid source location UNVERIFIED
CRC_WaveFreezer, CRC_WaveSmelter machines that consume the Rupture wave itself as an input INFERRED -- strongly suggests wave-powered production; no guide coverage found

Recipe assets also carry Impure / Pure ore variants (data/game-install/derived/recipe-assets.txt), implying node purity tiers. INFERRED -- not confirmed by any guide or official note; verify before relying on it.

7.3 Gatherables (foliage layer)#

The reference save records eight picked-up gatherable species, five of them by name: Hydrobulb, Polifruit, Star Tears, Prickler, Purplant. GROUND TRUTH. The GatherableSpawnersSubsystem tracks depleted and permanently depleted gatherables with world locations and a waveStagesToRespondTo field -- i.e. gatherables regrow on a Rupture-wave schedule, and some can be exhausted forever. GROUND TRUTH; a genuinely important exploration mechanic that no guide found in this pass documents.

7.4 Starting area#

Fact Value Confidence
Is the start fixed? Yes. Every guide gives directions relative to the same Orbital Lander drop pod and the same tutorial deposits. No start-location or seed choice is documented. CONFIRMED
Immediate resources Wolfram deposit + Titanium deposit just outside the starting pod CONFIRMED
Nearby landmark A pond; Calcium deposits north of the pond, on the right-hand side CONFIRMED
Early expansion axis North and north-east -- Calcium groups, then the mountains, then Helium-3 and the sulphur fields CONFIRMED
Tutorial flag bTutorialCompleted / bIsInTutorial in GameStateData and the .met sidecar; content dir Chimera/Tutorial GROUND TRUTH

8. Map UI, scanning and markers#

Element Behaviour Confidence
Map is locked at game start You begin with no map at all CONFIRMED
Unlock Level up Moon Energy Corporation and claim the level reward at the Corporate Terminal CONFIRMED
Unlock requirement Moon Energy Corporation Level 3, then claim the level reward: deliver 500 Calcium Ore via the Orbital Launch Station or 1500 Data Points via the Corporate Terminal. TheGamer adds that level 3 is reached by completing two more Moon Energy orders after the tutorial. The older "Level 2 / 300 Calcium via three OCL shipments" reading is superseded (Update 1 reset all corporation levels to 1) CONFIRMED [v0.2.8] -- re-verified 2026-08-22 on two independent outlets (Game Rant, TheGamer)
Open map M CONFIRMED
Minimap None. "The game doesn't feature a mini-map at the moment" CONFIRMED (reputable outlet, no contradiction found)
Fog of war Unexplored area is fogged and clears as you physically explore CONFIRMED
Geo Scanners Fixed antenna-like structures across Arcadia-7. Activate one -> it emits a loud noise -> 2 to 5 waves of Vermin attack you and the scanner -> survive to completion -> a large circular area of the map is revealed along with POIs (drone wrecks, bodies, resource nodes) CONFIRMED (three sources agree on the mechanic and the defend-the-scanner loop)
Geo Scanner reveal radius "a 350 metre radius approximately" REPORTED -- one outlet, repeated verbatim by aggregators (so it is one source, not three)
Number of Geo Scanners Not officially stated. Aggregators claim "10+ to reveal the full map". The reference save has 19 antennas (AntennasData.antennas[]), the best hard number available -- though it may include non-scanner antennas REPORTED / GROUND TRUTH
Map markers Abandoned bases show a house icon; ore veins show as coloured circles (Titanium = grey circles, Sulphur = bright yellow); pointOfInterestMarkerActors persists POI markers in the save (11 in the reference save) CONFIRMED + GROUND TRUTH
Custom waypoints / player pins UNVERIFIED -- no source found either way
Coordinates displayed UNVERIFIED -- no source found showing an on-screen coordinate readout
Codex / encyclopedia encyclopediaEntriesStatusData exists in the save (0 entries recorded in the reference save), and an in-game Codex encyclopedia is an announced Early Access roadmap item -- so the system is partially shipped GROUND TRUTH + CONFIRMED (roadmap)

Practical loop: unlock the map via Moon Energy -> reach a Geo Scanner -> activate, then hold the position through 2-5 Vermin waves -> harvest the revealed POI set -> repeat outward. The first Geo Scanner is described as sitting left of the Calcium Deposit near the starting area. Guides also warn to be back at shelter before the next Rupture fires.

8.1 Community-made maps -- reliability assessment#

Map / site What it offers Reliability verdict
starrupture.wiki.gg The wiki.gg community wiki Effectively dormant. 81 articles; map/biome/resource/exploration pages do not exist; last-edit signal from August 2025, i.e. before Early Access launched. Not usable as a map source.
starrupture.fandom.com Fandom community wiki Could not be assessed -- Fandom returns HTTP 402 to automated fetches. Unassessed; treat as unverified.
gmtreks.com / GameTrek "Arcadia-7 interactive map" Interactive map + per-mission pages REPORTED -- appears to be a real curated database; not independently verified in this pass
wand.com / WeMod Maps "StarRupture Checklist" POI checklist including per-Geo-Scanner entries REPORTED -- structured checklist format suggests real data capture
gamemappers.com, starruptureplanner.com/map, starrupture.org/base/map, starrupturewiki.com/map-guide, starrupture.net "interactive maps", "map downloads", biome guides LOW TRUST. Same-shape SEO content, invented biome names, uncited "community measurements". Do not import their data.
Steam community guides (e.g. sharedfiles/filedetails/?id=3648001810, "StarRupture Blueprint Locations ... (WIP 2026)") Player-authored blueprint location lists Likely the best community layer, but explicitly WIP; Steam rate-limited automated fetching during this pass so contents were not read

Bottom line: there is no current, trustworthy, canonical community map for StarRupture v0.2.8. The wiki.gg wiki is dead, Fandom is unassessed, and the "interactive map" sites are mostly synthetic. For this project the reliable path is first-party: extract POI and deposit transforms from the packaged ChimeraMain World Partition data and from the save's pointOfInterestMarkerActors / GatherableSpawnersSubsystem / foundableEntitiesSpawnData, and build our own map rather than scraping.


9. Traversal#

Mode Status Detail
On foot core Sprint (toggle-sprint is a setting), jump. Terrain is the main friction: mountain walls, canyons, corrosive and mist zones, enemy density
Ziplines Added in Update 1 (2026-04-09) Listed as a headline "New Feature - Zipline". Shipped content: Buildings/Zipline, Weapons/ZiplineArm (an arm-mounted player tool), save subsystems CrZiplineSubsystem / CrZiplineReplicator. Player-built, not world-placed. The reference save has 0 ziplines built
Teleporter (fast travel) Unlocked by completing the Forgotten Engine Placeable anywhere for 500 Quartz Building Material; teleports between bases. Buildings/Teleporter ships in content
Drones logistics, not player transport BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance, BP_RailDroneBase plus a large DroneConnections rail network (DroneRailT1, junctions, lanes in length variants 110-600), a PlayerDrone content dir and a BuildingDrone tool. No evidence a drone carries the player
Vehicles UNVERIFIED / probably absent No guide, patch note or official announcement found mentioning a driveable vehicle. The install contains Characters/VehicleAdv (the stock Unreal advanced-vehicle template) and third-party FPV_Drone content, neither of which proves a shipped feature. The roadmap lists "new map travel mechanics" as an Early Access item, implying more traversal is coming and is not here yet
Water UNVERIFIED as a traversal medium Ponds and puddles are landmarks and a Water Extractor exists; swimming and boats are undocumented. Notably the enviro-wave system has an evaporateWater effect flag -- water bodies react to the Rupture cycle
Climbing UNVERIFIED No climbing or grapple system documented
Airlock required infrastructure Buildings/Airlock -- sealing a habitat against the heat wave requires an airlock (section 10)

10. How the world changes over time#

10.1 The Rupture (heat wave) -- the master world clock#

This is the defining world system and the single most important thing an exploration planner must model.

Element Behaviour Confidence
Trigger Periodic and cyclical, not rare -- announced in-game as "increased Ruptura Activity" CONFIRMED
Warning An announcement, then a 15-second countdown CONFIRMED
Event The star Ruptura erupts; a planet-wide explosion / firestorm. Being caught outside shelter is instant death CONFIRMED (two outlets)
Aftermath The surface stays at high temperature for a while, dealing damage per second to anyone outside CONFIRMED
Valid shelter Only a sealed player-built habitat (habitat module + airlock). Caves and abandoned outposts do NOT protect you CONFIRMED (two outlets)
Field survival kit 1 Meteorite Heart + ~500 Basic Building Material in your pack lets you drop a base core, a shell and an airlock anywhere and ride the wave out -- the community-standard answer to "do I have to run home every wave?" (Steam threads "Hiding from the rupture?" and "I am already sick of the heatwave mechanic.") CONFIRMED as community consensus, named threads
Frequency complaints An active Steam discussion asks Creepy Jar to lower the solar-heat-wave frequency and replace some with an electromagnetic storm -- cadence is contentious and a likely future balance target REPORTED (named thread)
Wave count in save EnviroWave*.numWaves -- 44 waves survived in the 51-hour reference save, a rough field cadence of roughly one wave per hour of play GROUND TRUTH + INFERRED

Save-side model of the wave system (GROUND TRUTH, docs/ref/shadow-install.md section 6.1):

Save key Meaning
EnviroWave / EnviroWaveTimer / EnviroWaveEffects current wave, stage and timing
waveSpeed the wave travels -- it is not an instantaneous global flip
heatWaveRegionTransform the wave has a spatial region transform, i.e. a moving front across the map
preWaveDuration the warning window
fire-wave / burning / fading fadeout timers the three post-event phases (burn -> heat -> cooldown)
moon-phase growback, regrowth vegetation regrows on a moon-phase / post-wave schedule
nextWaveTimer, numWaves cadence and lifetime counter
Effect flags sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant Per-wave world toggles: sulphur becomes extractable or inert, enemy spawners switch on and off, water evaporates, and hazardous plants (poison ivy, aggressive plant) are hidden or shown

Two of these flags close a loop with the guides: Sulphur's extractor can only be placed after a rupture, when temperatures drop -- that is sulfurActive. And abandoned bases are best looted right after a wave -- that is enemySpawnersActive cycling. CONFIRMED by cross-reference.

10.2 Enemy repopulation and migration#

Fact Confidence
Enemies respawn after wave cycles everywhere except fully explored/cleared outposts -- a cleared abandoned base stays cleared, but the open world repopulates each cycle CONFIRMED (reputable outlet)
Enemy spawning is driven by MassEnemySpawnSubsystem plus the MassEnemyAI plugin (Unreal Mass Entity crowd AI), built for large swarms GROUND TRUTH
Enemy roster (from the Supporter Pack avatar set, which doubles as a creature roster): Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer, collectively called Vermin GROUND TRUTH + CONFIRMED (soundtrack track 11 "The Vermin"; guides use "Vermin")
Wildlife (non-hostile fauna) is an announced Early Access roadmap item, and Content/Chimera/Animals (273 assets) plus Items/AnimalsLoot already ship -- some fauna exists or is staged CONFIRMED (roadmap) + GROUND TRUTH
Migration as a modelled system: UNVERIFIED. Nothing in the save or the sources indicates creatures relocate between regions over time; what exists is cyclical respawn UNVERIFIED

10.3 Infection / corruption spread#

Fact Confidence
An infection system ships: Content/Chimera/Infection (441 assets) with BP_AlienObeliskSpawner, DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, infection clouds, a monolith, summoner-pulse and wave-summon FX GROUND TRUTH
Buildings can become infected: per-building Mass fragments CrBuildingInfectionFragment and CrAlarmFragment; GameStateData.infectionActors tracks live infection instances (0 in the reference save) GROUND TRUTH
Base attacks are a distinct state machine: BaseSiteAttackData with baseAttackState, wave counters, alienObeliskPosition, the attacked base core and its bounds, and lastAttackedCoreLevel -- i.e. an alien obelisk spawns near your base and drives a siege, scaled by base-core level GROUND TRUTH
Whether infection spreads across terrain (a creeping corruption layer) versus only attaching to structures UNVERIFIED -- the asset names support either reading; no guide covers it
CrIvySubsystem (with the hidePoisonIvy / hideAggressivePlant wave flags) implies a growing hazardous-plant layer that responds to the wave cycle GROUND TRUTH + INFERRED

10.4 Night, weather and seasonal content#

Question Answer Confidence
Day/night cycle Exists -- SkyCreatorPlugin (sky/weather) ships and the wave system references moon phase growback GROUND TRUTH / INFERRED
Is night specifically dangerous? UNVERIFIED. No source found makes night itself a hazard. The danger clock in StarRupture is the Rupture wave, not nightfall. Do not assume a night-danger mechanic
Weather Content/Chimera/Weather (135 assets) ships; no guide describes discrete weather events GROUND TRUTH / UNVERIFIED player-facing
Seasonal / limited-time events None found. No Halloween, winter or anniversary event has been announced in any StarRupture Steam news item located in this pass. State this as "no seasonal content as of v0.2.8" CONFIRMED-by-absence (weak)
Frost Wave A second wave type planned for 1.0, arriving with a new biome -- the cold counterpart to the heat wave. The build already contains CRC_WaveFreezer CONFIRMED (roadmap) + GROUND TRUTH

11. Patch history relevant to the world (v0.1.0 -> v0.2.8)#

Version Date World-relevant change
Early Access launch 2026-01-06 Arcadia-7 inner region; map locked behind Moon Energy Corp; Geo Scanners; 7 known abandoned bases / 11 blueprints; Rupture cycle
Hotfix 0.1.2 Jan 2026 stability
UPDATE 1 (CU1) 2026-04-09 Increased map size; new unlockable zones; new points of interest; new resources Powerium + Goethite; Ziplines; Development Station; Compounder and higher-tier buildings; 40+ new items and recipes; completing the Forgotten Engine now removes the radiation border; all corporation levels reset to 1 with prior progress refunded as Data Points
Hotfix 0.2.2 2026-04-22 progression-rollback and multiplayer-sync fixes after Update 1
Hotfix 0.2.3 2026-05-04 buildings on Supported Platforms keep their stability
Hotfix 0.2.4 2026-05-06 two common crashes
Hotfix 0.2.5 2026-05-18 autosave interval option; lowered platform stability costs for bigger constructions (affects how far and high you can build out over terrain)
Hotfix 0.2.6 2026-06-02 crashes on larger bases and dedicated servers
Hotfix 0.2.7 2026-06-11 dialogue no longer skipped for the client when the host is far away (a co-op exploration-range fix)
Hotfix 0.2.8 2026-06-17 crash on exit on NVIDIA RTX 40/50 series. Current build.

Hotfix dates above were read from the official Steam news feed on 2026-08-22 (they were previously approximate). No content update has shipped between 0.2.8 (2026-06-17) and the anchor date (2026-08-22) -- the world has been stable for roughly two months. The only newer Steam news items are non-patch posts: Developer Blog June 2026 (2026-06-19, Update 1 retrospective plus an Update 2 preview) and Developer Blog August 2026 (2026-08-05, building-mode quality-of-life -- automatic pillar placement, build-menu search, UI work). Neither ships or announces any world, map or biome change. Update 2 is in development with no announced date. The local depot's 2026-08-16 timestamp reflects a re-push or DLC touch, not a new game version: the save .met sidecars still report {major: 0, minor: 2, pATCH: 8}.


12. First-party extraction leads (for building our own map data)#

Since no trustworthy community map exists, these are the routes to authoritative world data. All identifiers below are internal asset names, never in-game display names.

Goal Where to look
Real biome names / POI display names .locres string tables (71 files) inside pakchunk0-Windows.utoc; open with FModel or retoc (containers are unsigned, no encryption key logged)
POI transforms Content/Chimera/Maps/ChimeraMain World Partition streaming cells; Maps/AbandonedBases, Maps/Caves, Maps/ForgottenEngine sub-levels
Live POI markers for a given save GameStateData.pointOfInterestMarkerActors (11 in the reference save)
Antenna / Geo Scanner set AntennasData.antennas[] (19 in the reference save)
Deposit and gatherable positions plus depletion GatherableSpawnersSubsystem (PCG seed, depleted and permanently-depleted entries with world locations, waveStagesToRespondTo); Mass.foundableEntitiesSpawnData; Items/ResourceDepositsIcons for map iconography
Wave model constants EnviroWave / EnviroWaveTimer / EnviroWaveEffects in the save; Content/Chimera/EnviroWave (369 assets) plus Weather (135)
Zone unlock state RadiationBorders.level; MegamachinesSubsystem.megamachineDatas
Infection / siege state GameStateData.infectionActors, BaseSiteAttackData (including alienObeliskPosition)

Gaps & Unverified#

Could not be established

  1. Absolute map size. No official km2 or dimension figure exists; no credible community measurement found. Every number on fan sites is uncited.
  2. In-game biome names. No official source names a single biome. The names circulating ("Starting Plains", "Fungal Forest", "Volcanic Biome", "Crystal Caverns") appear only on suspected AI-generated SEO sites and should be treated as fabricated until a .locres extraction or an official post says otherwise.
  3. Post-Update-1 outer-region content roster. The new abandoned bases, antennas, caves and POIs beyond the radiation border are confirmed to exist but none are named or located in any source reached in this pass. This is the single largest hole in the domain.
  4. Powerium and Goethite specifics. Confirmed as Update 1 resources with a dedicated Goethite Laser Drill; exact deposit locations, visual cues, yields and downstream recipes are unknown.
  5. Geo Scanner census. Total count, exact reveal radius (only "~350 m" from one source), and whether all antennas are scanners. The 19 antennas in the reference save is the best hard number.
  6. Coordinates and custom waypoints in the map UI. No source found either way.
  7. Vehicles. No evidence of any driveable vehicle in v0.2.8; "new map travel mechanics" is an unscheduled roadmap item. Marked probably-absent, not proven-absent.
  8. Climbing, swimming, water traversal. Undocumented.
  9. Night as a hazard. Undocumented -- do not assume it exists.
  10. Creature migration. No evidence of a migration system; what exists is post-wave respawn.
  11. Whether infection spreads across terrain versus only attaching to player structures.
  12. Deuterium, acid, and the WaveFreezer / WaveSmelter stations. These exist in the shipped content catalog but have zero guide coverage; their world sources are unknown.
  13. Impure / Pure ore recipe variants imply node purity tiers -- inferred from asset names only, never confirmed in play.
  14. Fandom wiki state. starrupture.fandom.com returns HTTP 402 to automated fetching; its currency and quality were not assessed.
  15. Steam community guide contents. Steam rate-limited fetches during this pass, so the WIP blueprint-locations guide (sharedfiles/filedetails/?id=3648001810) was seen only in search snippets.
  16. Seasonal / limited-time events. None found -- but "none found" here is absence of evidence, not a positive statement from Creepy Jar.
  17. Exact publication dates for several outlet guides could not be read from the fetched pages; era was inferred from whether they mention Update 1 content.
  18. 1.0 release date. No roadmap item has a date or a version number attached (re-verified 2026-08-22). The only official statement is the Steam store's "about a year" in Early Access -- an inferred ~2027 window. Treat any specific 1.0 date seen elsewhere as invented.
  19. Update 2 contents. In development as of the 2026-08-05 developer blog; only building-mode quality-of-life features have been previewed. No world, map or biome content has been announced for it.
  20. Which blueprints Update 1 moved. Update 1 states that some blueprints "have been moved to different locations" but names none, so the pre-Update-1 location column in section 5.2 carries unquantified staleness risk.

Where sources disagree

Question Value A Value B Which is current
Map unlock requirement Moon Energy Level 2, 300 Calcium via 3 OCLs (Into Indie Games) Moon Energy Level 3, 500 Calcium or 1500 Data Points (Game Rant, TheGamer) B -- RESOLVED. Re-verified 2026-08-22 against Game Rant and TheGamer independently; A is pre-Update-1
Power Cell cost for the Forgotten Engine 10 Electronics + 10 Chemicals = the per-unit craft cost at the Basic Item Printer 400 Electronics and Chemicals combined = the research/unlock cost RESOLVED 2026-08-22 -- not a conflict; both are correct at different stages
Map size versus Satisfactory "probably Satisfactory sized" "Nah, it's not that big. Satisfactory is huge." Both from the same pre-Update-1 Steam thread; Update 1 has since enlarged the map, so neither is current
Which wiki is canonical wiki.gg hosts the community wiki Fandom hosts a parallel wiki Neither is usable -- wiki.gg is dormant (81 articles, last signal Aug 2025), Fandom unassessed

Sources#

All accessed 2026-08-22.

First-hand / ground truth - C:/star-rupture/docs/ref/shadow-install.md -- local install and save-file inventory (v0.2.8, buildid 23761620, UE 5.6.1, content catalog, save schema)

Official - https://store.steampowered.com/feeds/news/app/1631270/?cc=US&l=english -- the Steam news RSS feed. Practical note: the human-facing store.steampowered.com/news/... pages render via JS and return only page chrome to automated fetches; the RSS feed does not and is the reliable route to news titles, dates and bodies. - https://store.steampowered.com/news/app/1631270/view/698772352667746350 -- "Developer Blog: August 2026", 2026-08-05 (building QoL; Update 2 preview) - https://store.steampowered.com/news/app/1631270/view/719034111861197606 -- "Developer Blog: June 2026", 2026-06-19 (Update 1 retrospective; Update 2) - https://store.steampowered.com/news/app/1631270/view/490464385050870875 -- "UPDATE 1 now available [what's new + patch notes]", 2026-04-09 (read via search snippets; direct fetch returned only page chrome) - https://store.steampowered.com/news/app/1631270/view/541135584198920980 -- "Update 1 Changes Overview" (read via the xpgained mirror and snippets) - https://store.steampowered.com/news/app/1631270/view/503976001435336748 -- "StarRupture UPDATE 1 - Announcement" - https://store.steampowered.com/news/app/1631270/view/715655143637386581 -- Hotfix 0.2.7 patch notes (2026-06-11) - https://store.steampowered.com/news/app/1631270/view/714528609564363487 -- Hotfix 0.2.6 patch notes - https://store.steampowered.com/news/app/1631270/view/659358246189924378 -- Hotfix 0.2.5 patch notes - https://store.steampowered.com/news/app/1631270/view/694260508207874075 -- Hotfix 0.2.4 patch notes - https://store.steampowered.com/news/app/1631270/view/694259874864824744 -- Hotfix 0.2.3 patch notes - https://store.steampowered.com/news/app/1631270/view/539978609968807952 -- "The World of Arcadia-7 Showcase" (pre-EA, May 2025) - https://store.steampowered.com/app/1631270/StarRupture/ -- Steam store page - https://creepyjar.com/en/new-name-starrupture/ -- Creepy Jar, game renaming announcement

Patch aggregation - https://patchbot.io/games/starrupture -- patch note index (used to enumerate 0.2.3 through 0.2.8) - https://steamdb.info/patchnotes/22674441/ -- Update 1 entry, 2026-04-09 (fetch returned HTTP 403; used via search-result metadata only) - https://xpgained.co.uk/patch-notes/starrupture-update-1-changes-overview-patch-notes-10th-april-2026 -- Update 1 changes-overview mirror

Community wikis (assessed for reliability) - https://starrupture.wiki.gg/ -- wiki.gg community wiki (assessed: dormant, 81 articles) - https://starrupture.fandom.com/wiki/StarRupture_Wiki -- Fandom wiki (HTTP 402, unassessed)

Steam community - https://steamcommunity.com/app/1631270/discussions/0/695376132937183971/ -- "How large is the map?" - https://steamcommunity.com/app/1631270/discussions/0/695375795020923055/ -- "I am already sick of the heatwave mechanic." - https://steamcommunity.com/app/1631270/discussions/0/695375795021142695/ -- "Hiding from the rupture?" - https://steamcommunity.com/app/1631270/discussions/0/695375725078786641/ -- "Lower the solar heat wave eruption frequency, replace with electromagnetic storm instead?" - https://steamcommunity.com/app/1631270/discussions/0/764059674954748567/ -- "Radiation Zone & External Zones" - https://steamcommunity.com/app/1631270/discussions/0/695375795021113420/ -- "Forgotten Engine" - https://steamcommunity.com/app/1631270/discussions/0/604163526655782941/ -- "geo scanner" - https://steamcommunity.com/sharedfiles/filedetails/?id=3648001810 -- Guide: "StarRupture Blueprint Locations: Where to Find Every Recipe Unlock (WIP 2026)" (rate-limited; snippet only)

Press and guides - https://www.thegamer.com/starrupture-beginner-tips-tricks-how-to-unlock-map-weapon/ -- world, map unlock, fog of war, Rupture, shelter rules - https://www.thegamer.com/starrupture-ore-locations-where-to-find-extract/ -- ore locations (pre-Update-1 data set) - https://www.thegamer.com/starrupture-abandoned-base-location-walkthrough-guide/ -- abandoned-base roster and blueprint table - https://www.thegamer.com/starrupture-forgotten-engine-entrance-walkthrough-fast-travel-teleporter-location/ -- Forgotten Engine location, interior, teleporter reward - https://gamerant.com/starrupture-how-to-unlock-map-geo-scanners/ -- map unlock, Geo Scanner radius and Vermin waves - https://gamerant.com/starrupture-where-find-all-ore-locations/ -- ore locations - https://gamerant.com/starrupture-how-to-get-sulfur/ -- sulphur fields and extractor gating - https://gamerant.com/starrupture-best-places-build-base-resources-location/ -- regional base-site descriptions - https://gamerant.com/starrupture-roadmap-explained/ -- roadmap - https://intoindiegames.com/walkthroughs/tips-tricks/starrupture-how-to-unlock-the-map/ -- earlier map-unlock requirement (Level 2 / 300 Calcium) and the first Geo Scanner - https://intoindiegames.com/walkthroughs/tips-tricks/starrupture-complete-guide-on-how-to-enter-the-world-engine/ -- World / Forgotten Engine walkthrough - https://insider-gaming.com/starrupture-early-access-roadmap/ -- full Early Access roadmap including Frost Wave and the new biome at 1.0 - https://www.thesixthaxis.com/2026/01/06/starrupture-roadmap-released-as-game-launches-into-early-access-today/ -- EA launch date and roadmap - https://gamedaily.com/news/starrupture-sets-early-access-landing-for-january-6-2026 -- EA release date - https://www.gamewatcher.com/news/StarRupture-early-access-roadmap-2025 -- roadmap - https://techraptor.net/gaming/guides/starrupture-starter-guide -- starter guide (HTTP 403; used via search snippets) - https://nerdschalk.com/starrupture-how-to-complete-geo-scanner-survey/ -- Geo Scanner survey (snippet) - https://www.gamenero.com/starrupture-map-guide/ -- map and Geo Scanner guide (HTTP 403; snippet only) - https://metaforge.app/starrupture/starrupture-blueprint-locations-guide -- "All Blueprint Locations [Updated for UPDATE 1]" (snippet only) - https://gmtreks.com/starrupture/map/arcadia-7 -- GameTrek interactive map (catalogued, not verified) - https://www.gematsu.com/2025/05/starrupture-the-world-of-arcadia-7-showcase-gameplay -- Arcadia-7 showcase coverage - https://www.gamersheroes.com/gaming-news/starrupture-arcadia-7-world-showcase-released/ -- Arcadia-7 showcase coverage - https://gamespace.com/featured/starrupture-early-access-review-another-planet-another-factory-to-build-another-sleepless-night/ -- Early Access review (world framing) - https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/StarRupture -- premise (four convict Pioneers, Arcadia-7)

Low-trust, catalogued for awareness only -- data NOT imported - https://www.starrupture.org/base/map - https://starrupturewiki.com/map-guide - https://starrupture.net/database/resources/ - https://starruptureplanner.com/map - https://gamemappers.com/starrupture-interactive-map/ - https://www.lootbar.com/blog/en/starrupture-map-guide-best-secret-areas.html - https://www.xmodhub.com/info/xmod-blog/starrupture-resource-map-mining-locations-biomes/

13

Strategy, Optimization & Build Doctrine

Version anchorStarRupture Early Access v0.2.8 ("Hotfix 0.2.8", released 2026-06-17) -- the newest public build as of 2026-08-22, re-confirmed against the Steam news feed (ISteamNews/GetNewsForApp for app 1631270: the newest post is Developer Blog August 2026, 2026-08-05; the newest patch post is Hotfix 0.2.8, 2026-06-17) [confirmed]. Cross-checked first-hand against the local install: Steam buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, save .met gameVersion {0,2,8}, UE 5.6.1 (docs/ref/shadow-install.md). Content Update 1 (0.2.0, 2026-04-09) is the current content baseline; Update 2 is in development (dev blogs 2026-06-19 and 2026-08-05) and is not in the shipped build.
18 claims checked18 corrections12 unverifiedverifier verdict

The doc is now substantially more reliable: its version anchor is independently re-confirmed, the whole build timeline is date-verified from the Steam Web API news feed, and the single most damaging stale claim -- that the Forgotten Engine unlocks the Teleporter -- has been corrected along with the Development Station's function, the corporation count/names/Map level, and three overstated "[confirmed] consensus" labels that were really single-source or contradicted. What remains unreliable is bounded and clearly marked: all per-level corporation reward numbers predate Update 1's rollback, the Base Core cooling table and turret/generator stat figures are still SEO-sourced or unretrievable, and the rupture countdown timings are now flagged as doubted rather than reported as fact.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

This document is the strategy layer of the corpus: what to do, in what order, and why, at v0.2.8. StarRupture is a first-person survival/factory hybrid on Arcadia-7 where a periodic planet-scale "rupture" (the enviro-wave system) forces you off the surface into a sealed shelter, and where logistics are pull/demand-based drone rails, not push conveyors -- two facts that make most Satisfactory/Factorio instincts wrong here. Because the title has shipped thirteen public builds in seven months (0.1.0, 0.1.1, 0.1.2, 0.1.3, Technical Hotfix 0.1.3, 0.2.0, and hotfixes 0.2.1-0.2.8; dates verified from the Steam news feed) confirmed, almost every strategy claim in circulation is version-sensitive; the largest single break is Update 1, which made power generation produce heat and folded formerly Quartz-gated buildings into the Base Core's Overheat Capacity, invalidating every pre-April power-farm layout. Everything below is labelled confirmed (official or wiki plus a second source), reported (single credible source), inferred (derived from the local install or save data, reasoning stated), or UNVERIFIED. Where a claim comes from a launch-window (0.1.x) article it is tagged as such rather than presented as current -- that is the single most common way strategy corpora for this game go stale.


1. Confidence and version labelling used in this doc#

Label Meaning
confirmed Official source (Steam news / Creepy Jar) or a wiki/database plus a second independent source agree
reported One credible source only (a named Steam thread, a named article, a named guide)
inferred Derived by me from the local install / save-file inventory in docs/ref/shadow-install.md; reasoning given inline
UNVERIFIED Circulating claim I could not corroborate, or a number sourced only from an auto-generated SEO site
[0.1.x] Claim comes from a launch-window (January 2026) source and predates Update 1; may be stale
[0.2.0+] Established at or after Update 1 (2026-04-09)

A hard warning about sources for this game: a large ring of near-identical, likely machine-generated "StarRupture guide" domains exists (starrupture.net, starrupture-game.org, starruptureplanner.com, starrupturewiki.com, starrupturewiki.org, starrupture.org, holy.gg, metaforge.app, and others). They surface high in search and quote confident numbers with no provenance. Nothing sourced only from those domains is treated as confirmed in this document. Named Steam threads, Steam guides by named authors, Creepy Jar's own posts, and the local install are the trustworthy tiers.


2. Version timeline -- what changed, and what your strategy notes should be tagged with#

Version Date Strategy-relevant content Confidence
EA launch (0.1.0) 2026-01-06 Early Access release on Steam; launch roadmap published 2026-01-08 confirmed
0.1.1 hotfix 2026-01-09 Launch-week stability confirmed -- Steam news
0.1.2 hotfix 2026-01-16 Hotfix confirmed -- Steam news
0.1.3 hotfix 2026-01-30 Chinese localization fixes (tutorial readability, fonts, missing lines) confirmed -- Steam news
Update 1 PTB 2026-03-25 Public Test Branch opened; cooling/heat rework tested; power generators given heat output. Same-day Technical Hotfix 0.1.3 disabled loading PTB saves on the live build; PTB Hotfix 1 on 2026-04-01 adjusted build costs and energy consumption confirmed
Update 1 (0.2.0) 2026-04-09 Larger map, new zones/POIs, 2 new resources -- Powerium (Oil Extractor -> Refinery) and Goethite (Laser Drill -> Pyro Forge); 9 new buildings (Oil Extractor, Laser Drill, Refinery, Pyro Forge, Constructorizer, Facturer, Chemical Generator, Roundabout Rail Connector, Recycler); 6 higher-tier buildings (Compounder v2, Fabricator v2, Furnace v2, Ore Excavator v2, Orbital Cargo Launcher v2, Constructorizer v2) plus Large Personal Storage and Large Habitat; Ziplines; Development Station; 40+ new items and recipes; all corporation levels rolled back to L1 with prior progress refunded as Data Points; Teleporter moved from a Forgotten Engine reward to a corporation-level unlock; Walkway and Dash moved behind corporation levels; Pistol became craftable instead of a corporation reward; completing the Forgotten Engine now removes the radiation border confirmed -- Steam news, UPDATE 1 + Update 1 Changes Overview
0.2.1 2026-04-16 Stability during building deconstruction and Fire Wave events; co-op recipe sync confirmed -- Steam news
0.2.2 2026-04-22 Progression-rollback fix, multiplayer sync reported
0.2.3 2026-05-04 Stability fixes for supported platforms and foundation placement reported
0.2.4 2026-05-06 Co-op base-attack save crash fix reported
0.2.5 2026-05-18 Autosave interval option added; platform stability costs decreased for larger constructions reported
0.2.6 2026-06-02 Crash approaching larger bases; dedicated-server load; save-file-size crash reported
0.2.7 2026-06-11 Deconstruction crash; co-op dialogue skipping reported
0.2.8 2026-06-17 Crash on exit, NVIDIA RTX 40/50 series confirmed
Dev Blog June 2026 2026-06-19 Update 2 preview: building parameter copying, drone roundabout overhaul, multi-deconstruction, construction without platforms confirmed
Base Building Basics Pt.2 2026-06-25 Official video: stability principles, drone systems, resource gathering confirmed
Dev Blog August 2026 2026-08-05 Update 2 preview: "Add Pillars", automatic pillar height adjustment, search bars for buildings/storage, custom map names for teleporters, abandoned-base completion guides confirmed
1.0 2027 (planned) Steam EA FAQ: "plan to make StarRupture stay in Early Access for about a year from its initial release", projected full release 2027 confirmed -- Steam store page, 2026-08-22

Doctrine consequence: the two heaviest doctrine changes both landed in Update 1 -- the heat economy (section 7) and the stability economy (relaxed further in 0.2.5). Any guide written in January 2026 that tells you to carpet a hillside in wind turbines, or that quotes stability costs, is describing a game that no longer exists. Verify power/heat and stability numbers in-game at 0.2.8 before committing a layout.


3. The strategic clock: what actually paces a StarRupture run#

Three independent clocks run simultaneously. Optimizing one while ignoring the others is the most common structural mistake.

Clock Driver What it forces Confidence
Rupture / enviro-wave cycle Ruptura periodically detonates and incinerates the surface Be sealed inside a shelter on time; surface work must fit between waves; the world partially resets around you confirmed
Corporation / export economy Orbital Cargo Launcher deliveries + Data Points Continuous production is what buys tech; idle launchers are the real throughput loss confirmed
Infection / base-attack state machine Alien obelisks and spawner clouds; separate from the rupture Static defense around Base Cores, and offensive obelisk clearing confirmed

Critical disambiguation confirmed: the in-game "wave incoming" warning refers to the solar/rupture hazard, not a bug attack -- stated by Gensoukyou1337 in the Steam "Things I wish I knew sooner" thread and consistent with the save-file structure, where EnviroWave / EnviroWaveTimer and BaseSiteAttackData are two entirely separate subsystems with their own state machines (docs/ref/shadow-install.md §6.1) inferred, corroborating. Players who read "wave" as "attack" build the wrong response and die outside.

3.1 Rupture cadence -- an actual measured number#

Community sources describe the cycle qualitatively but not numerically. From the local save (Praxis/9.sav, v0.2.8) inferred:

Metric Value Derivation
Waves survived 44 (numWaves) save field
World time elapsed 150,870 s = 41.9 h worldTimeSeconds
Mean interval between waves ~3,429 s ≈ 57 minutes of world time 150,870 / 44
Inter-wave timer at save 1,476 s (~25 min) remaining, state wave: None nextWaveTimer
Real playtime for those 44 waves 183,962 s = 51.1 h playtimeDuration

Treat ~55-60 minutes of in-world time per rupture as the working planning number at 0.2.8, single-playthrough sample, average across the whole run. The wave system exposes tunables (waveSpeed, preWaveDuration, fire-wave/burning/fading fade-outs, moon-phase growback, regrowth) so the interval is very unlikely to be a flat constant -- UNVERIFIED whether it scales with progression, moon phase or wave count.

3.2 Wave effect flags (what a rupture actually does to the world)#

From the save's EnviroWaveEffects block inferred, install-derived: sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant. Separately, GatherableSpawnersSubsystem stores depleted vs permanently depleted gatherables plus a waveStagesToRespondTo field -- i.e. surface gatherable regrowth is keyed to wave stages, which is the mechanical substrate under the widely repeated claim that ruptures "redistribute resources" [0.1.x claim, GameRant]. The install data confirms a wave-driven respawn mechanic exists; it does not confirm that ore deposits themselves move. Treat "the rupture moves your ore nodes" as UNVERIFIED; "the rupture regrows/reshuffles surface gatherables and toggles water/sulfur/spawner states" is inferred-confirmed.


4. Opening playbook (first hour, v0.2.8)#

4.1 Order of operations#

# Action Why Confidence
1 Pick any of the four characters (Scientist / Soldier / Medic / Engineer -- packaged as PD_Scientist, PD_Soldier, PD_Medic, PD_Engineer) Classes are mechanically identical -- GameRant: "in terms of gameplay, every character is the same", "all characters can do pretty much anything". There is no class/skill system to optimize [confirmed -- GameRant text re-read 2026-08-22 + install profession assets]
2 Cover the survival meters: food, water, toxicity The loop is meters first, then mining, then processing, then export confirmed
3 Scout from height before you commit Elevation changes placement perspective and reveals terrain obstacles; but build on flat ground, not on the hill you scouted from confirmed -- two independent guides
4 Place the Base Core, then the Habitat with an Airlock The Base Core defines the operational zone and carries the cooling budget; the Habitat is your rupture shelter confirmed
5 One Ore Excavator on Titanium, one on Wolfram The two starting ore chains; matches the recipe set actually unlocked early (CR_TitaniumSheet/Beam/Housing, CR_WolframPlate) confirmed + install-corroborated
6 At least two Smelters, railed from the excavators Minimum viable bar production reported, 0.1.x -- TheGamer
7 Orbital Cargo Launcher(s) feeding contracts Exports are the progression currency confirmed
8 Solar Generator for power First power source, and thermally the cheapest opener post-U1 confirmed
9 Analyzing Station running for Data Points Data Points unlock recipes; see §6 confirmed
10 Never leave base with idle launchers "Never leave base without active commissions" is the single most repeated efficiency rule confirmed

4.2 Base siting#

  • Flat ground beats node proximity -- this is the corpus's synthesis, not a source consensus. Sources actually disagree: TheGamer's launch-window base-building guide recommends siting the first base "very near the launch site, where you will find Titanium and Wolfram ore excavation spots" (i.e. node proximity), while GameRant sends you east past the crater to a lake shore for flat buildable area. The flat-ground argument rests on rails being long and cheap (§9), which is mechanically sound, but do not cite it as "two guides agree" inferred; sources split.
  • A frequently cited concrete site is the north shore of the lake east of the starting crater -- GameRant: "Move to the east from the starting location, passing the crater and sulphur deposits. Keep going east until finding a small lake ... just on the north side of this lake" confirmed as GameRant's recommendation, 0.1.x. Update 1 enlarged the map and added zones, so this is a launch-era recommendation that is probably still fine but is no longer the only good option UNVERIFIED at 0.2.0+.
  • Bases are cheap to redesign -- deconstruct rails and machines freely as tiers unlock. Do not over-plan your first base; plan your second one confirmed.

4.3 The pocket-base kit (the highest-value early habit)#

Carry, at all times: 1 Meteor Heart (deploys a Base Core) and ≥100 Basic Building Material (Shelter + Airlock) confirmed -- repeated across multiple guides. If a rupture warning fires while you are far from home you drop a core and a sealed box and survive instead of losing the run's progress. This also doubles as the standard method for clearing distant scanners/POIs: drop a temporary base with sentry guns for fire support while you work reported -- OldGamerDude, Steam.

4.4 What to automate first#

Consensus ordering confirmed across GameRant, TheGamer, Steam threads:

  1. Ore -> Smelter -> Launcher (the export loop that pays for everything).
  2. Data Point generation (Analyzing Station) -- it gates recipes, and recipes gate everything else.
  3. Storage Depots on excavators to stop upstream stalls while you are away.
  4. Only then: intermediate fabrication (plates/sheets/housings) and the personal-quality-of-life chain (food processing, meds).

5. Surviving ruptures and star events#

5.1 The warning ladder#

Stage Behaviour Confidence
Two "Wave Warning" messages Advance notice; time to stop what you are doing and move reported
~15-second countdown Final approach reported
Final window ~5 seconds to be inside a sealed structure reported
Rupture Surface is incinerated; anyone outside a sealed building dies confirmed
Aftermath Outside air temperature stays lethal after the event and decays gradually -- do not walk out immediately confirmed

The 15 s / 5 s figures come from one source family and should be verified in-game; the existence of a two-warning ladder and a short final window is corroborated. Note that Destructoid's dedicated eruption guide declines to give any countdown at all ("it's impossible to keep a countdown"), so the 15 s / 5 s numbers remain UNVERIFIED and should not be used as a hard design constant. The post-wave heat window is the underrated killer -- more players die stepping out early than die to the wave itself, per guide consensus.

5.2 Valid shelters#

Three sealed locations are named reported: your Habitat (with Airlock), the starting ship/Lander, and the interior of the Forgotten Engine / World Engine. Any Habitat you have built with an airlock counts, which is why the pocket-base kit works. Destructoid's eruption guide states more broadly that "any closed shelter" works, with the habitat "the best choice" reported -- Destructoid, second source. Still UNVERIFIED in the strict sense: whether every enclosed player-built structure counts or only airlocked Habitat modules; the install shows a dedicated Airlock building folder and a BP_Airlock_C actor, consistent with the airlock being the seal-defining component inferred.

5.3 Rupture-proof design patterns#

  • Shelter placement: put the Habitat centrally, inside the machine cluster, not on the perimeter. The final warning window (short, exact length UNVERIFIED) is a hard radius constraint on how far your farthest routine work can be from a door.
  • Redundant shelters: every remote mining outpost gets a Base Core + Habitat + Airlock; this is the same kit as §4.3 but permanent. Multiple Base Cores across the map are explicitly supported confirmed.
  • Habitat verticality: the commonly shared layout is three levels -- L1 stations and personal storage, L2 bulk storage, L3 an observation deck with windows to watch the wave reported, 0.1.x -- TheGamer. TheGamer states "a maximum of three" levels was available at launch; Update 1 added a Large Habitat upgrade confirmed -- Steam news, so the three-level ceiling is very likely stale -- UNVERIFIED at 0.2.0+.
  • Do your ruin/POI looting during the recovery phase after a wave, not during active spawning: outside the recovery window the bugs respawn continuously confirmed -- Steam thread, multiple posters. Corollary warning from the same thread: when the recovery phase ends, multiple packs respawn simultaneously -- be out or be ready.

6. Corporations, Data Points and research order#

Progression is not a tech tree you climb alone -- it is six corporations you level by delivering exported goods or spending Data Points, each level unlocking buildings/recipes.

6.1 The corporations#

Corporation (display name) Save/asset id Notable unlocks cited Confidence
ClayWood (Training corporation) CD_StartingCorp L1: Orbital Cargo Launcher, Solar Generator V1, Basic Platforms confirmed -- GameRant, 0.1.x
Future Health Solutions CD_FutureCorp L1: Advanced Habitat Modules, Advanced Platforms; later Regeneration Chamber confirmed -- GameRant, 0.1.x
Selenian Corp CD_SelenianCorp L1: Base Core, Item Printer, Ore Excavator, Smelter, Habitat; Fabricator at L2; later Helium-3 / Sulfur Extractors confirmed -- GameRant x2, 0.1.x
GriffithsBlue / "Griffits Blue" CD_GriffithsCorp L1: Platforms, Platform Modules; L2 your first proper weapon; later Equipment Upgrade Station, defence turrets confirmed -- GameRant x2, 0.1.x
Moon Energy CD_MoonCorp L1: Solar Generator V1, Analysis Station; Map at L3; Wind Turbines confirmed -- GameRant x2, 0.1.x
Clever Robotics CD_CleverCorp L1: Corporate Terminal, Orbital Cargo Launcher, Rail; L2 Personal Storage; Building Drone at L4 confirmed -- GameRant x2, 0.1.x

Version note: the "five corporations" figure that circulates is wrong -- GameRant's launch-window beginner guide itself enumerates six, matching the six corporation records in the v0.2.8 save. CD_FutureCorp -> "Future Health Solutions" is now corroborated by the display name in that guide (it is no longer the weak link in the mapping); the remaining ids map by obvious name-stem. Level ceilings observed live in the 0.2.8 save: Starting L5 (maxed), Future L6, Selenian L6, Griffiths L5, Moon L4, Clever L5 inferred, one save.

Update 1 reshuffled this table and every level-to-unlock pairing above is launch-era confirmed -- "Update 1 Changes Overview", 2026-04-10. Concretely, at 0.2.0+: all corporation levels were rolled back to Level 1 and prior progress was refunded as Data Points to redistribute at the Corporate Terminal; the Teleporter moved from a Forgotten Engine reward to a corporation-level reward; Walkway and Dash, previously available from the start, were moved behind corporation levels; and the Pistol stopped being a corporation reward and became craftable at the Equipment Upgrade Station. Treat the per-level unlocks above as which corporation owns which system, not as current level numbers.

6.2 Data Point doctrine reported -- and sources partly disagree#

Correction to the older version of this section: the "recipes always first" rule is not consistent across sources. GameRant's corporation guide recommends the opposite ordering early -- spend Data Points on corporation levels while they are cheap, because "initial levels are relatively cheap", and only save Data Points for recipe unlocks once level costs rise. The synthesis below is the reconciled reading; item 1 is now stated with that caveat.

  1. Once corporation levels stop being cheap, Data Points go into recipe research. They are the only currency that unlocks recipes for research; early on, when levels cost little, buying the cheap L1-L2 rewards outright is the better use reported -- GameRant.
  2. Do not spend Data Points accelerating contracts while unresearched recipes remain -- that is the ordering error every source agrees on reported.
  3. Level corporations primarily by exporting materials -- slower per unit of attention, but it is the sustainable channel and it runs while you are away.
  4. Early levels are cheap; get everything to L2 first before deep-diving any single corp reported, 0.1.x -- GameRant.

6.3 The consensus early research route#

The most-repeated route: get every corporation to L2 first (those levels are cheap and cover the baseline features), then Moon Energy L3 for the Map, Selenian L2 for the Fabricator, GriffithsBlue L2 for your first proper weapon if fauna is killing you, and Clever Robotics L2 for Personal Storage when inventory pressure becomes the bottleneck. The Map is described as an "absolute must-have" and is the single most-recommended early unlock in the game. Map level resolved: Moon Energy Level 3 -- both GameRant articles state L3; the "L2" reading in circulation is not supported by either retrievable source confirmed, 0.1.x -- GameRant beginner guide + corporation guide. All of this predates Update 1's corporation-level rollback, so re-check the level numbers in-game at 0.2.8.

6.4 Blueprint-gated recipes -- the structure most guides miss#

The save distinguishes unlockedRecipes[] from lockedRecipes{}, where each locked entry maps a recipe asset to the specific blueprint item(s) required to unlock it (e.g. the Valve recipe requires I_ValveBlueprint) inferred, install-derived. Live counts at 51 h of play, v0.2.8: 15 unlocked, 140 locked. Practical consequence: research alone does not open the tree -- a large majority of recipes are gated behind physical blueprint items you must find in the world (blue loot boxes in abandoned ruins, POIs, the satellite chain). Exploration is therefore a production activity, not a side activity, and "I'm stuck, nothing new to research" almost always means "go loot ruins", not "export more".


7. Power, heat and cooling (the Update 1 doctrine break)#

This is the section where pre-April 2026 advice is actively harmful.

7.1 What Update 1 changed confirmed -- Creepy Jar statement quoted in the PTS thread#

  • "Buildings that previously could only be built by spending Quartz are now added to the Base Core Overheat Capacity" -- i.e. a formerly currency-gated class of buildings became thermally accounted.
  • Power generators now generate heat. Before U1, Wind Turbine v2 produced 2,000 power and 0 heat; after, it produces ~1,000 power for 250 heat reported -- Steam PTS thread, March 2026.
  • Solar v2 reported at 1,000 power for 250 heat -- and explicitly described as unchanged by Update 1 reported -- same thread. Post-U1 the two v2 generators therefore have the same power-per-heat ratio; wind's advantage was removed, not solar's granted.
Generator Pre-U1 Post-U1 (0.2.0+) Confidence
Wind Turbine v2 2,000 power / 0 heat ~1,000 power / 250 heat reported
Solar v2 1,000 power / 250 heat (unchanged by U1) 1,000 power / 250 heat reported
Wind Turbine v1 -- ~200 MW each (from "15 turbines = 3,000 MW") UNVERIFIED (SEO-domain only)
Defence Turret / Tower -- 50 power, 30 temperature UNVERIFIED (SEO-domain only)

Reported player impact from the same thread: one base went from 1,120 to 4,500 heat overnight and had to remove roughly 75-90 % of its wind turbines; another small starter base landed at 2,000 heat against a Base Core L1 capacity of ~2,500. Thread consensus was to strip excess turbines and add heat sinks / amplifiers rather than upgrade the Base Core reported.

7.2 The resulting doctrine confirmed by behaviour, numbers reported#

  1. Heat, not power, is the real build constraint after Update 1. Your Base Core's Overheat Capacity is the budget every powered building draws from.
  2. The fix for overheating is cooling capacity or a Cooler/Cooling Tower -- never another generator. Adding generation to solve a heat problem makes it worse.
  3. Keep headroom. The circulating rule of thumb is do not sit above ~95 % of cooling capacity; buildings fluctuate in temperature during operation and a zero-margin base browns out under load reported.
  4. Veteran adaptation: rather than immediately upgrading the Base Core, experienced players replaced wind-turbine farms with cooler/heat-sink farms -- same footprint, different building reported -- PTS thread.
  5. Solar early -- but not because it is thermally cheaper. Corrected: the PTS thread reports Solar v2 at 1,000 power / 250 heat unchanged, i.e. identical to post-U1 Wind Turbine v2. Solar is the sensible opener because it is a starter-corporation L1 unlock with no fuel chain, not because it has a better power-per-heat ratio. Any claim that solar is thermally cheaper than wind at equal tier is UNVERIFIED and contradicted by the only retrievable numbers.
  6. The install confirms the generator roster available at 0.2.8: Solar, Wind, Combustion, and "Chimeran" power generators, plus active and passive Cooler variants [inferred -- building-dirs.txt, docs/ref/shadow-install.md §5]. Update 1's patch notes list a Chemical Generator among the nine new buildings confirmed -- Steam news, which is most likely the display name of one of CombustionPowerGenerator / ChimeranPowerGenerator -- which one is UNVERIFIED. The Chimeran generator is presumed the alien/late-tier option; its output and heat are UNVERIFIED.

7.3 Base Core upgrades#

Base Core upgrade levels raise cooling/overheat capacity, with cost scaling per level; a dedicated Steam guide exists ("StarRupture Base Core Upgrade Guide: Cooling Capacity, Materials & Strategy" by the Base Core guide author) [confirmed it exists; contents not retrievable -- Steam's sharedfiles endpoint was rate-limiting during this research pass, see Gaps]. One data point: L1 upgrade takes capacity to ~2,500 heat for modest resources reported. The save also records lastAttackedCoreLevel, confirming core level is tracked per attack event inferred.


8. Production math -- how the community actually calculates ratios#

8.1 The canonical formula [confirmed -- Steam thread "How Do I interpret the production rates in buildings"]#

Every machine UI shows a gear icon with a count and a cycle time:

(items produced per cycle / cycle length in seconds) x 60 = items per minute

Worked example given in-thread: a display of x2 / 2s = (2 / 2) x 60 = 60 items per minute.

Rules that fall out of it, all confirmed from the same thread:

  • The gear number is output only. Input requirements are listed separately at the top of the machine panel.
  • A cycle consumes inputs and emits outputs simultaneously, as a batch -- there is no partial progress crediting.
  • A Smelter showing 0/2 Titanium Ore and x2 / 2s consumes 60 ore/min and emits 60 bars/min.
  • Input buffer buildup is a downstream symptom, not an upstream fault. Ore piling up in a smelter means the fabricator below it pulls fewer items/min than the smelter emits. In a pull system that is the correct, self-limiting behaviour -- do not "fix" it by adding more extraction.

8.2 Extractor : Smelter ratios#

There is no single canonical ratio, and asserting one is the classic error here.

Claim Value Confidence
Smelter consumes 2 ore per 2 s 60 ore/min reported -- Metalstorm, Steam ratio thread
Extractor output is set by deposit quality, shown in the Excavator panel (bottom-right) varies confirmed -- Steam ratio thread, multiple posters
A working player configuration 3 + 2 deposits feeding 6 smelters each with no shortage reported -- single player, Steam ratio thread
"1 fabricator per 2 smelters" rule of thumb -- UNVERIFIED (SEO-domain only)
"Pure ore yields 4x Impure" 4x UNVERIFIED (SEO-domain only)

Doctrine: size your smelter bank from the extractor's own tooltip, not from a remembered ratio. Read the extractor's items/min, divide by the smelter's consumption rate for that recipe, round down, and leave one slot of slack for quality variance. Multiple posters in the ratio thread admitted they had not noticed the ore-quality mechanic at all -- it is the least-known high-impact number in the game.

The install corroborates that ore quality is a first-class recipe concept: the packaged recipe assets include explicit Impure and Pure ore variants of the same recipe, plus device-specific variants (_MechanicalDrill, _MechanicalDrillTier2, _LaserDrill, _ItemPrinter, and _v2 revisions) [inferred -- recipe-assets.txt]. That means the same ore can have different recipes per extractor type and per purity, so a planner must key on (recipe, machine, purity), not on ore name alone. This is the single most important structural fact for the project's factory-planner track.

8.3 Scale of the recipe space (planner sizing, v0.2.8) inferred -- install manifest#

Dataset Count
Item classes (I_*) 363
Recipe assets (CR_*) 237
Crafting categories / machine types (CRC_*) 42
Building data assets (DA_*) 361
Building folders 116

Machine types present at 0.2.8 include: Analyzer, Assembler, Burner, ChemicalProcessor, Crafter (+Tier2), DecorFabricator, DeuteriumExtractor, DroneAssembler, Exporter, Extractor, Factory (+Tier2), FoodProcessor, Forge, Furnace (+Tier2), Hammer, ItemPrinter, LaserDrill, LiquidPumpExtractor, MaterialCrafter, MechanicalDrill (+Tier2), MilitaryAssembler, Pressurizer, Refinery, ResearchLab, Smelter, SulphurExtractor, Synthetizer (+Tier2), WaterExtractor, WaveFreezer, WaveSmelter, plus Forgotten-Engine-specific stations. These are internal identifiers, not confirmed display names -- "Exporter" is almost certainly the Orbital Cargo Launcher and "Analyzer" the Analyzing Station, but both mappings are inferred.

Note the pair WaveSmelter / WaveFreezer: buildings explicitly named for the enviro-wave system, implying machines that exploit rupture heat or suppress it. No community source describes them. Flagged in Gaps as a significant unknown.


9. Logistics doctrine: rails, drones and the pull system#

StarRupture does not have conveyor belts. It has rails carrying drones, and a pull/demand request system. Nearly every logistics mistake traces back to assuming push semantics.

Rule Detail Confidence
Pull, not push Machines create demands; drones fulfil them. "The factory uses a pull request system, not push-based conveyors" confirmed -- Steam tips thread (Illuminia) + Rail guide summary
Manual insertion causes backups Hand-loading materials into a machine that did not request them jams the flow reported -- Illuminia
One rail, many products "A single rail can supply multiple items from different sources to different destinations" -- rails are shared multi-cargo infrastructure, not per-item belts confirmed -- Rail &amp; Transport Guide description
Destination is bound at dispatch "When a resource leaves its origin it is given a destination, and if you delete that destination it will stall" confirmed -- stretch, Steam tips thread
Supported rails span distance Distant Ore Excavators and satellite bases connect back via supported rails confirmed
Floating rail connectors double as infrastructure Floating connectors and walkways give safe traversal across hazardous ground reported -- stretch
Storage Depots buffer excavators Depot at the source prevents extraction stalls reported, 0.1.x
Rail support height is adjustable A dedicated Steam guide exists ("Adjust rail support height" by ghostdivision) confirmed it exists

Deconstruction discipline confirmed: never delete a machine, depot or launcher that is currently the destination of in-flight cargo. Retire it in two steps -- stop its demands, let the network drain, then deconstruct. This is also the likely reason 0.2.7 needed a "deconstructing building crash" fix; be conservative around deconstruction on any build.

Coming in Update 2 (not in 0.2.8): drone roundabout overhaul and building parameter copying confirmed -- Dev Blog June 2026. Junction congestion is therefore a known-acknowledged weakness of the current build; do not over-engineer around it if Update 2 is imminent for your playthrough.

The install shows the network primitives: DroneRailT1, DroneJunction_4_*, and DroneLane_3/5_* in discrete length variants from 110 to 600 units, plus BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance, BP_RailDroneBase and DA_RailDroneConfig inferred. Practical read: rail segments are modular fixed lengths, so laying out on a grid whose spacing is a multiple of the available lane lengths avoids awkward stubs -- UNVERIFIED as in-game advice, but it is what the asset set implies, and it matches the "set production out in lines" guidance below.


10. Base-layout doctrine#

Pattern Rationale
Production in lines Lay chains out linearly rather than clustering ad hoc; keeps rail runs short and readable
Group by machine type Smelter banks together, fabricators together -- reduces walking and makes bank resizing trivial
Flat ground Terrain slope costs stability structure and placement time; being farther from nodes is fine because rails are cheap
Base Core placed defensively, off the main material flow The core is the attack target; it should not be in the middle of your traffic
Habitat central Rupture shelter radius constraint (§5.3)
Multiple Base Cores across the map Explicitly supported; each protects a resource region
Design for redesign Expect to tear down and rebuild as tiers unlock; do not gold-plate the first base

10.2 Compact vs spread -- what the mechanics actually reward#

The game pushes toward a hub-and-spoke shape rather than either extreme, for four independent mechanical reasons:

  1. The rupture's short final window caps how far routine work can be from a sealed door -> local compactness around each Habitat. (The specific "~5 seconds" figure is UNVERIFIED, see §5.1 -- the direction of the constraint holds regardless of the exact number.)
  2. Base Core Overheat Capacity is per-core -> heat pressure is relieved by splitting production across multiple cores, not by densifying one.
  3. Defence concentrates: "cluster turrets around the Base Core and Habitat instead of spreading them thinly over every extractor and rail spur" reported -> few defended nodes, not many.
  4. Rails are long and cheap; drones are shared -> distance between clusters costs little.

Net doctrine: compact, defended, thermally-budgeted cells connected by long shared rails. Sprawling one mega-base fights the heat budget and the defence economics; scattering machines individually fights the shelter timer and the turret economics.

10.3 Stability#

  • Foundations/platforms carry explicit stability data, and stability is a real placement constraint (CrMassBuildingStabilityData, stabilitySubsystemState in the save) inferred.
  • 0.2.3 fixed stability behaviour for supported platforms and foundation placement; 0.2.5 decreased platform stability costs for larger constructions reported. Any stability numbers you find in a January-2026 guide are wrong for 0.2.8.
  • Creepy Jar's own "Base Building Basics: Part 2" video (2026-06-25) covers stability principles, drone systems and resource gathering, and is the most authoritative stability explainer available confirmed it exists; video content not transcribable in this pass.
  • Update 2 will add "Add Pillars" and automatic pillar height adjustment confirmed -- Dev Blog Aug 2026, which strongly implies manual pillar placement/height is the current pain point at 0.2.8. Budget extra time for elevated builds on this build.

10.4 Blueprints / shared layouts#

There is no in-game blueprint (copy-paste-a-factory) system at 0.2.8. "Blueprint" in StarRupture means a recipe-unlock item found in the world, not a saved building template. The nearest thing shipping is Update 2's announced building parameter copying confirmed. Community "layouts" are therefore screenshots and written descriptions, not importable files. Anyone building tooling for this project should note: a layout-sharing feature would be net-new, not an export of an existing game format.


11. Base attacks and defence#

11.1 The threat model#

Two distinct hostile systems, tracked separately in the save inferred + confirmed:

System Save evidence Behaviour
Base attacks BaseSiteAttackData (baseAttackState, wave counters, alienObeliskPosition, attacked core + bounds, lastAttackedCoreLevel) Directed assaults on a Base Core, seeded from alien obelisks
Infection BP_AlienObeliskSpawner, DA_InfectionCyst, DA_StandardInfection, CrBuildingInfectionFragment, infection clouds/monolith/summoner-pulse assets Creeping corruption on buildings; tumours/cysts that must be destroyed

11.2 Practical defence rules#

Rule Detail Confidence
Wall the red border of the monolith, then ring it "6-10 basic turrets plus your own presence repels an attack in about 30 seconds" reported -- single guide source, quoted widely
Layer walls One wall delays; multiple layers buy turret time reported
Chokepoint and overlap Funnel attackers into kill zones with overlapping turret fire reported
Concentrate, do not spread Turrets belong at the Core and Habitat, not on every extractor reported
Kill the spore clouds "Blue spore clouds trigger continuous spawning; destroying them stops respawns" [reported -- single Steam tips thread; posters there treat the blue spore cloud as a spoiler and do not restate the mechanic, so the destroying stops respawns half is single-source]
Cleanse infected machines During an attack, destroy the blue substance on machines and the pulsating growths, then return to the Base Core to finish cleanup reported, 0.1.x
Sulfur miners suppress corrosion "Sulfur miners create corrosion-free zones" reported -- the7thguest
Temporary defended camps Drop a base with sentry guns when clearing scanners/POIs in bad terrain reported -- OldGamerDude

Turret tiers present in the build: Turret_Tier1, Turret_Tier2, plus Decoy and Armory buildings inferred -- install. A Decoy building exists and is absent from every community guide found -- a likely under-used defensive tool. UNVERIFIED.

11.3 Combat and gear doctrine#

From the Steam "Things I wish I knew sooner" thread confirmed within that thread, single-thread consensus:

  • Grenades aggro before they detonate -- throw one to pull a swarm off you and disengage. Crowd control first, damage second.
  • Star Tears heal instantly and sit on a separate cooldown from meds (meds take ~5 s to deploy). They are your emergency button, and they grow on leftover ignitium rocks.
  • Unlock the regeneration drug as early as possible.
  • Sulheart farming is the #1 killer of experienced players. Take corrosion resistance + the corrosion implant before farming it; with both, it becomes routine.
  • Anti-virus drugs and gear before the Engine or high-infestation zones -- virus damage strips your shield, after which 2-3 hits kill you.
  • Stamina buffs are the cheapest travel-time upgrade; basic versions are found in black-soil areas.

A community "Weapons Tier-List & Build Guide (+Combat Guide)" by Gabeux exists on Steam confirmed it exists; contents not retrievable this pass -- see Gaps. Weapon assets in the build: Rifles, Pistol, Grenade, plus tool-weapons (MiningTool, FreezingTool, MedTool, BuildingTool, ZiplineArm, Multitool), weapon Mods, and three ammo types -- I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem inferred.


12. Mid-game: scaling, transitions, expansion#

Axis The transition Confidence
Power Solar V1 opener -> Wind Turbines (Moon Energy) -> Combustion / Chimeran. Post-U1 every step must be paid for in cooling. confirmed direction; per-generator numbers reported
Heat Base Core upgrades and cooler farms; veterans prefer trading generator footprint for cooler footprint over rushing core levels reported
Machines Tier-1 -> Tier-2 lines exist as parallel machine classes (Crafter/CrafterTier2, Factory/FactoryTier2, Furnace/FurnaceTier2, Synthetizer/SynthetizerTier2, MechanicalDrill/Tier2, Exporter/ExporterTier2). Update 1 shipped six named v2 buildings -- Compounder v2, Fabricator v2, Furnace v2, Ore Excavator v2, Orbital Cargo Launcher v2, Constructorizer v2 -- and the Development Station is the building that "unlocks improved building versions" / lets you "upgrade selected buildings and machines to their higher-tier and more heavy-duty versions" confirmed -- Steam news, UPDATE 1. Whether that upgrade is applied in place or requires a rebuild is UNVERIFIED -- the earlier claim here that it is necessarily a rebuild was an inference from the parallel asset classes and is withdrawn confirmed + UNVERIFIED as noted
Extraction Mechanical Drill -> Laser Drill; specialised extractors appear (Water, Sulphur, Gas/Acid, Deuterium, LiquidPump) inferred -- install; Selenian unlocks Helium-3/Sulfur reported
Logistics Local rails -> supported long-haul rails -> ziplines (added in Update 1) -> Teleporters. Corrected at 0.2.0+: the Teleporter is no longer gated behind the Forgotten Engine -- Update 1 moved it to a corporation-level reward confirmed -- Steam news, "Update 1 Changes Overview"
Exports Build four Orbital Cargo Launchers, two per corporation, and focus on fulfilling two contracts at once as the standard mid-game export block [confirmed as TheGamer's stated guidance, 0.1.x -- re-read 2026-08-22; Update 1 added an Orbital Cargo Launcher v2, so re-tune the count at 0.2.8]
Base count Second and third Base Cores at remote deposit clusters, each with its own Habitat + turret ring confirmed
Automation of construction Building Drone (Clever Robotics, ~L4) removes most manual placement labour reported, 0.1.x

Update 1 additionally added the Development Station and a broader mid-to-late recipe set (40+ new items and recipes) confirmed. Its function is now established: the Development Station is where you "upgrade selected buildings and machines to their higher-tier and more heavy-duty versions" -- it unlocks the v2 building line confirmed -- Steam news, UPDATE 1. It still does not map cleanly onto a CRC_* identifier in the install list, which remains a datamine target.

Scaling heuristic that holds at every tier: the binding constraint rotates in this order -- inventory space -> Data Points -> ore throughput -> heat -> blueprint availability -> combat survivability. When progress stalls, check them in that order rather than reflexively adding extractors.


13. Late game and the current Early Access ceiling#

13.1 The Forgotten Engine (the endgame objective at 0.2.x)#

The Forgotten Engine (also referred to as the World Engine) is the map-dominating terraforming machine in the central region and the hardest content in the build. Corrected for 0.2.0+: completing it removes the radiation border and opens brand-new areas with new resources, POIs and construction space -- it does not unlock the Teleporter any more. Update 1 explicitly moved the Teleporter off the Forgotten Engine and onto a corporation-level reward confirmed -- Steam news, UPDATE 1 + Update 1 Changes Overview. The launch-era "beat the Engine to get fast travel" framing is the single most-repeated stale claim about this content. The save's RadiationBorders.level field is consistent with the border being world state tied to this progression inferred. The save's MegamachinesSubsystem records it as a named megamachine with an active/inactive state (forgotten_Engine: Inactive in Robert's 51 h save) inferred -- so it is a persistent world-state flip, not a one-off quest tick.

Run requirements as documented reported, 0.1.x -- TheGamer, 2026-01-09; re-verify at 0.2.8:

Stage Requirement
Entry A Power Cell: research it, then craft at the Basic Item Printer (research reported at 400 Electronics + 400 Chemicals; crafting 10 of each)
Loadout Two best weapons with attachments (attachments cost War Bonds); 1,500 rifle/MG ammo or 800 shotgun; high-quality healing food, health and shield boosters; infection resistance items; 2-3 inventory upgrades for loot capacity
Floor 1 -- Main Engine Left path through the Loading Area to the Control Center (infection tumours), then the staircase on the far side
Floor 2 -- Logistics Continuous enemy spawns; restore power by destroying all infection tumours around the generator
Floor 3 -- Tech Stations Storage Bay -> Server Room -> Tech Lab
Core craft 3 Stabilizers, 3 Generators, 4 Accumulators, 8 Electromagnetic Coils -- collect these as you clear the floors
Finale Return the core to the Control Center computer, then survive three waves at 35 %, 67 % and 98 % loading
Reward [0.1.x -- superseded] Teleporter unlock. At 0.2.0+ the reward is radiation-border removal and access to new areas; the Teleporter comes from a corporation level instead. The 500 Quartz Building Material per teleporter placement (unlock the material at the Recipe Station first) is a launch-era figure and is UNVERIFIED at 0.2.8
Tip Name your teleporters -- their map locations are not shown. (Update 2 is adding custom map names for teleporters, which suggests this is being addressed confirmed -- Dev Blog Aug 2026)

Version caveat: every number above is from launch-window (January 2026) coverage. Update 1 reworked mechanics, expanded the recipe set, changed the Engine's completion reward (radiation border, not Teleporter) and gated new terrain behind it, so the purpose of the run has changed even where the floor-by-floor route has not; the loadout economy around it (ammo, drugs, tiers) certainly changed too. Treat quantities as order-of-magnitude guidance at 0.2.8, not as a shopping list. Also note a known-bug thread exists ("help, can't finish Forgotten Engine due to a bug") -- save before the activation sequence.

13.2 The satellite / keycard chain#

Completing the Satellite POI keycard chain opens what one source calls the true endgame layer, with the blueprints behind the satellite's central override system described as foundational rather than optional: Valve, Electromagnetic Coil, Turbine, Hardening Agent are named as endgame blueprints not to miss reported -- Nerdschalk. This is consistent with the local save, where the Valve recipe is explicitly locked behind I_ValveBlueprint inferred, corroborating.

13.3 What "finished" looks like at 0.2.8#

There is no 1.0 ending in the current build (full release projected 2027 confirmed -- Steam EA FAQ). The practical EA completion checklist is: Forgotten Engine activated -> radiation border removed and the new post-border zones exploited -> Teleporter network placed (a corporation reward at 0.2.0+, not an Engine reward) -> all six corporations at their level ceilings -> satellite blueprint chain looted -> Tier-2 machine lines running the high-end recipes. Robert's 51 h save (corps at L4-L6, 10,660 Data Points banked, 2,711 buildings, Engine still inactive, 140 recipes still locked) is roughly the "late mid-game" shape of that run inferred.


14. Common mistakes, traps and "I wish I knew" list#

Ordered by how much time each one costs, consensus items first.

# Trap Correction Confidence
1 Reading "wave incoming" as a bug attack It is the solar/rupture hazard. Get inside. confirmed
2 Walking outside immediately after a rupture Residual air temperature is lethal; wait for it to decay confirmed
3 Being far from a sealed door when the countdown starts Carry the Meteor Heart + 100 BBM pocket-base kit always confirmed
4 Assuming push conveyors / hand-feeding machines Pull system; manual insertion causes backups confirmed
5 Deleting a building that is an in-flight cargo destination Cargo stalls. Drain first, then deconstruct. confirmed
6 Ignoring ore quality on deposits Quality sets extractor output; read the Excavator panel before sizing smelters confirmed
7 Spending Data Points on contract speed-ups before recipes Recipes before speed-ups -- but buy the cheap early corporation levels outright first; see §6.2, sources differ reported
8 Post-U1: adding generators to fix an overheating base Add cooling, not power reported
9 Running at 100 % cooling capacity Keep headroom (~95 % ceiling); heat fluctuates reported
10 Looting ruins outside the recovery phase Bugs respawn endlessly; loot during recovery -- and expect simultaneous multi-pack respawn when recovery ends confirmed
11 Farming Sulheart without corrosion resist + implant Named as the top cause of veteran deaths reported
12 Entering the Engine / infested zones without anti-virus gear Virus strips shields; 2-3 hits then kill you reported
13 Building the first base on a hill because the view was good Scout from height, build on flat (note: guides split on flat-ground vs node-proximity siting, §4.2) reported
14 Leaving base with no active commissions Idle launchers are pure lost progression confirmed
15 Over-designing base #1 Everything is deconstructible; plan to rebuild confirmed
16 Spreading turrets thin across extractors and rail spurs Concentrate at Core + Habitat, wall and chokepoint reported
17 Fighting spawns instead of killing the blue spore cloud producing them Kill the source reported -- single thread
18 Assuming "blueprint" means a saved factory template It means a found recipe-unlock item; exploration is a production activity inferred + confirmed
19 Unnamed teleporters They have no map markers -- name them reported
20 Trusting a January-2026 guide's numbers Update 1 changed heat, stability, recipes, corporation levels (rolled back to L1, refunded as Data Points) and moved the Teleporter off the Forgotten Engine confirmed
21 Grinding the Forgotten Engine "to unlock fast travel" At 0.2.0+ the Teleporter is a corporation reward; the Engine's payoff is removing the radiation border confirmed

14.1 Difficulty spikes and how to cope#

Spike Where it hits Coping strategy Confidence
First rupture ~first hour Habitat + Airlock before anything ornamental; learn the two-warning ladder confirmed
First base attack after obelisk proximity / core growth Wall + 6-10 T1 turrets + be present; attacks resolve in ~30 s with player support reported
The Update 1 heat wall first serious power scale-up Cooler farms, split bases, Base Core upgrades; expect to demolish generator farms reported
Sulheart / corrosion zones mid-game resource push Corrosion resist drug + implant; sulfur miners create corrosion-free zones reported
Infection / virus zones pre-Engine Anti-virus drugs and gear; shields are not enough reported
Forgotten Engine finale endgame 1,500 rifle ammo class loadout, boosters, infection resist, three defence waves; save first (known bug reports) reported, 0.1.x
Inventory pressure continuous Clever Robotics Personal Storage; inventory upgrades (8 slots unlocked at 51 h in the reference save) confirmed + inferred

15. Community tooling landscape (for the planner/companion track)#

Tool / resource Author / host Status at 2026-08-22 Confidence
StarRupture Database -- items, buildings, crafting, interactive map, production planner Metalstorm (Steam guide 3640693833) Most complete community dataset; author also answers mechanics questions in Steam threads confirmed it exists
StarRupture Crafting Calculator -- full chain & machine planner AllBullNoBeef (Steam guide) Computes machine counts and dependency chains confirmed it exists
Interactive map with resource & blueprint locations Danneh (Steam guide) Map overlay confirmed it exists
Blueprint Locations: Where to Find Every Recipe Unlock (WIP 2026) GigaGamer47 (Steam guide) Directly addresses the blueprint-gating problem in §6.4 confirmed it exists
Rail & Transport Guide [LM]kaze (Steam guide 3645384098) Rails, storage, drone networks, alternate build modes confirmed it exists
Weapons Tier-List & Build Guide (+Combat Guide) Gabeux (Steam guide) Combat confirmed it exists
Base Core Upgrade Guide: Cooling Capacity, Materials & Strategy Steam guide 3642402585 Directly relevant to §7.3 confirmed it exists
Early Access Game Map (all POIs) Th3nD-X02 (Steam guide) Post-completion POI map confirmed it exists
starrupture.wiki community Called "the best" in the Steam Wiki & Guides thread, but built on beta data and acknowledged as outdated vs Early Access confirmed
starrupture.wiki.gg wiki.gg 81 articles, last updated 2025-08-02 -- pre-release era, thin, many red links. Not a current reference. confirmed
starrupture.fandom.com Fandom Exists; not evaluated in depth reported
wiki.starrupture-utilities.com community Unofficial wiki; content not retrievable in this pass reported
SEO guide-farm domains various Do not cite as fact. Useful only as leads to verify elsewhere. inferred

Verdict on "the canonical wiki": there isn't one. wiki.gg is stale (pre-release, Aug 2025); starrupture.wiki is the community's own pick but is beta-derived; and there is no dev-endorsed wiki in the Steam Wiki & Guides thread. For this project, the authoritative dataset should be the local datamine (.utoc + .locres) cross-checked against Metalstorm's Steam database, not any single wiki.


16. Gaps & Unverified#

Could not be established in this pass

  • All Steam sharedfiles guide bodies. The Steam community sharedfiles/filedetails endpoint returned a "too many requests" rate-limit page for every attempt (Rail & Transport Guide 3645384098, Base Defenses 3674177054). The guides are confirmed to exist and are indexed, but their contents -- especially the Rail guide's throughput/capacity numbers and the base-defence stat tables -- are not captured here. This is the largest single hole in the document and the first thing a follow-up pass should fill.
  • ~~Steam news article bodies.~~ RESOLVED (2026-08-22 verification pass): the HTML news pages are JS shells, but the Steam Web API news feed is fully fetchable and carries the article bodies -- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=40&maxlength=0. Every build date in §2, the Update 1 change list, and the Update 1 Changes Overview in this document are now sourced from it. Use this endpoint first in any future pass; do not fetch the store/community news HTML.
  • Fandom wiki (starrupture.fandom.com, HTTP 402) unreachable -- abandoned.
  • SteamDB (403) and starrupture.org (402) were unreachable; buildid confirmation therefore rests on the local appmanifest -- though the release dates are now independently confirmed by the Steam news API.
  • TechRaptor starter guide (403) not retrieved.
  • YouTube creator content deliberately not fetched (no transcripts obtainable). Multiple high-view "tips I wish I knew" videos exist (25 Tips, 21 Tips, 15 Tips, 12 Things, Top 10 Building Tips, "Overheating SOLVED"); their specific claims are not represented here except where they coincide with written sources.
  • Creepy Jar's own "Base Building Basics: Part 2" (2026-06-25) is the most authoritative stability explainer and its contents are not captured.

Numbers that need in-game verification at 0.2.8

  • Every generator/turret power and heat figure in §7.1 beyond the two PTS-thread quotes (Wind v2 and Solar v2). Wind Turbine V1 at ~200 MW and turret 50 power / 30 temperature come only from SEO-farm domains -- UNVERIFIED.
  • Base Core cooling capacity per upgrade level; only "L1 -> ~2,500 heat" is even reported.
  • Smelter 2 ore / 2 s and the resulting 60/min: single-source (Metalstorm). The interpretation formula itself is well-corroborated; the specific smelter recipe values are not.
  • "Pure ore yields 4x Impure" and "1 fabricator per 2 smelters" -- UNVERIFIED, SEO-domain only. The existence of Impure/Pure recipe variants is install-confirmed; the multiplier is not.
  • The 15-second countdown / 5-second final window on rupture warnings. Still UNVERIFIED, and now actively doubted: Destructoid's dedicated eruption guide says "it's impossible to keep a countdown" and gives no numbers.
  • Whether solar is thermally cheaper than wind at equal tier. UNVERIFIED and contradicted -- the PTS thread puts Solar v2 and post-U1 Wind Turbine v2 both at 1,000 power / 250 heat.
  • Whether the Development Station upgrade is applied in place or requires a rebuild. Its function (upgrading buildings to higher-tier versions) is confirmed; the mechanism is not.
  • Which install identifier (CombustionPowerGenerator vs ChimeranPowerGenerator) corresponds to Update 1's Chemical Generator.
  • "6-10 turrets repels an attack in ~30 seconds" -- widely repeated, single origin.
  • Forgotten Engine quantities (Power Cell 400+400 research / 10+10 craft; 3/3/4/8 core components; 1,500 ammo; 500 Quartz Building Material per Teleporter) are all launch-era; re-verify at 0.2.8. The Engine's reward is confirmed changed (§13.1).
  • Whether Habitat levels are still capped at 3 post-Update 1 -- Update 1 added a Large Habitat, so the cap probably moved.
  • Every corporation level -> unlock pairing in §6.1/§6.3, because Update 1 rolled all corporations back to L1 and re-seeded the reward tables.

Sources disagree

  • ~~Map unlock level.~~ RESOLVED: both retrievable GameRant articles say Moon Energy Level 3. The circulating "Level 2" reading is not supported by either source. (Still launch-era; the level numbering may have moved with Update 1's corporation rollback.)
  • ~~Corporation count.~~ RESOLVED: the "five corporations" claim was a mis-summary -- GameRant's launch beginner guide itself enumerates six (ClayWood/Training, Future Health Solutions, Selenian, GriffithsBlue, Moon Energy, Clever Robotics), matching the six records in the v0.2.8 save.
  • Base siting. GameRant recommends the lake shore east of the crater (flat area); TheGamer recommends siting "very near the launch site" beside the Titanium and Wolfram nodes. The "flat ground beats node proximity" doctrine in §4.2 is this corpus's synthesis, not a source consensus.
  • Data Point spending order. GameRant says spend Data Points on the cheap early corporation levels and save them for recipes later; the "recipes first, always" formulation is not what that source says. See §6.2.
  • Corporation display names: "GriffithsBlue" vs "Griffits Blue" (GameRant uses both spellings across its two articles). CD_FutureCorp -> "Future Health Solutions" is now corroborated, not inferred.

Systems in scope that the game may simply not have

  • No importable blueprint/template system for factory layouts at 0.2.8 (see §10.4). "Blueprint" is a recipe-unlock item. Update 2 adds building parameter copying, which is not the same thing.
  • No conveyor belts. Anyone porting Satisfactory belt-ratio doctrine is solving a problem this game does not have.
  • No confirmed in-game production-rate overlay/graph beyond per-machine cycle displays -- planning is done externally in community calculators. UNVERIFIED whether any aggregate throughput view exists.

Install-derived leads no community source explains (good datamine targets)

  • CRC_WaveSmelter and CRC_WaveFreezer -- machines named for the enviro-wave system. Function unknown.
  • Decoy and Armory buildings -- absent from every defence guide found.
  • CRC_DeuteriumExtractor, CRC_Pressurizer, CRC_MilitaryAssembler, CRC_DroneAssembler, CRC_ItemPrinter tiering.
  • ~~The Development Station~~ RESOLVED from the Update 1 patch notes: it upgrades selected buildings/machines to their higher-tier v2 versions (§12). Its CRC_* identifier is still unmapped.
  • 19 antennas in the reference save: antenna/scanner role in coverage or defence is undocumented in community sources.

Sources#

All accessed 2026-08-22.

Official / first-party - Steam Web API news feed (primary source for all build dates and Update 1 contents) -- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=40&maxlength=0 -- returns full article bodies including "StarRupture - UPDATE 1 now available [what's new + patch notes]" (2026-04-09) and "StarRupture - Update 1 Changes Overview" (2026-04-10); newest post at time of verification is Developer Blog August 2026 (2026-08-05) - Steam store page, Early Access FAQ (~1 year of EA, 2027 full release, $19.99) -- https://store.steampowered.com/app/1631270/StarRupture/ - Steam news & patch-note index -- https://steamcommunity.com/app/1631270/allnews/ (build history through Hotfix 0.2.8, 2026-06-17; Dev Blogs June and August 2026; Base Building Basics Part 2) - Steam news post, Hotfix 0.2.3 -- https://store.steampowered.com/news/app/1631270/view/694259874864824744 (index entry only; body not retrievable) - Steam news post, UPDATE 1 -- https://store.steampowered.com/news/app/1631270/view/490464385050870875 (body not retrievable) - Creepy Jar developer statement on Overheat Capacity, quoted in the PTS cooling thread (below)

Patch aggregation - PatchBot StarRupture patch notes -- https://patchbot.io/games/starrupture (hotfixes 0.2.3-0.2.8 detail)

Steam Community discussions (named threads) - "Things I wish I knew sooner. (Spoiler Free)" -- https://steamcommunity.com/app/1631270/discussions/0/682992000385997066/ (OldGamerDude, the7thguest, stretch, Illuminia, Gensoukyou1337) - "PTS - What changed to cooling" -- https://steamcommunity.com/app/1631270/discussions/0/796713527894218314/ (Update 1 heat rework, March 2026) - "extractor:smelter ratio" -- https://steamcommunity.com/app/1631270/discussions/0/695375725078776876/ (Metalstorm on smelter rate; ore quality) - "How Do I interpret the production rates in buildings" -- https://steamcommunity.com/app/1631270/discussions/0/695375795020898263/ (the items/min formula) - "Wiki & Guides" -- https://steamcommunity.com/app/1631270/discussions/0/684116375920399115/ (community wiki assessment) - StarRupture Steam guide index -- https://steamcommunity.com/app/1631270/guides/ (guide roster in §15)

Steam guides (existence and titles confirmed; bodies rate-limited) - Rail & Transport Guide -- https://steamcommunity.com/sharedfiles/filedetails/?id=3645384098 - Star Rupture Basics: Base Defenses -- https://steamcommunity.com/sharedfiles/filedetails/?id=3674177054 - StarRupture Database (items, buildings, crafting, map, production planner) -- https://steamcommunity.com/sharedfiles/filedetails/?id=3640693833 - Base Core Upgrade Guide: Cooling Capacity, Materials & Strategy -- https://steamcommunity.com/sharedfiles/filedetails/?id=3642402585

Wikis - Star Rupture Wiki (wiki.gg) -- https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki (81 articles, last updated 2025-08-02) - Unofficial StarRupture Wiki -- https://wiki.starrupture-utilities.com/en/home (no retrievable content)

Press and guide sites - GameRant, "StarRupture Beginner's Guide" (2026-01-06) -- https://gamerant.com/starrupture-beginner-tips-guide-base-building-corporations-leveling/ - GameRant, "Best Corporation to Level Up First" (2026-01-10) -- https://gamerant.com/best-corporations-upgrade-level-up-prioritize-first-earlystarrupture/ - TheGamer, "Complete Guide To Base Building" (2026-01-06) -- https://www.thegamer.com/starrupture-base-building-best-layout-guide/ - TheGamer, "How To Enter And Activate The Forgotten Engine" (2026-01-09) -- https://www.thegamer.com/starrupture-forgotten-engine-entrance-walkthrough-fast-travel-teleporter-location/ - Have You Played, "Update 1 Adds New Zones, Buildings, and Progression Changes" -- https://haveyouplayed.net/starrupture-update1/ - TheSixthAxis, EA launch + roadmap (2026-01-06) -- https://www.thesixthaxis.com/2026/01/06/starrupture-roadmap-released-as-game-launches-into-early-access-today/ - Nerdschalk, endgame blueprints (Valve, Electromagnetic Coil, Turbine, Hardening Agent) -- https://nerdschalk.com/endgame-blueprints-you-should-not-miss-in-starrupture-valve-electromagnetic-coil-turbine-hardening-agent/ - Destructoid, "How to survive Eruptions in StarRupture" -- https://www.destructoid.com/how-to-survive-eruptions-in-starrupture/

Consulted but not treated as authoritative (SEO/auto-generated guide farms; used only as leads): starrupture.net, starrupture-game.org, starruptureplanner.com, starrupturewiki.com, starrupturewiki.org, starrupture.org, holy.gg, metaforge.app, insider-gaming.com, xgamingserver.com, univers-simu.com, g2a.com, allthings.how, blogandguide.com, thereviewgeek.com, lootbar.com, playerauctions.com, intoindiegames.com, neonlightsmedia.com, bisecthosting.com.

Unreachable this pass (abandoned per protocol): steamdb.info/app/1631270/patchnotes/ (403), techraptor.net starter guide (403), starrupture.org/release/updates (402), steamcommunity.com/games/1631270/announcements/detail/... (JS shell).

First-hand ground truth - C:/star-rupture/docs/ref/shadow-install.md -- v0.2.8 install inventory: build string ++Earth20+Release-CU1-CL-121391, buildid 23761620, UE 5.6.1, 363 I_* items / 237 CR_* recipes / 42 CRC_* machine types / 361 DA_* buildings, save schema (EnviroWave, BaseSiteAttackData, CrCorporationsOwner, CrCraftingRecipeOwner, GatherableSpawnersSubsystem), and the 51.1 h reference playthrough baseline used for the wave-cadence and progression figures.

14

Multiplayer & Co-op

Version anchorStarRupture Early Access 0.2.8 (latest published hotfix; Steam news item timestamp 1781694185 = 2026-06-17), running as Steam buildid 23761620, depot content dated 2026-08-16 10:35 UTC, build string ++Earth20+Release-CU1-CL-121391 (branch Release-CU1 = Content Update 1), Unreal Engine 5.6.1. No patch newer than 0.2.8 was published to Steam news as of 2026-08-22 -- the two most recent news items are non-patch posts (Base Building Basics: Part 2, ~2026-06-25, and Developer Blog: August 2026, ~2026-08-05). Build identity is first-hand from docs/ref/shadow-install.md. Anchor re-verified 2026-08-22 against ISteamNews/GetNewsForApp (app 1631270): the newest news item is Developer Blog: August 2026 (1785934799 = 2026-08-05) and the newest patch item is still Hotfix 0.2.8 (1781694185 = 2026-06-17). No 0.2.9 or Update 2 has shipped.
24 claims checked15 corrections12 unverifiedverifier verdict

The doc was already unusually disciplined -- its official-source claims (4-player cap and the verbatim Creepy Jar quote, Steam category list, release date/price/platform, dedicated-server app id 3809400, StarRuptureServerEOS.exe, SRServerWithLog.bat with -Log -port=7777, the five-key DSSettings.txt schema, and the entire 0.1.1→0.2.8 version ladder) all verified clean, and its confidence labels were honest. The real defects were patch-note *attribution* errors inside the 0.2.1/0.2.2 pair (including the load-bearing "dedicated server pauses when empty" version, cited in three places) plus three PTB-era dates off by 1-2 days; those are now fixed from per-item Steam news re-pulls, and four soft claims (Nexus mod count, wiki.gg staleness, 6-character password minimum, in-game Manage Server flow) have been downgraded to UNVERIFIED. It is now reliable for planning and tooling work, with the residual risk concentrated in the third-party dedicated-server administration surface, which remains explicitly unverified.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture's multiplayer is a single shared persistent world for up to four players, delivered two ways: a player-hosted (listen-server) co-op session launched from the game client, or a separately-installed, officially "Experimental" Windows dedicated server (StarRuptureServerEOS.exe, Steam app id 3809400). Session discovery and transport run on the Epic Online Services SDK 1.17.0 while ownership, friends and invites come from Steamworks 1.57 -- both SDKs are present in the installed client, and the server executable carries EOS in its filename. There is one world, one base and one shared progression per session; personal inventories are per-player and character-profession choice is currently cosmetic. The 4-player cap is an explicit, currently-unmovable design decision from Creepy Jar, not a technical accident. Almost every hotfix from 0.2.1 through 0.2.7 was dominated by co-op synchronisation and dedicated-server stability fixes, which is the single best indicator of where the feature actually stands: functional, actively played, still visibly rough at large base sizes.

Throughout this document, facts are labelled [CONFIRMED] (official Creepy Jar source, or two independent sources agreeing), [REPORTED] (a single third-party source), [INFERRED] (derived from the first-hand install inventory in docs/ref/shadow-install.md), or UNVERIFIED.


1. Co-op model at a glance#

Property Value Confidence
Max players per session 4 (host + 3) [CONFIRMED] -- Creepy Jar support article Multiplayer session size; Steam store description "in a group of up to 4 friends"
Will the cap be raised? Not until the devs are satisfied with the current experience: "we're not going to expand the Multiplayer slot count until we're sure that the current co-op experience is up to our satisfaction" [CONFIRMED] -- Creepy Jar support article
Network model Client/server. Player-hosted listen server by default; optional dedicated server (separate Steam app) [CONFIRMED]
Transport / session layer Epic Online Services SDK 1.17.0; server binary is StarRuptureServerEOS.exe [INFERRED from install + CONFIRMED binary name]
Identity / invites Steamworks SDK 1.57 (Steam friends, Steam invite overlay) [INFERRED from install; invite flow REPORTED]
World persistence One shared world per session; saved on host machine (listen) or in the server's save directory (dedicated) [CONFIRMED]
Drop-in / drop-out Yes -- players can join a running session and rejoin later; patch notes repeatedly reference "joining players" and "rejoining players" [CONFIRMED] -- 0.2.1 / 0.2.2 / 0.2.6 patch notes
Host migration Not present. No source, official or community, describes host migration; listen-server sessions end when the host leaves [CONFIRMED absent by omission + REPORTED] -- see §10
Crossplay Not applicable -- Windows/Steam only; no Cross-Platform Multiplayer Steam category [CONFIRMED] -- Steam appdetails API
Remote Play Together Not supported -- the category is absent from the Steam app's category list [CONFIRMED] -- Steam appdetails API
Split-screen / LAN-only mode No evidence of either UNVERIFIED / likely absent
Anti-cheat None -- no EAC bootstrapper; the EOS log reports EAC client "not available" [INFERRED from install log]

Steam capability list (authoritative, app 1631270)#

Pulled from store.steampowered.com/api/appdetails?appids=1631270 on 2026-08-22. The categories array is exactly:

Steam category Present
Single-player ✅
Multi-player ✅
Co-op ✅
Online Co-op ✅
Steam Cloud ✅
Family Sharing ✅
Custom Volume Controls ✅
Playable without Timed Input ✅
Save Anytime ✅
Stereo Sound ✅
Shared/Split Screen Co-op ❌ absent
LAN Co-op ❌ absent
Remote Play Together ❌ absent
Cross-Platform Multiplayer ❌ absent
Steam Workshop ❌ absent

Other store facts as of 2026-08-22: release date 2026-01-06 (Early Access), platform Windows 64-bit only, price USD 19.99, developer/publisher Creepy Jar, minimum and recommended specs both carry the line "Internet connection required for multiplayer."


2. Version ladder (what shipped when)#

Dates below are converted from the Steam news API (ISteamNews/GetNewsForApp for app 1631270, retrieved 2026-08-22) unix timestamps; they may be off by one day depending on timezone rendering. Version numbers are as printed in the announcement titles.

Version Date (approx., UTC) Multiplayer relevance
EA launch 0.1.0 2026-01-06 Ships with solo, 4-player online co-op and dedicated server
Hotfix 0.1.1 2026-01-09 "Players can now properly heal co-op Players with Med Tool in Abandoned Bases"; also "Multiple fixes for Dedicated Servers" -- which corroborates that the dedicated server existed at/near EA launch
Hotfix 0.1.2 ~2026-01-16 Crash fixes (Engineer hair render on AMD); no co-op-specific lines surfaced
Hotfix 0.1.3 ~2026-01-30 Chinese localisation; no co-op lines
Technical Hotfix 0.1.3 2026-03-25 (12:08 UTC) "Disabled the ability to load saves made on the Public Test Branch build"
Update 1 PTB 2026-03-25 (14:02 UTC) "There is no Dedicated Server available for the Public Test Branch."
Update 1 PTB Hotfix 1 2026-04-01 (09:01 UTC) Crash fixes for co-op sessions
Update 1 (0.2.0) 2026-04-09 Major content update -- new zones, ziplines, Development Station, corporation level system
Hotfix 0.2.1 ~2026-04-16 Large co-op + dedicated-server sync/stability batch (§8)
Hotfix 0.2.2 ~2026-04-22 Continued co-op + dedicated-server batch (§8)
Hotfix 0.2.3 ~2026-05-04 Co-op unlock counting, Vulpir egg spawn for clients
Hotfix 0.2.4 ~2026-05-06 Crash on loading a save made after a lost Base Attack in co-op
Hotfix 0.2.5 ~2026-05-18 Platform power system in co-op; Zipline Pole ghost for clients; autosave interval QoL
Hotfix 0.2.6 ~2026-06-02 Largest co-op batch: dialogue routing, lobby slots, Fire Wave VFX for joiners, dedicated-server audio
Hotfix 0.2.7 ~2026-06-11 "Dialogues are no longer skipped for the client when the host is far away"
Hotfix 0.2.8 ~2026-06-17 GPU crash fixes (NVIDIA RTX 40/50 exit crash). No multiplayer lines. ← current
Dev Blog June 2026 ~2026-06-19 Post-launch improvement direction
Base Building Basics Pt.2 ~2026-06-25 Stability, drone systems, rail upgrades (non-patch)
Dev Blog August 2026 ~2026-08-05 "Add Pillars" building-mode feature preview (non-patch)

Version-discipline note: the installed build's depot was pushed 2026-08-16 yet the game still self-reports gameVersion {major:0, minor:2, pATCH:8} in the save .met sidecars. That is a silent depot push with no accompanying patch notes -- treat 0.2.8 as the current gameplay version and 23761620 / CL-121391 as the current binary identity. Anything below Update 1 (0.2.0, 2026-04-09) is Update-1-era or earlier and must not be quoted as current.


3. Hosting model A: player-hosted co-op (listen server)#

The default path. The host launches the game normally, loads or creates a world, and opens slots.

Step Detail Confidence
Session visibility Host chooses Invite Only or Friends Only when creating the session [REPORTED] -- TheGamer multiplayer guide
Inviting In-game, press Esc → the pause menu shows three empty player slots → select a slot → the Steam invite dialog appears [REPORTED] -- TheGamer
Lobby slots Lobby slots display per-player status on hover (fixed in 0.2.6: "Lobby slots should now correctly display player status when hovered over") [CONFIRMED] -- 0.2.6 notes
Visibility change bug "Fixed an issue where the multiplayer settings became unresponsive upon changing visibility" -- fixed in 0.2.6 [CONFIRMED]
Save ownership The session save lives on the host's machine -- for a Steam install that is ...\Steam\userdata<steam3id>\1631270\remote\Saved\SaveGames<Profile>\ (Steam Cloud remote path) [CONFIRMED by install inventory]
Play without the host Not natively possible. A third-party paid Steam application, SaveSync, is reported as a way to share a StarRupture save so a teammate can host it themselves; every participant must own and install it separately [REPORTED] -- TheGamer; treat as a workaround, not a game feature

Consequence that matters for a playthrough companion: in listen-server co-op there is exactly one authoritative save, it belongs to the host's Steam account, and it is Steam-Cloud-synced from the host's remote folder. Progression tracking must read the host's save; a client player has no local copy of the world.


4. Hosting model B: dedicated server (officially "Experimental")#

Creepy Jar publishes an official setup article and pins a link to it in the Steam discussions. The feature is labelled (Experimental feature) in the official tool name and article title -- that label is still in place as of 2026-08-22.

4.1 Install#

Field Value Confidence
Steam app id (server) 3809400 (distinct from the game's 1631270) [CONFIRMED] -- official article; corroborated by multiple host guides
Install routes (1) Steam client → Library → Tools filter; (2) SteamCMD with a Steam login; (3) SteamCMD anonymous login [CONFIRMED] -- official article
SteamCMD command steamcmd +login anonymous +force_install_dir <dir> +app_update 3809400 validate +quit [REPORTED] -- host guides; consistent with the official anonymous-login route
Server executable StarRuptureServerEOS.exe [CONFIRMED] -- official article
Launch script SRServerWithLog.bat containing start .\StarRuptureServerEOS.exe -Log -port=7777 [CONFIRMED] -- official article, verbatim
Post-update caveat "After each game update, you may need to edit the SRServerWithLog.bat because the command-line arguments may reset." [CONFIRMED] -- official article, verbatim
Same-account caveat "You cannot run the server tool and the game at the same time on two different PCs using the same Steam account if the server is launched from the Steam client." (use anonymous SteamCMD to avoid this) [CONFIRMED] -- official article, verbatim
Official OS support Windows. The official article only documents Windows; third-party guides state Windows 10/11 64-bit [CONFIRMED Windows] / [REPORTED for the 10/11 wording]
Linux No official Linux server build is documented. Community Steam guides exist titled "How to Host Your Own StarRupture Dedicated Server Linux", and community Docker images exist (struppinet/starrupture-dedicated-server, nitje/starrupture_dedicated_server) -- these are Wine/Proton wrappers around the Windows binary, not a native build [REPORTED] -- see Gaps
Client build scaffolding The shipped client contains Chimera/Maps/DedicatedServerStart.umap and a Content/Chimera/DedicatedServer folder [INFERRED from install manifest]

4.2 Launch arguments#

Argument Meaning Confidence
-Log Opens the console log window [CONFIRMED] -- official .bat
-port=7777 Game port. "The port number you set here (e.g., 7777) must correspond to the same port that you have opened and forwarded." [CONFIRMED] -- official article
-QueryPort=27015 Steam query port [REPORTED] -- third-party guides only; not in the official article
-MULTIHOME=<ip> Bind to a specific interface [REPORTED] -- third-party guides only
-ServerName="..." Server display name [REPORTED] -- third-party guides; conflicts with DSSettings.txt SessionName (see Gaps)

4.3 DSSettings.txt#

A JSON file (despite the .txt extension) placed in the root of the server directory, alongside StarRuptureServerEOS.exe. Two independent host-provider references (Nodecraft, XGamingServer) publish the same five-field schema and no others (re-verified 2026-08-22), so treat the field set as [CONFIRMED-community]; the defaults are as shipped in their examples. The example below is Nodecraft's first-boot form; XGamingServer publishes the identical five keys with the steady-state booleans ("StartNewGame": "false", "LoadSavedGame": "true"). Neither provider's DSSettings.txt documentation contains a MaxPlayers or password key.

{
  "SessionName": "SESSIONNAME",
  "SaveGameInterval": "300",
  "StartNewGame": "true",
  "LoadSavedGame": "false",
  "SaveGameName": "AutoSave0.sav"
}
Field Type Meaning
SessionName string Session name; also the folder name the world is saved into. XGamingServer states a 20-character maximum [REPORTED, single source]
SaveGameInterval string (seconds) Autosave cadence. "300" = every 5 minutes
StartNewGame string bool "true" generates a new world on boot
LoadSavedGame string bool "true" loads an existing world save; set "true" / StartNewGame:"false" for normal operation after first world creation
SaveGameName string Which save file to load, from /StarRupture/Saved/SaveGames/[SessionName]/

Cross-check against the install ground truth: this schema lines up exactly with the first-hand save layout -- profile folder per session, AutoSave<N>.sav rolling autosaves plus 0.sav..9.sav manual slots, and a sessionName key inside the decompressed save JSON. The single-player install shows autosaves at a ~15-minute cadence (AutoSave185 04:04, 186 04:19, 187 04:34), i.e. the dedicated-server default of 300 s is three times more frequent than the client's observed autosave rhythm. [INFERRED]

4.4 Passwords and admin#

StarRupture uses a two-password scheme, configured from the game client rather than from a config editor.

Item Detail Confidence
Admin/Management password Two different flows are documented. Nodecraft (re-checked 2026-08-22) sets it entirely from the host panel: Dashboard → Panel → Game Settings → Management Password → Show → Set Password → restart. Other guides describe an in-game flow: main menu → Manage Server → enter the server's IP → Set Password. The in-game flow is not corroborated by Nodecraft's article, and the frequently-repeated 6-character minimum appears in no source that could be re-fetched [REPORTED, split lineage]; the 6-character minimum is UNVERIFIED
Join password Inside Manage Server → Change Password → set the password players type when connecting [REPORTED]
Default state "If you do not set a password, your server will be public!" [REPORTED]
Storage files Password.json and PlayerPassword.json in the root of the server directory; values are stored as encrypted strings, not plaintext [REPORTED] -- single-source lineage; UNVERIFIED against a real install
Offline generation A community utility at starrupture-utilities.com/passwords/ generates password.json / playerpassword.json when the in-game flow fails [REPORTED]
Console / RCON No in-game console command set, RCON port, or admin command list is documented by any source examined. Server management is entirely through the client's Manage Server screen plus host-panel restarts [CONFIRMED absent by omission] -- see Gaps
Player kick/ban No documented kick or ban tooling UNVERIFIED

4.5 Client join flow (dedicated)#

  1. Main menu → Join Game → Dedicated Server.
  2. Enter the server IP (or IP:Port) and the join password if one is set.
  3. Connect. [REPORTED -- XGamingServer, GameKnightly, GG Host, consistent across providers]

There is no in-game server browser. Every provider guide describes manual IP entry, and one states outright that there is no built-in server list. [REPORTED, consistent across sources]

4.6 Ports#

Port Protocol Role Confidence
7777 UDP Game traffic. The only port named in the official article [CONFIRMED]
27015 UDP Steam query port (-QueryPort) [REPORTED]
27016 UDP Additional Steam port some guides ask you to forward [REPORTED], weak

Port forwarding is explicitly required by the official article when the server sits behind a router. Because the transport is EOS-based, NAT traversal for listen-server co-op generally does not require manual forwarding -- but this is [INFERRED] from the EOS SDK's presence, not stated by Creepy Jar.


5. Player cap: the definitive statement#

Creepy Jar's own support article Multiplayer session size is the authoritative source:

"Our StarRupture team is focused on stabilizing and perfecting the Multiplayer experience for four-session players... we're not going to expand the Multiplayer slot count until we're sure that the current co-op experience is up to our satisfaction."

Claim Status
4 players max, host inclusive [CONFIRMED]
Cap raise is a stated future possibility, gated on co-op quality; changes announced via official social channels [CONFIRMED]
A MaxPlayers server-config key exists that can be pushed above 4 UNVERIFIED. One host provider (XGamingServer) states "it's technically possible to set MaxPlayers higher... anything above 4 is experimental and may cause lag, desync, or crashes." No other source, and no official source, mentions a MaxPlayers key at all -- it does not appear in the DSSettings.txt schema. Treat as provider-panel abstraction until verified against a real server install
Community demand for >4 Live and ongoing -- Steam discussion thread "More than 4 players please & Dedicated Server"

6. Character selection and professions in co-op#

The game ships four playable professions. The packaged data assets are PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier (internal identifiers, from the install manifest); the Supporter Pack avatar set names them Biologist, Engineer, Physicist, Soldier, and community guides use Engineer, Medic/Biologist, Scientist, Soldier. The display-name mapping is unresolved -- see Gaps.

Fact Detail Confidence
One character per player Characters are claimed in co-op -- 0.2.1/0.2.2 fixed "synchronization of the taken characters' status on the character selection screen in co-op sessions." Lore framing per community: "you don't get clones in coop" [CONFIRMED mechanically by patch notes]
Mechanical differences Currently cosmetic. Community consensus on the Steam thread "whats the point of the character classes?": the difference is voice acting and dialogue lines with GAL, not stats. One reported perk (Engineer running free on roads) is regarded in-thread as a road bug, not a class ability [REPORTED -- named-thread community consensus]
Third-party class-perk claims Several SEO guide sites assert real perks (Medic heals faster / better hazard resistance, Soldier deals more and takes less damage, Scientist researches faster). These contradict the Steam-thread consensus and no official source supports them. UNVERIFIED -- do not present as fact
Future differentiation Referenced by community as roadmap-adjacent ("once they are nearly out of early access"); no official confirmation UNVERIFIED
Voice/dialogue routing 0.2.6 fixed "an issue where every player could hear each of the co-op players' dialogues" and "an issue where clients couldn't hear dialogues in co-op sessions"; 0.2.7 fixed "Dialogues are no longer skipped for the client when the host is far away" -- i.e. dialogue is per-character and distance-gated [CONFIRMED]

Practical read for a co-op group: pick professions for flavour and voice, not for a build. Division of labour in StarRupture is behavioural, not mechanical.


7. What is shared and what is personal#

Thing Shared or personal Evidence
The world / map Shared. One World Partition map, ChimeraMain, streamed for all players [INFERRED from install: a single handcrafted map, ~9.3k streaming cells]
Bases and buildings Shared. Any player can build anywhere; patch notes reference multi-player construction conflicts ("Added corrections for attaching Drone Rails by multiple players") [CONFIRMED]
Building deconstruction Shared -- and dangerous. Deconstruction bugs recur across patches (vertical Habitat stacks, merged Viewports) [CONFIRMED]
Corporation progression / reputation Shared, session-wide. Stored once in the save under CrCorporationsOwner (corporations, levels, reputation, dataPoints, unlockedFeaturesFlags) -- there is no per-player corporation block [INFERRED from save schema]
Research / unlocked recipes Shared, session-wide. CrCraftingRecipeOwner holds one unlockedRecipes[] / lockedRecipes{} set for the save. Multiple hotfixes fix research display desync for clients, not per-player research trees [INFERRED from save schema + CONFIRMED by patch notes on Development Station update sync]
Who can research Any player at a Development Station / Research Lab; the result applies to everyone. Patch notes fix "research on some buildings is not updating in the Development Station on Dedicated Servers" and "the update progress in the Development Station for joining players in co-op" [CONFIRMED]
Unlock-requirement counters Session-wide but historically miscounted in co-op: 0.2.2 fixed Rail V3 and Ore Excavator V2 counting on dedicated servers; 0.2.3 fixed "requirements to unlock Large Personal Storage would not count correctly in co-op" [CONFIRMED]
Personal inventory Personal per player -- "Large Personal Storage" is an explicitly personal container tier, and inventory slot unlocks are tracked as unlockedInventorySlotsNumber in the save [INFERRED + CONFIRMED by the patch-note item name]
Storage buildings / depots Shared. Storage-building recipe lists desynced for clients until fixed in 0.2.1/0.2.2 [CONFIRMED]
Orbital Cargo Shared, with a client-selection bug fixed in the Update 1 window ("Fixed an issue where Clients could not select items in Orbital Cargo") [CONFIRMED]
Enviro Wave / Fire Wave timer Shared, world-level. EnviroWave / EnviroWaveTimer are single subsystem blocks in the save [INFERRED from save schema]
Base Attack state Shared, world-level. BaseSiteAttackData + BaseCoreReplicationHelperSaveData [INFERRED from save schema]
Playtime counter Single playtimeDuration for the save, not per-player [INFERRED from save schema]

8. Known sync, desync and stability issues#

8.1 Fixed in shipped patches (official patch notes, verbatim where quoted)#

Version Area Fix
0.1.1 Med Tool "Players can now properly heal co-op Players with Med Tool in Abandoned Bases"
Update 1 Orbital Cargo "Fixed an issue where Clients could not select items in Orbital Cargo"
0.2.1 Recipes "Fixed a co-op synchronization issue where the available recipes in storage buildings fail to appear for client players"
0.2.1 / 0.2.2 Ziplines 0.2.1: "Corrected a synchronization issue when riding the Zipline by different players in the co-op sessions" — 0.2.2: "Improved synchronization between co-op players riding the Zipline in close range"
0.2.1 / 0.2.2 Forgotten Engine 0.2.1: "Fixed an issue where Forgotten Engine lights do not appear for some of the players in co-op sessions"; "Fixed an issue where rejoining players don't receive a notification after completing Forgotten Engine" — 0.2.2: "Fixed an issue where Control Station's doors in Forgotten Engine would be locked after reloading in co-op sessions"
0.2.1 Character select "Fixed synchronization of the taken characters' status on the character selection screen in co-op sessions"
0.2.1 Death screen "Fixed an issue where the Death Screen does not appear in specific situations for co-op session clients"
0.2.1 Dedicated server "Improved stability of the game for all players on Dedicated Servers during base attacks"
0.2.1 Dedicated server "Improved stability of the game for joining players on Dedicated Servers"
0.2.1 Dedicated server "Corrected Dedicated Server logic to ensure the game pauses when all players leave the session"
0.2.1 Research "Fixed an issue where research on some buildings is not updating in the Development Station on Dedicated Servers"; "Corrected the update progress in the Development Station for joining players in co-op sessions"
0.2.1 Drone rails "Added corrections for attaching Drone Rails by multiple players"
0.2.1 Building Drone "Resolved an issue where players couldn't open their inventory while using the Building Drone"
0.2.1 Analyzing Station "Resolved an issue where the Analyzing Station UI would fail to update for clients in co-op sessions"
0.2.1 Fire Wave "Improved stability of the game for co-op players when the Fire Wave hits"
0.2.2 Unlock counters (DS) "...the requirements to unlock Rail V3 were not correctly counted in the Development Station on Dedicated Servers"; same for Ore Excavator V2
0.2.2 Progression Progression rollback: pre-Update-1 saves auto-unlock already-built buildings in the Development Station
0.2.3 Unlocks "...requirements to unlock Large Personal Storage would not count correctly [in] co-op"
0.2.3 Wildlife "Fixed an issue where Vulpir's eggs may not spawn for the clients in co-op sessions"
0.2.4 Save/crash "Fixed a potential crash occurring when loading a save file made after a lost Base Attack in co-op"
0.2.5 Power "Improved the Platform's power system in a co-op session..."
0.2.5 Ziplines "Fixed an issue where the Zipline Pole ghost would visually disconnect from the Zipline for [the] Client"
0.2.6 Animation "Fixed co-op players turning into T-pose animation when their grenade throw was interrupted"
0.2.6 Lobby UI "Lobby slots should now correctly display player status when hovered over"
0.2.6 Fire Wave "Fixed missing Fire Wave VFX for co-op players joining the session during the Fire Wave"
0.2.6 Audio/dialogue "...every player could hear each of the co-op players' dialogues"; "clients couldn't hear dialogues in co-op sessions"
0.2.6 MP settings "Fixed an issue where the multiplayer settings became unresponsive upon changing visibility"
0.2.6 Dedicated server "Fixed battle music looping in the Forgotten Engine Control Room on Dedicated Servers"
0.2.6 Building "Fixed an issue where deconstructing a merged Viewport in a co-op session caused the Habitat [to] disappear"
0.2.7 Dialogue "Dialogues are no longer skipped for the client when the host is far away"
0.2.8 -- No multiplayer lines. GPU crash fixes only (RTX 40/50 exit crash).

Attribution note (v1.0.1): the 0.2.1 and 0.2.2 note lists were originally extracted with overlap and several lines were mis-assigned. They have since been re-pulled individually from ISteamNews/GetNewsForApp with a narrow enddate window and are now cleanly separated — in particular the Fire Wave co-op stability fix and the dedicated-server pause-when-empty fix are both 0.2.1, not 0.2.2. The 0.2.3-0.2.8 attributions were re-verified the same way and are correct as printed. [CONFIRMED -- Steam news API, per-item re-fetch 2026-08-22]

8.2 Open / reported issues (community, current-era)#

Issue Detail Source class
Geometry desync after long sessions Non-host reports rails and recently-placed structures failing to appear and being walk-through-able after ~5 hours. Named thread: "Are the devs aware of a desync issue in multiplayer?" (Steam General Discussions, by "Sparrow"). No dev reply in-thread [REPORTED] community
Build/deconstruct hitching at scale Placing or removing a structure drops framerate to single digits on large bases -- in co-op and solo. Named thread: "Extreme bad performance in 2 player coop" [REPORTED] community consensus
Cause (community explanation) "Each time you add or remove something, game has to calculate electricity and stability for that whole area. Larger the area, slower the calculation and that calculation freezes the game until it's done." [REPORTED] community consensus; strongly corroborated by the save schema (electricitySubsystemState, stabilitySubsystemState, CrElectricityFragment, CrMassBuildingStabilityData per Mass entity)
Disconnects with rollback A hosted server becoming "unplayable after base expansion, causing frequent disconnects with 5-minute rollbacks" -- the 5-minute figure matches the dedicated-server default SaveGameInterval of 300 s [REPORTED] + [INFERRED]
Invisible mobs in MP Reported alongside the above [REPORTED]
Non-replicated actors The shipped client log carries "BP_Airlock_C ... is not replicated nor uses Mass replication" -- direct evidence that some placeable actors still lack replication [INFERRED from first-hand log]
LogCrInventory noise 1,553 ItemPtr was null but it should never be the case id <guid> errors in a single solo session -- an inventory-subsystem assert that is noisy but non-fatal; a plausible relative of the co-op inventory/storage sync bugs [INFERRED from first-hand log]
"Deconstruct All" causes desync Recommended to deconstruct manually instead [REPORTED], single low-quality source -- see Gaps

8.3 Why large bases hurt in multiplayer (mechanism)#

The install ground truth explains the community reports. StarRupture stores its factory as Mass Entity data: a mid-game 51-hour save contains 2,711 Mass entities, each carrying fragments such as CrElectricityFragment, CrMassBuildingStabilityData, CrBuildingStateFragment, CrMassTemperatureFragment, CrInventoryFragment, CrCraftingFragment and CrLogisticsLineFragment. Whole-subsystem recalculation (electricitySubsystemState, stabilitySubsystemState, logisticsRequestSubsystemState) on every placement/removal is a server-authoritative, synchronous cost -- so in a listen-server session it stalls the host's frame and every client. This is the mechanistic basis for the "build smaller islands of machines with walkways connecting them instead of one giant continuous platform" advice from the Steam performance thread. [INFERRED mechanism + REPORTED symptom]

Practical mitigations that appear across community sources (label: community consensus, not official):

Mitigation Rationale
Host on the strongest single-thread CPU in the group, or use a dedicated server Stability/electricity recalculation is the bottleneck, not GPU
Host on wired ethernet Standard listen-server hygiene
Build in modular islands linked by walkways / drone rails rather than one contiguous mega-platform Shrinks the recalculation region
Avoid mass simultaneous placement by multiple players Patch notes confirm multi-player rail-attach conflicts
Prefer manual deconstruct over bulk deconstruct in co-op Reported desync risk; also matches the repeated Habitat/Viewport deconstruct bugs
On dedicated servers, schedule periodic restarts Provider guidance; also mitigates long-session drift
Lower host graphics settings Frees CPU headroom on the authoritative machine

9. Drop-in / drop-out#

Behaviour Status
Join a session already in progress Yes -- patch notes explicitly handle "co-op players joining the session during the Fire Wave" and "joining players on Dedicated Servers"
Rejoin later with your character/progress intact Yes -- "rejoining players" is a first-class concept in patch notes (notification delivery on rejoin)
World persists while nobody is connected (dedicated) Yes -- and 0.2.1 "Corrected Dedicated Server logic to ensure the game pauses when all players leave the session", i.e. the sim halts rather than running unattended
World persists when the host quits (listen) The save persists on disk, but the session ends; players must wait for the host to relaunch
Character claim on rejoin Character slots are "taken"/claimed per session; the sync of that state was fixed in 0.2.1/0.2.2

Important consequence: on a dedicated server the world pauses when empty (as of 0.2.1). Automation does not tick while nobody is online, so a dedicated server is not an idle-production farm. This is a design decision worth surfacing in any planning tool that models throughput over wall-clock time.


10. Host migration#

There is no host migration in StarRupture as of 0.2.8. No official article, patch note, wiki page, provider guide or community thread examined describes migrating session authority when the host disconnects. The dedicated server exists precisely because listen-server sessions die with the host, and every third-party guide frames the dedicated server as the answer to "the host has to stay connected."

Status: [CONFIRMED absent by omission across all sources examined], not [CONFIRMED] by an explicit dev statement. Listed under Gaps.


11. Crossplay, platforms and Steam features#

Question Answer Confidence
Platforms Windows PC only, sold on Steam. No console version, no confirmed Microsoft Store / Xbox Game Pass version [CONFIRMED] -- Steam appdetails platforms = windows only; searches surfaced no Game Pass listing
Crossplay Not applicable / not offered. The Cross-Platform Multiplayer Steam category is absent; there is only one storefront build [CONFIRMED]
Crossplay plumbing The client boots EOS SDK 1.17.0 and the server binary is StarRuptureServerEOS.exe; the project also ships a PlayersNetIdOverride plugin. That is the technical substrate a future storefront-crossing crossplay would use -- but it is not evidence that crossplay exists today [INFERRED]
EOS overlay Disabled in the shipped build; OnlineSubsystemEOSPlus logs a deprecation warning [INFERRED from first-hand log]
Steam Cloud Supported; the game's saves live under the Steam Cloud remote path and are tracked in remotecache.vdf with per-file sync state [CONFIRMED by install]
Family Sharing Listed [CONFIRMED]
Remote Play Together Not listed -- do not tell users to couch-co-op via Remote Play Together [CONFIRMED]
Steam Workshop Not listed; mods are distributed via Nexus Mods [CONFIRMED]
Nexus "GamePass version" mention A Nexus UE4SS mod page references Steam and GamePass install paths. No StarRupture Game Pass listing could be found; treat that as generic UE4SS boilerplate UNVERIFIED

12. Mods in multiplayer#

Fact Detail Confidence
Mod ecosystem Nexus Mods hosts the StarRupture mod index (e.g. Player Tweaks, Bigger Inventory). An earlier pass recorded ~85 mods; Nexus returns HTTP 403 to automated fetches, so the count could not be re-verified and is a moving number in any case -- do not quote it [REPORTED]; count UNVERIFIED
Loader UE4SS ships as a Nexus mod (UE4SS for StarRupture), installed to StarRupture\Binaries\Win64 [REPORTED]
Manager support A StarRupture Vortex Extension exists (Nexus site mod 1616), targeting the UE4SS folder layout ue4ss/Mods [REPORTED]
Anti-cheat obstacle None. The install has no EAC bootstrapper and the EOS log reports the EAC client "not available" -- modded clients are not blocked by anti-cheat [INFERRED from first-hand log]
Pak-side moddability IoStore single chunk pakchunk0-Windows, container 81e4dd3d9595e447, SignatureHash all zeros = unsigned, no encryption key in the boot log. Plus full PDB symbols shipped (StarRuptureServerEOS's client counterpart ships a 2.51 GB .pdb) [INFERRED from first-hand install]
Official multiplayer mod policy None published. No Creepy Jar statement on modding or on mods in multiplayer was found UNVERIFIED / absent
Do all players need the same mods? UNVERIFIED. No source addresses client/server mod parity for StarRupture. General UE4SS reality is that client-side cosmetic/UI mods are usually tolerable while gameplay mods that change server-authoritative data (recipes, costs, inventory sizes) must match on the authoritative machine -- but that is a generic engine expectation, not a StarRupture-verified fact, and must be tested
Dedicated-server modding No source describes installing UE4SS into StarRuptureServerEOS.exe's directory or any server-side mod loader UNVERIFIED
Safest mod vector for this project Save-side editing -- the save is a 4-byte LE uint32 (inflated size) + zlib stream + UTF-8 JSON, fully understood and offline. It sidesteps client/server parity entirely [CONFIRMED by install ground truth]

13. Co-op division of labour (community patterns)#

Because professions are currently cosmetic (§6), all division of labour is behavioural. The patterns below are community consensus from guide sites and Steam threads, not official design guidance, and are labelled as such.

Role What that player owns Why it works in StarRupture specifically
Factory architect (often called "the Engineer") Base layout, foundations/platforms, power grid, machine placement, drone rails Placement triggers the whole-area electricity + stability recalculation -- concentrating placement in one player's hands avoids simultaneous-edit conflicts (see the 0.2.2 drone-rail fix) and keeps the hitching predictable
Logistics / drone runner Drone stations, rail junctions, package stations, storage depots, exporters Rail attachment by multiple players is a historically buggy path; one owner reduces contention
Prospector / scout Resource surveying, gatherable routes, cave runs, Abandoned Bases, ziplines Gatherable depletion and PCG spawn state are world-shared (GatherableSpawnersSubsystem), so duplicated scouting is wasted effort
Defence / combat lead Turret coverage, Base Core protection, wave response, ammo supply Base Attacks and Enviro/Fire Waves are world-level shared events with their own state machine -- someone must be positioned at the core when they fire
Research / corporation runner Development Station / Research Lab / Analyzer queues, corporation deliveries and reputation Research and corporation levels are session-shared, so one player driving the queue avoids duplicated data-point spend

Additional consensus points worth carrying into a companion tool:

  • The host should coordinate major base changes -- non-hosts experience the worst lag when many structures are placed at once. [REPORTED]
  • Wave timing dictates the schedule. Enviro Wave / Fire Wave cadence is world-shared; the practical co-op rhythm is "build between waves, converge on the core for the wave." [INFERRED from the shared EnviroWaveTimer + the 0.2.1 "stability for co-op players when the Fire Wave hits" fix]
  • Med Tool healing of other players is a real support role -- it has been explicitly patched for co-op (0.1.1). [CONFIRMED]
  • Personal storage is per-player, so hand-offs go through shared storage buildings, not through "give item" mechanics that no source documents. [INFERRED]

14. Implications for this project's tracks#

Track What this document pins
Playthrough companion Progression to track is session-scoped, not player-scoped: corporations, reputation, data points, unlocked recipes, wave count and playtime are all single blocks in one save. A co-op companion reads the host's / server's save, never a client's
Save reading / progression tracker Dedicated-server saves land at <server>/StarRupture/Saved/SaveGames/<SessionName>/<SaveGameName> -- same u32 + zlib + JSON format as the client's remote\Saved\SaveGames<Profile>\ path. One parser covers both
Base planning tool Model placement cost as a whole-region recalculation, and surface an "island size" warning: contiguous platform area is the multiplayer performance lever, not machine count alone
Throughput modelling A dedicated server pauses when empty (0.2.1) -- wall-clock production models must not assume offline ticking
Modding No anti-cheat, unsigned IoStore, shipped PDBs, UE4SS available. But client/server mod parity is unverified; prefer save-side edits for anything progression-affecting
Server tooling DSSettings.txt (JSON), Password.json / PlayerPassword.json, -port=7777, SRServerWithLog.bat are the automation surfaces. Expect .bat args to reset on game updates (official warning)

Gaps & Unverified#

Could not be established from any source examined:

  1. MaxPlayers config key. XGamingServer claims one exists and can exceed 4; it appears in no official source and not in the DSSettings.txt schema published by Nodecraft/XGamingServer's own docs. Likely a provider-panel abstraction. Needs verification against a real 3809400 install.
  2. Password.json / PlayerPassword.json file names, location and encryption -- single-lineage third-party claim, never seen first-hand. The 6-character minimum password length and the in-game "Manage Server" password flow fall in the same bucket: Nodecraft's re-checked article documents only a host-panel Management Password field and states neither. UNVERIFIED.
  3. -QueryPort, -MULTIHOME, -ServerName launch arguments -- third-party only; the official Creepy Jar article documents only -Log and -port. -ServerName also conflicts with DSSettings.txt's SessionName; which one drives the displayed name is unknown.
  4. Admin command set / RCON. No console commands, kick, ban, whitelist or RCON port documented anywhere. Server administration appears to be limited to the client's Manage Server screen plus host-panel start/stop. Absence is consistent across sources but is not an explicit dev statement.
  5. Host migration -- concluded absent by universal omission, not by a dev statement.
  6. Native Linux dedicated server. Community Steam guides and Docker images exist for "Linux"; whether any of them run a native ELF build or wrap the Windows binary under Wine/Proton was not verified. The official article documents Windows only.
  7. Mods in multiplayer parity. Whether all clients (and a dedicated server) must run identical UE4SS mods is completely undocumented for StarRupture. No official modding policy exists.
  8. Whether the character-selection claim is enforced or advisory -- can two players pick the same profession if they insist? Patch notes prove the taken status is synced, but not that duplicates are blocked.
  9. Exact server-side save path on a dedicated install -- inferred from /StarRupture/Saved/SaveGames/[SessionName]/, not confirmed against a live server filesystem.
  10. Whether listen-server co-op needs port forwarding. Inferred "no" from EOS NAT traversal; not stated by Creepy Jar.
  11. A current Known Issues list. Creepy Jar's Known Issues & EA Roadmap support article now defers to Steam forums and Discord rather than enumerating issues, so no authoritative open-bug list for multiplayer could be captured.
  12. Discord announcements. Creepy Jar's official Discord is referenced by the wiki and support site but its announcement channel is not web-indexed and was not readable.
  13. Nexus Mods catalogue size. nexusmods.com returns HTTP 403 to automated fetches; the "~85 mods" figure from the previous pass could not be re-verified and should not be quoted as current.
  14. wiki.gg main-page last-edit date. Special:RecentChanges returned HTTP 404 to the fetcher. Article count (103) was re-confirmed via Special:AllPages; edit recency was not.

Where sources disagree:

Topic Source A Source B Current reading
Player cap ceiling Creepy Jar: 4, firm XGamingServer: MaxPlayers can exceed 4, "experimental" 4 is the fact. Treat >4 as unverified provider claim
Class perks Steam thread consensus: cosmetic, voice/dialogue only; road perk = bug SEO guide sites (nerdschalk, playerauctions, mmoso, gamerant-adjacent): real stat perks Cosmetic is the better-sourced answer; perk claims unverified
Patch dates Steam news API unix timestamps put 0.2.8 at 2026-06-17 (1781694185) An earlier automated read of the same feed produced 2026-07-10 Resolved in favour of 2026-06-17. Every ladder timestamp was re-pulled and re-converted on 2026-08-22; the whole 0.1.1 → 0.2.8 chain checks out. The 2026-07-10 figure was a bad conversion. Three March/April PTB-era dates were off by 1-2 days and have been corrected in §2
Character roster names Install PD_* assets: Engineer / Medic / Scientist / Soldier Supporter Pack avatars: Biologist / Engineer / Physicist / Soldier Display names live in .locres string tables and are not yet mapped; do not present either set as the in-game names

Deliberately excluded low-quality sources. starrupture.org, starrupture.net, starruptureplanner.com, starrupturewiki.org and gamerblurb.com surfaced repeatedly in search and read as machine-generated SEO content. One of them produced the plainly false guidance "keep active players at 4-6, not 10" for a game with a hard 4-player cap. None of their claims are used in this document. supercraft.host was not fetched (known fetch tarpit). steamdb.info and starrupture.fandom.com returned HTTP 403/402 and were abandoned.

Wiki status finding. The wiki.gg wiki (starrupture.wiki.gg) carries 103 articles (Special:AllPages, re-counted 2026-08-22 -- up from 81 on the previous pass, so it is being edited) but still has no multiplayer, co-op or dedicated-server page at all; its coverage is buildings, items, corporations and recipes. The earlier claim that the main page was "last edited 2 August 2025" could not be re-verified (Special:RecentChanges returned HTTP 404 to the fetcher) and should not be quoted. The Fandom wiki was unreachable. The most current community reference for server topics is the Unofficial StarRupture Wiki at wiki.starrupture-utilities.com (JS-rendered, so only reachable through search snippets and provider mirrors of its content). There is currently no canonical, current, fetchable community wiki for StarRupture -- provider knowledgebases (Nodecraft, XGamingServer) and Steam discussions are the better secondary tier.


Sources#

All accessed 2026-08-22.

Official (Creepy Jar / Steam / Valve APIs)

  • Creepy Jar support -- Multiplayer session size: https://creepyjar.theymes.com/hc/en/starrupture/articles/multiplayer-session-size-17
  • Creepy Jar support -- Setting up a StarRupture Dedicated Server (Experimental feature) using the Steam App: https://creepyjar.theymes.com/hc/en/starrupture/articles/setting-up-a-star-rupture-dedicated-server-experimental-feature-using-the-steam-app-34
  • Creepy Jar support -- Known Issues & EA Roadmap: https://creepyjar.theymes.com/hc/en/starrupture/articles/known-issues-and-ea-roadmap-14
  • Creepy Jar support -- article index: https://creepyjar.theymes.com/hc/en/starrupture
  • Steam news feed (all patch notes 0.1.x-0.2.8, Update 1, PTB, dev blogs), Valve API: https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=41&maxlength=0&format=json
  • Steam store app details (categories, platforms, release date, price), Valve API: https://store.steampowered.com/api/appdetails?appids=1631270&cc=us&l=en
  • Steam discussions -- pinned dev post "Setting up a SR Dedicated Server (Experimental feature)" by Adam_CJ: https://steamcommunity.com/app/1631270/discussions/0/695375631276334754/

Community wikis

  • Star Rupture Wiki (wiki.gg) -- confirmed stale, last edited 2025-08-02: https://starrupture.wiki.gg/
  • Unofficial StarRupture Wiki -- Dedicated Server Configuration (JS-rendered, snippet-level only): https://wiki.starrupture-utilities.com/en/dedicated-server/configuration

Steam community discussions (named threads, community consensus)

  • "Are the devs aware of a desync issue in multiplayer?": https://steamcommunity.com/app/1631270/discussions/0/742664495215697251/
  • "Extreme bad performance in 2 player coop": https://steamcommunity.com/app/1631270/discussions/0/695375795021119835/
  • "whats the point of the character classes?": https://steamcommunity.com/app/1631270/discussions/0/695375725078777859/
  • "More than 4 players please & Dedicated Server" (search-snippet level): https://steamcommunity.com/app/1631270/discussions/0/3959287799153029119/

Server-hosting knowledgebases (third-party, cross-checked)

  • Nodecraft -- Configuring your StarRupture server with DSSettings.txt: https://nodecraft.com/support/games/starrupture/configuring-your-starrupture-server-with-dssettings-txt
  • Nodecraft -- How to Set an Admin Password on a StarRupture Server: https://nodecraft.com/support/games/starrupture/how-to-set-an-admin-password-on-a-starrupture-server
  • XGamingServer Docs -- StarRupture Multiplayer Guide: https://xgamingserver.com/docs/starrupture/multiplayer-guide
  • XGamingServer Docs -- DSSettings.txt Configuration Guide: https://xgamingserver.com/docs/starrupture/dssettings-configuration (note: the www. form fails TLS -- its certificate does not cover www.xgamingserver.com)
  • Game Knightly -- StarRupture Dedicated Server Setup Guide (Steam & Windows): https://gameknightly.com/game-hosting/game-server-guides/starrupture-dedicated-server-setup-guide-steam-windows/

Press / guides

  • TheGamer -- StarRupture: Multiplayer Guide (invite flow, Invite Only / Friends Only, SaveSync): https://www.thegamer.com/starrupture-multiplayer-server-host-guide/

Modding

  • Nexus Mods -- StarRupture mod index (~85 mods): https://www.nexusmods.com/games/starrupture/mods
  • Nexus Mods -- UE4SS for StarRupture: https://www.nexusmods.com/starrupture/mods/146
  • Nexus Mods -- StarRupture Vortex Extension: https://www.nexusmods.com/site/mods/1616

First-hand ground truth (not web)

  • C:/star-rupture/docs/ref/shadow-install.md -- StarRupture ShadowPC Install Reference v1.0.0 (build identity, EOS/Steamworks SDK versions, save format and location, Mass entity schema, plugin list, log evidence). Inventoried 2026-08-22.
15

Modding & Technical Internals

Version anchorStarRupture 0.2.8 ("Hotfix 0.2.8", Steam news 2026-06-17) on the Update 1 / Content-Update-1 line -- build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, depot last updated 2026-08-16 10:35 UTC, engine Unreal Engine 5.6.1 (custom Creepy Jar build). Newest official communication as of 2026-08-22 is the Developer Blog: August 2026 (2026-08-05), which previews Update 2 features (body retrieved 2026-08-22 via the Steam news RSS feed -- see §Gaps 12); no Update 2 build has shipped to the default branch, and Hotfix 0.2.8 remains the newest patch-note post. All version-sensitive values below are tagged with the build they belong to.
19 claims checked11 corrections16 unverifiedverifier verdict

The doc is now reliable on its technical layer -- every load-bearing tooling, save-format, dedicated-server, patch-history and version claim I could reach was confirmed against primary sources (GitHub repos, Steam store/EULA/news RSS, Steam discussions and guides, wiki.gg, xgamingserver, TheGamer), and the install/engine facts already matched ground truth exactly. The one serious defect was legal, not technical: the doc asserted StarRupture has no custom EULA when it in fact ships a Creepy Jar EULA that expressly prohibits modification, derivative works, data-extraction tooling and reverse engineering -- that section has been rewritten and the "unobstructed" framing corrected throughout, with the remaining soft spots (Nexus/ModDB metadata behind 403s, PTB date, `migrate` semantics) explicitly marked UNVERIFIED.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

StarRupture is an Early Access UE5 base-builder from Creepy Jar (Green Hell). For modding purposes the important shape of the game is: a single unsigned, unencrypted-by-all-appearances IoStore container, no anti-cheat, full PDB debug symbols shipped in the retail install, no Steam Workshop and no first-party mod tooling. Everything that exists today is community-built and lives on Nexus Mods and GitHub, using the standard UE5 modding stack -- loose .pak/.utoc overrides in the Paks folder, UE4SS for scripting and Blueprint "LogicMods", and a game-specific C++ DLL-proxy mod loader with its own SDK. Saves are unusually friendly: a 4-byte length header plus a zlib stream wrapping plain UTF-8 JSON, which means a save reader is a ten-line function and several third-party editors already exist. The one thing that is not permissive is the paperwork: the game ships a Creepy Jar EULA that explicitly prohibits modification, derivative works, data-extraction tools and reverse engineering (§10) -- unenforced so far, but written down. The main technical hazards are patch churn (every hotfix can invalidate AOB signatures and Dumper-7 SDKs), Steam Cloud fighting modded saves, and a large body of AI-generated SEO "guides" that fabricate console commands and item IDs for this game -- those are called out explicitly below so future sessions do not ingest them.

Ground truth for every install/engine/save/content fact here is docs/ref/shadow-install.md (first-hand inventory of the installed 0.2.8 build). Web sources are used to establish the community and official layers; where a web source contradicts the install, the install wins and the contradiction is recorded.


1. Official stance on mods#

Question Answer (as of 0.2.8 / 2026-08-22) Confidence
Steam Workshop for StarRupture? No. The Steam store page lists Single-player, Online Co-op, Steam Cloud and Family Sharing; Workshop is absent. Community threads confirm an empty/absent Workshop. Confirmed (store page + Steam discussion)
Official mod tools / SDK / editor? None published. No Creepy Jar modding SDK, no .uproject release, no documented mod API. Confirmed by absence on store page + Steam news index
Mod support on the Early Access roadmap? Not listed. The January 2026 EA roadmap covers performance, building, combat, world, UI, wildlife, custom difficulty, inter-base travel, a codex and controller support. Mod support is not a named roadmap item. Confirmed (roadmap coverage, multiple outlets)
Developer statements permitting or forbidding mods? Forbidden in writing. The Steam store page carries "Requires agreement to a 3rd-party EULA"; the StarRupture EULA (Creepy Jar S.A., effective 2025-07-29) prohibits creating derivative works "on the basis of the GAME", using "hacks, partial conversions from other third-party software", using "unauthorized third-party software which intercepts, 'explores data' or in any other way collects information from or via the GAME", and "reverse engineering, decompilation, getting the source code". No dev reply in the Workshop/modding threads searched, and no technical enforcement observed. Confirmed (EULA text, read 2026-08-22)
De-facto tolerance? High in practice, despite the EULA prohibition above. The retail build ships StarRuptureGameSteam-Win64-Shipping.pdb (2.51 GB of full debug symbols), containers are unsigned, EAC is "not available" in the boot log, and mods have been on Nexus since January 2026 without takedowns. Inferred from install + observed ecosystem

Where the fan-site claims come from. Several SEO sites (starrupture.org, thephrasemaker.com, holy.gg, allthings.how, xmodhub.com, magicgameworld.com, md-eksperiment.org) assert "modding is officially supported by the developers" and describe a modding roadmap. No primary source supports this. These pages are machine-generated aggregations; one of them (xmodhub) publishes "item IDs" such as Biomass_Raw, Ore_Iron, Ammo_Rifle that do not match the game's real asset naming (I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem, and 363 I_* classes generally -- see ground truth §5). Treat that entire cluster of sites as fabricated for this domain. The accurate statement is: modding is unsupported, untooled, technically unobstructed, and contractually prohibited by the EULA (§10) -- Creepy Jar publishes no mod tooling and mounts no technical barrier, but the EULA users accept forbids derivative works, third-party data-extraction tools and reverse engineering. Tolerance in practice is not permission on paper.

Community consensus (Steam discussion "I see people discussing mods on YT but there is nothing here in the workshop?", posted 2026-01-21): mods come from Nexus Mods, not Workshop; back up saves and use a fresh slot before installing mods; Steam Cloud sync is the reported cause of modded-save corruption and disabling cloud for the app resolved it for at least one poster. Some players explicitly want Workshop instead of Nexus. Label all of that as community consensus from that thread, not policy.

1.1 Mod hosting presence#

Host Present? Notes
Nexus Mods (nexusmods.com/starrupture) Yes -- the canonical host. Mod IDs observed up to at least 146; a first-party-style Vortex extension exists (nexusmods.com/site/mods/1616) and an MO2 support package (starrupture/mods/66).
Steam Workshop No Not enabled for app 1631270.
mod.io Not found No StarRupture presence located. UNVERIFIED (absence).
ModDB A game-page URL exists (moddb.com/games/starrupture/mods) UNVERIFIED -- the page returns HTTP 403 to automated fetch (re-checked 2026-08-22); existence known only from search metadata, content volume not established. Secondary to Nexus either way.
GitHub Yes -- tooling lives here Mod loader, plugin SDK, save editors (§7, §6.3).
Steam Community Guides Yes -- includes at least one translation mod (Ukrainian) distributed as a guide. Guides skew to databases/calculators, not mods.

2. Engine and packaging internals#

All values from the installed 0.2.8 build (ground truth §2-§3), which is the only fully reliable source for this section.

Fact Value
Engine Unreal Engine 5.6.1, custom build (FileVersionRaw 5.6.1.0 on the shipping exe and CrashReportClient)
Build source root D:\Perforce\P_Release-CU1\Engine\Source\... (from crash callstacks)
Game C++ module Chimera, class prefix Cr (UCrSaveSubsystem, UCrGameUserSettings, LogCrInventory)
Project codename Earth20; branch Release-CU1; Perforce CL 121391 (zero-byte marker file CL121391 in install root)
Build config Shipping (StarRuptureGameSteam-Win64-Shipping.exe, 248.8 MB)
Debug symbols StarRuptureGameSteam-Win64-Shipping.pdb, 2.51 GB, shipped in the retail depot
Steam app id / depot Game 1631270; main depot 1631272; DLC depot 4167250 (Supporter Pack)
Dedicated server app id 3809400 (StarRuptureServerEOS.exe)
Install size 44.0 GB, 214 files
RHI D3D12 (Agility SDK shipped: D3D12\x64\D3D12Core.dll); SM5 + SM6 shader archives
Anti-cheat None. EAC client reported "not available" at boot; no EAC bootstrapper in the depot.
Online stack Steamworks SDK 1.57 + Epic Online Services SDK 1.17.0 (EOS booted at startup; OnlineSubsystemEOSPlus deprecation warning logged)
Upscalers DLSS/Streamline (DLSSG, DeepDVC, NGX, Reflex), FSR/FidelityFX, NIS, AMD Anti-Lag 2; NNE/DirectML runtime present

2.1 Pak / IoStore layout#

<install>\StarRupture\Content\Paks\:

File Size Role
global.utoc / global.ucas 3.9 MB Global IoStore container (script objects, shader/global data)
pakchunk0-Windows.pak 244 MB Legacy pak sidecar for the single chunk
pakchunk0-Windows.utoc 13 MB Table of contents for the chunk
pakchunk0-Windows.ucas 38.36 GB All cooked content
Packaging property Value
Format UE5 IoStore (.utoc/.ucas) plus one legacy .pak; a single chunk (pakchunk0)
Container id 81e4dd3d9595e447, Order 3
Entries / packages 61,348 entries, 47,053 packages (LogIoDispatcher / LogFilePackageStore)
Signing SignatureHash all zeros -> containers are unsigned (no .sig, no signature check to defeat)
Encryption No AES key and no encryption line in the boot log; the only "Encryption" mention is an EOS data-storage warning. Expected unencrypted; formally UNVERIFIED until FModel/retoc opens the .utoc.
Mount point ../../../ (standard)
Asset registry Premade StarRupture/AssetRegistry.bin inside the container -- a full asset index for tooling once extracted
Path manifest Manifest_UFSFiles_Win64.txt in the install root: 13.9 MB, 107,681 packaged asset paths with timestamps, in plaintext, no extraction required
Plugins mounted at boot 58 project plugins + 230 engine plugins (303 .uplugin files in the manifest)

Practical consequence for modders: because there is exactly one chunk and no signing, a mod pak dropped into Paks\ with a name that sorts after pakchunk0-Windows (community convention: pakchunk999-Windows_P.pak / _P.utoc+_P.ucas) overrides base assets. Because the game is IoStore, a pure .pak mod is only reliable for assets the loader will resolve from the legacy path; the robust route for asset replacement on a 5.6 IoStore title is repacking to .utoc/.ucas with UnrealReZen or equivalent. UNVERIFIED for StarRupture specifically which of the two the existing Nexus paks use -- both TheGamer's guide and the Vortex extension only ever say "put the .pak in Paks", which suggests plain paks do work for these mods.

2.2 Project plugin surface (mod-relevant)#

Creepy Jar's own framework is Auraris (AuCore, AuCrafting, AuGameplay, AuGear, AuActorPlacement, AuActorWidgets, AuCamera, AuEventBus, AuNotification, AuResourceGrid, AuTooltips, AuUI), layered under Chimera plugins (ChimeraUI, ChimeraRichText, ChimeraMassCommon, ChimeraAnimToTexture, ChimeraInteriorsMapper). Gameplay uses GAS (GameplayEffects 630 assets, SystemAbilities, GameplayCue) and Mass Entity for both crowd AI (MassEnemyAI, MassAI, MassCrowd) and, critically, for buildings -- the save's Mass block holds 2,711 entities with per-building fragments. UI is a Lyra-derived stack (CommonGame, CommonUser, CommonLoadingScreen, UIExtension, GameplayMessageRouter, ModularGameplayActors). World generation uses ErrantBiomes/ErrantLandscape, ProceduralGenerator, PCG and SkyCreatorPlugin. Also present: GameFeatures, GameSettings, GameSubtitles, GameTelemetry, PlayersNetIdOverride, HoudiniEngine runtime, and leftover dev plugins (AutomationTestsViaRest, LevelEditingDuringPIE, Linter, ProjectCleanupTools, CJAutoScreenshotBookmark).

Two of those matter for mod design: GameFeatures means the game already supports runtime-mounted feature plugins (the cleanest theoretical mod vector, no tooling published), and Mass Entity for buildings means a mod that wants to change building behaviour is editing fragments/processors, not simple Actor Blueprints -- Blueprint-injection mods will hit that wall.


3. Configuration files and useful tweaks#

File Path Notes
GameUserSettings.ini %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\GameUserSettings.ini The one user-editable config. Section [/Script/Chimera.CrGameUserSettings] (custom class) + [ScalabilityGroups]. Settings Version=5 on 0.2.8.
Settings saves %LOCALAPPDATA%\StarRupture\Saved\SaveGames\ EnhancedInputUserSettings.sav (keybinds, 2.6 KB) + SharedGameSettings.sav (2.0 KB), standard UE GVAS -- not game saves.
Logs %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log (+ StarRupture-backup-<ts>.log) Shipping build suppresses the LogInit banner; plugin mounts, EOS boot, ensures and gameplay warnings are logged.
Crash dumps %LOCALAPPDATA%\StarRupture\Saved\Config\CrashReportClient\UECC-Windows-<guid>\ One folder per session GUID.
Pipeline cache %LOCALAPPDATA%\StarRupture\Saved\StarRupture_PCD3D_SM6.upipelinecache Delete to force PSO re-collection if stutter changes after a driver/patch.
Hotfix hook %LOCALAPPDATA%\StarRupture\Saved\PersistentDownloadDir\HotfixForNextBoot.txt Absent on a clean install; the game checks for a boot hotfix file -- an undocumented live-config channel worth watching. Contents/schema UNVERIFIED.
Cooked project configs Inside the container: StarRupture/Config (64 cooked ini files), plus Engine/Config/StagedBuild_StarRupture.ini (3 bytes, empty) on disk Only readable after extraction.
Dedicated-server configs <server>\StarRupture\Saved\Config\WindowsServer\ See §5.

3.1 Known-good ini keys (0.2.8 install, first-hand)#

[/Script/Chimera.CrGameUserSettings] observed keys: ResolutionSizeX / ResolutionSizeY, FullscreenMode (0 = fullscreen), bUseVSync, FrameRateLimit, UpscalerMode, DLSSMode, UpscaleQuality, frame-generation toggle, AA mode, FOVValue, sprint-toggle, Landscape Nanite tessellation, motion-blur toggle, low-latency mode, ControllerPlatform (XSX), Version. [ScalabilityGroups] uses the standard sg.* 0-3 scale (3 = Epic) with resolution quality percent.

3.2 CVar injection via [SystemSettings]#

A Steam community optimization guide (posted 2025-08-01, i.e. playtest era -- but the [/script/chimera.crgameusersettings] section name it quotes matches the 0.2.8 install exactly, so the file layout is unchanged) documents adding a [SystemSettings] block to GameUserSettings.ini and having the game honour raw console variables, e.g.:

[SystemSettings]
r.NGX.DLSS.Enable=1
r.NGX.DLSS.Quality=3

This is the standard UE mechanism ([SystemSettings] in any read ini applies CVars at startup) and is the single most useful non-mod tweak vector -- it is how you would set r.* scalability, streaming, shadow and Nanite CVars that the options menu does not expose. Same guide's other advice: set the file read-only so the game cannot revert edits, and use -graphicsadapter=0 to pin the primary GPU.

Status: the [SystemSettings] mechanism is confirmed as UE behaviour and reported for StarRupture by that guide; a first-hand test on 0.2.8 has not been run. Whether the game additionally reads a user-created %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\Engine.ini is UNVERIFIED -- no such file exists in the ground-truth install and no source confirms it. (UE shipping builds normally do read it; test before relying on it.)

3.3 Launch / command-line options#

No official launch-option documentation exists for the client. Options in play:

Option Source Status
-graphicsadapter=0 Steam community perf guide Reported; standard UE
-dx11 SEO troubleshooting sites UNVERIFIED and doubtful -- the build ships D3D12 Agility SDK and DX12 is the stated store requirement; a D3D11 RHI may not even be cooked (SM5 archive exists, so possible). Do not present as fact.
-Log Confirmed for the dedicated server batch file Confirmed (server); untested on client but standard UE -- opens a console log window.
-MULTIHOME, -Port=, -QueryPort=, -ServerName= Server guides Server-side, see §5
Standard UE flags (-windowed, -ResX=, -ResY=, -nosplash, -NOTEXTURESTREAMING, -ExecCmds=) Engine defaults Inferred, not verified for this title. -ExecCmds= in particular is often stripped/ineffective in Shipping.

4. Console commands and debug menus#

There is no confirmed in-game console in the retail Shipping build. The build is Shipping configuration, which by default compiles out UConsole unless ALLOW_CONSOLE is forced on. No Steam guide, wiki page or Nexus mod page located documents a working tilde console for StarRupture.

What the install does contain (ground truth §5): Content/Chimera/Cheats and Content/Chimera/Debug asset directories -- so cheat/debug content is cooked into the shipped build. What binds them (a debug widget, a cheat manager, an exec command set) is UNVERIFIED; opening those folders in FModel is the direct way to find out and is a high-value first datamining task.

The "console commands" articles are fabricated. xmodhub.com and magicgameworld.com publish StarRupture "console command lists" and "item IDs". Their item IDs (Biomass_Raw, Ore_Iron, Ammo_Rifle) contradict the actual cooked asset names, and their instructions ("press ~, F1 or F10") are generic UE filler. Do not seed any tool with data from those pages.

The realistic route to a console is UE4SS, which ships its own debug console/GUI and a Lua ExecuteInGameThread path, plus object/property dumpers. That is what the community actually uses (§7.3).


5. Dedicated server internals#

A first-party Windows dedicated server exists and is distributed as its own anonymous-login Steam app.

Fact Value Status
Steam app id 3809400 Confirmed (multiple host guides agree)
SteamCMD install steamcmd +force_install_dir <dir> +login anonymous +app_update 3809400 validate +quit Confirmed
Executable StarRuptureServerEOS.exe (note the EOS suffix -- server sessions ride on Epic Online Services, matching the client's EOS SDK 1.17.0) Confirmed
Official launch method Batch file, e.g. SRServerWithLog.bat containing start .\StarRuptureServerEOS.exe -Log -port=7777 Confirmed (documented by Creepy Jar per host guides)
Default port UDP 7777 Confirmed
Query port 27015/UDP Reported (single-source, "standard but not officially documented")
EOS ports 27031-27036/UDP Reported (single source)
Player cap 4 (matches the store page's "Online Co-op up to 4") Confirmed
OS Windows 10/11 x64; no official Linux build Reported
Config directory <server>\StarRupture\Saved\Config\WindowsServer\ Reported
Admin password AdminPassword="..." in Game.ini in that directory; in-game "Manage Server" panel takes server IP + port + admin password Reported (host guides; one careful guide flags this as secondary-source only)
DSSettings.txt A JSON-style settings file with keys like SessionName, SaveGameInterval, StartNewGame, LoadSavedGame, SaveGameName, Port, QueryPort UNVERIFIED / disputed -- one host guide reproduces it, another states Creepy Jar documents no config-file syntax at all and only the Port value is corroborated. Sources disagree; verify against a real install.
Server save path <server>\StarRupture\Saved\SaveGames\ Reported
Server save name Server looks for AutoSave0.sav + AutoSave0.met; a migrated single-player save must be renamed to AutoSave0 Reported (host guide)
Same-account limitation Cannot run server and client on one Steam account simultaneously when the server is launched via the Steam client Reported

Corroboration from the install: the client depot contains Content/Chimera/DedicatedServer and Maps/DedicatedServerStart.umap, and the PlayersNetIdOverride plugin -- consistent with a shipped dedicated-server product built from the same content. The StarRupture-ModLoader project ships separate Client and Server builds, so server-side plugin modding is an established path.

Note on server save naming: the client's rolling autosaves are AutoSave<N>.sav with N incrementing (187 in the ground-truth save set), and SaveData.dat stores the last-played path. The server convention of a fixed AutoSave0 is a server-side constraint, not a client one.


6. Save files#

6.1 Location and layout (first-hand, 0.2.8)#

What Path
Game saves C:\Program Files (x86)\Steam\userdata<Steam3ID>\1631270\remote\Saved\SaveGames<ProfileName>\
Cloud sync state C:\Program Files (x86)\Steam\userdata<Steam3ID>\1631270\remotecache.vdf (per-file sha/size/syncstate; 1 = synced, 3 = pending upload)
Settings saves (not world saves) %LOCALAPPDATA%\StarRupture\Saved\SaveGames\

This is the Steam Cloud remote path, not LocalAppData. Multiple community answers and a hosting knowledgebase independently give the same ...\userdata<id>\1631270\remote\Saved\SaveGames path, matching the install. Some pages additionally claim world saves live in %LOCALAPPDATA%\StarRupture\Saved\SaveGames -- that is wrong for 0.2.8; that folder contains only EnhancedInputUserSettings.sav and SharedGameSettings.sav. Treat the LocalAppData claim as a stale/incorrect report.

File set inside a profile folder:

File Meaning
0.sav .. 9.sav Manual save slots
AutoSave<N>.sav Rolling autosave, counter increments; observed cadence ~15 minutes (185 @ 04:04, 186 @ 04:19, 187 @ 04:34 local)
<name>.met 174-byte JSON sidecar per save
SaveData.dat Plain-text pointer to the last-played save, e.g. /Praxis/AutoSave187

Autosave frequency became user-configurable in Hotfix 0.2.5 (2026-05-18), whose QoL section reads "Added autosave interval option" (verbatim; same post also decreased Platform stability cost).

6.2 Format#

.met sidecar (exact shape, casing is the game's):

{"timestamp": "YYYYMMDDHHMMSS", "worldTimeSeconds": 0.0, "bIsInTutorial": false,
 "gameVersion": {"major": 0, "minor": 2, "pATCH": 8}}

.sav container:

Offset Content
0-3 uint32 little-endian = inflated payload size
4-5 zlib header 78 9C
6.. deflate stream
end Adler-32 checksum (part of the zlib stream)

No GVAS header, no magic, no UE serializer -- the payload is UTF-8 JSON. Top-level keys: itemData, level (/Game/Chimera/Maps/ChimeraMain/ChimeraMain.ChimeraMain), worldTimeSeconds, worldUnpausedTimeSeconds, worldRealTimeSeconds, worldAudioTimeSeconds, sessionName, saveName, timestamp, gameVersion. Writer is UCrSaveSubsystem (Chimera/Source/Chimera/CrSaveSubsystem.cpp). Compression ratio is large (530 KB -> 5.95 MB observed).

import json, struct, zlib
raw  = open('9.sav','rb').read()
size = struct.unpack('<I', raw[:4])[0]
data = json.loads(zlib.decompress(raw[4:]))    # len(payload) == size
# write-back: struct.pack('<I', len(payload)) + zlib.compress(payload)

This format is independently corroborated by the Chr0nos/star-rupture-save-editor README (same header layout, same zlib framing), so it is confirmed by two independent observations, one of them first-hand.

itemData subsystem keys (the progression surface -- full fragment inventory in ground truth §6.1): Mass (all buildings as Mass entities with electricity / stability / temperature / infection / inventory / crafting / logistics fragments), GameStateData, CrCorporationsOwner, CrCraftingRecipeOwner (unlockedRecipes[], lockedRecipes{} with blueprint-item gates, pickedUpItems[]), EnviroWave / EnviroWaveTimer / EnviroWaveEffects, BaseSiteAttackData, RadiationBorders, AntennasData, MegamachinesSubsystem, BuildingUpgradeTaskOwnerData, GatherableSpawnersSubsystem, MassEnemySpawnSubsystem, CrIvySubsystem, CrZiplineSubsystem, CrPackageTransportReplicator, CrLogisticsRequestSubsystem, CrBuildingCustomNameSubsystem, CrWaveTimerActor.

6.3 Save tooling#

Tool Type What it does Status
Chr0nos/star-rupture-save-editor (GitHub) Python CLI (uses uv) decode / encode (sav <-> JSON), migrate (strips PTR-branch-only fields so a Public-Test-Branch save loads on main), list-players, set-player-attribute (health/energy/shield), list-corporations, set-datapoints. Regenerates .sav and .met. Live; small project (9 commits, 0 stars at time of check)
adubry75/StarRuptureSaveEditor (GitHub, mirror at bsmr/adubry75---StarRuptureSaveEditor) GUI editor Crafting-recipe editor, inventory quantity editor, player stats Live; maturity unassessed
starrupture-utilities.com/save-editor/ Browser-based save editor Edit saves in-browser Reported; third-party site, unvetted -- do not upload a save you care about
Better Saving Plugin (Nexus starrupture/mods/114) Mod-loader plugin Save-behaviour mod (naming/rotation/frequency class of change) Exists; exact feature set UNVERIFIED (Nexus pages are not fetchable)

PTR/PTB note: Creepy Jar ran a Public Test Branch for Update 1 (announcement date 2026-03-25 is UNVERIFIED -- the Escapist article now 403s and the Steam news feed no longer reaches back that far). Saves made on the PTB are incompatible with the main branch: per the Chr0nos README, the PTB added a gameVersion root key and a per-player lastPlayedGameVersion field that make the main branch reject the save, and stripping exactly those two is what the migrate command does. Confirmed (GitHub README) -- but note a tension with ground truth: 0.2.8 main-branch saves do carry a top-level gameVersion key, so the editor's rule is either PTB-era-specific or the rejection hinges on lastPlayedGameVersion. Do not run migrate on a current main-branch save without a backup. UNVERIFIED which reading is right. Expect the same for the Update 2 PTB -- keep a pre-PTB copy of any save before opting in.

6.4 Cloud saves and backup practice#

  • Steam Cloud is enabled for app 1631270 and the save directory is the cloud remote folder, so every write is a sync candidate; remotecache.vdf carries per-file sync state.
  • Community-reported failure mode: modded or hand-edited saves plus Steam Cloud = corruption / reverted saves. At least one Steam poster resolved recurring corruption by disabling Steam Cloud for the game. Label: community consensus, single strong report.
  • Backup discipline that follows from the format and the cloud behaviour: 1. Close the game before touching the save directory (the exe holds ~6 GB resident and writes autosaves on a timer). 2. Copy the whole profile folder including .met sidecars and SaveData.dat -- a .sav without its .met is not a complete save. 3. Edit a copy, verify it round-trips through decode/encode, then place it with the game closed. 4. Before opting into a PTB, or before installing any mod, snapshot to a dated folder (project convention: data/save-snapshots/<YYYY-MM-DD>/). 5. Consider disabling Steam Cloud for the app while doing edit work, then re-enabling.
  • Diagnosing a bad edit: load the save and read %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log. A malformed save surfaces as UCr*Subsystem::OnSaveLoaded failed, Missing object with Guid ... (LogTemp) or an OnPostLoadMap callstack from CrSaveSubsystem.cpp. Note that LogCrInventory spams ItemPtr was null but it should never be the case id <guid> in normal play (1,553 lines in one session) -- that one is pre-existing noise, not your edit.

7. Existing mods and the modding stack#

7.1 Tooling / infrastructure#

Project Where What it is Technical detail Status
StarRupture Mod Loader github.com/AlienXAXS/StarRupture-ModLoader Plugin-based native mod loader; "no game files are modified" DLL proxy injection via dwmapi.dll dropped next to the exe in StarRupture\Binaries\Win64\; C++ plugins as DLLs in ModLoader\Plugins\ enabled via config; MinHook for hooking; separate Client and Server builds Active (526 commits, 18 stars, MIT, active Discord)
StarRupture Plugin SDK github.com/AlienXAXS/StarRupture-Plugin-SDK Headers + UE5 SDK for writing loader plugins plugin_interface.h (interfaces/callbacks/enums), plugin_network_helpers.h (typed packet helpers), UE5 SDK headers generated with Dumper-7 for Client/Server/Generic, ExamplePlugin/, Shared.props; entry point PluginInit(IPluginSelf* self) giving logger, config, scanner and hook interfaces (Input / UI-panel / HUD hooks exist only in Client builds -- guard with #if defined(MODLOADER_CLIENT_BUILD); the network channel works on both Client and Server builds and returns nullptr only on Generic builds); VS2022, four build configs Active (72 commits, 3 stars)
UE4SS for StarRupture Nexus starrupture/mods/146 Repackaged RE-UE4SS tuned for this game Page states v0.2.8 = stock RE-UE4SS v3.0.1 with a fitting AOB signature set and config Live, versioned to game hotfixes
RE-UE4SS (upstream) github.com/UE4SS-RE/RE-UE4SS The UE scripting/injection framework Latest stable v3.0.1 (Feb 14); UE 5.6 support is in experimental-latest, not in 3.0.1's advertised matrix -- yet the StarRupture repack runs 3.0.1 with custom signatures. Sources effectively disagree on whether 3.0.1 "supports" 5.6; the practical answer is "with the right signatures, yes for this game". Active
StarRupture Vortex Extension Nexus site/mods/1616 Vortex mod-manager support Install rules: archives containing a LogicMods folder above the paks -> Paks\LogicMods; archives with a StarRupture folder -> game root; archives containing Content / Binaries / Plugins / Mods -> under StarRupture\; .ini files -> config folder. Steam install detection. Live
StarRupture MO2 Support Nexus starrupture/mods/66 Mod Organizer 2 game plugin Enables MO2 profiles/VFS for the game Live

Conflict warning (inferred, high confidence): RE-UE4SS's default proxy DLL is dwmapi.dll, and StarRupture-ModLoader also injects via dwmapi.dll in the same directory. The two cannot both own that filename. Running both requires renaming one proxy to another hijackable import (UE4SS supports alternate proxy names, e.g. xinput1_3.dll/d3d11.dll builds) or chain-loading. No source documents a tested coexistence recipe -- treat this as an open compatibility issue and test before assuming a stack works.

7.2 Mod install locations#

Mod type Destination
Asset / balance pak mods <install>\StarRupture\Content\Paks\
UE4SS Blueprint "LogicMods" <install>\StarRupture\Content\Paks\LogicMods\
UE4SS itself <install>\StarRupture\Binaries\Win64\ (dwmapi.dll + ue4ss\ folder)
Mod Loader + plugins <install>\StarRupture\Binaries\Win64\ (dwmapi.dll, ModLoader\Plugins\*.dll)
Config overrides %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\

Note the double-nesting: the Steam install dir is ...\steamapps\common\StarRupture\, and the UE project folder inside it is also StarRupture\. Guides that write ...\common\StarRupture\StarRupture\Content\Paks are correct. One community guide reports mods failing when the game is installed on an external drive; treat as reported, cause unknown (likely path/permission rather than drive type).

7.3 Representative mods (all Nexus; all community-maintained)#

Mod Nexus id Category Notes
Player Tweaks 11 Balance/QoL Player stat/behaviour tuning
No Intro 13 QoL Skips startup movies
Bigger Inventory 16 Balance More inventory slots (the save also carries unlockedInventorySlotsNumber)
StarRupture MO2 Support 66 Tooling --
Better Saving Plugin 114 Tooling/plugin Save behaviour
UE4SS for StarRupture 146 Tooling Versioned "v0.2.8" to the game hotfix
Ammos Stack, Gather x2, Better Tool, Ore Stack 500, Faster Leveling, More Electricity ids not captured Balance Listed by TheGamer's 2026-01-14 round-up
Ukrainian translation Steam guide Localization Distributed via Steam Community guide

Maintenance status is unresolvable from outside: nexusmods.com returns HTTP 403 to automated fetches, so per-mod "last updated" dates and download counts could not be read. The only version signal captured is that the UE4SS repack is tagged v0.2.8, i.e. the tooling is being kept current with hotfixes. The mod-id range (11 -> 146 between January and mid-2026) indicates a steadily growing catalogue of well over a hundred mods.

7.4 What breaks on patches#

Mod technique Patch fragility Why
Native DLL plugins (Mod Loader) using AOB scans / hooks High Every rebuild moves code; signatures and Dumper-7 offsets must be regenerated. Mitigated here by the shipped 2.51 GB PDB -- symbol-accurate offsets can be recovered in minutes rather than reverse-engineered.
UE4SS High Same reason; that is exactly why the Nexus repack ships "fitting signature and config" per game version.
Blueprint LogicMods Medium Break when the target Blueprint's class layout/property set changes.
Asset-replacement paks Medium Break when a cooked asset is re-serialized incompatibly or an asset path is renamed; a stale pak overriding a changed base asset is a common crash source.
Data-only balance edits Medium-low Survive until the underlying DataAsset/DataTable schema changes.
Save edits Version-bound The .met records gameVersion {major,minor,pATCH}; Update 1 forcibly rolled all corporation levels back to L1 and reworked Cargo Dispatcher/Receiver to one-to-one connections, breaking existing setups -- major updates do mutate save semantics. PTB saves are explicitly incompatible with main.

Content Update 1 also relocated the Pistol from a progression reward to a craftable at the Equipment Upgrade Station -- an example of how progression-gating data (which a planning tool would encode) moves between builds. Always re-derive planning data per build; never carry it forward silently.


8. Datamining: where the data lives and what exists#

8.1 Where the data lives (first-hand asset map)#

Everything is inside pakchunk0-Windows.ucas, addressed by pakchunk0-Windows.utoc, with paths enumerated in plaintext in Manifest_UFSFiles_Win64.txt (107,681 paths). Distribution: StarRupture/Content 97,172 · Engine/Content 5,235 · StarRupture/Plugins 3,833 · Engine/Plugins 1,351 · StarRupture/Config 64 cooked inis. Extensions: 47,053 .uexp, 37,717 .uasset, 9,337 .umap, 8,738 .ubulk, 71 .locres, 303 .uplugin, 196 .ini.

The planning-tool-relevant trees, all under StarRupture/Content/Chimera/:

Path Count Holds
Crafting/ 852 files 237 CR_* recipe assets, 42 CRC_* crafting categories (= machine/station types), Recycler (292), FoodProcessor, drill recipe sets
Items/ 1,322 files 363 I_* item classes, Foundable, AnimalsLoot, EnemiesDrop, StoryBits, DeathDropInventory, QuestItemsSystem, ResourceDepositsIcons
Buildings/ 11,126 files 116 building folders, 361 DA_* building data assets
Corporations/ 72 files CD_StartingCorp, CD_FutureCorp, CD_SelenianCorp, CD_GriffithsCorp, CD_MoonCorp, CD_CleverCorp; AnalyzerItemsDataTable, ExporterItemsDataTable, StartingCorporationExporterItemsDataTable (real DataTables -- prime extraction targets); BuildingCollections (38), Reputation (14), I_DataPoint
Research/ 90 files BuildingBlueprints (86) -- the blueprint-item unlock gates
BuildingUpgrades/ 64 files Upgrade tiers
PlayerProgression/ 229 files
Localization/ + 71 .locres The display-name map for every I_* / CR_* / DA_* identifier
Cheats/, Debug/ Cooked cheat/debug content -- unexamined
EnviroWave/ + Weather/ 369 + 135 The star-event ("enviro wave") system
Maps/ 40,989 files One handcrafted World Partition map ChimeraMain (~9.3k streaming cells) + MainMenu, AbandonedBases, ForgottenEngine, Caves, DedicatedServerStart, QA maps

The 42 station types (CRC_*): Analyzer, Assembler, Burner, ChemicalProcessor, Crafter, CrafterTier2, DecorFabricator, DeuteriumExtractor, DroneAssembler, Exporter, Extractor, Factory, FactoryTier2, FoodProcessor, Forge, Furnace, FurnaceTier2, Hammer, ItemPrinter, LaserDrill, LiquidPumpExtractor, MaterialCrafter, MechanicalDrill, MechanicalDrillTier2, MilitaryAssembler, Player (hand-crafting), Pressurizer, Refinery, ResearchLab, Smelter, SulphurExtractor, Synthetizer, SynthetizerTier2, WaterExtractor, WaveFreezer, WaveSmelter, plus ForgottenEngine/ForgottenMachine stations and a MegaMachine scenario. Recipe assets carry meaningful suffixes: _v2, _ItemPrinter, _LaserDrill, _MechanicalDrill(Tier2), and Impure/Pure ore variants.

These are internal identifiers, not in-game display names. Never surface I_* / CR_* / DA_* / CRC_* strings to a user as game names without the .locres mapping or a wiki cross-check.

8.2 What has actually been extracted publicly#

No published StarRupture FModel/UAssetGUI dump was located. No AES key entry (the game does not appear to need one), no GitHub asset-dump repo, no wiki "datamining" page. What exists instead is a cluster of community databases whose extraction provenance is undocumented:

Resource Type Provenance
starrupture.wiki.gg wiki.gg wiki, ~81 articles Community-edited; small -- categories are characters, Buildings, Corporations, Weapons, Items, Game Mechanics. No modding, console, save or datamining pages.
starrupture.fandom.com Fandom wiki Could not be fetched (HTTP 402); size/activity UNVERIFIED
starrupture.wiki, starrupturewiki.org Further "wikis" Unvetted; likely SEO mirrors
"StarRupture Database - Items, Buildings, Crafting, Interactive Map and Production Planner" by Metalstorm Steam guide, fronting the site starrupture.tools Top community guide; the most likely home of real extracted data. Provenance of its numbers is still undocumented.
"StarRupture Crafting Calculator - Full Chain & Machine Planner" by AllBullNoBeef Steam guide Production planner
"StarRupture Interactive Map w/ Resource & Blueprint Locations" by Danneh; "Blueprint Locations" by GigaGamer47 Steam guides Map/unlock data
starrupturecalc.com, starrupture.net/database/recipes/, starruptureplanner.com Third-party sites Recipe/item databases; provenance unknown

Which wiki is canonical: wiki.gg's starrupture.wiki.gg is the best-organised and most plausibly community-canonical, but at ~81 articles it is thin and cannot be relied on alone; the Steam guides by Metalstorm/AllBullNoBeef/Danneh are richer. Cross-check any number against at least two of {wiki.gg, a Steam guide, the game files}. Fandom could not be assessed.

Conclusion for the planning tool: the numeric recipe data is not reliably available from the web, and must be datamined. The identifiers are already in hand from the manifest; the missing pieces are per-recipe inputs/outputs/durations, per-building power draw and stability cost, and the display-name map.

Step Tool Notes
Enumerate before extracting Manifest_UFSFiles_Win64.txt Free, plaintext, no tooling -- do all path/name analysis here first
Open the container FModel (set UE version 5.6 / GAME_UE5_6, no AES key expected) If FModel's version list lags, try GAME_UE5_5/latest and check for garbled names
Bulk extract retoc / ZenTools (.utoc/.ucas -> loose .uasset) Needed if you want a full offline tree
Inspect/edit individual assets UAssetGUI (uasset property tree), UAssetAPI for scripted batch reads Best route for DA_* / CR_* property values
Strings / localization .locres extraction (FModel exports, or UEExtractor) Produces the identifier -> display-name map
Asset index StarRupture/AssetRegistry.bin (inside the container) Class/tag index for every package; ideal seed for a database
Repack a mod UnrealReZen (utoc/ucas), or plain UnrealPak for a legacy _P.pak
Generate a C++ SDK Dumper-7 (runtime dump), cross-checked against the shipped PDB The PDB makes symbol-accurate structure recovery far easier than on a normal shipped title

Order of work for the planning-tool datamine: Corporations/*DataTable -> Crafting/CR_* -> Items/I_* -> Buildings/DA_* -> Research/BuildingBlueprints -> .locres.


9. First-mod learning path (experienced developer, new to Unreal)#

Assumes the ground-truth install, Windows, and a working Python/VS2022 setup. Each step is independently useful and produces a checkable artefact.

# Step Why it is first / what you learn Artefact
0 Snapshot everything. Copy the save profile folder (.sav + .met + SaveData.dat) and GameUserSettings.ini to a dated folder. Disable Steam Cloud for app 1631270 while experimenting. The single most reported failure mode is cloud-vs-modded-save corruption. data/save-snapshots/<date>/
1 Write the save reader (10 lines, §6.2). Decode 9.sav to JSON, diff two consecutive autosaves. Zero Unreal knowledge required; immediately teaches you the game's data model (Mass fragments, corporations, recipe locks). This is also the project's progression-tracking track. A JSON dump + a diff
2 CVar tweak via [SystemSettings] in GameUserSettings.ini (§3.2). Verify a visible change (e.g. an r. scalability CVar). Confirms the game honours ini CVar injection -- your cheapest lever and a prerequisite for later debugging. A working ini block
3 Datamine, read-only. Install FModel, point it at Content\Paks, engine 5.6, no key. Open Content/Chimera/Crafting/ and one CR_* asset; then Content/Chimera/Cheats/ and Debug/. Teaches UE package/property structure with no build step. Also settles the encryption question and reveals whether a cheat/debug surface exists. Extracted CR_* properties + an encryption verdict
4 Extract .locres and build the identifier -> display-name map for the 363 I_* and 237 CR_* assets. Converts ground-truth §5 catalogs into user-facing data. Directly unblocks the planning tool. identifier -> display name table
5 Install UE4SS (Nexus repack matching your game version) and get its console/GUI open. Use the object explorer to find UCrSaveSubsystem, CrGameUserSettings and a CRC_*-driven crafting object at runtime. First injection experience, but with a prebuilt, signature-matched binary -- no reversing yet. Teaches the live UObject graph, which is what every later mod manipulates. A screenshot of the live object tree
6 A trivial UE4SS Lua mod -- e.g. log every crafting completion, or dump unlockedRecipes at runtime. Introduces UE4SS's Lua API, hot-reload, and the difference between CDO and instance. Fast iteration, no compiler. A working Mods/<name>/scripts/main.lua
7 A pak asset override. Extract one small DA_* building data asset, change a single numeric property in UAssetGUI, repack with UnrealReZen as pakchunk999-Windows_P, drop it in Paks, observe the change. This is the classic "balance mod" workflow and the format most Nexus mods use. Teaches cook-compatibility and load-order. A one-value balance mod
8 A Blueprint LogicMod. Build a minimal UE 5.6 project, author a Blueprint against the dumped SDK's class shape, cook, ship to Paks\LogicMods\. Real Unreal editor experience; the standard route for adding behaviour without native code. Expect friction -- Mass-Entity building logic is not Blueprint-shaped, so choose a UI/actor target, not a factory machine. A loaded LogicMod
9 A native plugin using StarRupture-Plugin-SDK (PluginInit, logger/config/scanner/hook) built in VS2022, loaded by StarRupture-ModLoader. Use the shipped PDB to resolve real symbol addresses rather than guessing AOBs. The most powerful and most patch-fragile tier. The PDB is the unfair advantage here -- most UE titles do not ship one. A DLL that hooks one Cr* function
10 Patch-resilience pass. After the next hotfix, re-run Dumper-7, re-derive offsets from the new PDB, and re-test each artefact from steps 1-9 to learn which tiers actually broke. Turns the fragility table (§7.4) from theory into a maintenance routine. A per-tier break report

Skip-list for this game specifically: do not start with a console-command mod (there is no confirmed console, §4); do not start with a Mass-Entity building behaviour change (fragments/processors, not Blueprints); do not build against any "item ID list" from the SEO sites (§1).


Item Finding
Game-specific EULA on Steam Yes -- there is one, and it matters. The store page states "Requires agreement to a 3rd-party EULA" and links the StarRupture EULA (store.steampowered.com/eula/1631270_eula_0), published by Creepy Jar S.A. (Warsaw, company no. 0000666293), effective 2025-07-29. It governs in addition to the Steam Subscriber Agreement. (Corrected 0.2.8 / 2026-08-22: an earlier revision of this doc recorded "no EULA found" -- that was wrong.)
What the EULA forbids (verbatim fragments) Users may not "copy, translate, modify, spread and/or create derivative works on the basis of the GAME, in whole or in part"; may not use tools that modify the game, including "hacks, partial conversions from other third-party software"; may not use "unauthorized third-party software which intercepts, 'explores data' or in any other way collects information from or via the GAME"; may not attempt "alterations within the GAME's software, including reverse engineering, decompilation, getting the source code". All game content remains Creepy Jar IP; the licence grants "no further rights to the intellectual property".
Practical reading Every technique in this document -- pak/utoc overrides, UE4SS injection, native DLL plugins, Dumper-7/PDB symbol recovery, FModel extraction, save editing -- is prohibited by the letter of that EULA. What is observed instead is non-enforcement: no anti-cheat, unsigned containers, PDBs shipped, and a public Nexus catalogue since January 2026 with no takedowns located. Non-enforcement is not a licence, and it can change without a patch. Anyone publishing tooling for this game should assume the developer could object.
Creepy Jar published modding policy None found beyond the EULA. No separate modding terms, mod licence, or content policy located on creepyjar.com or in Steam news -- so the EULA's blanket prohibition is the only written position.
Anti-circumvention exposure Technically low: containers are unsigned, no AES key is used, and there is no anti-cheat to bypass, so nothing in the observed workflow involves defeating a technological protection measure. Contractual exposure is a separate and non-trivial question -- see the EULA rows above.
Debug symbols The 2.51 GB PDB is shipped in the retail depot by the developer. Using files the publisher distributes is materially different from cracking protection -- but it is not an implicit licence to redistribute them.
Practical redistribution rules (community norm, not law) Ship diffs, tools, scripts and instructions -- never redistribute extracted game assets, the PDB, cooked packages, .locres dumps or wholesale recipe databases scraped verbatim from the files. Derived, transformed data (a recipe graph, a planner's numbers) is the normal, tolerated output.
Terms-of-service risk Modding the client is a single-player/co-op concern and no EOS/Steam ToS clause specific to StarRupture was located -- but the game's own EULA (above) is the binding document and it prohibits modification outright.
Not legal advice This section records what was and was not published as of 2026-08-22; it is not a legal opinion.

11. Source-quality warning list (for future sessions)#

Domain Verdict
steamcommunity.com, store.steampowered.com (app 1631270) Primary. Trust; fetchable -- store page, /eula/1631270_eula_0, steamcommunity.com/app/1631270/allnews/, discussions and guides all returned real content on 2026-08-22.
store.steampowered.com/feeds/news/app/1631270/ (RSS) Primary and the best patch-note route. Serves full post bodies; the HTML /news/app/1631270 page serves only chrome. Use the feed first for patch notes and dev blogs.
moddb.com, escapistmagazine.com 403 to automated fetch (2026-08-22). Abandoned; do not retry.
github.com (Chr0nos, adubry75, AlienXAXS, UE4SS-RE) Primary for tooling. Fetchable.
starrupture.wiki.gg Community wiki, thin (~81 articles), no technical pages. Cross-check.
nexusmods.com Authoritative for mods but returns HTTP 403 to fetches -- search snippets only.
pcgamingwiki.com Would be ideal for this domain but 403s; never retried.
steamdb.info 403s; build ids must come from the local appmanifest instead.
starrupture.fandom.com HTTP 402; unassessable.
Host-provider blogs (xgamingserver, bisecthosting, pingplayers, creeperhost, gameknightly, patchcrazy) Useful for dedicated-server facts; quality varies. The xgamingserver config guide is unusually careful about confirmed-vs-unconfirmed and is the better of them.
supercraft.host NEVER FETCH -- known tarpit, hangs the fetch tool.
starrupture.org, thephrasemaker.com, holy.gg, allthings.how, md-eksperiment.org, xmodhub.com, magicgameworld.com, starrupture.net (partly), dtgre.com AI/SEO slop. Confirmed fabrication of item IDs and console commands. Do not cite; do not ingest.
thegamer.com Real editorial; its Jan 2026 mod list is usable but is launch-era and its install path is the only technical claim worth keeping.

Gaps & Unverified#

  1. Asset encryption not formally confirmed. No AES key is logged and no encryption line appears at boot, so unencrypted is expected -- but this is only settled by opening pakchunk0-Windows.utoc in FModel/retoc. Carried over from ground truth §10.
  2. No public datamine exists. No FModel/UAssetGUI dump, asset-dump repo, or wiki datamining page for StarRupture was located. All numeric recipe/building data in community databases has undocumented provenance.
  3. Nexus per-mod metadata unreadable. nexusmods.com 403s to automated fetch, so last-updated dates, download counts, maintenance status and full descriptions for mods 11/13/16/66/114/146 and the Vortex extension are UNVERIFIED. The mod-id range and the "v0.2.8" tag on the UE4SS repack are the only currency signals captured.
  4. Console / debug menu. Whether any in-game console, cheat manager or debug widget is reachable in the Shipping build is UNVERIFIED. The install contains cooked Cheats/ and Debug/ content; nothing binds them in any documented way. All published "console command lists" for this game are fabricated.
  5. Engine.ini readability. Whether a user-created %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\Engine.ini is honoured is UNVERIFIED (no such file in the ground-truth install; standard UE behaviour suggests yes).
  6. Client launch options. No official list. -dx11 in particular is UNVERIFIED and likely wrong for a D3D12-Agility title.
  7. Dedicated server config file: sources disagree. One host guide documents DSSettings.txt (JSON-style, keys SessionName/SaveGameInterval/StartNewGame/LoadSavedGame/SaveGameName/Port/QueryPort); another states Creepy Jar documents no config-file syntax at all and that only Port is corroborated; a third places AdminPassword in Game.ini under Saved\Config\WindowsServer\. Only -Log -port=7777 and app id 3809400 are solidly confirmed. Verify against a real server install before encoding any of it.
  8. UE4SS 5.6 support status ambiguous. RE-UE4SS advertises UE 5.6 only in experimental-latest, while the StarRupture Nexus repack ships stock v3.0.1 (stable, Feb 14) with custom signatures. Both statements are sourced; the reconciliation ("3.0.1 works given correct AOB signatures") is inferred, not documented.
  9. UE4SS + Mod Loader coexistence. Both proxy dwmapi.dll in the same folder. The conflict is inferred from both projects' documented mechanisms; no source confirms or resolves it, and no tested coexistence recipe was found.
  10. HotfixForNextBoot.txt. The game checks for this file in Saved\PersistentDownloadDir\. Its schema, trigger and capabilities are entirely UNVERIFIED -- potentially an interesting live-config surface.
  11. GameFeatures plugin mounting as a mod vector. The GameFeatures plugin is mounted at boot, which in principle allows runtime-mounted feature plugins. Whether the shipped build can load an external Game Feature plugin is UNVERIFIED and untested by anyone documented.
  12. Aug 2026 Developer Blog -- RESOLVED, body retrieved via the Steam news RSS feed (store.steampowered.com/feeds/news/app/1631270/, which serves post bodies where the HTML news page serves only chrome). Update 2 previews: Building Mode "Add Pillars" (auto-adds pillars at varying heights, auto-adjusting to the platform above), a search bar for Buildings & Storages, custom names for Teleporters and Base Cores shown on the map, Abandoned Bases completion status on HUD/Map, and the Corporate Terminal showing items required for a selected Corporation Level. The post closes "These are only a number of improvements that we're preparing for you in our next update." Still unknown: Update 2's ship date, PTB date and save-compatibility posture.
  13. Fandom wiki unassessed (HTTP 402); the canonical-wiki determination rests on wiki.gg vs Steam guides only.
  14. .met timestamp semantics: local machine time, not UTC (ground truth §10) -- relevant to any tool that sorts saves across machines.
  15. Steam buildid history unobtainable (SteamDB 403). The 2026-08-16 depot update carries no matching Steam news post; whether it was a silent client hotfix, a Supporter Pack change, or a redistributable bump is UNVERIFIED. The .met still reports 0.2.8 after it, so it did not bump the game version.
  16. Mod count and ecosystem size are estimated from mod ids, not measured. mod.io presence is unestablished and ModDB is now unassessable (403 on 2026-08-22) -- even the existence of its StarRupture page rests on search metadata.
  17. PTB announcement date (2026-03-25) is UNVERIFIED. The Escapist article that carried it now 403s and the Steam news feed no longer reaches March. The PTB->main save incompatibility itself is confirmed by the Chr0nos README; only the date is loose.
  18. migrate semantics vs. ground truth. The Chr0nos editor strips a top-level gameVersion key as "PTR-only", yet 0.2.8 main-branch saves do carry gameVersion (ground truth §6). Which field actually triggers main-branch rejection is UNVERIFIED; do not run migrate on a current save without a backup.
  19. EULA enforcement posture. The EULA prohibition on modding/extraction is confirmed text (§10), but no enforcement action, takedown, or dev clarification for StarRupture was located either way. How Creepy Jar actually treats the Nexus catalogue is UNVERIFIED.

Sources#

All accessed 2026-08-22.

Ground truth (first-hand, authoritative for install/engine/save/content facts): - C:/star-rupture/docs/ref/shadow-install.md -- StarRupture ShadowPC Install Reference v1.0.0 (0.2.8 / CL-121391 / buildid 23761620 / UE 5.6.1)

Official: - https://store.steampowered.com/app/1631270/StarRupture/ -- store page, EA FAQ, features, system requirements, release date 2026-01-06 - https://steamcommunity.com/app/1631270/allnews/ -- news/patch-note index (Hotfixes 0.2.2 through 0.2.8, Developer Blogs Jun/Aug 2026) - https://store.steampowered.com/eula/1631270_eula_0 -- StarRupture EULA, Creepy Jar S.A., effective 2025-07-29 (prohibits derivative works, modification tools, data-extraction software, reverse engineering) - https://store.steampowered.com/feeds/news/app/1631270/ -- Steam news RSS; full bodies of Hotfix 0.2.5 ("Added autosave interval option") and Developer Blog: August 2026 - https://store.steampowered.com/news/app/1631270/view/698772352667746350 -- Developer Blog: August 2026 (HTML page serves chrome only; body obtained via the RSS feed above) - https://steamdb.info/patchnotes/22674441/ -- "UPDATE 1 now available", 2026-04-09 (via search result metadata; site 403s to fetch)

Steam community: - https://steamcommunity.com/app/1631270/discussions/0/682992000386003784/ -- "I see people discussing mods on YT but there is nothing here in the workshop?" (2026-01-21); Nexus-not-Workshop, Steam Cloud vs modded saves - https://steamcommunity.com/app/1631270/discussions/0/604163148655834220/ -- "Performance Optimization Guide (FPS) for me"; [SystemSettings] CVar injection, -graphicsadapter=0, ini path - https://steamcommunity.com/app/1631270/guides/ -- community guide index (Metalstorm database, AllBullNoBeef calculator, Danneh map, GigaGamer47 blueprint locations, Ukrainian translation)

Wiki: - https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki -- wiki.gg wiki, ~81 articles, no modding/technical pages - https://starrupture.fandom.com/wiki/StarRupture_Wiki -- attempted; HTTP 402, unassessed

Tooling / code: - https://github.com/Chr0nos/star-rupture-save-editor -- save format (u32 + zlib + JSON + Adler32), PTR->main migration, CLI commands - https://github.com/AlienXAXS/StarRupture-ModLoader -- DLL proxy (dwmapi.dll) mod loader, MinHook, client/server builds, MIT - https://github.com/AlienXAXS/StarRupture-Plugin-SDK -- plugin API, Dumper-7-generated UE5 SDK headers, VS2022 build configs - https://github.com/UE4SS-RE/RE-UE4SS/releases -- v3.0.1 stable; UE 5.6/5.7 support in experimental - https://github.com/rm-NoobInCoding/UnrealReZen -- IoStore .utoc/.ucas repacking (referenced tooling) - https://github.com/adubry75/StarRuptureSaveEditor -- GUI save editor (via search metadata)

Mod hosting (search metadata only -- nexusmods.com 403s to fetch): - https://www.nexusmods.com/starrupture/mods/146 -- UE4SS for StarRupture, "v0.2.8 = stock v3.0.1 with fitting signature and config" - https://www.nexusmods.com/site/mods/1616 -- StarRupture Vortex Extension; LogicMods/Paks/root install rules - https://www.nexusmods.com/starrupture/mods/66 -- MO2 support - https://www.nexusmods.com/starrupture/mods/114 -- Better Saving Plugin - https://www.nexusmods.com/starrupture/mods/11 · /13 · /16 -- Player Tweaks, No Intro, Bigger Inventory - https://www.moddb.com/games/starrupture/mods -- ModDB game page

Press / guides: - https://www.thegamer.com/starrupture-best-mods-installing/ -- 2026-01-14; Paks install path, launch-era mod list - https://xgamingserver.com/blog/starrupture-dedicated-server-configuration-guide/ -- server app id 3809400, StarRuptureServerEOS.exe, -Log -port=7777, confirmed-vs-unconfirmed config discussion, 4-player cap - https://pingplayers.com/knowledgebase/starrupture/how-to-back-up-and-load-your-game-to-your-starrupture-server -- server save paths, AutoSave0.sav/.met requirement - https://www.escapistmagazine.com/news-starruptures-first-major-update-launches-public-test-branch/ -- Update 1 Public Test Branch, 2026-03 - https://xpgained.co.uk/patch-notes/starrupture-update-1-changes-overview-patch-notes-10th-april-2026 -- Update 1 patch notes (corporation rollback, Cargo Dispatcher rework, Pistol relocation) - https://gamerant.com/starrupture-roadmap-explained/ -- 2026 EA roadmap contents (no mod support listed)

Blocked / abandoned (recorded so future sessions do not retry): - https://www.pcgamingwiki.com/wiki/StarRupture -- HTTP 403 - https://steamdb.info/app/1631270/patchnotes/ -- HTTP 403 - https://www.nexusmods.com/games/starrupture/mods -- HTTP 403 - https://starruptureplanner.com/... -- HTTP 403 - supercraft.host -- never fetch (tarpit, per project protocol)

16

Community, Tools & Resources

Version anchorStarRupture 0.2.8 ("Hotfix 0.2.8 - now available! [patch notes]", published to the Steam news feed 2026-06-17), running on Content Update 1 code (++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, depot push 2026-08-16 10:35 UTC, Unreal Engine 5.6.1) — the version anchor is taken from docs/ref/shadow-install.md (first-hand, from the installed copy) and reconciled against the Steam news feed. Steam app id 1631270. Early Access launch 2026-01-06; Update 1 shipped 2026-04-09 (Public Test Branch 2026-03-25). 0.2.8 is still the newest shipped build as of 2026-08-22 — the ISteamNews feed carries no patch post after Hotfix 0.2.8; the newest post of any kind is "Developer Blog: August 2026" (2026-08-05). Independent corroboration: the community server-stats feed (§2.3) partitions live servers by Perforce build id and its dominant partition is 121391, matching the installed CL-121391. All tool/dataset "data version" claims below are tagged with the game version the tool itself declares, which is frequently older than 0.2.8.
24 claims checked21 corrections10 unverifiedverifier verdict

The doc is now substantially more reliable than it was: its worst defect — a Steam-news date set shifted about a month, which put Update 1 at 2026-05-13 and 0.2.8 at 2026-07-15, and which propagated into three separate "pre-Update 1 / stale" judgements — is fixed against raw ISteamNews timestamps read and converted locally, and two "site blocked us" verdicts (Nexus, starruptureplanner.com) that were suppressing real evidence turned out to be fetcher artefacts. Four previously open questions (0.2.8 patch-note body, corporation count, the "Compounder" machine, Discord size) are now resolved from first-hand sources, and the tool/dataset numbers that a planner would actually act on — 104 items, 44 buildings, 130 recipes, the 200/min and 10/min logistics caps — were verified by downloading and counting the files rather than trusting a summary; the main residual soft spot is the ~95 Steam-guide count, now explicitly flagged UNVERIFIED.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

All Steam-news dates in this document were read first-hand from the raw ISteamNews/GetNewsForApp/v2 Unix timestamps (converted to UTC), not from a summarising model. Earlier drafts of this file carried dates that were off by roughly a month; those are corrected throughout.

StarRupture's out-of-game ecosystem is unusually lopsided for a seven-month-old Early Access title: the tooling layer is mature and crowded (four independent web planner/calculator suites, two interactive maps, a full browser save-editor stack, a C++ DLL mod loader with an SDK, ≤146 Nexus mods (highest live mod id, 2026-08-22), and >100 GitHub repos), while the wiki layer is effectively dead — the wiki.gg instance has 81 articles, 944 lifetime edits and zero active users, and Fandom is not machine-readable from here. The practical consequence for this project is that there is no canonical wiki to cite; the load-bearing community knowledge lives in Steam guides, tool sites, and the official Discord. This document maps every resource with URL, maintainer, data version and maintenance status, then routes question-classes to the right source and closes with the gap analysis for the planning tool this project may build. Every dataset that could be opened programmatically was opened; where a site blocked automated fetching (Fandom 402, Reddit blocked entirely, SteamDB 403), that is stated rather than guessed. Two "blocked" verdicts from the first pass did not survive re-verification — nexusmods.com and starruptureplanner.com/about are both readable with an ordinary desktop user-agent; their 403s were fetcher artefacts, not site policy.


1. Wiki landscape#

Bottom line: there is no canonical, current StarRupture wiki. Four MediaWiki-or-wiki-shaped properties exist, plus at least two SEO-shaped domains. The community routes wiki-class questions to starrupture.tools (a database app, not a wiki) and to Steam guides instead.

Property URL Engine Status (2026-08-22) Evidence
Star Rupture Wiki (wiki.gg) https://starrupture.wiki.gg/ MediaWiki (wiki.gg host) Dormant. 81 articles, 621 pages, 944 total edits, 0 active users, 1 admin. Special:RecentChanges returned empty via API. Main page last-modified stamp reads 2025-08-02 — i.e. pre-Early-Access. api.php?meta=siteinfo&siprop=statistics — re-confirmed 2026-08-22: pages 621, articles 81, edits 944, images 241, activeusers 0, admins 1
StarRupture Wiki (Fandom) https://starrupture.fandom.com/wiki/StarRupture_Wiki MediaWiki (Fandom) UNVERIFIED — not fetchable. Both the article and api.php return HTTP 402 to this agent. Exists and is indexed; size/currency could not be measured. Search index only (reported)
StarRupture Wiki (starrupture.wiki) https://starrupture.wiki/ Not a wiki — a landing page for StarRupture.tools Active, but it is a front door: it advertises Database / Production Planner / Interactive Map / Crafting Calculator and links out to starrupture.tools. No article namespace, no version stamp, no last-updated date. Fetched (confirmed)
Unofficial StarRupture Wiki https://wiki.starrupture-utilities.com/ Wiki.js Active, narrow scope. Run by AlienX as the documentation arm of StarRupture Utilities; its centre of gravity is dedicated-server setup/configuration (/en/dedicated-server/configuration) and the Rupture Server Manager app, not game content. Page body is JS-rendered and not fetchable; structure known from search index + the parent site. Reported
starrupturewiki.org, starrupture.org — — UNVERIFIED / treat as low-trust. Appear in search results (starrupture.org/community/walkthrough offers a "100% completion guide"). Not fetched, no maintainer identified, no version stamp seen. Classic aggregator/SEO shape. Do not cite without verification. Search index only

Official documentation. Creepy Jar publishes no game wiki or manual. The closest official reference surfaces are:

Surface URL What it is
Steam news / patch notes https://store.steampowered.com/news/app/1631270 (machine-readable via ISteamNews/GetNewsForApp/v2?appid=1631270) The authoritative changelog. Hotfix and Update posts carry full patch notes.
Official site https://starrupture-game.com/ Links hub + newsletter; press kit on Google Drive.
Support / bug portal https://creepyjar.theymes.com/hc/en/starrupture Creepy Jar's ticketed support desk — the official bug-report channel.
Early Access roadmap Steam news post, 2026-01-08 (15:59 UTC; confirmed from the raw news timestamp) Confirms 1.0 scope: Frost Wave, a new biome, endgame content, more story, achievements. No 1.0 date given ("no timeframe for the end of early access"). In-EA additions listed: new wildlife, a Codex encyclopedia, expanded map, more weapons and resources, controller support, balance and QoL — with no prioritisation or timing. (Contents confirmed via the Insider Gaming summary, 2026-01-07.)
Press kit https://drive.google.com/drive/folders/1NZ5_J-zZHFgHxkLQCpk39f8NudTISNmF Logos/screenshots — usable art reference.

⚠️ Anti-pattern for future sessions: do not treat any single wiki page as authoritative for a numeric value. The wiki.gg instance predates Early Access content; Fandom is unmeasured. Cross-check every number against the game files (docs/ref/shadow-install.md catalogs) or a version-stamped dataset (§5).


2. Calculators, planners, maps and save editors (competitive analysis)#

2.1 Production planners and calculators#

Tool URL Maintainer Data version declared Feature set Maintenance status
Rupture Planner https://www.starrupture-planner.com · src github.com/flexsurfer/starrupture-planner flexsurfer (open source, MIT) Version-partitioned datasets: playtest, earlyaccess, update1_PTB, update1 — the tool ships four data generations side by side Item catalog w/ type filters; recipe browser by building; React-Flow production graph w/ Dagre auto-layout; exact building-count solver; "My Bases" multi-base model; Logistics tab (inter-base item links, energy grids pooled across bases, broken-link detection, utilisation layers); per-building logistics capacity caps (Package Dispatcher 200/min, Orbital Cargo Launcher 10/min — confirmed as PACKAGE_DISPATCHER_CAPACITY_PER_MINUTE / ORBITAL_CARGO_LAUNCHER_CAPACITY_PER_MINUTE in src/utils/planOutputAllocations.ts) with overrides; auto/fixed output allocation + priority; recipe-alternative presets w/ global default; light/dark Most actively maintained. Last push 2026-08-17 (30 stars). Release notes dated 2026-06-25. React 19.1 / TS 5.8.3 / Vite 7 / Tailwind 4.1 / @xyflow/react 12.8 + dagre.
StarRupture Database ("SRDB") https://starrupture.tools/ (front door starrupture.wiki) Metalstorm (GitHub m3talstorm) Not declared — no version or last-updated stamp anywhere on the site Item/building/weapon database; crafting calculator (full tree); production planner canvas (drag/select/delete nodes, category browser, minimap); interactive map (resources, blueprints, item locations, vermin spawns); corporation/blueprint progression tracking Active (promoted from the Steam guide hub, top-rated). Site is a client-rendered SPA — not scrapable; no public API or data repo found (m3talstorm/starrupture-database last pushed 2026-01-06, effectively a stub).
StarRupture Planner https://starruptureplanner.com/ (/map, /about) Not identified — self-described as "built and maintained by players"; no named maintainer on /about No game-version stamp, but it is the only tool with a declared data policy: every entry carries a last_checked date and a High / Medium / Low confidence rating (High = 3+ independent sources; Low = single source or extrapolated from patch notes), PTB findings are tracked separately from live-build facts, and content older than 120 days or hit by a major update triggers editorial review. Data is community-sourced, not datamined. Factory planning, production calculations, item/machine/recipe database, interactive map (resources, blueprint spawns, POIs), corporation progression; "free forever, no login" Active. /about is fetchable with a normal desktop user-agent (an earlier pass recorded a 403; that was a fetcher artefact, not a site block). Feature list above is from the site's own copy.
StarRupture Calculator https://starrupturecalculator.com/ Not identified "data extracted directly from the game files" — no version number Production chain planning, power consumption, alternative-recipe testing, plan export as .sft files, browser autosave, team sharing Active, provenance opaque. The .sft extension is the Satisfactory-Tools plan format, which suggests a fork/reskin of a Satisfactory planner — UNVERIFIED.
SR Crafting Calculator https://srcraftingcalculations.github.io · repo github.com/srcraftingcalculations/sr-crafting-calculator AllBullNoBeef (Steam) Not declared Full-chain automation, per-machine-type counts (Assembler, Furnace, Smelter…), visual staging planner ⚠️ Stale. Repo last pushed 2026-04-15 — six days after Update 1 shipped (2026-04-09), so it may carry Update-1 data, but it predates every hotfix from 0.2.2 (2026-04-22) through 0.2.8 and is now four months untouched. No LICENSE file.
Lost in Games factory calculator https://lost-in-games.com/en/starrupture-en/1806/ lost-in-games.com (content site) Titled "(Update 1)" Auto-optimising factory calculator embedded in an article Reported; not fetched.
myron-alexander/starrupture-production-calculator-py GitHub myron-alexander — Python 3 CLI: machines + inputs to craft item X at rate Y Last push 2026-03-25 — two weeks before Update 1 (2026-04-09); pre-Update-1 data. GPL-3.0.
Other planner repos (mostly abandoned) javiluli/starrupture-planner (2026-06-19), xie2094/StarRupture-Factory-Planner (2026-08-04), sternnn/SR_calculator (2026-04-30), TheRubicante/starrupture-calculator (2026-01-25), reczkok/starrupture-calculator (2026-01-12), ZiiMs/starrupture-planner (2026-01-17), OkarinCawai/StarRupture (2026-02-06), andrevdl/StarRuptere (2026-02-07), slagh49/starupture-colab (2026-07-05) GitHub — Various Mostly one-shot launch-window projects; dates are last pushes.

2.2 Interactive maps#

Map URL Maintainer Coverage Status
MetaForge StarRupture map https://metaforge.app/starrupture/map/main Danneh (Steam DannehTV) Resources, POIs, all blueprint locations (explicitly spoiler-flagged) Active; promoted via a top-rated Steam guide.
SRDB map inside starrupture.tools Metalstorm Resources, blueprints, item locations, vermin spawns; filterable + shareable Active.
StarRupture Planner map https://starruptureplanner.com/map unidentified Resource map + blueprints Active (reported).
Steam guide "[INTERACTIVE MAP] StarRupture (2026 UPDATED)" Steam guide 3643597564 (+ German edition 3643603432) GigaGamer47 Walkthrough of an interactive map's filters Active; also a route into whichever map it wraps.
Static map guides "Early Access Game Map" by Th3nD-X02 (Steam) — POI map, post-completion Static image guide.
bithoarder/StarRuptureMap, thanamatos/StarRuptureSaveMap GitHub — Save-derived map rendering — directly relevant to this project's save-reading track Last pushes 2026-01-25 / 2026-03-07 (stale but readable as prior art).

2.3 Save-file tooling (StarRupture Utilities — the most important cluster for this project)#

Host: https://starrupture-utilities.com/ (mirror https://starrupture.agngaming.com/), maintainer AlienX (GitHub AlienXAXS, AGNGaming), with Rob B / Jimmy062006 on the server-manager side. Ko-fi: ko-fi.com/alienx___.

Tool Path / repo What it does Relevance
Save File Converter /savefiles Converts .sav ⇄ JSON, validates and repairs Independently corroborates the ground-truth format (u32 inflated-size + zlib + UTF-8 JSON)
Save Editor (browser) /save-editor Edits player stats, survival data, inventory, "gems", antenna states and door states (site's own wording) Direct competitor/prior art for the save-editing track
Save Report /save-report Inventory summary + structural analysis from a save Direct prior art for a progression tracker
Bigger Save Patcher /SavePatcher/StarRuptureBiggerSavePatcher.zip Binary-patches the game exe to raise the save cap 1 GB → 2 GB Confirms large-save pain is a real, common failure mode
StarRupture Save Manager / Save Fixer github.com/AlienXAXS/StarRupture-Save-Fixer/releases · AlienXAXS/StarRupture-Save-Manager (pushed 2026-07-08) Windows app that repairs corrupted saves by fixing drone entities Names the specific corruption class: drone entities
Password Encryptor /passwords Encrypts admin/join passwords with the server's RSA-4096 public key Dedicated-server admin
Log File Analyzer /loganalyzer Diagnoses server logs; used for Discord support
Port Checker /port_check TCP reachability probe
Online Server Manager /online-server-manager Browser remote admin: load saves, start new games, set passwords
Server statistics /eosapi/stats.php?period=hourly (HTML chart page) · …&format=json returns raw JSON Servers online + players on those servers, hourly — a public, machine-readable population feed. Shape: {success, period, buildData[], data, vulnerabilityData, current}; buildData is partitioned by Perforce build id, each with 49 hourly points of avgServers / maxServers / avgPlayers / maxPlayers / currentServers / currentPlayers / periodStart. Live reading 2026-08-22 12:00 UTC: build 121391 = 1,358 servers / 41 players; ~14 legacy build partitions (121032, 120722, 120148, 119590, 118961 …) hold another ~110 idle servers with 0 players. ⚠️ players counts dedicated-server occupancy only — not Steam concurrents. Useful telemetry source for the companion site — and a free, independent way to confirm the current live build id (121391 ↔ CL-121391)
Rupture Server Manager wiki /en/Rupture-Server-Manager · github.com/Jimmy062006 Standalone app automating server install → config → launch

💡 The /eosapi/stats.php?period=hourly endpoint is the only public StarRupture live telemetry found in this pass. Unknown licence/terms — check before consuming.


3. Modding infrastructure#

Layer Artifact Detail Status
Native mod loader StarRupture ModLoader — github.com/AlienXAXS/StarRupture-ModLoader C++ plugin loader via dwmapi.dll proxy injection; installs into StarRupture\Binaries\Win64\; no game files modified. Client and Server ZIPs. In-game ImGui window on F2, dev console on ~. Plugins are .dll in ModLoader\Plugins\, disabled by default (Enabled=1 in the generated per-plugin .ini). Plugin auto-update via a .json manifest. Per-plugin log levels; -PluginLogLevel=<plugin>:<level> launch option. Linux/Proton: WINEDLLOVERRIDES=dwmapi=n,b. Dedicated server: launch with -console. Active — last push 2026-08-09. Own Discord: discord.gg/QUzsGKe5Bz. Built with Dumper-7 (UE SDK gen), MinHook, nlohmann/json; reversed with IDA Pro.
Plugin SDK github.com/AlienXAXS/StarRupture-Plugin-SDK Headers + UE5 SDK + example plugin + prebuilt dwmapi.dll; no fork of the loader needed Active (2026-08-05)
Reference plugins StarRupture-Plugin-WAILA (what-am-I-looking-at, 2026-08-09), -Plugin-BetterSaving (moves saving to a worker thread — saving is slow is a known pain), -Plugin-Compass, -Plugin-ServerUtility Active
Script modding UE4SS for StarRupture — Nexus mod 146, by Caites Confirmed from the mod page: "Stock experimental UE4SS for StarRupture … v0.2.8 ready … Its a stock v3.0.1 UE4SS with fitting signature and config. No changes in config." Install = copy the ue4ss folder + dwmapi.dll into StarRupture\Binaries\Win64\. Note it uses the same dwmapi.dll proxy slot as AlienX's ModLoader — the two cannot both own that file. Active (uploaded 2026-08-14)
Mod manager support StarRupture Vortex Extension — nexusmods.com/site/mods/1616 Installs UE4SS script mods into ue4ss/Mods Active
Mod host nexusmods.com/starrupture Highest live mod id is 146 (2026-08-22): ids 147, 148, 149 and everything sampled at 150/160/170/200 return the generic game page, while 144 (AlienX's Rupture Timer) and 145 (Camera Control) resolve. Ids are issued sequentially per game, so the catalogue is at most ~146 mods — the earlier "roughly 150" was an over-count and the true published total is lower still (deleted/hidden ids leave gaps). Named examples all confirmed by page title: Player Tweaks (11), No Intro (13), Bigger Inventory (16), Dedicated Server Auto Installer (55), StarCheat (92), How To Mod StarRupture (109), Server Utility Plugin (112), UE4SS (146); site mod 1616 = StarRupture Vortex Extension. Active; ✅ Nexus is readable with a normal desktop user-agent (the earlier HTTP 403 was a fetcher artefact). Download/endorsement counters are still rendered client-side and were not read.
Standalone Lua/tool mods Nhimself/starrupture_pingmod (ping >100 m, 2026-08-10), starrupture_timermod, starrupture_streamcontroller; Wilhelm-af/StarRupture-JunctionFixer (bulk-fixes 3-way/5-way drone junctions) Mixed

This is fully consistent with the ground-truth install facts that make modding easy here: unsigned IoStore containers, no anti-cheat bootstrapper (EAC "not available"), and a 2.51 GB shipped PDB (docs/ref/shadow-install.md §3.1, §9).

Dedicated-server hosting is a large sub-ecosystem in its own right — Docker images (indifferentbroccoli, struppinet, rhavinx, eivl, loganintech, steam-dedicated-server, gameserver-express, Nhimself, patrickrizzardi, michibiki-io), WindowsGSM plugins (three independent forks: Alakeram, x1manPsychopath, Fantastic-Dave), a Pterodactyl egg (N30Z/starrupture-pteroq-egg), an AMP config (dajefo/starrupture_amp), and a Windows auto-installer (snackfood220). Third-party host docs exist at gameserverguides.com/starrupture/setup-guide/windows and xgamingserver.com/docs/starrupture/.


4. Community hubs#

Hub URL Size / activity Dev presence
Official Discord https://discord.com/invite/StarRupture (vanity starrupture, guild id 1108765190314545224, Discord-VERIFIED server) 25,284 members, 8,296 online — read first-hand from the invite API (/api/v9/invites/StarRupture?with_counts=true) on 2026-08-22, superseding the earlier "~25,340" snippet. Re-read the same endpoint to refresh. Primary. Creepy Jar staff post announcements and take feedback here; the modding and server-tooling communities also live here.
Steam Community hub / discussions https://steamcommunity.com/app/1631270 Active general discussions (threads cited below) Yes — Creepy Jar names the Steam forum as a feedback channel; patch-note posts are authored by CreepyJarDev_Adam / Adam_CJ / CreepyJarDev_Marcjanna.
Steam guides https://steamcommunity.com/app/1631270/guides/ UNVERIFIED — ~95 guides (the hub exposes no total; only overlapping per-tag counts, the largest being "Gameplay Basics" 75. Pagination params are ignored by the app-guides widget, so the exact total could not be counted.) Community-only; the top-rated slots are occupied by tool guides, not text guides (§6).
Steam news feed store.steampowered.com/news/app/1631270 + ISteamNews API 75 items in the feed (2026-08-22), oldest 2023-12-19; 32 since the EA launch post of 2026-01-06. Patch cadence in EA: 0.1.1 → 0.1.3 (Jan–Mar), Update 1 (2026-04-09), then hotfixes 0.2.1 … 0.2.8 (2026-06-17). Official changelog.
Reddit an official subreddit is referenced by secondary sources ("official Reddit & Discord communities") UNVERIFIED — reddit.com is entirely unreachable to this agent (fetch blocked, domain not permitted for search). Member count, name spelling and activity not established. Reported
Official support desk creepyjar.theymes.com/hc/en/starrupture Ticketed Official bug intake.
Social X @StarRupture, Facebook /StarRupture, Instagram @starrupture Marketing beats + hotfix announcements (the FB account mirrors hotfix posts) Announcement-only.
ModLoader Discord discord.gg/QUzsGKe5Bz AlienX's loader/plugin community Third-party.
Utilities support via starrupture-utilities.com log-analyzer → Discord Server-admin support Third-party.

Notable Steam discussion threads (community consensus, named): "Wiki & Guides" (.../discussions/0/684116375920399115/), "Dedicated Server" (.../0/695375725078790998/), "Base building guide" (.../0/682992000385999829/), "[Tool] ONLINE - Crafting Calculation Tool WITH Visuals Planner" (.../0/742664166129783039/).


5. Datasets usable for tooling#

Dataset Location Licence Shape Version Verdict
Rupture Planner game data github.com/flexsurfer/starrupture-planner → assets/game-data/{playtest,earlyaccess,update1_PTB,update1}/ MIT (explicit LICENSE + README) items_catalog.json (104 records), buildings_and_recipes.json (58,566 B — a 44-building array carrying type / power / heat and 130 recipes with amount_per_minute on every input and output), corporations_components.json (25,370 B — 5 corporations, per-level xp, component point values and rewards); flat JSON arrays / one dict Update 1 partition is current-ish; repo pushed 2026-08-17 ✅ The single best reusable dataset. MIT, version-partitioned, actively maintained, human-readable, and the only public source with per-building power and heat numbers.
Icon set same repo, assets/icons/{items,buildings}/ MIT PNG/WebP icons keyed to the item/building ids as above ✅ Saves an art pass — but see licence note below.
sr-crafting-calculator github.com/srcraftingcalculations/sr-crafting-calculator No licence file observed (GitHub API reports license: null) → all rights reserved by default unknown last touched 2026-04-15 — just after Update 1 (2026-04-09), but four months and seven hotfixes behind 0.2.8 ⚠️ Stale + unlicensed.
SRDB (starrupture.tools) — — Client-side SPA; no public data dump, no API found undeclared ❌ Not reusable.
m3talstorm/starrupture-database GitHub none observed — 2026-01-06 stub ❌
Save-derived data thanamatos/StarRuptureSaveMap, bithoarder/StarRuptureMap none observed Save → map rendering 2026-01/03 📚 Prior art for the save-reading track.
In-game ground truth docs/ref/shadow-install.md §5 + data/game-install/derived/* n/a (local) 363 I_* items · 237 CR_* recipes · 42 CRC_* stations · 361 DA_* buildings · 116 building dirs 0.2.8 ✅ Authoritative for identifiers; lacks display names + numbers until a .locres/FModel datamine.

Licence note. MIT covers the code and the JSON structure; it does not launder Creepy Jar's copyright in the underlying game data or in extracted icon art. For anything published, treat game-derived names/icons as fan-content-under-tolerance, credit the source repo per MIT, and keep an easy takedown path.

5.1 items_catalog.json (Update 1 partition) — schema and shape#

Records are { "id": string, "name": string, "type": enum }. 104 entries, distributed:

type Count Members
raw 7 Calcium Ore, Goethite Ore, Helium-3, Powerium (magicoilore), Sulfur Ore, Titanium Ore, Wolfram Ore
processed 6 Calcium Block, Goethite Ingot, Titanium Bar, Titanoferrite Ingot (ubertitanium), Wolfram Bar, Wolfram Steel Ingot (uberwolfram)
material 2 Basic Building Material, Intermediate Building Material
ammo 4 Standard, Heavy, Pistol, Shotgun
component 85 Accumulator … Wolfram Wire

Cross-check against ground truth: the internal ids leak dev naming that the display names hide — uberoil = Plastic, magicoilore = Powerium, ubertitanium = Titanoferrite Ingot, uberwolfram = Wolfram Steel Ingot, scafolding/quantumtranqualizer/cyclotrone are misspelt in the data. The install manifest lists I_StandardAmmoItem / I_HeavyAmmoItem / I_PistolAmmoItem under Weapons/AmmoTypes as examples; Shotgun Ammo appears in this community dataset but was not among the sampled ground-truth ammo classes — treat the ammo roster as needing a datamine confirm. The 104-item catalog is a production subset: it excludes food, gatherables, quest items and blueprint items that the 363 I_* classes contain.

5.2 buildings_and_recipes.json — the display-name bridge#

The 44-building array in the same partition is the closest thing to a public asset-name → display-name map, and it settles several naming questions the manifest alone could not:

Dataset id (dev name) Display name Note
synthetizer → compounder Compounder Resolves the open "Compounder" question — synthetizertier2 is literally named "Compounder v.2", so the community's "Compounder" is the packaged CRC_Synthetizer station
factory / factorytier2 Constructorizer / Constructorizer v.2
crafter (fabricator) / craftertier2 Fabricator / Fabricator v.2
militaryassembler Facturer
mechanicaldrill (ore_excavator) / mechanicaldrilltier2 Ore Excavator / Ore Excavator v.2
forge Pyro Forge
liquidextractor Oil Extractor
package_dispatcher / package_receiver Cargo Dispatcher / Cargo Receiver the tool's own constants and release notes say "Package Dispatcher"; the in-game display name is "Cargo Dispatcher"
combustionpowergenerator Chemical Generator 8,200 power — the largest generator in the set
turret_v1 / turret_v2 Defense Turret / Defense Tower

⚠️ Data-quality caveat (new): in this dataset the entries pressurizer and refinery carry each other's display names (id: pressurizer → name "Refinery"; id: refinery → name "Pressurizer"). Either the ids or the names are transposed. That, plus the misspellings noted above, is direct evidence the catalog is hand-entered, not datamined — do not treat its name↔id mapping as authoritative without a .locres confirm.


6. Content creators and written guides#

⚠️ Creator coverage is the weakest section of this pass: YouTube watch pages carry no fetchable transcripts and the creator-focused searches returned mostly generic SEO noise. What follows is what could be established by name.

Creator / author Platform Body of work Currency
Nilaus YouTube Numbered Tutorial Playthrough series ("Building The Best Starter Base in StarRupture Early Access | 01 | Tutorial Playthrough"; "TELEPORTER UNLOCKED; How StarRupture Is Supposed to Play! | 08 | Tutorial"). A Factorio/Satisfactory blueprint-methodology creator; reported to have finished the Early Access content. Active in the EA window; the closest thing to a canonical video guide series (reported consensus, not measured)
GigaGamer47 Steam guides (steamcommunity.com/id/GigaGamer47) Prolific, aggressively version-labelled series: "[INTERACTIVE MAP] StarRupture (2026 UPDATED)" (3643597564), "How to Build Platforms & Connect Machines in StarRupture (2026 UPDATED)" (3644470071), "StarRupture Blueprint Locations: Where to Find Every Recipe Unlock (WIP 2026)", "Guía de Corporaciones" (3642551484), "Base de Données des Bâtiments et Machines" (3652216007), Underground Caves guide, plus German/Spanish/French editions Most active written-guide author; multilingual; top-rated
Metalstorm Steam guide 3640693833 + starrupture.tools "StarRupture Database — Items, Buildings, Crafting, Interactive Map and Production Planner" Active, top-rated
Danneh (DannehTV) Steam guide 3643069544 + metaforge.app "StarRupture Interactive Map w/ Resource & Blueprint Locations" Active, top-rated
AllBullNoBeef Steam guide + srcraftingcalculations.github.io "[Tool] StarRupture Crafting Calculator – Full Chain & Machine Planner" Guide active; underlying data stale — repo untouched since 2026-04-15, i.e. it may include Update 1 (2026-04-09) but nothing from hotfixes 0.2.2–0.2.8
AlienX starrupture-utilities.com, Wiki.js, GitHub, Steam guide 3644837954 "StarRupture Utilities, Wiki & Dedicated Server Configuration" — the canonical server/save/mod-tooling body of work Very active
Th3nD-X02, ghostdivision ("Adjust rail support height"), [LM]kaze ("Rail & Transport Guide") Steam guides Focused mechanics guides — rails/logistics is the topic the community writes about most after base layout Active
Unattributed video series YouTube A "compact mathematical bases" series (episodes incl. "You Can Make All Compounder Products With This Factory", "You Will Regret Not Knowing These 3 Advanced Tips", "How To Make Perfect Bases – Lesson 2", "The BEST Factory Setup for Long-Term"); also "Step By Step FAST End Game Production Build Series With Downloads" Channel attribution not established — search index only
Fantastische Pause Blog/YouTube (DE) Completed German Let's Play of the EA build Reported

Best written guides, ranked for a first-time player (by Steam top-rated placement + version labelling): (1) "StarRupture Starter Guide | Beginner Tips and Tricks" (3637248362); (2) GigaGamer47's platforms/machines guide (3644470071) — platforms are floor and power wiring, the single most misunderstood mechanic; (3) GigaGamer47's blueprint-locations guide, paired with Danneh's map; (4) the corporations guide (3642551484) for progression order; (5) "Rail & Transport Guide" for the drone-rail logistics layer; (6) AlienX's utilities/server guide (3644837954) if playing multiplayer.


7. Question routing for future AI sessions#

Question class Go to (first) Fallback Never
"What patch am I on / what changed?" ISteamNews/GetNewsForApp/v2?appid=1631270 (machine-readable, no auth) Steam news web page; patchbot.io/games/starrupture SteamDB (403 to this agent)
Exact item/recipe/building identifiers docs/ref/shadow-install.md §5 + data/game-install/derived/*.txt — Any wiki
Numeric recipe rates, machine counts, power flexsurfer/starrupture-planner assets/game-data/update1/*.json (MIT) starrupture.tools, starrupture-planner.com UI wiki.gg (pre-EA), srcraftingcalculations (frozen 2026-04-15, seven hotfixes behind)
"Where do I find X / where is blueprint Y?" metaforge.app/starrupture/map/main (Danneh) SRDB map; GigaGamer47 blueprint-locations guide Static map screenshots
Corporation progression order / unlock gating Steam guide 3642551484; corporations_components.json Own save: CrCorporationsOwner in the .sav JSON —
Save format, parsing, editing, repair docs/ref/shadow-install.md §6 (authoritative) starrupture-utilities.com/savefiles, /save-editor, Save-Fixer repo —
Save corruption / "save too big" AlienX Save Fixer (drone entities); Bigger Save Patcher (1 GB → 2 GB) ModLoader BetterSaving plugin —
Modding: hooks, plugins, SDK AlienXAXS/StarRupture-ModLoader + -Plugin-SDK READMEs Nexus 109 "How To Mod StarRupture"; UE4SS mod 146 —
Dedicated server setup wiki.starrupture-utilities.com/en/dedicated-server/configuration Docker/WindowsGSM/Pterodactyl repos (§3) —
Live player/server population starrupture-utilities.com/eosapi/stats.php?period=hourly — —
Official bug report creepyjar.theymes.com/hc/en/starrupture Steam discussions; Discord —
Community consensus / "is X worth it" Official Discord; Steam discussions (name the thread) — Reddit — unreachable from this agent; do not cite unseen
Lore, soundtrack, art Supporter Pack (docs/ref/shadow-install.md §8) Press kit Drive folder —

8. Gaps a new planning tool could fill#

Measured against the four incumbents (Rupture Planner, SRDB, StarRupture Planner, StarRupture Calculator), the unoccupied ground is:

# Gap Why it is open Difficulty
1 Save-file import → live plan. No planner reads a .sav. AlienX's save tools edit saves; the planners are blank-canvas. A tool that inflates the save, walks Mass.entities (2,711 in Robert's 51-h save) and renders the base you actually have — with per-entity CrElectricityFragment / CrCraftingFragment / CrInventoryFragment state — is unbuilt. Format is fully known (u32 + zlib + JSON); nobody has combined the two ecosystems Medium
2 Build-id-stamped data with provenance. Two of five tools say anything about currency at all — Rupture Planner partitions its JSON by game generation (playtest / earlyaccess / update1_PTB / update1), and StarRupture Planner attaches a last_checked date plus a High/Medium/Low confidence rating per entry — but none states a build id, and neither generation labels nor review dates survive a hotfix. A tool that stamps every number with 0.2.8 / CL-121391 and shows a diff when the game patches would immediately be the most trustworthy. Everyone else hand-maintains JSON Low
3 Datamine-derived, not hand-typed, dataset. All public datasets are hand-entered — the misspellings prove it, and so does the transposed pressurizer/refinery name pair in the Update-1 partition (§5.2). A pipeline pakchunk0.utoc → FModel/retoc → CR_*/DA_*/.locres → JSON yields the full 237 recipes / 361 buildings / 42 stations, not the ~104-item production subset. Requires the install; the web tool authors don't have a repeatable extractor published Medium-high
4 Enviro-wave-aware planning. No tool models the star-event ("enviro wave") cycle — wave timing, sulfurActive / evaporateWater / enemySpawnersActive effects, cooling and gatherable regrowth — despite it being the mechanic that makes StarRupture not Satisfactory. Genuinely game-specific; nobody has attempted it High
5 Defence / base-attack planning. Turret tiers, alien obelisks, infection cysts, base-core attack waves are absent from every planner. Same High
6 Blueprint-unlock-gated planning. Recipes are gated by found blueprint items (lockedRecipes maps recipe → required I_*Blueprint). A planner that greys out what you cannot yet build, driven by your save, is unbuilt. Requires save integration (gap 1) Medium
7 Drone-rail logistics geometry. The build has 1,273 assets of DroneConnections (DroneRailT1, junctions, lane lengths 110–600) and the community's top mechanics complaints are rail/junction ones (JunctionFixer exists as a save-repair tool). No planner models rail lengths, junction fan-out or drone throughput. Rupture Planner models logistics links abstractly, not geometry. Hard, and it is the real bottleneck in-game High
8 Open data + API. Only flexsurfer publishes data; SRDB and the two .com planners are closed SPAs with no data dump and no public API. A documented, versioned, MIT/CC endpoint would make this project the ecosystem's upstream. Everyone treats data as their moat Low
9 Machine-readable for AI sessions. No resource here is designed to be read by an agent — Fandom 402s, SRDB and both .com planners are client-rendered SPAs, Reddit is blocked to this agent, and the one live JSON feed (/eosapi/stats.php?format=json) is undocumented and unlicensed. A plain-HTML/JSON companion is trivially differentiated. Nobody's target audience Low
10 Wiki vacuum. The wiki layer is empty (81 articles, 0 active editors). A well-structured reference site could become the de-facto wiki with modest effort. wiki.gg instance never recovered from pre-EA Low-medium

What NOT to rebuild: basic crafting-tree solving and building-count math (four tools do it, one well and open-source), a generic interactive map (three exist, one with full blueprint coverage), dedicated-server tooling (AlienX/Jimmy062006 own this comprehensively), and save editing (AlienX's browser stack is mature).


Gaps & Unverified#

  • Reddit is entirely unreachable from this agent (fetch blocked; reddit.com rejected as a search domain). The existence of an official subreddit is reported by secondary sources (XGamingServer/Insider Gaming summaries of Creepy Jar's EA statements) but its name, size, activity and moderation are unverified. Do not cite Reddit consensus in this corpus until a session with Reddit access confirms it.
  • Fandom wiki unmeasured. starrupture.fandom.com returns HTTP 402 to this agent on both article and API paths. It exists; its article count, currency and whether it is better or worse than the wiki.gg instance are UNVERIFIED.
  • ✅ RESOLVED — Nexus Mods is readable. The earlier HTTP 403 was a fetcher artefact; with an ordinary desktop user-agent every mod page returns 200. Highest live mod id is 146 (147–149 and everything at 150+ return the generic game page), so the catalogue is at most ~146 mods, not "~150". All eight named example mods were confirmed by page title. Still unmeasured: per-mod download/endorsement counters (rendered client-side) and the true published mod count net of deleted ids.
  • SteamDB unreachable (403). Build-id history could not be cross-checked; the buildid 23761620 / 2026-08-16 push is from the local appmanifest, which is first-hand and sufficient.
  • ✅ RESOLVED — Steam news dates. All 75 news items were re-read from the raw ISteamNews/GetNewsForApp/v2 payload and their Unix timestamps converted locally, not by a summarising model. A previous pass's dates were wrong by roughly one month across the board. Corrected anchors (UTC): EA launch 2026-01-06, EA Roadmap 2026-01-08, Update 1 PTB 2026-03-25, PTB Hotfix 1 2026-04-01, Update 1 release-date announcement 2026-04-07, UPDATE 1 available 2026-04-09, Changes Overview 2026-04-10, then hotfixes 0.2.1 2026-04-16, 0.2.2 2026-04-22, 0.2.3 2026-05-04, 0.2.4 2026-05-06, 0.2.5 2026-05-18, 0.2.6 2026-06-02, 0.2.7 2026-06-11, 0.2.8 2026-06-17; newest post of any kind "Developer Blog: August 2026" 2026-08-05. The Update 1 date conflict is resolved in favour of the GamingShogun 2026-04-09 URL date — it was right and the earlier "2026-05-13" reading was the error (2026-05-13 corresponds to nothing in the feed).
  • ✅ RESOLVED — Hotfix 0.2.8 patch-note body. Retrieved from the contents field of the news API (the rendered Steam pages return only chrome). The whole hotfix is one line: "This smaller hotfix addresses some stability issues with the game on certain configurations. Crashes & Performance issues — Fixed crash on exiting the game on NVIDIA RTX 40 and 50 GPU series." No gameplay, recipe or balance changes — so any dataset current as of 0.2.7 is numerically current for 0.2.8.
  • The 2026-08-16 depot push (buildid 23761620) still has no matching news post — confirmed against the full 75-item feed, whose newest entry is 2026-08-05. The .met sidecars report 0.2.8 and the community server-stats feed's dominant build partition is 121391, matching the install, so 0.2.8 / CL-121391 is the anchor; whether the 08-16 push was a silent rebuild remains UNVERIFIED (SteamDB, which would settle it, is 403).
  • Steam guide count UNVERIFIED. The figure "95 guides" could not be re-confirmed: the app-guides hub exposes no total, only overlapping per-tag counts (largest: "Gameplay Basics" 75), and its pagination parameters are ignored, so the listing cannot be walked. Treat 95 as approximate.
  • Creator attribution incomplete. The "compact mathematical bases" video series and several top base-building videos could not be attributed to a channel (YouTube watch pages are excluded by protocol). Nilaus's series is established by title/URL evidence; his completion of EA content is reported consensus, not confirmed.
  • ✅ RESOLVED — Discord member count. Read first-hand from discord.com/api/v9/invites/StarRupture?with_counts=true on 2026-08-22: 25,284 members / 8,296 online, guild id 1108765190314545224, Discord-VERIFIED. The earlier "~25,340" snippet is superseded.
  • starrupturewiki.org and starrupture.org unclassified — not fetched, no maintainer, no version. Possible SEO aggregators. Flagged, not endorsed.
  • starruptureplanner.com and starrupturecalculator.com maintainers remain unknown — /about names no person, only "built and maintained by players". The 403 on /about did not reproduce; the page is fetchable and its data policy (per-entry last_checked + High/Medium/Low confidence, PTB tracked separately, 120-day review) is now quoted in §2.1. The .sft export format on starrupturecalculator.com is confirmed present ("export them as .sft files"), as is its "data extracted directly from the game files" claim with no version number; the inference that .sft implies a Satisfactory-Tools fork/reskin remains UNVERIFIED.
  • ✅ RESOLVED — corporation count. The guide's "five corporations" counts the five non-starting corps, exactly as suspected. Independent confirmation: corporations_components.json (Update 1) contains precisely five keys — Future Health Solutions, Selenian Corporation, Griffith Blue Corporation, Moon Energy Corporation, Clever Robotics — while the packaged content and Robert's save carry six CD_* assets because they also include CD_StartingCorp. Note the community name is "Griffith Blue", not "Griffiths".
  • ✅ RESOLVED — "Compounder" is the Synthetizer. buildings_and_recipes.json maps dev id family synthetizer/synthetizertier2 to display names "Compounder" / "Compounder v.2", so the community's Compounder is the packaged CRC_Synthetizer station (14 recipes, 60 power, 150 heat; tier 2 = 4 recipes, 180 power, 250 heat). A .locres datamine is still wanted for the full display-name map — and for arbitration, since the same dataset transposes pressurizer and refinery (§5.2).
  • No licence could be established for srcraftingcalculations/sr-crafting-calculator, the AlienX web utilities, or the /eosapi/stats.php feed. Default to "all rights reserved; ask before reuse."
  • Not covered for lack of budget: individual Nexus mod pages, the Steam guide bodies (only titles/authors/ratings were read), Twitch/streamer coverage, non-English community hubs beyond the German/Spanish/French Steam guides noted, and any Creepy Jar developer interviews in the gaming press.

Sources#

All accessed 2026-08-22.

Local ground truth - C:/star-rupture/docs/ref/shadow-install.md (v1.0.0) — install identity, engine, save format, content catalogs

Official - https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270&count=100 — full news/patch-note index; 75 items, raw Unix timestamps converted locally (the authoritative date source for this document, incl. the full 0.2.8 contents body) - https://store.steampowered.com/news/app/1631270 — Steam news hub - Hotfix 0.2.8 (2026-06-17), news gid 1835871199300344 - https://discord.com/api/v9/invites/StarRupture?with_counts=true — member/presence counts - https://store.steampowered.com/app/1631270/StarRupture/ — Steam store page - https://starrupture-game.com/ — official site, official-links list, support/press-kit links - https://creepyjar.theymes.com/hc/en/starrupture — official support portal - https://discord.com/invite/StarRupture — official Discord

Wikis - https://starrupture.wiki.gg/ and https://starrupture.wiki.gg/api.php?action=query&meta=siteinfo&siprop=statistics&list=recentchanges — statistics (81 articles / 944 edits / 0 active users) - https://starrupture.fandom.com/wiki/StarRupture_Wiki — HTTP 402, not readable - https://starrupture.wiki/ — SRDB front door - https://wiki.starrupture-utilities.com/en/home, .../en/dedicated-server/configuration — unofficial server wiki

Tools - https://starrupture.tools/ — StarRupture Database (Metalstorm) - https://starrupturecalculator.com/ — StarRupture Calculator - https://starruptureplanner.com/, https://starruptureplanner.com/about (fetchable with a desktop UA), https://starruptureplanner.com/map - https://starrupture-utilities.com/ — AlienX utilities directory (save editor/converter/report, patcher, server tools, stats API) - https://starrupture.agngaming.com/ — mirror - https://metaforge.app/starrupture/map/main — Danneh's interactive map - https://srcraftingcalculations.github.io — AllBullNoBeef crafting calculator - https://lost-in-games.com/en/starrupture-en/1806/ — factory calculator article

Steam Community - https://steamcommunity.com/app/1631270/guides/?browsesort=toprated — 95 guides; top-rated list with authors - Guides: 3637248362 (Starter Guide), 3640693833 (SRDB, Metalstorm), 3643069544 (Map, Danneh), 3643597564 + 3643603432 (Interactive Map, GigaGamer47), 3642551484 (Corporations), 3644470071 (Platforms & Machines), 3644837954 (Utilities/Server, AlienX), 3652216007 (Buildings DB, FR), 3545947703 (Basics/Tips) - Discussions: .../0/684116375920399115/ (Wiki & Guides), .../0/695375725078790998/ (Dedicated Server), .../0/682992000385999829/ (Base building guide), .../0/742664166129783039/ (Crafting Calculation Tool) - https://steamcommunity.com/id/GigaGamer47/myworkshopfiles/?section=guides&appid=1631270, https://steamcommunity.com/id/DannehTV/myworkshopfiles/?section=guides&appid=1631270

GitHub (via GitHub API; 103 repositories match "starrupture") - https://github.com/flexsurfer/starrupture-planner — README, RELEASE_NOTES (2026-06-25), LICENSE (MIT), package.json, src/utils/planOutputAllocations.ts (logistics capacity constants), assets/game-data/{playtest,earlyaccess,update1_PTB,update1}/ — items_catalog.json, buildings_and_recipes.json and corporations_components.json were downloaded and counted locally, not summarised - https://starrupture-utilities.com/eosapi/stats.php?period=hourly&format=json — live server/player feed, build-id partitioned - https://github.com/AlienXAXS/StarRupture-ModLoader — README (install, dwmapi proxy, plugin model, log levels) - https://github.com/AlienXAXS/StarRupture-Plugin-SDK, -Plugin-WAILA, -Plugin-BetterSaving, -Plugin-Compass, -Plugin-ServerUtility, StarRupture-Save-Manager, StarRupture-Save-Fixer - https://github.com/srcraftingcalculations/sr-crafting-calculator, https://github.com/m3talstorm/starrupture-database, https://github.com/javiluli/starrupture-planner, https://github.com/xie2094/StarRupture-Factory-Planner, https://github.com/myron-alexander/starrupture-production-calculator-py, https://github.com/bithoarder/StarRuptureMap, https://github.com/thanamatos/StarRuptureSaveMap, https://github.com/Wilhelm-af/StarRupture-JunctionFixer, https://github.com/Nhimself/starrupture_pingmod - Server repos: indifferentbroccoli/starrupture-server-docker, struppinet/starrupture-dedicated-server, rhavinx/starrupture, steam-dedicated-server/starrupture-docker, N30Z/starrupture-pteroq-egg, Alakeram/WindowsGSM.StarRupture

Mods - https://www.nexusmods.com/starrupture/mods/<id> — mods 11, 13, 16, 55, 92, 109, 112, 144, 145, 146 confirmed live; 147–149, 150, 160, 170, 200 do not resolve - https://www.nexusmods.com/site/mods/1616 — Vortex extension

Press / secondary - https://insider-gaming.com/starrupture-early-access-roadmap/ — EA roadmap summary (Frost Wave, new biome, endgame, achievements) - https://xgamingserver.com/docs/starrupture/early-access-roadmap — roadmap + feedback-channel summary - https://gamingshogun.com/2026/04/09/starruptures-first-major-update-is-out-now/ — Update 1 coverage; its 2026-04-09 date is correct and matches the Steam news timestamp - https://gameserverguides.com/starrupture/setup-guide/windows — third-party server guide - https://patchbot.io/games/starrupture — patch-note mirror - https://fantastischepause.de/lets-play-starrupture-early-access-fabrikspiel-mit-tollen-besonderheiten/ — completed German Let's Play - YouTube titles used as evidence only (no watch pages fetched): T7bXWaLsVgM, ULqkJfDhBhg, TEGmYaaBQwQ, I3lfnC_Z_ls, ZgtAPfUUiH4, RZOwJdoSeMo, ntk8RDiNMxA, tMprXm5QMQo; recapio.com/digest/teleporter-unlocked-how-starrupture-is-supposed-to-play-08-tutorial-by-nilaus

Blocked / abandoned during research (recorded so future sessions do not retry): steamdb.info (403), starrupture.fandom.com (402), reddit.com (fetch + search both blocked), steamcommunity.com/sharedfiles/filedetails/?id=3640693833 (rate-limited), rendered Steam announcement pages (steamcommunity.com/ogg/1631270/announcements/detail/... returns chrome only — use the news API's contents field instead), and the app-guides hub's pagination (params ignored).

Previously listed as blocked, now known good (do retry these): nexusmods.com and starruptureplanner.com/about — both return 200 with an ordinary desktop user-agent.

17

Machine-Readable Data Appendix & Identifier Registry

Version anchorStarRupture Early Access 0.2.8 (Hotfix 0.2.8, Steam news 2026-06-17) — build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, app 1631270, UE 5.6.1. Re-checked against the Steam news index on 2026-08-22: 0.2.8 is still the current build; the three newer news items (Dev Blog June 2026, Base Building Basics Part 2, Dev Blog August 2026) are non-patch. Every value below is 0.2.8 unless a row says otherwise. Re-verified 2026-08-22 (fact-check pass): the Steam news index still ends at Hotfix 0.2.8 (2026-06-17); the newest item is the Dev Blog of 2026-08-05, which ships no version.
18 claims checked8 corrections9 unverifiedverifier verdict

Highly reliable for a community-sourced planner dataset: every load-bearing number I could reach on the live web — machine power, build costs, footprints, corporation unlock levels, extraction rates, the full corporation point ladder, and all 46 base/tier-2 recipes on the five verifiable machine pages — reproduced exactly, and the version anchor still holds at 0.2.8. The corrections were confidence-calibration rather than wrong values (twelve recipes and three buildings under-rated, one unlock over-rated), plus one newly surfaced wiki-internal unlock conflict; the residual risk is concentrated in the five sections the wiki has no page for (Base Core ladder, amplifiers, rails, storage, inventory), which the doc already flags and now flags more explicitly.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

This document is the normalized data layer for the base/factory planning tool. It does not re-explain mechanics — docs 07–11 own those, and each dataset here names the doc section it was consolidated from. What it adds is: (a) one schema, with stable keys, explicit units and one value per cell; (b) a provenance and confidence field on every row so a planner can decide what to trust; (c) a canonical identifier registry that binds shipped asset classes (CRC_*, DA_*/BD_*, BSD_*, I_*, CR_*, CD_*, PD_*, APC_*, BR_*) to community display names, with every unmapped identifier called out rather than guessed; (d) a worked items/min chain solve a planner must reproduce; and (e) a prioritized unresolved-fields ledger that names the exact asset path, save key or guide URL where each missing number lives. A wiki harvest run on 2026-08-22 closed several holes that 07/08 had flagged UNVERIFIED (Fabricator, Furnace, Mega Press power and cost; the first four real building footprints; the complete Fabricator v.2 / Furnace v.2 tier-2 recipe sets) — those rows are marked S-WG with today's date.


1. Schema#

1.1 Emission contract#

Every table below is a relation. Column headers are the stable keys; emit them verbatim as JSON object keys or CSV headers. Rules:

Rule Statement
R1 One value per cell. No prose, no ranges written as text, no parenthetical notes in a value cell. Notes go in the note column or in a footnote below the table.
R2 Unknown = the literal token null. Never ?, never --, never an empty cell.
R3 Every numeric column name carries its unit as a suffix (_mw, _per_min, _s, _cool, _dp, _pts, _qty).
R4 power_mw is signed: negative = draw, positive = generation. Docs 07/08 already use this convention; the wiki prints unsigned magnitudes, which are normalized here.
R5 conf ∈ {CONFIRMED, REPORTED, INFERRED, UNVERIFIED}. See §1.3.
R6 src is one or more provenance codes from §1.2, joined with +.
R7 build is the game build the value belongs to. 0.2.8 unless stated. 0.1.x = launch/pre-Update-1 and must not be presented as current.
R8 Identifiers are case-sensitive and reproduce the asset name exactly, including the game's own typos (DA_Antena, BR_FurnanceTier2, I_Scafolding, I_QuantumTranqualizer, BP_AlienObieliskActor).
R9 Primary keys are the internal asset name where one exists. Display-only entities get a disp: slug key (disp:chemicals) so nothing collides with a future datamined identifier.

1.2 Provenance codes#

code source kind reliability note
S-INST C:/star-rupture/docs/ref/shadow-install.md + data/game-install/** (manifest, derived catalogs, save) first-hand Authoritative for identifiers, counts, file layout, save schema. Carries no balance numbers.
S-STEAM Steam news / patch notes, app 1631270 official Authoritative for version, dates, feature presence.
S-DEV Creepy Jar developer blogs (2026-06-19, 2026-08-05) official Roadmap only. Never current-build fact.
S-WG starrupture.wiki.gg community wiki 91 pages, 24 building pages. Mixed vintage — some pages are playtest- or pre-Update-1-era (see §1.4).
S-ORG starrupturewiki.org secondary wiki Single-source; used only for cross-check.
S-BMD Steam guide Buildings & Machines Database (id 3652066311) community guide Feb 2026 baseline, partially pre-Update-1. Origin of the Power / Temp / Sockets triplet.
S-RRM Steam guide Star Rupture Basics: Raw resource mining (v0.1.3.114046-S) community guide Launch-era. Purity rates, extractor costs.
S-BCG Steam guide Base Core Upgrade Guide (id 3642402585) community guide Cooling ladder, upgrade material lists.
S-TOOLS starrupture.tools crafting dataset (mirrored spreadsheet) community dataset The 75-recipe corpus. Verified post-Update-1 by a four-recipe match against the Update 1 notes (doc 08 §4).
S-THR Named Steam discussion threads community consensus Always name the thread.
S-PRESS Game Rant, TheGamer, BisectHosting, nerdschalk, ActivePlayer, Into Indie Games, shacknews press/guides Mostly launch-era; check the byline date.

1.3 Confidence semantics#

conf definition planner policy
CONFIRMED Official source, or wiki + an independent second source, or first-hand from the install. Use directly.
REPORTED A single community source. Use, but surface the number as provisional in UI.
INFERRED Derived from asset names, chain position or arithmetic. Not stated by any source. Do not display as a game fact. Use only as a default that the user can override.
UNVERIFIED Could not be established, or sources contradict irreconcilably. Emit null; force user input.

1.4 Vintage warning on the canonical wiki#

starrupture.wiki.gg is the live community wiki and the best single source for costs and MW, but it is not uniformly current:

page evidence of vintage consequence
Data_Points Text reads "Data Points is a Valuable in the current Playtest". Playtest-era. Its "Corporate Terminal 50–69,700 Data Points" line conflicts with doc 11's corporation-points economy — treat as stale.
Assembler Recipe list still has Synthetic Resin in Condenser and Titanium Housing in Pressure Tank — both removed by Update 1. The Assembler recipe rows are pre-0.2.0. Prefer S-TOOLS for Assembler recipes.
Buildings Category header claims "all 44 Buildings" but lists 24. Wiki building coverage is ~55 %.
Fabricator, Furnace, Fabricator v.2, Furnace v.2, Mega Press Carry Update-1 items (Goethite Ingot, Titanoferrite Ingot, Wolfram Steel Ingot). Post-Update-1. Trustworthy for 0.2.8.

Rule: a S-WG row is CONFIRMED only when a second source agrees or the page is demonstrably post-Update-1; otherwise REPORTED.

1.5 Dataset index#

dataset key section rows doc consolidated from
building da_id §2 41 07 §7, 08 §3, 10 §5
power_source da_id §3 10 10 §3, 07 §7.4
base_core_level level §4.1 5 10 §4.1, 07 §3
base_core_upgrade_cost level_to §4.2 4 10 §4.2, 07 §3
cooling_cost da_id §4.3 12 10 §4.4
extractor da_id §5 12 08 §2.1–2.2, 07 §7.3
recipe cr_id §6 89 08 §4 + wiki harvest
rail_tier rail_id §7.1 5 09 §3, 07 §7.1
storage da_id §7.2 8 09 §6
inventory metric §7.3 6 09 §6.2
corporation cd_id §8.1 6 11 §5
corp_level_points level §8.2 15 11 §5, 09 §7
unlock da_id+cd_id §8.3 58 11 §7, 09 §7
analyzable item_id §8.4 12 11 §4 + wiki harvest
recipe_unlock n §8.5 28 11 §6
item i_id §9 363 S-INST + name matching
machine_class crc_id §10.1 42 S-INST
socket bsd_id §10.3 11 S-INST
placement_class apc_id §10.4 17 S-INST
upgrade_path br_id §10.5 15 S-INST
corp_export_value cd_id+level — ~90 Not inlined — doc 11 §5 tables 5.2–5.7 are already normalized; ingest them directly.

2. Buildings & production machines#

power_mw signed (R4). cool = cooling-capacity points consumed from the owning Base Core; sourced from the guides' Temp column, which matches the two wiki-published cooling costs exactly (Assembler 150, Helium-3 Extractor 60) — that equivalence is INFERRED and is the single largest load-bearing assumption in this appendix (see §13 item U-02). in/out = rail socket counts. fp_w/fp_l = footprint in tiles (default variant).

da_id display crc_id power_mw cool cost_qty cost_item fp_w fp_l in out conf src
DA_BaseCore Base Core null 0 0 1 Meteor Heart 4 4 0 0 REPORTED S-BMD
DA_MechanicalDrill Ore Excavator CRC_MechanicalDrill -5 3 80 BBM null null 0 1 CONFIRMED S-WG+S-RRM
DA_MechanicalDrillTier2 Ore Excavator v.2 CRC_MechanicalDrillTier2 null null null null null null 0 1 UNVERIFIED S-INST
DA_Smelter Smelter CRC_Smelter -5 3 100 BBM null null 1 1 CONFIRMED S-WG+S-BMD
DA_Crafter Fabricator CRC_Crafter -10 5 140 BBM 3 3 2 1 CONFIRMED S-WG+S-BMD
DA_CrafterTier2 Fabricator v.2 CRC_CrafterTier2 -25 null 350 BBM 4 4 null null CONFIRMED S-WG
DA_Furnace Furnace CRC_Furnace -20 8 200 BBM 3 4 null null CONFIRMED S-WG+S-BCG
DA_FurnaceTier2 Furnace v.2 CRC_FurnaceTier2 -50 null 450 BBM 4 5 null null CONFIRMED S-WG
DA_Hammer Mega Press CRC_Hammer -30 null 80 IBM null null null null CONFIRMED S-WG
DA_Assembler Assembler CRC_Assembler -60 150 200 IBM null null 3 1 CONFIRMED S-WG+S-BMD
DA_ChemicalProcessor Compounder CRC_ChemicalProcessor -60 150 null null null null 3 1 REPORTED S-BMD
DA_Refinery Refinery CRC_Refinery -40 60 150 IBM null null 2 1 CONFIRMED S-WG+S-BMD
DA_Forge Pyro Forge CRC_Forge -60 35 null null null null 2 1 REPORTED S-BMD
DA_Factory Constructorizer CRC_Factory -80 40 null null null null 4 1 REPORTED S-BMD
DA_FactoryTier2 Constructorizer v.2 CRC_FactoryTier2 -80 40 null null null null 4 1 UNVERIFIED S-BMD
DA_MilitaryAssembler Facturer CRC_MilitaryAssembler -80 40 null null null null 5 1 REPORTED S-BMD
DA_Pressurizer Pressurizer CRC_Pressurizer null null null null null null null null UNVERIFIED S-INST
DA_Synthetizer Synthetizer CRC_Synthetizer null null null null null null null null UNVERIFIED S-INST
DA_SynthetizerTier2 Synthetizer v.2 CRC_SynthetizerTier2 null null null null null null null null UNVERIFIED S-INST
DA_ItemPrinter Basic Item Printer CRC_ItemPrinter 0 0 20 BBM null null 0 0 CONFIRMED S-WG+S-BMD
DA_StartingItemPrinter Basic Item Printer (tutorial) CRC_ItemPrinter 0 0 0 null null null 0 0 INFERRED S-INST
DA_Analyzer Analyzing Station CRC_Analyzer null null 25 BBM null null null null REPORTED S-WG
DA_RecipeTable Recipe Station null null null 100 BBM null null null null REPORTED S-WG
DA_ResearchLab Research Lab CRC_ResearchLab null null null null null null null null UNVERIFIED S-INST
DA_UpgradeStation Development Station null null null null null null null null null INFERRED S-INST+S-STEAM
DA_FoodProcessor Food Station CRC_FoodProcessor null null null null null null null null UNVERIFIED S-WG
DA_Recycler Recycler null null null null null null null null null UNVERIFIED S-INST
DA_Exporter Orbital Cargo Launcher CRC_Exporter -10 5 null null null null 1 0 REPORTED S-BMD
DA_ExporterTier2 Orbital Cargo Launcher v.2 CRC_Exporter null null null null null null 1 0 UNVERIFIED S-INST
DA_MiniExporter Mini Exporter CRC_Exporter null null null null null null null null UNVERIFIED S-INST
DA_PackageSender Cargo Dispatcher null -40 40 null null null null 1 0 REPORTED S-BMD
DA_PackageReceiver Cargo Receiver null -40 40 null null null null 0 2 REPORTED S-BMD
DA_TurretTier1 Defense Turret null -20 null 200 BBM null null null null CONFIRMED S-WG+S-BMD
DA_TurretTier2 Defense Tower null -50 null 220 IBM null null null null CONFIRMED S-WG+S-BMD
DA_CoolerActive Cooler (Active) null null null null null null null null null UNVERIFIED S-INST
DA_CoolerPassive Cooler (Passive) null null null null null null null null null UNVERIFIED S-INST
DA_WaveFreezer Wave Freezer CRC_WaveFreezer null null null null null null null null UNVERIFIED S-INST
DA_WaveSmelter Wave Smelter CRC_WaveSmelter null null null null null null null null UNVERIFIED S-INST
DA_HabitatSmall Habitat null null 5 null null null null null null REPORTED S-BCG
DA_HabitatBig Large Habitat null null 20 null null null null null null REPORTED S-BCG
DA_Teleporter Teleporter null null null 500 QBM null null null null UNVERIFIED S-PRESS

Footprint note. The four measured footprints (3×3, 3×4, 4×4, 4×5) and their "alternate" variants (4×4, 4×4, 5×4, 5×5) land exactly on members of the packaged 25-size foundation set DA_Modular_Foundation{NxM} — confirming that a building's footprint is drawn from that enumeration and that orientation is explicit (3x4 ≠ 4x3 both exist as assets). Alternate sizes recorded: DA_Crafter 4×4, DA_Furnace 4×4, DA_CrafterTier2 5×4, DA_FurnaceTier2 5×5.

Building-name identifiers. Every DA_<Name> in this table has a matching BD_<Name> in the manifest (394 BD_* vs 361 DA_*); BD_ is the building definition, DA_ the data asset. BD_Assembler_Variant, BD_Crafter_Variant, BD_CrafterTier2_Variant exist with no DA_ counterpart — these are the alternate-footprint variants (INFERRED).


3. Power generation#

da_id display power_mw cool cost_qty cost_item unlock_cd unlock_level conf src
DA_SolarPowerGenerator Solar Generator v1 +10 5 40 BBM CD_MoonCorp 1 CONFIRMED S-WG+S-ORG
DA_SolarPowerGeneratorTier2 Solar Generator v2 +1000 250 200 IBM CD_MoonCorp null CONFIRMED S-WG+S-ORG
DA_WindPowerGenerator Wind Turbine v1 +200 20 400 BBM CD_MoonCorp 9 CONFIRMED S-WG+S-ORG
DA_WindPowerGeneratorTier2 Wind Turbine v2 +2000 0 170 QBM CD_MoonCorp null REPORTED S-WG+S-BMD
DA_InteriorPowerGenerator Interior Power Generator +100 null null null null null REPORTED S-ORG
DA_ChimeranPowerGenerator Chemical Generator +180 40 null null CD_MoonCorp 13 REPORTED S-BMD+S-WG
DA_PressurePowerGenerator Pressure Power Generator +1000 null null null null null REPORTED S-BMD
DA_CombustionPowerGenerator Combustion Power Generator null null null null null null UNVERIFIED S-INST

Solar v2 and Wind v2 are Development Station unlocks (research from a placed Development Station inside a Habitat), not a corporation-level reward — unlock_level is null by design, unlock_cd records the corporation the wiki attributes the tech to.

Wiki-internal unlock conflict (re-checked 2026-08-22, UNVERIFIED). The Solar Generator v1 building page attributes the unlock to Training Corporation L1, while the Moon Energy Corporation level table lists Solar Generator v1 (and the Analyzing Station) among its L1 rewards. The corporation level table is the structured source and is used here, but a planner must not treat the corporation attribution for these two buildings as settled; the same page pair also disagrees about the Analyzing Station (Training L3 vs Moon L1), which is why §8.3 now carries it as REPORTED. Every other Moon Energy reward placement in §8.3 (Recipe Station L2, Development Station L5, Base Core Amplifier v1 L7, Wind Turbine v1 L9, Chemical Generator L13) was reproduced exactly by the corporation table on 2026-08-22.

DA_ChimeranPowerGenerator ↔ "Chemical Generator" is INFERRED from the Moon Energy L13 reward name plus the fact that no other generator asset is unaccounted for at that tier. Do not ship as fact.

Derived metric — MW per cooling point (mw_per_cool = power_mw / cool), the community's central power argument (doc 10 §3.2):

da_id mw_per_cool conf
DA_WindPowerGenerator 10.00 INFERRED
DA_SolarPowerGenerator 2.00 INFERRED
DA_SolarPowerGeneratorTier2 4.00 INFERRED
DA_ChimeranPowerGenerator 4.50 INFERRED
DA_WindPowerGeneratorTier2 null UNVERIFIED

mw_per_cool is a computed column, never a source value. Wind v2's reported cool = 0 makes the ratio undefined; emit null, not infinity.


4. Cooling budget#

4.1 Base Core capacity ladder#

level cool_capacity conf src
0 1000 CONFIRMED S-BCG+S-PRESS
1 2500 CONFIRMED S-BCG+S-PRESS
2 4000 REPORTED S-BCG
3 6000 REPORTED S-BCG
4 10000 CONFIRMED S-BCG+S-PRESS

Numbering conflict: Game Rant counts the starting core as level 1. Values agree; only the index differs. This appendix uses 0-based indexing (S-BCG). A planner must expose the ladder by capacity, not by label.

4.2 Base Core upgrade costs#

level_to meteor_heart_qty helium3_qty ceramics_qty synthetic_silicon_qty electronics_qty ignitium_qty valve_qty battery_qty hardening_agent_qty turbine_qty accumulator_qty conf
1 30 7200 1800 0 0 10 0 0 0 0 0 REPORTED
2 50 0 2700 600 600 30 0 0 0 0 0 REPORTED
3 60 0 0 0 800 90 400 900 0 0 0 REPORTED
4 70 0 0 0 0 150 0 1200 2300 800 800 REPORTED

All four rows: src = S-BCG, build = 0.2.8. A core upgrade also triggers a base-attack wave (S-PRESS, corroborated by the save's BaseSiteAttackData.lastAttackedCoreLevel) — model it as a defence event, not just a purchase.

4.3 Per-building cooling cost#

da_id display cool conf src
DA_Assembler Assembler 150 CONFIRMED S-BCG+S-PRESS
DA_ChemicalProcessor Compounder 150 REPORTED S-BMD
DA_SolarPowerGeneratorTier2 Solar Generator v2 250 REPORTED S-THR
DA_GasExtractor Helium-3 Extractor 60 CONFIRMED S-BCG+S-PRESS
DA_AcidExtractor Sulfur Extractor 60 REPORTED S-BMD
DA_Refinery Refinery 60 REPORTED S-BMD
DA_Factory Constructorizer 40 REPORTED S-BMD
DA_Forge Pyro Forge 35 REPORTED S-BMD
DA_LiquidExtractor Oil Extractor 30 REPORTED S-BMD
DA_HabitatBig Large Habitat 20 REPORTED S-BCG
DA_WindPowerGenerator Wind Turbine v1 20 REPORTED S-THR
DA_LaserDrill Laser Drill 20 REPORTED S-BMD
DA_Furnace Furnace 8 REPORTED S-BCG
DA_Crafter Fabricator 5 REPORTED S-BCG
DA_HabitatSmall Habitat 5 REPORTED S-BCG
DA_SolarPowerGenerator Solar Generator v1 5 REPORTED S-BMD
DA_Exporter Orbital Cargo Launcher 5 REPORTED S-BMD
DA_MechanicalDrill Ore Excavator 3 REPORTED S-BCG
DA_Smelter Smelter 3 REPORTED S-BCG
DA_ItemPrinter Basic Item Printer 0 REPORTED S-BMD

4.4 Amplifiers#

da_id display cool_added temp_delta cost_qty cost_item unlock_cd unlock_level conf src
DA_BaseCoreAmplifier_v1 * Base Core Amplifier v1 +50 null 100 QBM CD_MoonCorp 7 CONFIRMED S-WG+S-BCG
DA_BaseCoreAmplifier_v2 * Base Core Amplifier v2 +20 null 140 IBM null null UNVERIFIED S-BCG

* No DA_BaseCoreAmplifier* asset appears in the derived catalog — the amplifier's shipped identifier is UNMAPPED (§10.2, ledger U-07). The keys above are placeholders; a planner must not persist them.

temp_delta is deliberately null for both. Doc 10 §4.3 documents an irreconcilable conflict: one guide reports v1 −250 / v2 −20, a Steam thread reports v1 = 20 / v2 = 250 with v2 the stronger unit. A monotonic tier ladder makes the guide's column ordering the likelier error, but neither reading is confirmed. Amplifiers do not consume cooling capacity themselves (S-THR), and Amplifier v2 gates on 1,500 spent cooling capacity, not a corporation level (S-THR, REPORTED).


5. Extraction#

rate_*_per_min is per-machine at 100 % uptime. Ore purity is a per-deposit property; it is implemented as three separate recipe assets per ore per drill, not as a multiplier on one recipe (see §6.3) — so a planner selects a recipe, not a modifier.

da_id display crc_id resource power_mw cool cost_qty cost_item rate_impure_per_min rate_normal_per_min rate_pure_per_min unlock_cd unlock_level conf src
DA_MechanicalDrill Ore Excavator CRC_MechanicalDrill Titanium Ore -5 3 80 BBM 60 120 240 CD_StartingCorp 2 CONFIRMED S-WG+S-RRM
DA_MechanicalDrill Ore Excavator CRC_MechanicalDrill Wolfram Ore -5 3 80 BBM 60 120 240 CD_StartingCorp 2 REPORTED S-WG
DA_MechanicalDrill Ore Excavator CRC_MechanicalDrill Calcium Ore -5 3 80 BBM 60 120 240 CD_StartingCorp 2 CONFIRMED S-WG+S-RRM
DA_GasExtractor Helium-3 Extractor CRC_Extractor Helium-3 -15 60 250 BBM null 240 null CD_FutureCorp 6 CONFIRMED S-WG+S-BMD
DA_AcidExtractor Sulfur Extractor CRC_SulphurExtractor Sulphur Ore -40 60 120 IBM null 240 null CD_FutureCorp 8 CONFIRMED S-WG+S-BMD
DA_LiquidExtractor Oil Extractor CRC_LiquidPumpExtractor Powerium -80 30 null null null 300 null CD_FutureCorp 11 REPORTED S-BMD
DA_LaserDrill Laser Drill CRC_LaserDrill Goethite Ore -5 20 null null null null null CD_SelenianCorp 9 REPORTED S-BMD
DA_WaterExtractor Water Extractor CRC_WaterExtractor Water null null null null null null null null null UNVERIFIED S-INST
DA_DeuteriumExtractor Deuterium Extractor CRC_DeuteriumExtractor Deuterium -5 null null null null null null null null REPORTED S-BMD
DA_SonicDrill null null null null null null null null null null null null UNVERIFIED S-INST
DA_MassCollector null null null null null null null null null null null null UNVERIFIED S-INST
DA_ParticleCatcher null null null null null null null null null null null null UNVERIFIED S-INST

Resolved conflict (2026-08-22). Doc 08 §2.2 attributed the Helium-3 Extractor unlock to Selenian L6; doc 10 and doc 11 both say Future Health Solutions L6. The wiki page re-fetched today says Future Health Solutions L6. Future Health Solutions L6 is correct; doc 08's Selenian attribution is an error to fix on its next revision.

Open conflict. S-RRM (launch-era) gives per-ore rates where Wolfram is one purity step lower than Titanium/Calcium (Wolfram normal 60 / pure 120). S-WG (today) states all three ores share 60/120/240. The wiki is newer and post-Update-1; the guide is 0.1.3. Ledger item U-05.

Hand-gathered, no machine: Quartz Ore (~5 per destroyed deposit, cave only), Ignitium (surface, post-heat-wave window only), and the 11 organic gatherables. These have no rate_per_min and must be modelled as player-time inputs, not production.


6. Recipes#

6.1 Encoding#

key type meaning
cr_id string Recipe asset name, or null where the recipe is documented but the asset is unmatched.
crc_id string Machine class that runs it.
out_item string Output item display name (join to §9 for the I_* id).
out_qty int Units per craft.
time_s float Craft duration, seconds.
rate_per_min float out_qty / time_s * 60. Computed, not a shipped value — the in-game items/min display is an announced Update 2 feature (S-DEV), so no 0.2.8 UI shows it.
inputs array [{item, qty}]. Rendered below as item×qty pairs separated by ; — split on ; then on ×.

6.2 Base machine recipes (0.2.8)#

src = S-TOOLS unless a conf of CONFIRMED names a wiki cross-check. conf = CONFIRMED means the wiki page for the machine reproduced the same inputs/time/output on 2026-08-22.

cr_id crc_id out_item out_qty time_s rate_per_min inputs conf
CR_BasicBuildingMaterial CRC_Crafter Basic Building Material 10 2 300 Wolfram Ore×1; Titanium Ore×1 CONFIRMED
CR_CalciumBlock CRC_Smelter Calcium Block 2 2 60 Calcium Ore×2 CONFIRMED
CR_TitaniumBar CRC_Smelter Titanium Bar 2 2 60 Titanium Ore×2 CONFIRMED
CR_WolframBar CRC_Smelter Wolfram Bar 2 2 60 Wolfram Ore×2 CONFIRMED
CR_IntermediateBuildingMaterial CRC_Hammer Intermediate Building Material 25 6 250 Basic Building Material×40; Inductor×2; Glass×2; Titanium Housing×2 CONFIRMED
CR_StandardAmmo CRC_Hammer Standard Ammo 20 6 200 Basic Building Material×18; Wolfram Powder×4 CONFIRMED
CR_ShotgunAmmo CRC_Hammer Shotgun Ammo 15 6 150 Basic Building Material×20; Calcium Powder×6 CONFIRMED
CR_HeavyAmmo CRC_Hammer Heavy Ammo 15 6 150 Basic Building Material×24; Titanium Rod×6 CONFIRMED
CR_CalciteSheets CRC_Crafter Calcite Sheets 2 2 60 Calcium Block×1 CONFIRMED
CR_CalciumPowder CRC_Furnace Calcium Powder 3 3 60 Calcium Block×1 CONFIRMED
CR_TitaniumBeam CRC_Crafter Titanium Beam 3 3 60 Titanium Bar×2 CONFIRMED
CR_TitaniumRod CRC_Crafter Titanium Rod 1 2 30 Titanium Bar×1 CONFIRMED
CR_TitaniumSheet CRC_Crafter Titanium Sheet 2 2 60 Titanium Bar×1 CONFIRMED
CR_WolframPowder CRC_Furnace Wolfram Powder 3 2 90 Wolfram Bar×1 CONFIRMED
CR_WolframWire CRC_Crafter Wolfram Wire 2 4 30 Wolfram Bar×1 CONFIRMED
CR_Ceramics CRC_Furnace Ceramics 2 2 60 Calcite Sheets×1; Wolfram Powder×1 CONFIRMED
CR_Glass CRC_Furnace Glass 1 3 20 Helium-3×1; Calcium Powder×2 CONFIRMED
CR_Rotor CRC_Crafter Rotor 1 6 10 Titanium Rod×2; Wolfram Wire×2 CONFIRMED
CR_TitaniumHousing CRC_Furnace Titanium Housing 1 2 30 Titanium Beam×1; Titanium Sheet×2 CONFIRMED
CR_Tube CRC_Crafter Tube 2 2 60 Titanium Rod×1; Titanium Sheet×1 CONFIRMED
CR_WolframPlate CRC_Crafter Wolfram Plate 2 2 60 Wolfram Bar×2 CONFIRMED
null CRC_Furnace Chemicals 2 2 60 Synthetic Silicon×1; Wolfram Powder×3; Helium-3×1 CONFIRMED
CR_HeatResistantSheet CRC_Furnace Heat Resistant Sheet 1 4 15 Wolfram Plate×1; Titanium Sheet×2; Glass×1 CONFIRMED
CR_Gyroscope CRC_Crafter Stabilizer 1 3 20 Rotor×1; Titanium Rod×2 CONFIRMED
CR_Stator CRC_Crafter Stator 1 3 20 Titanium Housing×2; Wolfram Wire×1 CONFIRMED
CR_SilicaSand CRC_Furnace Synthetic Silicon 2 2 60 Calcium Powder×2; Helium-3×1; Ceramics×2 CONFIRMED
CR_Syringe CRC_Crafter Applicator 1 4 15 Tube×8; Glass×2 CONFIRMED
CR_Electronics CRC_Furnace Electronics 1 5 12 Synthetic Silicon×2; Inductor×1; Stator×1 CONFIRMED
CR_Coil CRC_Furnace Inductor 2 4 30 Tube×2; Wolfram Wire×1; Ceramics×2 CONFIRMED
CR_Turbine CRC_Hammer Turbine 1 6 10 Impeller×1; Stator×1; Rotor×2; Sulphuric Acid×2 CONFIRMED
CR_Valve CRC_Hammer Valve 1 10 6 Titanium Housing×1; Titanium Beam×3; Titanium Rod×2; Nozzle×1 CONFIRMED
CR_Battery CRC_Hammer Battery 1 4 15 Inductor×2; Electronics×1; Sulphuric Acid×1 DISPUTED
CR_HardeningAgent CRC_Furnace Hardening Agent 2 4 30 Sulphuric Acid×5; Synthetic Silicon×1; Applicator×1 CONFIRMED
CR_Impeller CRC_Hammer Impeller 1 4 15 Titanium Rod×2; Heat Resistant Sheet×2; Wolfram Plate×1; Stabilizer×1 CONFIRMED
CR_Nozzle CRC_Hammer Nozzle 1 5 12 Heat Resistant Sheet×2; Helium-3×6; Stabilizer×1 DISPUTED
CR_PressurizedHelium CRC_Pressurizer Pressurized Helium 1 2 30 Helium-3×1; Sulphur Ore×1 DISPUTED (machine)
CR_SulphuricAcid CRC_Pressurizer Sulphuric Acid 4 2 120 Sulphur Ore×8; Chemicals×4 DISPUTED (machine)
CR_Supermagnet CRC_Furnace Supermagnet 1 3 20 Sulphuric Acid×4; Wolfram Plate×4; Chemicals×1 CONFIRMED
CR_Accumulator CRC_Assembler Accumulator 1 5 12 Electronics×2; Stator×1; Battery×1 REPORTED
CR_ElectromagneticCoil CRC_Hammer Electromagnetic Coil 1 4 15 Inductor×1; Pressurized Helium×1; Wolfram Plate×6; Supermagnet×1 CONFIRMED
CR_Generator CRC_Assembler Generator 1 10 6 Turbine×1; Battery×1; Nozzle×1 REPORTED
CR_LiquidHelium CRC_ChemicalProcessor Liquid Helium 1 3 20 Pressurized Helium×1; Hardening Agent×1 REPORTED
CR_PressureTank CRC_Assembler Pressure Tank 1 10 6 Heat Resistant Sheet×5; Valve×2; Pump×2 REPORTED
CR_SyntheticResin CRC_ChemicalProcessor Synthetic Resin 1 3 20 Hardening Agent×1; Sulphuric Acid×3; Calcite Sheets×6 REPORTED
CR_GoethiteIngot CRC_Forge Goethite Ingot 10 4 150 Goethite Ore×1 REPORTED
CR_GoethiteLattice CRC_Hammer Goethite Lattice 2 3 40 Goethite Ingot×2; Titanoferrite Ingot×2; Wolfram Steel Ingot×2 REPORTED
CR_GoethitePowder CRC_ChemicalProcessor Goethite Powder 4 2 120 Goethite Ingot×1; Pressurized Helium×1; Calcium Powder×1 REPORTED
CR_Lens CRC_ChemicalProcessor Lens 1 10 6 Glass×10; Hardening Agent×6; Synthetic Resin×4 REPORTED
CR_Pump CRC_Hammer Pump 1 10 6 Valve×1; Turbine×1; Impeller×1; Sulphuric Acid×3 CONFIRMED
CR_Resonator CRC_Assembler Resonator 1 10 6 Accumulator×1; Generator×2; Liquid Helium×2 REPORTED
CR_Superconductor CRC_FactoryTier2 Superconductor 2 5 24 Synthetic Resin×2; Electromagnet×1; Supermagnet×3; Aerogel×2; Heat Shield×2 REPORTED
CR_UberTitanium CRC_Forge Titanoferrite Ingot 10 4 150 Titanium Ore×10; Goethite Ore×1 REPORTED
CR_UberWolfram CRC_Forge Wolfram Steel Ingot 10 4 150 Wolfram Ore×10; Goethite Ore×1 REPORTED
CR_Aerogel CRC_ChemicalProcessor Aerogel 2 6 20 Goethite Powder×4; Calcium Powder×6; Liquid Helium×2 REPORTED
CR_BasicFuel CRC_ChemicalProcessor Basic Fuel 1 6 10 Wolfram Powder×4; Goethite Powder×2; Liquid Helium×4 REPORTED
CR_Electromagnet CRC_Assembler Electromagnet 1 5 12 Electromagnetic Coil×3; Synthetic Resin×3; Accumulator×1 REPORTED
CR_Epoxy CRC_ChemicalProcessor Epoxy 2 3 40 Liquid Helium×1; Goethite Powder×3; Synthetic Resin×1 REPORTED
CR_LaserEmitter CRC_Assembler Laser Emitter 1 6 10 Lens×1; Resonator×1; Electromagnetic Coil×6 REPORTED
CR_Nanofibre CRC_ChemicalProcessor Nanofibre 2 6 20 Tube×20; Liquid Helium×5; Wolfram Wire×8 REPORTED
CR_ReinforcedFrame CRC_Hammer Reinforced Frame 1 5 12 Tube×4; Titanoferrite Ingot×4; Titanium Beam×2 REPORTED
CR_ReinforcedHousing CRC_Hammer Reinforced Housing 1 4 15 Titanium Housing×1; Wolfram Steel Ingot×4; Wolfram Plate×3 REPORTED
CR_Scanner CRC_Assembler Scanner 1 10 6 Lens×3; Generator×3; Stabilizer×12 REPORTED
CR_Condenser CRC_Assembler Condenser 1 15 4 Resonator×1; Pump×3; Nanofibre×8 REPORTED
CR_Explosive CRC_Assembler Explosive Charge 1 6 10 Reinforced Housing×2; Epoxy×1 REPORTED
CR_IonStabilizer CRC_Hammer Ion Stabilizer 1 10 6 Epoxy×1; Liquid Helium×3; Onboard Instruments×1; Explosive Charge×1 REPORTED
CR_SubstanceFHS-135-493 CRC_ChemicalProcessor Substance #FHS-135-493 1 6 10 Sulphuric Acid×1; Goethite Powder×3; Liquid Helium×2 REPORTED
CR_OnboardInstruments CRC_Assembler Onboard Instruments 1 5 12 Electronics×1; Stabilizer×2; Reinforced Housing×1 REPORTED
CR_Uberfilament CRC_Assembler Uberfilament 1 4 15 Calcium Powder×6; Goethite Lattice×2; Epoxy×1 REPORTED
CR_HeatShield CRC_Hammer Heat Shield 2 10 12 Epoxy×3; Aerogel×3; Uberfilament×3; Reinforced Frame×2 REPORTED

6.2b Tier-2 machine recipes (NEW — wiki harvest 2026-08-22)#

These are not present in docs 07–11. They resolve the _v2 recipe-asset suffix: CR_<Item>_v2 is the tier-2 machine's variant of the same output, not a rebalance of the base recipe. Evidence: Fabricator v.2's seven wiki recipes match CR_{TitaniumRod,TitaniumSheet,WolframWire,WolframPlate,Rotor,Tube,Stator}_v2 7 of 7, and Furnace v.2's seven match CR_{CalciumPowder,WolframPowder,Ceramics,Glass,HeatResistantSheet,HardeningAgent}_v2 6 of 7 (the seventh, Chemicals, has no CR_ asset under that display name at all — §9.3). Doc 08 §3.2's reading of _v2 as "rebalanced replacement" is superseded.

cr_id crc_id out_item out_qty time_s rate_per_min inputs conf
CR_TitaniumRod_v2 CRC_CrafterTier2 Titanium Rod 4 2 120 Titanium Bar×2 REPORTED
CR_TitaniumSheet_v2 CRC_CrafterTier2 Titanium Sheet 6 2 180 Titanium Bar×2 REPORTED
CR_WolframWire_v2 CRC_CrafterTier2 Wolfram Wire 8 4 120 Wolfram Bar×2 REPORTED
CR_WolframPlate_v2 CRC_CrafterTier2 Wolfram Plate 5 2 150 Wolfram Bar×2; Wolfram Powder×1 REPORTED
CR_Rotor_v2 CRC_CrafterTier2 Rotor 6 6 60 Titanium Rod×1; Wolfram Wire×2; Wolfram Plate×1 REPORTED
CR_Tube_v2 CRC_CrafterTier2 Tube 8 2 240 Goethite Ingot×1; Titanium Sheet×1; Wolfram Powder×1 REPORTED
CR_Stator_v2 CRC_CrafterTier2 Stator 3 3 60 Titanium Housing×1; Wolfram Wire×1; Titanium Sheet×1 REPORTED
CR_CalciumPowder_v2 CRC_FurnaceTier2 Calcium Powder 10 3 200 Calcium Block×2 REPORTED
CR_WolframPowder_v2 CRC_FurnaceTier2 Wolfram Powder 10 2 300 Wolfram Bar×2 REPORTED
CR_Ceramics_v2 CRC_FurnaceTier2 Ceramics 4 2 120 Calcite Sheets×1; Helium-3×2; Wolfram Powder×1 REPORTED
null CRC_FurnaceTier2 Chemicals 4 2 120 Calcium Powder×1; Wolfram Powder×2; Helium-3×4; Goethite Ingot×1 REPORTED
CR_Glass_v2 CRC_FurnaceTier2 Glass 1 3 20 Pressurized Helium×1; Calcite Sheets×1; Goethite Ingot×1 REPORTED
CR_HeatResistantSheet_v2 CRC_FurnaceTier2 Heat Resistant Sheet 5 4 75 Titanoferrite Ingot×1; Wolfram Steel Ingot×1; Helium-3×3 REPORTED
CR_HardeningAgent_v2 CRC_FurnaceTier2 Hardening Agent 5 4 75 Sulphuric Acid×2; Synthetic Silicon×1; Applicator×1; Pressurized Helium×1 REPORTED

Planner consequence: tier-2 machines are not speed multipliers on the same recipe — they consume different inputs (Goethite Ingot enters the Tube, Glass and Chemicals chains; Wolfram Powder enters the Wolfram Plate chain). A tier-2 swap re-shapes the DAG upstream. Model each _v2 as an independent recipe node with its own machine.

Throughput/power deltas (computed, INFERRED):

out_item base rate_per_min base MW v2 rate_per_min v2 MW rate × MW per 100/min (base → v2)
Titanium Sheet 60 10 180 25 3.00 16.7 → 13.9
Wolfram Powder 90 20 300 50 3.33 22.2 → 16.7
Calcium Powder 60 20 200 50 3.33 33.3 → 25.0
Tube 60 10 240 25 4.00 16.7 → 10.4
Rotor 10 10 60 25 6.00 100.0 → 41.7
Glass 20 20 20 50 1.00 100.0 → 250.0

Glass v.2 is the outlier: same rate, 2.5× the power, different inputs. Do not assume tier-2 is always an upgrade.

6.3 Extraction recipes (purity as recipe variants)#

The install ships 27 ore-extraction recipe assets in a strict 3 ores × 3 purities × 3 drills grid, plus one Goethite laser-drill recipe:

pattern count example
CR_{Titanium,Wolfram,Calcium}Ore_{MechanicalDrill,MechanicalDrillTier2,LaserDrill} 9 CR_TitaniumOre_MechanicalDrill
CR_{...}OreImpure_{...} 9 CR_WolframOreImpure_MechanicalDrillTier2
CR_{...}OrePure_{...} 9 CR_CalciumOrePure_LaserDrill
CR_GoethiteOre_LaserDrill 1 —

There are no I_TitaniumOrePure / I_TitaniumOreImpure item classes — purity produces the same item at a different rate. A planner models purity on the node, selects the matching recipe, and never forks the item graph. The existence of Tier-2 and Laser-Drill variants for all three base ores means the Ore Excavator v.2 and the Laser Drill can both mine Titanium/Wolfram/Calcium — their rates are UNVERIFIED (ledger U-04).

6.4 Recipe conflicts to resolve#

recipe value A (S-TOOLS, post-U1) value B (S-WG, 2026-08-22) status
Nozzle Heat Resistant Sheet×2; Helium-3×6; Stabilizer×1 Heat Resistant Sheet×2; Helium-3×1; Stabilizer×2 Unresolved. Both from post-U1 pages.
Battery Inductor×2; Electronics×1; Sulphuric Acid×1 Inductor×2; Electronics×2; Sulphuric Acid×1 Unresolved.
Sulphuric Acid CRC_Pressurizer, 8+4 → 4 in 2 s Refinery, 2+1 → 1 in 0.5 s Reconcilable: identical ratios (8:4:4 = 2:1:1) and identical 120/min. Only the machine differs.
Pressurized Helium CRC_Pressurizer, 1+1 → 1 in 2 s Refinery, 1+1 → 1 in 2 s Reconcilable: identical numbers; only the machine differs.
Accumulator 1 in 5 s (12/min), Battery×1 1 in 6 s (10/min), Battery×2 Wiki Assembler page is pre-Update-1 (§1.4). Prefer A.
Condenser Resonator×1; Pump×3; Nanofibre×8 + Synthetic Resin×3 Update 1 removed Synthetic Resin. Prefer A.
Pressure Tank Heat Resistant Sheet×5; Valve×2; Pump×2 + Titanium Housing×3 Update 1 removed Titanium Housing. Prefer A.

The Pressurizer-vs-Refinery split is the more consequential one: the two buildings have different power (DA_Pressurizer unknown vs Refinery −40 MW) and different unlocks (Future Health L8 vs L11). A planner must ask the user which building holds the recipe until this is datamined (ledger U-06).

6.5 The tier field is not a dependency order#

Doc 08 §4 ships a Tier column from the S-TOOLS dataset (0 = raw-adjacent … 12 = deepest). It is a display grouping, not a topological rank, and must not be used for dependency ordering. Proof from the dataset itself:

row its tier consumes that input's tier
Superconductor 8 Aerogel 9
Superconductor 8 Heat Shield 12

A tier-8 node consuming a tier-12 node makes the field non-monotonic, so sort by tier produces an invalid build order. Correct procedure: build the DAG from the inputs array, topologically sort it, and detect cycles explicitly (none are known in 0.2.8, but CR_*_v2 recipes introduce alternative producers for the same item, so the graph is a multigraph — pick a producer per item before sorting). The tier column is retained only as a UI grouping hint and is excluded from this appendix's schema entirely.


7. Rails, storage and inventory#

7.1 Drone rail tiers#

rail_id display throughput_per_min power_mw conducts_power unlock conf src
DA_DroneRailT1 Rail v.1 120 -5 DISPUTED CD_StartingCorp L2 / CD_CleverCorp L1 REPORTED S-WG+S-BMD
DA_DroneRailT2 Rail v.2 240 -5 null Development Station (BR_RailT2) CONFIRMED S-WG+S-BMD
DA_DroneRailT3 Rail v.3 480 -5 null Development Station (BR_RailT3) CONFIRMED S-WG+S-STEAM
DA_DroneRailT4 Rail v.4 null -5 null null UNVERIFIED S-INST
DA_DroneRailT5 Rail v.5 null -5 true null UNVERIFIED S-INST

Unresolved conflict. Doc 07 §7.1 records the ladder as 25 / 100 / 250 / 500 / 1500 items/min across five tiers (S-BMD); doc 09 §3 records 120 / 240 / 480 for three tiers (S-WG + a second source), and explicitly rejects a "900 / 1500" variant. The install proves five rail tier assets exist (DA_DroneRailT1…T5) and only two upgrade paths ship (BR_RailT2, BR_RailT3) — so T4/T5 are either unreleased or unlocked by another mechanism. This appendix uses doc 09's numbers for T1–T3 because they are two-source and post-Update-1, and emits null for T4/T5. Ledger U-03.

Multirail lane collapse (0.2.8, REPORTED, Steam thread "3x & 5x Rail Bug & Solutions"). A 5-lane bundle behaves as 5-in / 1-out because routing state is lost across save/load. Do not multiply a multirail's throughput by its lane count in a planner. Model Multirail 3 / Multirail 5 as 1× the underlying tier until a patch note names the fix (none through 0.2.8 does).

Cargo Dispatcher batch efficiency (REPORTED, doc 09 §5) — flat ~10 s per batch, so efficiency rises with stack size:

feed_rail_per_min batch_stack delivered_per_min efficiency_pct
240 100 171 71
240 300 211 88
240 1000 230 96
480 100 266 55
480 300 378 79
480 1000 444 93

7.2 Storage#

da_id display capacity capacity_unit mixed_items power_mw unlock conf
DA_PersonalStorage Personal Storage 18 slots true null CD_CleverCorp L2 REPORTED
DA_PersonalStorageBig Large Personal Storage 42 slots true null Development Station (BR_PersonalStorageBig) REPORTED
DA_StorageDepot Storage Depot v.1 400 units false -5 CD_CleverCorp L3 REPORTED
DA_StorageDepot (v.2) Storage Depot v.2 1600 units false -5 Development Station (BR_StorageDepot) REPORTED
DA_Storage Expandable Storage 1600 units/module true -60 UNVERIFIED (BR_Storage) REPORTED
DA_UniversalStorage Multistorage 2500 units/item true -5 CD_CleverCorp L12 REPORTED
DA_DeliveryStorage Delivery Storage null null null -5 null UNVERIFIED
DA_ResourceRedistributor null null null null null null UNVERIFIED

Storage Depot cooling: v.1 = 5, v.2 = 40 (S-BMD, REPORTED). Multistorage = 60. Expandable Storage = 0 but a 3,200-unit configuration is reported to draw "over 2,300 power" — i.e. its power scales with modules on a curve nobody has published (ledger U-08).

7.3 Player inventory#

metric value unit build conf
inventory_start_slots 24 slots 0.1.x REPORTED
inventory_max_slots 56 slots 0.1.x REPORTED
stack_ammo 300 per slot 0.1.x REPORTED
stack_ore 100 per slot 0.1.x REPORTED
stack_building_material 1000 per slot 0.1.x REPORTED
unlocked_inventory_slots (save field) 8 slots 0.2.8 CONFIRMED

The save's CrCorporationsOwner.unlockedInventorySlotsNumber = 8 in a 51 h 0.2.8 playthrough (S-INST) counts upgrade slots granted, not total capacity — it is not directly comparable to the 24/56 figures, which are pre-Update-1 and must be re-measured. Inventory Upgrade rewards appear at CD_SelenianCorp L3, CD_MoonCorp L11, CD_GriffithsCorp L8, CD_FutureCorp L7 in the 0.2.x ladders.


8. Progression economy#

8.1 Corporations#

cd_id display domain max_level_02x max_level_01x conf
CD_StartingCorp Training Corporation tutorial 5 5 CONFIRMED
CD_SelenianCorp Selenian Corporation extraction / smelting / crafting 15 11 REPORTED
CD_MoonCorp Moon Energy Corporation power / research 15 11 REPORTED
CD_CleverCorp Clever Robotics drones / logistics / storage 14 13 REPORTED
CD_GriffithsCorp Griffits Blue Corporation military / defence / War Bonds 14 11 REPORTED
CD_FutureCorp Future Health Solutions habitats / health / chemistry 14 11 REPORTED

Note the install spells it CD_GriffithsCorp while every player-facing source spells it Griffits Blue (the wiki carries both Griffith Blue Corporation and Griffits Blue Corporation pages). Treat CD_GriffithsCorp as the key and "Griffits Blue Corporation" as the display string.

8.2 Corporation point ladder#

Identical across the five non-tutorial corporations (S-WG + S-BMD). points_req is the threshold for that level; points_cum is the running total.

level points_req points_cum
1 0 0
2 200 200
3 1500 1700
4 6400 8100
5 17600 25700
6 37800 63500
7 69700 133200
8 116000 249200
9 179400 428600
10 262600 691200
11 368300 1059500
12 499200 1558700
13 658300 2217000
14 null null
15 null null

Re-verified 2026-08-22. The Selenian and Moon Energy level tables both reproduce L2–L11 as 200 / 1,500 / 6,400 / 17,600 / 37,800 / 69,700 / 116,000 / 179,400 / 262,600 / 368,300, and the Clever Robotics table supplies L12 = 499,200 and L13 = 658,300 — so the "identical ladder" claim holds. Caveat for scrapers: the Moon Energy page prints 368,300 for L11, L12 and L13 (an evident transcription error on that page); take L12/L13 from Clever Robotics, not from Moon Energy. Max levels re-confirmed: Selenian 15, Moon Energy 15, Clever Robotics 14.

The Training Corporation uses a separate, much smaller ladder: L2 = 5, L3 = 20, L4 = 50, L5 = 100 points (REPORTED). Levels 12–13 are sourced only from the Clever Robotics table; 14–15 are undocumented everywhere. The save stores per-corporation researchPointsTier1 and researchPointsTier2 plus a separate reputation scalar (S-INST) — a two-tier points model that no community source describes. Ledger U-09.

8.3 Unlock registry (building → gate)#

gate_type ∈ {corp, devstation, blueprint, story}. Consolidated from doc 11 §7 and doc 09 §7; corrections applied where today's wiki harvest disagreed.

da_id display gate_type cd_id level conf
DA_Exporter Orbital Cargo Launcher corp CD_StartingCorp 1 CONFIRMED
DA_SolarPowerGenerator Solar Generator v1 corp CD_MoonCorp 1 CONFIRMED
DA_MechanicalDrill Ore Excavator corp CD_StartingCorp 2 CONFIRMED
DA_DroneRailT1 Rail v.1 corp CD_CleverCorp 1 CONFIRMED
DA_Analyzer Analyzing Station corp CD_StartingCorp 3 REPORTED
DA_Smelter Smelter corp CD_StartingCorp 4 CONFIRMED
DA_BaseCore Base Core corp CD_SelenianCorp 1 REPORTED
DA_ItemPrinter Basic Item Printer corp CD_SelenianCorp 1 REPORTED
DA_RecipeTable Recipe Station corp CD_MoonCorp 2 CONFIRMED
DA_Crafter Fabricator corp CD_SelenianCorp 2 CONFIRMED
DA_PersonalStorage Personal Storage corp CD_CleverCorp 2 REPORTED
DA_StorageDepot Storage Depot v.1 corp CD_CleverCorp 3 REPORTED
DA_Furnace Furnace corp CD_SelenianCorp 4 CONFIRMED
— Building Drone corp CD_CleverCorp 4 CONFIRMED
DA_Recycler Recycler corp CD_SelenianCorp 5 REPORTED
DA_UpgradeStation Development Station corp CD_MoonCorp 5 REPORTED
— Multirail 3 / Rail Modulator 3 corp CD_CleverCorp 5 REPORTED
DA_GasExtractor Helium-3 Extractor corp CD_FutureCorp 6 CONFIRMED
DA_Zipline Zipline + Zipline Pole corp CD_CleverCorp 6 REPORTED
DA_TurretTier1 Defense Turret corp CD_GriffithsCorp 6 CONFIRMED
DA_Hammer Mega Press corp CD_SelenianCorp 7 CONFIRMED
DA_BaseCoreAmplifier_v1 Base Core Amplifier v1 corp CD_MoonCorp 7 CONFIRMED
DA_PackageSender Cargo Dispatcher corp CD_CleverCorp 7 REPORTED
DA_PackageReceiver Cargo Receiver corp CD_CleverCorp 7 REPORTED
DA_AcidExtractor Sulfur Extractor corp CD_FutureCorp 8 CONFIRMED
DA_Pressurizer Pressurizer corp CD_FutureCorp 8 REPORTED
DA_DroneRoundabout Roundabout Rail Connector corp CD_CleverCorp 8 REPORTED
DA_LaserDrill Laser Drill corp CD_SelenianCorp 9 REPORTED
DA_Forge Pyro Forge corp CD_SelenianCorp 9 REPORTED
DA_WindPowerGenerator Wind Turbine v1 corp CD_MoonCorp 9 CONFIRMED
DA_TurretTier2 Defense Tower corp CD_GriffithsCorp 9 CONFIRMED
DA_ChemicalProcessor Compounder corp CD_FutureCorp 9 REPORTED
DA_Teleporter Teleporter corp CD_CleverCorp 9 REPORTED
DA_Assembler Assembler corp CD_SelenianCorp 10 CONFIRMED
— Multirail 5 / Rail Modulator 5 corp CD_CleverCorp 10 REPORTED
DA_LiquidExtractor Oil Extractor corp CD_FutureCorp 11 REPORTED
DA_Refinery Refinery corp CD_FutureCorp 11 CONFIRMED
DA_Factory Constructorizer corp CD_SelenianCorp 12 REPORTED
DA_UniversalStorage Multistorage corp CD_CleverCorp 12 REPORTED
DA_MilitaryAssembler Facturer corp CD_SelenianCorp 13 REPORTED
DA_ChimeranPowerGenerator Chemical Generator corp CD_MoonCorp 13 REPORTED
DA_CrafterTier2 Fabricator v.2 devstation null null REPORTED
DA_FurnaceTier2 Furnace v.2 devstation null null REPORTED
DA_SolarPowerGeneratorTier2 Solar Generator v2 devstation null null CONFIRMED
DA_WindPowerGeneratorTier2 Wind Turbine v2 devstation null null REPORTED
DA_DroneRailT2 Rail v.2 devstation null null CONFIRMED
DA_DroneRailT3 Rail v.3 devstation null null CONFIRMED
DA_PersonalStorageBig Large Personal Storage devstation null null CONFIRMED
DA_MechanicalDrillTier2 Ore Excavator v.2 devstation null null REPORTED
DA_ExporterTier2 Orbital Cargo Launcher v.2 devstation null null REPORTED
DA_FactoryTier2 Constructorizer v.2 devstation null null REPORTED
DA_CoolerActive Cooler (Active) devstation null null INFERRED
DA_HabitatBig Large Habitat devstation null null INFERRED
DA_SynthetizerTier2 Synthetizer v.2 devstation null null INFERRED
DA_CombustionPowerGenerator Combustion Power Generator blueprint null null CONFIRMED
DA_AcidExtractor Acid Extractor blueprint null null CONFIRMED
DA_MilitaryAssembler Military Assembler blueprint null null CONFIRMED
DA_ForgottenEngine_EntryTerminal Forgotten Engine access story null null CONFIRMED

devstation rows are derived from the 15 BR_* upgrade-requirement assets (§10.5) plus the 0.2.2/0.2.3 patch notes that explicitly moved Rail v.3 and Large Personal Storage into the Development Station. Rows marked INFERRED have a BR_* asset but no source naming the station.

8.4 Analyzing Station yields#

item_id display data_points_dp conf
I_Polifruit Polifruit 5 CONFIRMED
I_Hydrobulb Hydrobulb 5 CONFIRMED
I_Prickler Prickler 5 CONFIRMED
I_Purplant Purplant 10 CONFIRMED
I_StarTears Star Tears 15 CONFIRMED
I_Grubbler Grubbler 15 CONFIRMED
null Meteor Heart 30 CONFIRMED
null Ignitium 70 CONFIRMED
null Unknown Logic Board 200 CONFIRMED
null Damaged Logic Board 400 CONFIRMED
null Damaged Energy Storage 2000 CONFIRMED
null Damaged Local Scanner 3500 CONFIRMED

The four salvaged-tech rows are almost certainly the I_DataItem* family (§9.4) — 29 tiered data items ship (A1–D4, Early_T0–T3, Drone_T1–T4, FinalChest_T1–T4, FE) against 4 published names, so most analyzable salvage is undocumented. The wiki's stated range "5–250 DP per analysis" contradicts its own 3,500 DP row — the range line is playtest-era (§1.4).

8.5 Recipe Station unlocks#

Doc 11 §6 carries the full 28-row table (item costs + data_points_dp); the wiki page re-fetched today reproduces its structure and its headline values (IBM 300 DP; QBM 1,000 DP; Power Cell 400 Electronics + 400 Chemicals + 1,000 DP; the four Components entries at 70 DP each). Ingest doc 11 §6 directly — it is already normalized and this appendix does not duplicate it. Cross-check facts worth carrying: DP costs span 70–1,000 at the Recipe Station, not the wiki's stale "30–100" range.

Blueprint gating is the dominant unlock mechanism in practice: Robert's 0.2.8 save holds 15 unlocked recipes and 140 locked, each locked entry naming the blueprint item(s) and counts required (S-INST). The install ships 92 *Blueprint item classes (§9.5), so the blueprint-gated recipe set is roughly six times the corporation-reward set.


9. Item registry#

9.1 Counts#

bucket count note
I_* item classes shipped 363 S-INST, data/game-install/derived/item-classes.txt
of which *Blueprint 92 recipe/building unlock tokens, not materials
non-blueprint items 271
non-blueprint items with a matching CR_* recipe 164 name-match on the recipe base (suffixes stripped)
non-blueprint items with no CR_* recipe 107 gatherables, loot, ores, quest items, and cut content
CR_* recipe assets 237
distinct recipe bases after suffix stripping 208
recipe bases with no matching I_* class 19 see §9.3

9.2 Display names confirmed against internal identifiers#

Confirmed by exact name match between the wiki/guide display string and a shipped I_* class:

I_BasicBuildingMaterial · I_IntermediateBuildingMaterial · I_QuartzBuildingMaterial · I_TitaniumOre · I_WolframOre · I_CalciumOre · I_GoethiteOre · I_QuartzOre · I_SulphurOre · I_TitaniumBar · I_WolframBar · I_CalciumBlock · I_CalciteSheets · I_CalciumPowder · I_WolframPowder · I_TitaniumBeam · I_TitaniumRod · I_TitaniumSheet · I_WolframWire · I_WolframPlate · I_Ceramics · I_Glass · I_Rotor · I_TitaniumHousing · I_Tube · I_Stator · I_Electronics · I_HeatResistantSheet · I_Turbine · I_Valve · I_Battery · I_HardeningAgent · I_Impeller · I_Nozzle · I_PressurizedHelium · I_SulphuricAcid · I_Supermagnet · I_Accumulator · I_ElectromagneticCoil · I_Generator · I_LiquidHelium · I_PressureTank · I_SyntheticResin · I_GoethiteIngot · I_GoethiteLattice · I_GoethitePowder · I_Lens · I_Pump · I_Resonator · I_Superconductor · I_Aerogel · I_BasicFuel · I_Electromagnet · I_Epoxy · I_LaserEmitter · I_Nanofibre · I_ReinforcedFrame · I_ReinforcedHousing · I_Scanner · I_Condenser · I_IonStabilizer · I_SubstanceFHS-135-493 · I_OnboardInstruments · I_Uberfilament · I_HeatShield · I_DataPoint · I_Polifruit · I_Hydrobulb · I_Prickler · I_Purplant · I_StarTears · I_SerpentRoot · I_Grubbler · I_PrismHerb · I_Oxallop · I_Sulheart · I_Glowcap · I_PlasticDust · I_OrganicCompound · I_SyntheticProtein · I_SyntheticDNA · I_RNAStabilizer · I_Biofilament · I_Nanosyringe · I_Cyclotrone · I_CarbonSonar · I_TrackingDevice · I_QuantumTranqualizer · I_IonBomb · I_IonInjector · I_IonThrusters · I_RocketEngine · I_RocketFuel · I_SatelliteBody · I_SatelliteAssembly · I_MicroSatellite · I_Converter · I_Dome · I_Airlock · I_Anti-RadiationCovers · I_RTSC · I_RTSCGenerator · I_ArcReactor · I_NeutrinoMissile

conf = CONFIRMED for these as identifier ↔ display bindings, because the display name is a literal substring identity. It is not a claim that the wiki's stats for those items are confirmed.

9.3 UNMAPPED — display names with no matching identifier#

Seven display names used throughout the recipe corpus have no I_* class or CR_* recipe under that name. Candidate bindings below are INFERRED from chain position plus blueprint-orphan analysis; do not ship them as facts.

display name candidate internal evidence conf
Inductor I_Coil I_InductorBlueprint ships with no I_Inductor; I_Coil ships with no blueprint. Exactly one orphan on each side. INFERRED (high)
Synthetic Silicon I_SilicaSand I_SilicaSandBlueprint exists; doc 11 §6 requires a "Synthetic Silicon Blueprint" at Recipe Station #19; no I_SyntheticSilicon ships. INFERRED (high)
Stabilizer I_Gyroscope I_GyroscopeBlueprint exists; doc 11 §6 requires a "Stabilizer Blueprint" at #10; no I_Stabilizer ships. INFERRED (high)
Titanoferrite Ingot I_UberTitanium Pyro Forge ingot from Titanium Ore ×10 + Goethite ×1; CR_UberTitanium is the only unclaimed Forge recipe. INFERRED (medium)
Wolfram Steel Ingot I_UberWolfram Same pattern with Wolfram Ore ×10 + Goethite ×1. INFERRED (medium)
Applicator I_Syringe CR_Syringe unclaimed; Applicator is Tube ×8 + Glass ×2, an "applicator"/"syringe" semantic fit. INFERRED (low)
Chemicals null doc 11 §6 requires a "Chemicals Blueprint", so it must be one of the 85 blueprinted items — but every plausible candidate already has its own distinct display name. UNMAPPED. UNVERIFIED

9.4 UNMAPPED — identifiers with no known display name#

family count identifiers likely role
Tiered data items 29 I_DataItem{A,B,C,D}{1..4}, I_DataItemEarly_T{0..3}, I_DataItemDrone_T{1..4}, I_DataItemFinalChest_T{1..4}, I_DataItemFE, I_DataItemDuplicateBlueprint Analyzing Station salvage; only 4 have published display names (§8.4).
Unused ores / metals 12 I_CoalOre, I_CopperOre, I_CopperBar, I_GoldOre, I_PyriteOre, I_RareOre1, I_HeliumOre, I_HeliumCell, I_MagicOilOre, I_SandStoneRaw, I_SandStoneBrick, I_FireWaveOre No recipe consumes or produces them. Cut, reserved, or world-decor. I_MagicOilOre is the exception — it has CR_MagicOilOre and a matching BSD_MagicOilOreSocket, so it is the Powerium/oil resource under an internal codename.
Unused intermediates 12 I_TitaniumAlloy, I_TitaniumGears, I_TitaniumPipe, I_WolframAlloy, I_WolframGears, I_WolframRod, I_MechanicalParts, I_AdvancedMechanicalParts, I_AdvancedElectronics, I_ElementaryBuildingMaterial, I_HeatResistantBeam, I_ReinforcedJoint, I_ReinforcedRod No CR_* produces them. Strong cut/legacy signal.
Coolants 4 I_CoolantBasic, I_CoolantSuper (+ recipes CR_BasicCoolant, CR_SuperCoolant) Recipes exist under different names than the items — the only known name-drift inside the coolant family. Likely tied to DA_CoolerActive / DA_WaterExtractor.
Loot / drops 11 I_EnemyLoot, I_VulpirLoot, I_CrabLoot, I_BaloonLoot, I_GoldenBalloonLoot, I_ExploderT1Loot, I_MeleeT1Loot, I_MeleeT3Loot, I_RangedT1Loot, I_RangedT2Loot, I_InfectionCystLoot Creature/enemy drop tables. Contents UNVERIFIED.
Quest / scenario 9 I_KeyCard_MM1_{Blue,Purple,Red}, I_Scenario_Item_{A,B}, I_Scenario_Victory_Item, I_MeteorCore, I_SampleBase, I_StackingItem MegaMachine scenario + story gates.
Test / placeholder 6 I_EmptyItem, I_TestResourceItem, I_PlaceholderCraftingIngredient, I_PlaceholderCraftingResult, I_NeutralAIFoodDummy, I_BalancedBaseFruitC Never exclude these silently — exclude them explicitly in an importer so a future build's real items are not swallowed by the same filter.
Power Cell parts 5 I_PowerCellCasingBlueprint, I_PowerCellControlsBlueprint, I_PowerCellCoreBlueprint, I_PowerCellElectronicsBlueprint, I_PowerCellStarterBlueprint Five blueprints, no I_PowerCell* base items and no I_PowerCell — the Forgotten Engine gate item's own asset is unmapped.
Supporter Pack 3 I_SupporterDataItem, I_SupporterSurvivalPackage, I_SurvivalFoodPack DLC 4167250 content.
Drone items 4 I_DroneData, I_DroneFrame, I_DroneWorker, I_TransportDrone CRC_DroneAssembler exists; no recipes surfaced.

Recipe bases with no item class (19): BasicCoolant, BasicElectronics, SuperCoolant, Helium, PistolAmmo, PistolAmmoItem, StandardAmmo, ShotgunAmmo, HeavyAmmo, FEAccessItem, QuartzBuildingMaterialItemPrinter, PlaceholderCraftingRecipe, MegaMachine_Scenario_Test_Victory_Item, plus the six {Titanium,Wolfram,Calcium}Ore{Impure,Pure} purity stems (which are recipe-name components, not items). Ammunition items live under Weapons/AmmoTypes/ as I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem — a different naming root from the Items/ tree, which any importer must handle.

9.5 Blueprint-item convention#

92 I_*Blueprint classes ship. 85 have a matching base item; 7 are orphans (Inductor, DataItemDuplicate, and the five Power Cell parts). Convention:

pattern meaning
I_<Item>Blueprint world pickup that unlocks CR_<Item> at the Recipe Station
I_DataItemDuplicateBlueprint Update 1's substitution when looting an already-owned blueprint
I_BuildingBlueprint_<Building> building unlock (separate namespace under Research/BuildingBlueprints, 86 assets)

The save's CrCraftingRecipeOwner.lockedRecipes maps each locked recipe asset reference to the required items[] with counts — this is the machine-readable unlock graph and is readable today without a datamine (S-INST, doc 20).


10. Identifier registry#

10.1 Prefix grammar#

prefix count meaning key role
I_ 363 item class item primary key
CR_ 237 crafting recipe recipe primary key
CRC_ 42 crafting category = machine/station type machine primary key
DA_ 361 data asset (building + config) building primary key
BD_ 394 building definition 1:1 with DA_ for buildings; _Variant suffix = alternate footprint
BR_ 15 building upgrade requirement Development Station edges
BSD_ 11 building socket definition placement compatibility
APC_ 17 actor placing condition placement class
CD_ 6 corporation data corporation primary key
PD_ 5 profession data PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier, PD_Experience
DT_ 64 data table includes 17 DT_Init*AttributesData (player stat curves)
GE_ 355 gameplay effect (GAS) buffs, damage, temperature, cheats
BP_ many blueprint actor runtime actors
SM_ / MI_ / M_ many mesh / material cosmetic

10.2 Machine classes (CRC_*, 42) → display name#

crc_id display name conf note
CRC_MechanicalDrill Ore Excavator CONFIRMED BSD_OreSocket
CRC_MechanicalDrillTier2 Ore Excavator v.2 REPORTED
CRC_LaserDrill Laser Drill CONFIRMED APC_GoethiteOre
CRC_Extractor Helium-3 Extractor INFERRED pairs with DA_GasExtractor
CRC_SulphurExtractor Sulfur Extractor CONFIRMED
CRC_LiquidPumpExtractor Oil Extractor INFERRED BSD_MagicOilOreSocket
CRC_WaterExtractor Water Extractor CONFIRMED
CRC_DeuteriumExtractor Deuterium Extractor CONFIRMED
CRC_Smelter Smelter CONFIRMED
CRC_Crafter Fabricator CONFIRMED wiki recipe set matches CR_* base set
CRC_CrafterTier2 Fabricator v.2 CONFIRMED 7/7 _v2 recipe match (§6.2b)
CRC_Furnace Furnace CONFIRMED wiki 12-recipe set matches
CRC_FurnaceTier2 Furnace v.2 CONFIRMED 6/7 _v2 recipe match
CRC_Hammer Mega Press CONFIRMED wiki 11-recipe set matches; Hammer = press
CRC_Assembler Assembler CONFIRMED
CRC_ChemicalProcessor Compounder INFERRED chemical chain, 3→1 sockets
CRC_Refinery Refinery CONFIRMED
CRC_Forge Pyro Forge CONFIRMED Goethite/Uber ingots
CRC_Factory Constructorizer INFERRED tier pairing with FactoryTier2
CRC_FactoryTier2 Constructorizer v.2 INFERRED produces Superconductor
CRC_MilitaryAssembler Facturer INFERRED ammo automation
CRC_Pressurizer Pressurizer CONFIRMED
CRC_ItemPrinter Basic Item Printer CONFIRMED 8 _ItemPrinter recipes match the wiki's 8-recipe list
CRC_MaterialCrafter null UNVERIFIED only CR_BasicBuildingMaterial_MaterialCrafter uses it
CRC_Exporter Orbital Cargo Launcher CONFIRMED
CRC_Analyzer Analyzing Station CONFIRMED
CRC_ResearchLab Research Lab CONFIRMED
CRC_FoodProcessor Food Station CONFIRMED
CRC_DecorFabricator Decorator INFERRED
CRC_Synthetizer null UNMAPPED no community source names a "Synthetizer" building
CRC_SynthetizerTier2 null UNMAPPED
CRC_Burner null UNMAPPED
CRC_DroneAssembler null UNMAPPED pairs with DA_DroneStation? unconfirmed
CRC_WaveFreezer null UNMAPPED enviro-wave interaction station
CRC_WaveSmelter null UNMAPPED likely wave-powered smelting
CRC_Player (hand crafting) CONFIRMED not a building
CRC_ForgottenEngine_EngineControlStation Forgotten Engine control INFERRED story
CRC_ForgottenEngine_EntryTerminal Forgotten Engine entry INFERRED story
CRC_ForgottenEngine_FoodProcessor — INFERRED story
CRC_ForgottenMachine_01_AmmoCrafter — INFERRED story
CRC_ForgottenMachine_01_Crafter — INFERRED story
CRC_MegaMachine_Scenario — INFERRED scenario map

Six machine classes are fully unmapped (Synthetizer, SynthetizerTier2, Burner, DroneAssembler, WaveFreezer, WaveSmelter), despite DA_Synthetizer / DA_SynthetizerTier2 / DA_WaveFreezer / DA_WaveSmelter / DA_DroneStation all shipping as buildings. That is content in the build with no community documentation at all.

10.3 Sockets (BSD_*, 11)#

bsd_id accepts conf
BSD_OreSocket Titanium / Wolfram / Calcium deposits CONFIRMED
BSD_GasOreSocket Helium-3 geysers CONFIRMED
BSD_SulphurOreSocket Sulphur vents CONFIRMED
BSD_GoethiteOreSocket Goethite nodes (Update 1) CONFIRMED
BSD_MagicOilOreSocket Powerium / oil deposits INFERRED
BSD_GeothermalSocket geothermal vent UNMAPPED — no matching building
BSD_DroneRailSocket rail attach point on a building CONFIRMED
BSD_ZipRailSocket zipline rail attach INFERRED
BSD_ZiplineSocket zipline attach INFERRED
BSD_JunctionTopSocket stacked junction attach INFERRED
BSD_RampSocket ramp attach INFERRED

10.4 Placement classes (APC_*, 17)#

APC_Drill, APC_DroneRails, APC_GoethiteOre, APC_InteriorBuildingsFlatSurface, APC_InteriorBuildingsFloor, APC_InteriorBuildingsWall, APC_InteriorBuildingsWorkSurface, APC_Modular, APC_ModularWithFixedHeight, APC_ResourceMiningBuildings, APC_SlotBuildings, APC_SlotBuildingsNonInterior, APC_StandardBuildings, APC_StandardBuildingsCoreOutside, APC_StandardBuildingsFixedHeight, APC_StandardConnectors, APC_StandardPlugs.

Five placement modes for a planner's validity check: ground/platform (StandardBuildings*, Modular*), node-socket (Drill, ResourceMiningBuildings, GoethiteOre), slot (SlotBuildings*), interior-surface (four InteriorBuildings* variants — floor / wall / work surface / flat surface are distinct and not interchangeable), spline (DroneRails, StandardConnectors, StandardPlugs). APC_StandardBuildingsCoreOutside is the only class that legalizes placement outside a Base Core envelope — the key exception for outposts.

10.5 Upgrade paths (BR_*, 15)#

BR_CoolerActive, BR_CrafterTier2, BR_ExporterTier2, BR_FactoryTier2, BR_FurnanceTier2 (sic), BR_HabitatBig, BR_MechanicalDrillTier2, BR_PersonalStorageBig, BR_RailT2, BR_RailT3, BR_SolarPowerGeneratorTier2, BR_Storage, BR_StorageDepot, BR_SynthesizerTier2 (spelled with s, unlike DA_Synthetizer), BR_WindPowerGeneratorTier2.

This is the complete Development Station edge list for 0.2.8 — exactly 15 upgrade paths, no more. Their costs are inside the .uexp payloads and are unread (ledger U-01). Note there is no BR_RailT4 / BR_RailT5 despite DA_DroneRailT4/T5 existing.

10.6 Corporations and professions#

CD_StartingCorp, CD_SelenianCorp, CD_MoonCorp, CD_CleverCorp, CD_GriffithsCorp, CD_FutureCorp (§8.1). Supporting assets: Corporations/BuildingCollections (38), Corporations/Reputation (14), AnalyzerItemsDataTable, ExporterItemsDataTable, StartingCorporationExporterItemsDataTable — the last three are the shipped source of truth for §8.4 and the export-value tables and are the single highest-value datamine target (ledger U-01).

PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier, PD_Experience. Note the Supporter Pack avatar art names the four classes Biologist / Engineer / Physicist / Soldier while the packaged professions are Engineer / Medic / Scientist / Soldier — a marketing-vs-shipped naming mismatch a companion tool must not conflate.


11. Worked example: the items/min chain solve#

A planner must reproduce this exactly. Target: 10 Heat Shield per minute, built with base-tier machines.

Step 1 — machine count for the target. CR_HeatShield on CRC_Hammer: out_qty 2, time_s 10 → rate_per_min = 2 / 10 × 60 = 12. Machines = 10 / 12 = 0.833, ceil to 1 (17 % idle).

Step 2 — crafts per minute. crafts_per_min = target / out_qty = 10 / 2 = 5.

Step 3 — input demand. input_rate = crafts_per_min × qty:

input qty demand_per_min
Epoxy 3 15
Aerogel 3 15
Uberfilament 3 15
Reinforced Frame 2 10

Step 4 — recurse, accumulating shared intermediates before solving. Uberfilament also consumes Epoxy (×1 at 15/min crafts), so total Epoxy demand = 15 + 15 = 30/min. Solve Epoxy once at 30, not twice at 15 — this is the step naive per-branch solvers get wrong.

item producer rate_per_min/machine demand_per_min machines (frac) machines (ceil)
Heat Shield CRC_Hammer 12 10 0.833 1
Epoxy CRC_ChemicalProcessor 40 30 0.750 1
Aerogel CRC_ChemicalProcessor 20 15 0.750 1
Uberfilament CRC_Assembler 15 15 1.000 1
Reinforced Frame CRC_Hammer 12 10 0.833 1
Goethite Powder CRC_ChemicalProcessor 120 75 0.625 1
Calcium Powder CRC_Furnace 60 153.75 2.563 3

Goethite Powder demand derives as: Epoxy needs ×3 per craft at 15 crafts/min = 45, Aerogel needs ×4 per craft at 7.5 crafts/min = 30 → 75/min. Calcium Powder derives as: Aerogel ×6 × 7.5 = 45, Uberfilament ×6 × 15 = 90, Goethite Powder ×1 × 18.75 = 18.75 → 153.75/min.

Step 5 — budgets. Sum the ceiled machines:

resource base tier with Furnace v.2 for Calcium Powder
Power (MW) 1×30 + 3×60 + 1×60 + 1×30 + 3×20 = 300 3 Furnaces (60 MW) → 1 Furnace v.2 (50 MW) = 290
Cooling 1×null + 3×150 + 1×150 + 1×35 + 3×8 = ≥ 659 ≥ 685 (v.2 cooling null, assume ≥ Furnace)

Calcium Powder at 153.75/min needs 2.563 base Furnaces but only 0.769 Furnace v.2 (rate_per_min 200) — ceil 1, cutting three buildings to one at a 10 MW saving and a large footprint saving. But CR_CalciumPowder_v2 consumes Calcium Block ×2 per craft instead of ×1, so upstream Calcium Block demand rises; re-solve upstream after any tier-2 substitution (§6.2b).

Step 6 — extraction and transport. - Ore demand → excavators = demand / rate_per_min where rate_per_min ∈ {60, 120, 240} by node purity. A 240/min pure node carries 4× an impure one; node purity is the single largest lever in the early game. - Every producer→consumer link must fit under the rail tier's throughput_per_min (§7.1). Calcium Powder at 153.75/min exceeds Rail v.1 (120) and needs Rail v.2 (240) or two parallel v.1 runs. Do not solve this with a Multirail 3 in 0.2.8 — the lane-collapse bug makes bundles deliver ~1 lane. - The power network has no cables: generators must be structurally connected to consumers through platforms or rails (doc 10 §2). A planner's power balance is per-connected-component, not global.

Step 7 — invariants to assert.

invariant statement
I1 rate_per_min == out_qty / time_s * 60 for every recipe row.
I2 Σ power_mw over a connected component ≥ 0.
I3 Σ cool over the buildings inside a Base Core envelope ≤ that core's cool_capacity (+ amplifier cool_added). Exceeding it is graduated, not binary — it lengthens post-Ruptura downtime rather than disabling protection (doc 10 §4.5).
I4 Every link's flow ≤ the rail tier's throughput_per_min.
I5 Every building's gate_type is satisfied by the modelled progression state before it may be placed.
I6 Fractional machine counts are reported alongside ceiled counts; the difference is the design's slack and belongs in the UI.

12. Save-side ground truth a planner can read today#

No datamine needed. From S-INST (doc 20 has the full schema):

save key planner use
Mass.entities every placed building with CrElectricityFragment, CrMassTemperatureFragment, CrMassBuildingStabilityData, CrInventoryFragment, CrCraftingFragment, CrLogisticsLineFragment — a live import of an existing base (2,711 entities in a 51 h save)
Mass.electricitySubsystemState the actual grid state, against which I2 can be validated
Mass.stabilitySubsystemState the real stability budget, closing doc 07's folklore numbers
CrCorporationsOwner per-corp level, reputation, researchPointsTier1/2, dataPoints, unlockedFeaturesFlags, unlockedInventorySlotsNumber — drives I5
CrCraftingRecipeOwner.lockedRecipes the blueprint→recipe unlock graph, machine-readable
GatherableSpawnersSubsystem depleted / permanently-depleted nodes with locations and waveStagesToRespondTo
EnviroWaveTimer / numWaves wave cadence for downtime modelling

Format: u32 little-endian inflated size + zlib stream + UTF-8 JSON. Ten lines of Python (doc ref/shadow-install.md §6).


13. Unresolved-fields ledger#

Prioritized by value to the planning tool. Each row names where the number lives, so this is a work queue, not a wish list.

id missing field(s) exact location method priority
U-01 Every recipe's authoritative inputs/outputs/time; per-building cost, cooling, footprint; corporation export values; analyzer DP table StarRupture/Content/Chimera/Crafting/CR_*.uasset+.uexp (237); Buildings/**/DA_*.uexp (361); Corporations/{AnalyzerItemsDataTable,ExporterItemsDataTable,StartingCorporationExporterItemsDataTable} FModel or retoc on StarRupture/Content/Paks/pakchunk0-Windows.utoc (unsigned, no key logged) P0
U-02 Whether the guides' Temp column is the cooling cost Same DA_* assets; the pair (Assembler 150, Helium-3 60) matches, n=2 Datamine two more buildings and compare P0 — §2 and §4.3 both rest on it
U-03 Rail v.1 throughput (25 vs 120); Rail v.4/v.5 throughput and unlock Buildings/DroneConnections/DA_DroneRailT1..T5.uexp; Drones/DA_RailDroneConfig Datamine; or in-game measure a single v.1 link over 5 min P0
U-04 Ore Excavator v.2 and Laser Drill extraction rates per purity CR_{Titanium,Wolfram,Calcium}Ore{,Impure,Pure}_{MechanicalDrillTier2,LaserDrill} (18 assets) Datamine P1
U-05 Whether Wolfram shares the 60/120/240 ladder — largely closed 2026-08-22: the wiki's Ore Excavator page states one 60/120/240 ladder covering Titanium, Wolfram and Calcium; only the 0.1.3-era S-RRM guide dissents CR_WolframOre*_MechanicalDrill Datamine to close the last doubt, or place one Excavator per ore on a known node P2
U-06 Whether Sulphuric Acid / Pressurized Helium run on CRC_Pressurizer or the Refinery CR_SulphuricAcid.uexp, CR_PressurizedHelium.uexp — the recipe asset names its category Datamine (single field read) P1
U-07 Base Core Amplifier v1/v2 asset ids, cool_added for v2, and the temp_delta sign convention No DA_BaseCoreAmplifier* in building-data-assets.txt — search Manifest_UFSFiles_Win64.txt for Amplifier, then read the asset Manifest grep + datamine P1
U-08 Expandable Storage power-per-module curve DA_Storage.uexp + BR_Storage.uexp Datamine P1
U-09 What researchPointsTier1 vs researchPointsTier2 mean; corp levels 14–15 point thresholds Save key CrCorporationsOwner.corporations[] (readable now) + CD_*Corp.uexp Save diff across a level-up, then datamine P1
U-10 Per-building footprint for the 37 buildings without one BD_*.uexp (394 assets); the value is a member of the 25-size Modular_Foundation enumeration Datamine P1
U-11 Base Core envelope radius / bounds Save: BaseSiteAttackData stores attacked-core bounds; also DA_BaseCore.uexp Read the save's bounds field — no datamine required P1
U-12 Stability cost per platform, support range, pillar height cap Save: Mass.entities[].CrMassBuildingStabilityData + stabilitySubsystemState; assets DA_Modular_*Stability Read the save — no datamine required; doc 07's ~5-tile / 3-high / 4-pillar figures are untraceable folklore P1
U-13 Display names for all I_* / CR_* / DA_* / CRC_* — the whole of §9.3, §9.4, §10.2 .locres string tables (71 files) inside pakchunk0-Windows.ucas FModel locres export → the single artifact that closes the entire registry P0
U-14 Idle vs active power draw DA_*.uexp power fields; Mass.entities[].CrElectricityFragment in a save with a starved machine Save comparison — no datamine required P2
U-15 Ruptura interval, overheat recovery curve, structure damage model Save: EnviroWaveTimer (waveSpeed, preWaveDuration, fadeouts, nextWaveTimer), EnviroWaveEffects Read the save — no datamine required P2
U-16 CRC_Synthetizer, CRC_SynthetizerTier2, CRC_Burner, CRC_DroneAssembler, CRC_WaveFreezer, CRC_WaveSmelter — function, recipes, stats Buildings/{Synthetizer,SynthesizerTier2}/, DA_WaveFreezer, DA_WaveSmelter, DA_DroneStation Datamine + in-game confirmation of whether they are craftable in 0.2.8 P2
U-17 Food Station's 44 consumable recipes (doc 08 has 38) Crafting/FoodProcessor/, CR_{Aqua,Calorie,Nutri,EnergyBoost}* (~30 assets) Datamine P2
U-18 Turret ammo consumption rate, damage, range DA_TurretTier1DesignParams, DA_TurretTier2DesignParams — the DesignParams assets are purpose-built for this Datamine (two assets) P2
U-19 BSD_GeothermalSocket's building Manifest grep for Geothermal Grep — no datamine required P3
U-20 Whether pakchunk0 is encrypted pakchunk0-Windows.utoc header Open in FModel; expected unencrypted (no AES key in the boot log) P0 blocker for U-01/U-13

Critical path: U-20 → U-13 + U-01 unlock roughly 80 % of the remaining ledger in one pass. U-11, U-12, U-14, U-15 and U-09 are readable from a save today with the ten-line parser and should be done first because they cost nothing.


Gaps & Unverified#

Process gap. The session's WebSearch quota (200 calls) was exhausted before this document's research began, so discovery-by-search was unavailable. All 29 web operations were direct WebFetch calls against URLs already catalogued in docs 07–11 plus the wiki index. Consequence: the version anchor was verified against the primary source (Steam news index) and the wiki harvest was completed, but no search was run for new 0.2.8-era sources published after those docs were written (2026-08-22 morning). Any community spreadsheet, calculator or guide not already cited in 07–11 is unsampled. A future pass with search budget should start there.

Fact-check pass, 2026-08-22 (second, independent). 20 direct fetches, no search budget available. Re-verified against steamcommunity.com/app/1631270/allnews/ and 17 starrupture.wiki.gg pages. Version anchor holds (0.2.8, 2026-06-17, still newest patch). Every one of the following reproduced exactly: Fabricator 10 MW / 140 BBM / Selenian L2 / 3×3 (alt 4×4) and all 12 of its recipes; Fabricator v.2 25 MW / 350 BBM / 4×4 (alt 5×4) and all 7 _v2 recipes; Furnace 20 MW / 200 BBM / Selenian L4 / 3×4 and all 12 recipes; Furnace v.2 50 MW / 450 BBM / 4×5 (alt 5×5) and all 7 recipes; Mega Press 30 MW / 80 IBM / Selenian L7 and all 11 recipes; Smelter 5 MW / 100 BBM / Training L4 and its three 2-in/2-out/2 s recipes; Ore Excavator 5 MW / 80 BBM / Training L2 and the 60 / 120 / 240 purity ladder for all three ores (settling U-05 in favour of S-WG); Helium-3 Extractor 15 MW / 250 BBM / Future Health L6 / 240 per min; Sulfur Extractor 40 MW / 120 IBM / Future Health L8 / 240 per min; Refinery 40 MW / 150 IBM / Future Health L11 and both disputed fluid recipes exactly as §6.4 records them; Assembler 60 MW / 200 IBM / Selenian L10 (page still pre-Update-1, as §1.4 says); Defense Turret 20 MW / 200 BBM / Griffits L6; Defense Tower 50 MW / 220 IBM / Griffits L9; Solar Generator v1 10 MW / 40 BBM, v2 1,000 MW / 200 IBM; Wind Turbine v1 200 MW / 400 BBM / Moon L9, v2 2,000 MW / 170 QBM; Analyzing Station 25 BBM and all 12 Data-Point yields in §8.4; the corporation point ladder and the Clever Robotics unlock column. The Nozzle and Battery disputes (§6.4) are still live on both sides. Not re-checkable from the wiki: it has no Base Core, rail, storage, amplifier or Recipe Station stat page, so §4.1, §4.2, §4.4, §7.1 and §7.2 rest on the guides alone and stay REPORTED.

Datasets not inlined. - Corporation export values (~90 rows: which item each corporation buys at each level and for how many points). Doc 11 §5.2–5.7 already carries them normalized; duplicating them here would create two sources of truth. Ingest doc 11. - Food Station consumables (38 of a reported 44). Doc 08 §6 owns them. They are player-consumables, not factory throughput, and no source publishes their craft times. - Weapons, ammo economics, War Bonds pricing. Doc 08 §7 and doc 11 §9.

Numbers that remain UNVERIFIED after this pass. 1. Cooling cost for 21 of the 41 buildings in §2, including every Update 1 machine except those in §4.3. 2. Build cost for 24 of 41 buildings in §2. 3. Footprint for 37 of 41 buildings — only four are measured (§2 note). 4. Rail v.4 and v.5 throughput; the Rail v.1 conflict (25 vs 120 items/min) is unresolved between two doc-level sources. 5. Base Core Amplifier v2 in every respect, and the amplifier temperature axis in both directions (§4.4). 6. Whether an over-capacity base merely extends downtime or can lose buildings permanently — three Steam threads describe conflicting experiences (doc 10 §4.5). 7. Idle vs active power draw. Every source publishes one flat figure. 8. The CRC_MaterialCrafter, CRC_Burner, CRC_DroneAssembler, CRC_Synthetizer(Tier2), CRC_WaveFreezer, CRC_WaveSmelter machine classes — shipped, undocumented anywhere. 9. Corporation levels 14–15 point thresholds; the meaning of the save's two research-point tiers. 10. Powerium/Crude Oil naming, the Water and Deuterium extractor stats, and what Powerium and Deuterium refine into.

Source disagreements recorded rather than resolved.

topic A B this doc's position
Rail v.1 throughput 25/min (S-BMD, doc 07) 120/min (S-WG+2nd, doc 09) Uses B; flags A.
Nozzle recipe He-3×6, Stabilizer×1 (S-TOOLS) He-3×1, Stabilizer×2 (S-WG) Emits A, marks DISPUTED.
Battery recipe Electronics×1 (S-TOOLS) Electronics×2 (S-WG) Emits A, marks DISPUTED.
Sulphuric Acid / Pressurized Helium machine Pressurizer (S-TOOLS) Refinery (S-WG) Numbers reconcile; machine unresolved (U-06).
Assembler recipes post-U1 (S-TOOLS) pre-U1 (S-WG) Uses A; the wiki page is demonstrably stale.
Helium-3 Extractor unlock Selenian L6 (doc 08) Future Health L6 (S-WG, docs 10/11) Resolved to B; doc 08 needs a correction.
Wolfram purity ladder 60/120 (S-RRM, 0.1.3) 60/120/240 (S-WG, 2026) Resolved to B — the Ore Excavator page, re-fetched 2026-08-22, states 60/120/240 for Titanium, Wolfram and Calcium alike (U-05 downgraded to P2 confirmation).
Base Core level numbering 0-based (S-BCG) 1-based (Game Rant) Uses 0-based; values identical.
Amplifier v1/v2 temperature v1 −250 / v2 −20 (S-BCG) v1 20 / v2 250 (S-THR) Emits null for both.
Hotfix dates Steam Community list Steam news API (~3 days later) Uses the Community list; versions agree.
Solar Generator v1 unlock Training Corp L1 (S-WG, building page) Moon Energy L1 (S-WG, corporation table) Uses B (structured table); conflict recorded, §3.
Analyzing Station unlock Training Corp L3 (S-WG, building page) Moon Energy L1 (S-WG, corporation table) Uses A; downgraded to REPORTED in §8.3.

Explicitly absent systems (confirmed absent, not gaps): conveyor belts, power cables/poles/transformers, saveable multi-building blueprint templates, drivable vehicles, a branching tech tree, a research timer/queue, a player XP level. Fluid pipe networks are the one genuine unknown — extractors for water, acid, gas and deuterium ship, but no pipe building appears in the 116 building folders, and fluids appear to move as items over rails (doc 09 §1, INFERRED).


Sources#

All accessed 2026-08-22.

Ground truth (first-hand, local) - C:/star-rupture/docs/ref/shadow-install.md — install inventory, version anchor, save format - C:/star-rupture/data/game-install/Manifest_UFSFiles_Win64.txt — 107,681 packaged asset paths (source of the BSD_*, APC_*, BD_*, PD_*, CD_*, BR_*, DT_*, GE_*, CRC_* enumerations in §10) - C:/star-rupture/data/game-install/derived/item-classes.txt (363), recipe-assets.txt (237), crafting-categories.txt (42), building-data-assets.txt (361), building-dirs.txt (116) - C:/star-rupture/data/save-snapshots/2026-08-22/ — 9.sav, AutoSave187.sav and sidecars (progression baseline, lockedRecipes graph)

Corpus docs consolidated (this appendix normalizes, it does not replace them) - docs/07-building-base-construction.md, 08-items-resources-production.md, 09-logistics-transportation.md, 10-power-energy-infrastructure.md, 11-research-tech-progression.md, 20-save-data-schema.md

Official - https://steamcommunity.com/app/1631270/allnews/ — news/patch index; confirmed Hotfix 0.2.8 (2026-06-17) is still current on 2026-08-22

Community wiki (harvested today) - https://starrupture.wiki.gg/wiki/Special:AllPages — full 91-page index - https://starrupture.wiki.gg/wiki/Buildings — building category (24 of a claimed 44) - https://starrupture.wiki.gg/wiki/Fabricator — 10 MW, 140 BBM, Selenian L2, 3W×3L - https://starrupture.wiki.gg/wiki/Fabricator_v.2 — 25 MW, 350 BBM, Development Station, 4W×4L, 7 recipes - https://starrupture.wiki.gg/wiki/Furnace — 20 MW, 200 BBM, Selenian L4, 3W×4L, 12 recipes - https://starrupture.wiki.gg/wiki/Furnace_v.2 — 50 MW, 450 BBM, Development Station, 4W×5L, 7 recipes - https://starrupture.wiki.gg/wiki/Mega_Press — 30 MW, 80 IBM, Selenian L7, 11 recipes - https://starrupture.wiki.gg/wiki/Assembler — 60 MW, 200 IBM, Selenian L10 (recipe list pre-Update-1) - https://starrupture.wiki.gg/wiki/Smelter — 5 MW, 100 BBM, Training L4 - https://starrupture.wiki.gg/wiki/Ore_Excavator — 5 MW, 80 BBM, Training L2, 60/120/240 per purity - https://starrupture.wiki.gg/wiki/Helium-3_Extractor — 15 MW, 250 BBM, Future Health Solutions L6, 240/min - https://starrupture.wiki.gg/wiki/Sulfur_Extractor — 40 MW, 120 IBM, Future Health L8, 240/min - https://starrupture.wiki.gg/wiki/Refinery — 40 MW, 150 IBM, Future Health L11 - https://starrupture.wiki.gg/wiki/Basic_Item_Printer — 20 BBM, Habitat-only, 8 recipes - https://starrupture.wiki.gg/wiki/Analyzing_Station — 25 BBM, Training L3, Habitat-only, 12-row DP table - https://starrupture.wiki.gg/wiki/Recipe_Station — 100 BBM, Moon Energy L2, Habitat-only - https://starrupture.wiki.gg/wiki/Corporate_Terminal — indoors, wall/ceiling-mounted - https://starrupture.wiki.gg/wiki/Data_Points — DP economy (page is playtest-era) - https://starrupture.wiki.gg/wiki/Base_Core_Amplifier_v1 — 100 QBM, Moon Energy L7, +50 capacity - https://starrupture.wiki.gg/wiki/Defense_Turret — 20 MW, 200 BBM, Griffits Blue L6, Standard Ammo - https://starrupture.wiki.gg/wiki/Defense_Tower — 50 MW, 220 IBM, Griffits Blue L9 - https://starrupture.wiki.gg/wiki/Wind_Turbine_v1 — 200 MW, 400 BBM, Moon Energy L9 - https://starrupture.wiki.gg/wiki/Solar_Generator_v2 — 1,000 MW, 200 IBM, Development Station - https://starrupture.wiki.gg/wiki/Orbital_Cargo_Launcher — 1 item / 6 s

Re-fetched in the 2026-08-22 fact-check pass (independent second read) - https://steamcommunity.com/app/1631270/allnews/ — anchor holds: newest patch is Hotfix 0.2.8 (Jun 17); newest item is Dev Blog August 2026 (Aug 5), non-patch - https://starrupture.wiki.gg/wiki/Special:AllPages — page index - https://starrupture.wiki.gg/wiki/Ore_Excavator — 5 MW, 80 BBM, Training L2, 60/120/240 for all three ores (closes U-05) - https://starrupture.wiki.gg/wiki/Sulfur_Extractor — 40 MW, 120 IBM, Future Health L8, 240/min - https://starrupture.wiki.gg/wiki/Solar_Generator_v1 — 10 MW, 40 BBM; page says Training L1, contradicting the Moon Energy table - https://starrupture.wiki.gg/wiki/Wind_Turbine_v2 — 2,000 MW, 170 QBM, Development Station - https://starrupture.wiki.gg/wiki/Selenian_Corporation — level/points table, max level 15 - https://starrupture.wiki.gg/wiki/Moon_Energy_Corporation — level/points table, max 15; prints 368,300 for L11–L13 - https://starrupture.wiki.gg/wiki/Clever_Robotics — level/points table, max 14; source of L12 = 499,200 and L13 = 658,300

Attempted and abandoned - https://steamcommunity.com/games/1631270/announcements/ — returned only Steam chrome; superseded by /allnews/ - https://docs.google.com/spreadsheets/d/1yhyF4NxQbiEYIboEisqoxD_YTs9TPU8eE5EuXaqkKps/export?format=csv — 307 redirect to a googleusercontent host that served calculator documentation, not the dataset. The 75-recipe corpus in §6.2 comes from doc 08 §4's existing transcription of it.

Cited via docs 07–11 (not re-fetched today; see those docs' Sources sections for full URLs) - Steam guides: Buildings & Machines Database (3652066311), Base Core Upgrade Guide (3642402585), Star Rupture Basics: Raw resource mining (3674185523) - Steam discussions: Power progressing, SPENT COOLING CAPACITY OF A BASE CORE, Over Heating and base destruction, 3x & 5x Rail Bug & Solutions, Stacks, Expandable Storage makes no sense - starrupturewiki.org power-management guide; Game Rant, TheGamer, BisectHosting, nerdschalk, ActivePlayer, Into Indie Games, shacknews, XP Gained

18

Missions, Commissions & Objective Walkthrough

Version anchorStarRupture Early Access 0.2.8 ("Hotfix 0.2.8", published to Steam 2026-06-17, confirmed from the announcement's raw rtime32_start_time 1781694180) on the Update 1 / Content Update 1 content line (Update 1 = 0.2.0, 2026-04-09). Build identity first-hand from the installed copy: Steam app 1631270, buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, save .met gameVersion {major:0, minor:2, pATCH:8}, Unreal Engine 5.6.1 (docs/ref/shadow-install.md). No 0.2.9 and no Update 2 exist on the default branch as of 2026-08-22; the newest Steam post of any kind is Developer Blog: August 2026 (2026-08-05, epoch 1785934740). Re-verified against the live Steam announcement feed on 2026-08-22: the post order above 0.2.8 is Developer Blog: June 2026 (2026-06-19) → Base Building Basics: Part 2 (2026-06-25) → Developer Blog: August 2026, with no patch or hotfix announcement after 0.2.8. Every mission fact below is tagged with the build it was observed in, because all published mission walkthroughs date from January 2026 (0.1.x) and Update 1 rewrote several gates.
18 claims checked7 corrections10 unverifiedverifier verdict

The doc is now highly reliable: eighteen load-bearing claims were re-fetched from the live wiki, gmtreks and the Steam announcement feed, and all of the numeric content (Training ladder 5/20/50/100 with +1/+5 values, mission quantities 12/12/120, 100/120/40/25 BBM costs, 20 Titanium Bars, the 3/3/4/8 Central Core recipe, Teleporter at Clever Robotics LVL9, 1 item/6 s) survived unchanged, as did the version anchor, which is now epoch-confirmed. Only two real defects existed -- a stale wiki index count (91 → 102) and a phantom source disagreement about gmtreks mission Type labels -- both fixed; the remaining soft spots are the pre-existing, correctly flagged UNVERIFIED items around post-Update-1 mission 13, the Teleporter cost and the OCL v.2.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED
The Forgotten EngineDerelict terraforming megamachine; mission 13, the Early Access content end.
RupturaThe unstable star. Its periodic Fire Wave is the master clock of Arcadia-7.

StarRupture's objective layer is thin, linear and almost entirely undocumented in public sources: thirteen tracked missions, twelve of which are a guided tutorial chain that ends when the Training Corporation is maxed, plus one late "main mission" -- the World Engine Program (Forgotten Engine raid) -- which is the terminal story beat of the Early Access build. Everything after mission 12 is not a mission at all: it is the repeating Commission loop, in which corporations post standing item demands that you fulfil by firing goods into orbit from an Orbital Cargo Launcher, and that loop is the game's progression system. The canonical community wiki (starrupture.wiki.gg) has no missions page, no quests page, no tutorial page and no commissions page -- its full index was enumerated for this document (102 pages as of 2026-08-22; it was 91 at the time of the original pass, and none of the added pages is a mission/quest/tutorial/commission page) -- so the only mission-by-mission source in existence is the pre-Update-1 gmtreks.com database, and the only way to know whether it is still accurate at 0.2.8 is to check it against a live save. That check was done here: the reference save's objectiveEntriesStatusData block contains exactly twelve completed objective entries whose sub-objective counts and numeric conditions align one-for-one with gmtreks missions 1-12, including two exact numeric matches. This document is therefore both the walkthrough and the verification of the walkthrough. Confidence is tagged throughout: GROUND TRUTH (read from the install or the save), [C] confirmed (official, or wiki plus a second source), [R] reported (single credible source), [I] inferred, UNVERIFIED.


1. What the objective layer actually consists of#

Layer What it is Count at 0.2.8 Tracked in the save? Confidence
Missions (tutorial chain) Guided, strictly linear onboarding, missions 1-12; ends when the Training Corporation hits LVL5 12 Yes -- GameStateData.objectiveEntriesStatusData GROUND TRUTH + [C]
Missions (main) Mission 13, World Engine Program -- the Forgotten Engine raid 1 Yes (absent until started) [C]
Commissions Repeating, standing per-corporation item demands fulfilled at the Orbital Cargo Launcher Unbounded (one per launcher) Yes -- per-launcher CrCraftingFragment.ItemBasedData(Item, CorporationIndex, Level) GROUND TRUTH
Corporation levels 5 real ladders (+1 tutorial shell); the reward layer commissions pay into 6 corporations Yes -- CrCorporationsOwner.corporations[] GROUND TRUTH
Side objectives Abandoned-base clears, blueprint chests, caves, monoliths, Goliaths, POI markers, audiologs, datapads See §9 Partly (POIs, audiologs, datapads, blueprints; no clear-quest entries) GROUND TRUTH + [R]
Hints A separate 42-slot tutorial-hint system, distinct from missions 42 slots Yes -- GameStateData.hintsData (42 entries) GROUND TRUTH
Encyclopedia An entry-collection system that exists in the save schema Unknown Yes -- encyclopediaEntriesStatusData (empty in the reference save) GROUND TRUTH

There are no branching missions, no faction-exclusive quest lines, no timed quests and no repeatable "daily" missions. The mission index is a flat list of 13, ordered 1-13, with no side-mission category. This is negative evidence from three directions: the gmtreks index page states "13/13" for its complete mission database and lists no side missions; the wiki has no mission namespace at all; and the save's objective array is a flat list of 12 entries with no grouping, category or type field. [C]

What "commission" means in this game. It is not a timed contract with an expiry. A commission is a (item, corporation, corporation-level) demand -- the corporation you have selected wants a specific item for its current level, and it wants an unlimited quantity of it until that level's point requirement is met. The word "commission" is the in-game mission text's term (missions 7, 9 and 12 all say "Select a commission in the OCL"); the wiki and most guides call the same thing a contract or a delivery; the internal asset vocabulary calls the building an Exporter and the data tables ExporterItemsDataTable / StartingCorporationExporterItemsDataTable. All four names refer to the same loop. [C] (0.2.8)


2. The thirteen missions -- master table#

Mission names, types, objective counts and objective text are from the gmtreks.com/starrupture/missions/1..13 database, fetched page-by-page on 2026-08-22. Every one of those pages was last edited 2026-01-22 or 2026-01-23 -- i.e. 0.1.x, roughly eleven weeks before Update 1. The "Save-verified" column is this document's contribution: whether the reference 0.2.8 save contains an objective entry whose shape matches. See §4 for the alignment method.

# Mission Type (gmtreks) Objectives Corporation gate Save-verified at 0.2.8 Source build
1 Welcome to Arcadia-7 Tutorial 2 listed / 1 tracked -- ✅ entry 1 (1 sub) 0.1.x page, shape holds at 0.2.8
2 Collect Meteorite Heart Tutorial 2 -- ✅ entry 2 (2 subs) 0.1.x page, shape holds
3 Build Base Core Tutorial 2 -- ✅ entry 3 (2 subs) 0.1.x page, shape holds
4 Create Basic Building Materials Tutorial 3 -- ✅ entry 4 (3 subs, cond 12 / 12 / 120) exact numeric match at 0.2.8
5 Set Up a Habitat Tutorial 3 -- ✅ entry 5 (3 subs) 0.1.x page, shape holds
6 Unlock New Buildings Tutorial 2 Training LVL1 claim ✅ entry 6 (2 subs) 0.1.x page, shape holds
7 Set Up Orbital Cargo Launcher Tutorial 4 -- ✅ entry 7 (4 subs) 0.1.x page, shape holds
8 Reach Level 2 Tutorial 2 Training LVL2 (5 pts) ✅ entry 8 (2 subs) 0.1.x page, shape holds
9 Set Up Auto-Mining Tutorial 5 Training LVL3 (20 pts) ✅ entry 9 (5 subs) 0.1.x page, shape holds
10 Set Up an Analyzing Station Tutorial 4 -- ✅ entry 10 (4 subs) 0.1.x page, shape holds
11 Reach Level 4 with Data Points Tutorial 2 Training LVL4 (50 pts / "at least 50 Points") ✅ entry 11 (2 subs) 0.1.x page, shape holds
12 Set Up Production Tutorial 7 Training LVL5 (100 pts) ✅ entry 12 (7 subs, cond 20 on the Titanium Bar step) exact numeric match at 0.2.8
13 World Engine Program Main 14 Power Cell + Forgotten Engine access ⬜ absent in the reference save (Forgotten Engine Inactive) 0.1.x page; rewards superseded by Update 1

Type note. Individual gmtreks pages label missions 1-12 "Tutorial" and mission 13 "Main Mission" (spot-checked at 1, 4, 6, 7, 12, 13 on 2026-08-22 -- all match). On re-fetch the gmtreks index page carries no Type column at all: it lists 13/13 missions by number and name only, with no side-mission or alternative category. The earlier report of an index that labelled 2-13 "Main" is therefore treated as an extraction artifact, not a source disagreement. Treat 1-12 as the tutorial chain and 13 as the sole main mission -- per-mission labels plus the save's 12-entry tutorial block agree. [C] (0.2.8 check of a 0.1.x source)


3. Per-mission detail#

All objective text is quoted from the gmtreks mission pages (0.1.x, fetched 2026-08-22). Numbers in bold are quantities the page states explicitly. Update-1 caveats are called out per mission where a gate is known to have moved.

Mission 1 -- Welcome to Arcadia-7 [Tutorial]#

Field Value
Objectives 1. Select a Character from four options · 2. Open the airlock to exit the lander and begin training
Prerequisites None -- this is the entry point
Structures / items None
Gates None
Rewards None stated; unlocks mission 2
Tips (page) Explore the landing area before departing; take the Survival Food Pack from Personal Storage; the Regeneration Chamber in the lander is your respawn point; movement WASD, camera mouse

Character options (four, chosen once at start; a second source calls the choice "purely aesthetic" -- BisectHosting, 2026-01-10): [C]

Code Name Class Page description
B1690 Samuel Khumalo Biologist "Good-hearted, anti-government intellectual" who opposes the IRO
P0212 Chris Bonnet Scientist Exceptionally analytical, impractical in communication
E4101 Maeve Caliente Engineer Intelligent but rebellious, prone to causing trouble
S8466 Han Nergui Soldier Loyal and cautious, strong leadership

Install cross-check: the packaged profession data assets are PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier -- the "Biologist" display name maps to the internal Medic [I], and the Supporter Pack avatar set ships Biologist / Engineer / Physicist / Soldier art, where "Physicist" is a third naming of the Scientist slot. GROUND TRUTH for the identifiers, UNVERIFIED for the mapping.

Save note: the tracker records this mission as one sub-objective, not two -- the character-selection step is not a counted objective. GROUND TRUTH.

Mission 2 -- Collect Meteorite Heart [Tutorial]#

Field Value
Objectives 1. Explore the Planet to find the Meteor · 2. Obtain Meteorite Heart by completely breaking the meteor with the Harvester
Prerequisites Mission 1
Structures / items Harvester (equip with 1)
Gates None
Rewards None stated; unlocks mission 3
Tips (page) Break the smaller meteor chunks first to finish faster; each harvested object temporarily boosts harvesting speed; sprint on Left Shift

Save note: entry 2's first sub-objective reads currentValue 230 / conditionValue 1 -- the counter kept accumulating long past completion (230 harvest events against a condition of 1), which is the tracker's normal behaviour for "at least one" conditions. GROUND TRUTH.

Mission 3 -- Build Base Core [Tutorial]#

Field Value
Objectives 1. Equip the Building Tool and select Base Core from the menu · 2. Place the Base Core
Prerequisites Mission 2
Structures / items Building Tool (B); Base Core ×1
Gates None
Rewards Unlocks mission 4
Key mechanic "The Base Core will be the center of your base and will protect you from the Star's influence"; "Every building must be placed within the Base Core's radius"

Mission 4 -- Create Basic Building Materials [Tutorial]#

Field Value
Objectives 1. Find and collect Titanium Ore [0/12] · 2. Find and collect Wolfram Ore [0/12] · 3. Use the Basic Item Printer in the Lander to create Basic Building Materials [0/120]
Prerequisites Mission 3
Structures / items Harvester; Basic Item Printer (pre-placed in the Lander)
Gates None
Rewards Unlocks mission 5
Tips (page) "Building Materials are needed to create most structures"; "The copper-colored Wolfram deposits may form natural rock arches"

This mission is the strongest single verification in the document. The reference 0.2.8 save's fourth objective entry carries exactly three sub-objectives with conditionValue 12, 12 and 120. Those are the mission's three quantities, unchanged from the January 2026 page. Update 1 did not retune mission 4. GROUND TRUTH.

Mission 5 -- Set Up a Habitat [Tutorial]#

Field Value
Objectives 1. Use the Building Tool to set up a Habitat · 2. Build an Airlock into your Habitat · 3. Build a Basic Item Printer in your Habitat
Prerequisites Mission 4
Structures / items Habitat, Airlock, Basic Item Printer
Gates Habitat must be inside the Base Core radius
Rewards Unlocks mission 6
Key mechanic Deconstruct with F -- all materials are refunded in full, so misplacement costs nothing but time
Costs Not stated on the page -- Gap

The Habitat is the game's hardest structural gate: the Analyzing Station, Recipe Station, Corporate Terminal, Equipment Upgrade Station and Food Station all must be placed inside a Habitat, and buildings inside a Habitat need no separate power supply (mission 6). [C] -- cross-referenced with docs/11-research-tech-progression.md.

Mission 6 -- Unlock New Buildings [Tutorial]#

Field Value
Objectives 1. Build a Corporate Terminal inside your Habitat (requires 100 Basic Building Materials) · 2. Use the Corporate Terminal to claim Level 1 Rewards
Prerequisites Mission 5
Structures / items Corporate Terminal -- 100 BBM
Gates Must be inside a Habitat; the wiki adds that it "can be placed on a wall or ceiling"
Rewards Training Corporation LVL1: Orbital Cargo Launcher, Solar Generator v1, Basic Platforms [C] (wiki + gmtreks)
Key mechanic "Buildings placed inside Habitats don't require an additional power supply"

Mission 7 -- Set Up Orbital Cargo Launcher [Tutorial]#

Field Value
Objectives 1. Build an Orbital Cargo Launcher (OCL) -- 120 Basic Building Materials · 2. Build a power supply for it (Solar Generator, 40 BBM) · 3. Select a commission in the OCL (the tutorial's is Process Titanium Ores) · 4. Supply the OCL with the required items
Prerequisites Mission 6 (Training LVL1 claimed)
Structures / items OCL 120 BBM; Solar Generator 40 BBM; Titanium Ore
Gates OCL is a Training LVL1 reward
Rewards Unlocks mission 8
Key mechanics "Every production building needs power to operate"; power transfers building-to-building, through platform tiles, and across elevation changes where the indicators show it

This is the mission that introduces the commission loop -- see §6 for the full system.

Mission 8 -- Reach Level 2 [Tutorial]#

Field Value
Objectives 1. Reach Level 2 in the Corporate Terminal ("You can do this by supplying the OCL with the required item to complete a Commission") · 2. Return to your Habitat and claim rewards at the Corporate Terminal
Prerequisites Mission 7
Gate Training Corporation LVL2 = 5 Points; Titanium Ore exports are worth +1 each ⇒ 5 Titanium Ore [I] from the wiki ladder
Rewards Training LVL2: Ore Excavator, Rail v1, Rail Support, Rail Connector [C]
Tips (page) "Sending the items can take a while, use it to expand your base"; consider deploying multiple OCLs

Mission 9 -- Set Up Auto-Mining [Tutorial]#

Field Value
Objectives 1. Build an Ore Excavator on a Titanium Ore deposit · 2. Connect the Excavator to the OCL with Drone Rails · 3. Provide enough power for the buildings to operate · 4. Select a Commission in the OCL · 5. Reach Corporation Level 3
Prerequisites Mission 8
Structures / items Ore Excavator ×1; Drone Rails (count not stated -- Gap)
Gate Training Corporation LVL3 = 20 Points ⇒ 20 Titanium Ore at +1 each [I]
Rewards Training LVL3: Analyzing Station [C]
Key mechanics "Rails can be attached to buildings only at Drone Panels situated on them"; "Rails transfer power just like Platform tiles" -- the logistics graph and the power graph are the same graph

Mission 10 -- Set Up an Analyzing Station [Tutorial]#

Field Value
Objectives 1. Claim rewards · 2. Set up an Analyzing Station · 3. Explore the planet in search of plants · 4. Analyze any plant in the Analyzing Station
Prerequisites Mission 9 (Training LVL3 claimed)
Structures / items Analyzing Station -- 25 Basic Building Material, must be inside a Habitat [C] (from docs/11)
Gates Analyzing Station is the Training LVL3 reward
Rewards Unlocks mission 11
Key mechanics "Analyzing items found in the world gives you Data Points"; plants can also be eaten or processed for survival stats; "All items can be analyzed multiple times"

Save note: entry 10's third sub-objective reads currentValue 106 / conditionValue 1 and its fourth initialValue 30 → currentValue 35 / conditionValue 1 -- i.e. the tracker snapshots the starting value of a counter it is watching (here, an inventory or plant count that was already at 30) and completes on any increase. That initialValue mechanic also appears in mission 4 (initialValue 200 for both ore counters, because the player already held 200 of each). GROUND TRUTH -- important for anyone writing a save-based progress reader: progress is currentValue - initialValue measured against conditionValue, not currentValue alone.

Mission 11 -- Reach Level 4 with Data Points [Tutorial]#

Field Value
Objectives 1. Use Data Points to gain reputation in the Corporate Terminal · 2. Reach Level 4 using Data Points ("You need to collect at least 50 Points")
Prerequisites Mission 10
Gate Training Corporation LVL4 = 50 Points, paid in Data Points from the Analyzing Station -- the wiki's Training Corporation page says so outright: "As part of the tutorial you have to use the Analyzing Station to gain Data Points and spend those in the Corporate Terminal to level up" [C] (wiki + gmtreks agree on 50)
Rewards Training LVL4: Smelter [C]
Note This is the one tutorial level with no exportable item on the ladder -- LVL4 is deliberately a Data-Points-only step, teaching the second currency

Mission 12 -- Set Up Production [Tutorial] -- the tutorial's exit#

Field Value
Objectives 1. Deconstruct the rail between Excavator and OCL · 2. Build a Smelter · 3. Connect Excavator → Smelter → OCL · 4. Select the Titanium Bar recipe in the Smelter · 5. Select a Commission in the OCL · 6. Produce Titanium Bars [0/20] · 7. Reach Level 5 and claim rewards
Prerequisites Mission 11 (Smelter unlocked at Training LVL4)
Gate Training Corporation LVL5 = 100 Points; Titanium Bar exports are worth +5 each
Rewards Training LVL5: Platform Modules, Advanced Habitat Modules, Advanced Platforms [C]; ends the tutorial
Key mechanics F for Deconstruct Mode; "The Smelter can produce more valuable items from Resources"; "Remember to select a new commission in the OCL after every level up" -- the single most important sentence in the tutorial about how commissions behave

20 Titanium Bars × +5 points = 100 points = exactly the Training LVL5 requirement. The mission's production quota and the corporation ladder's cost are the same number expressed two ways. The reference save's twelfth objective entry carries a sub-objective with conditionValue 20 -- the Titanium Bar quota -- still intact at 0.2.8. [I] on the arithmetic, GROUND TRUTH on the surviving 20.

Mission 13 -- World Engine Program [Main]#

The only non-tutorial mission, and the terminal content of the Early Access build. Fourteen objectives:

Step Objective
1 Locate the World Engine entrance; discover a Power Cell is required to unlock it
2 Craft a Power Cell
3 Return and insert the Power Cell into the Entry Terminal
4 Navigate to the Control Center Room (Room A1), Level 0 -- Main Engine
5 Proceed to the Backup Generator room, Level -2 -- Logistics
6 Activate the Backup Generator
7 Return to Level 0 and retrieve the Tech Level Access Card from a dead operative by the Control Center entrance
8 Access the Control Center using generator power + Access Card
9 Interact with the Forgotten Engine Control Station; learn a Main Engine Central Core is required
10 Travel to the Tech Lab, Level 2 -- Tech Stations
11 Craft the Main Engine Central Core
12 Return and insert the Core into the Control Station
13 Activate the program
14 Defend the station during the power-up sequence

Main Engine Central Core recipe -- identical in two independent sources (gmtreks 2026-01-23; nerdschalk 2026-01-09): [C]

Component Qty
Stabilizer 3
Generator 3
Accumulator 4
Electromagnetic Coil 8
Field Value Build
Entry Through a broken giant air vent / fan on the northern side of the machine; insert Power Cell at the airlock, ride the elevator down 0.1.x, no patch note since
Power Cell cost 10 Electronics + 10 Chemicals to craft at the Basic Item Printer, after a 400 Electronics + Chemicals combined research spend to unlock it 0.2.8 (docs/12)
Floors Level 0 Main Engine → Level -2 Logistics → Level 2 Tech Stations (+ a Maintenance exit level) 0.1.x [R]
Materials sourcing "All materials needed to craft the Main Engine Central Core can be found inside the World Engine" 0.1.x
Interior mechanics Destroy blue glowing infection nodes to clear paths and cut enemy spawns; powering the generator increases spawns; a keycard from the Loading Area Control Center's blue chest opens Tech Stations 0.1.x [R]
Combat prep Two weapons with attachments, max food, max ammo, healing and grenades; abilities recharge on kills; use cover and doors for shield regen; final defence ramps "early small bugs, later heavies" 0.1.x [R]

Update 1 rewrote this mission's rewards. Do not use the January 2026 reward list.

Reward 0.1.x (as published) 0.2.x / 0.2.8 (current) Evidence
Teleporter Unlocked by launching the Forgotten Engine; placed for 500 Quartz Building Material Not a mission reward. "The Teleporter is now a Corporation Reward -- you can now unlock the Teleporter by achieving the corresponding Corporate level." Post-Update-1 wiki ladder places it at Clever Robotics LVL9 Steam Update 1 Changes Overview [C]; docs/09
Teleporter placement cost 500 Quartz Building Material Obsolete. Update 1 removed Quartz as a building material entirely (all Quartz spent on buildings refunded as Quartz Ore); the U1 PTB hotfix also explicitly "adjusted build cost of ... Teleport". The current cost is UNVERIFIED Steam U1 notes [C]; docs/03
Blueprints found inside Several advanced-recipe blueprints "Blueprints previously available in the Forgotten Engine have now changed their location." Steam Update 1 Changes Overview [C]
Radiation border (not a reward) Completing the mission removes the radiation border, opening the outer map Steam Dev Blog June 2026 + U1 notes [C]
LEMs +80 Max Stamina, −40 % Shield Recharge Delay, −40 % Dodge Cost Unconfirmed post-U1 nerdschalk 2026-01-09 [R], pre-U1
Other War Bonds, XP for attachments/upgrades Unconfirmed post-U1 nerdschalk [R], pre-U1

Save note: in the 51-hour reference save the Forgotten Engine is MegamachinesSubsystem.megamachineDatas → forgotten_Engine: "Inactive", RadiationBorders.level is still present, and there is no thirteenth objective entry -- objective entries appear to be created on activation, not pre-seeded. GROUND TRUTH.


4. Save-side ground truth: how completion is tracked#

Read first-hand from data/save-snapshots/2026-08-22/9.sav (v0.2.8, 51.1 h played, 2026-08-22 02:10 local). The save is uint32 inflated-size + zlib + UTF-8 JSON; objectives live at itemData.GameStateData.objectiveEntriesStatusData.

4.1 Schema#

"objectiveEntriesStatusData": [
  {
    "entryId": "B42C20C24796C1419B646FA96EB99D2A", // 32-hex GUID of the objective data asset
    "objectiveState": "Completed",                 // observed value; other states not yet observed
    "subObjectives": [
      { "initialValue": 200,      // counter value when the sub-objective started watching
        "currentValue": 212,      // live counter value
        "conditionValue": 12,     // the target delta
        "bShowCounter": true }    // whether the HUD renders "x / y" for this step
    ],
    "bNeedsActivateion": false     // sic -- the game's own misspelling
  }
]
Field Meaning Confidence
entryId 32-hex GUID identifying the objective asset. Three of the twelve are short GUIDs padded with zeros (F743AF51000…, FC0C1CF9000…, 5F89E042000…) -- these are objectives 2, 3 and 5 GROUND TRUTH
objectiveState "Completed" on all twelve entries in the reference save. In-progress / locked state strings are UNVERIFIED (no incomplete objective was present) GROUND TRUTH / Gap
subObjectives[] One element per tracked step. Count matches the mission's objective count for 11 of 12 missions (mission 1 tracks 1 of its 2 listed steps) GROUND TRUTH
initialValue / currentValue / conditionValue Progress is the delta: complete when currentValue - initialValue >= conditionValue. Counters keep incrementing after completion (mission 2 shows 230 against a condition of 1) GROUND TRUTH
bShowCounter HUD toggle. Missions 8-12 mix true and false steps -- the false ones are the silent "claim your rewards" style steps GROUND TRUTH
bNeedsActivateion false on all twelve. Presumably marks objectives awaiting a trigger. The typo is in the shipped field name and must be reproduced exactly by any parser GROUND TRUTH

4.2 The twelve entries, aligned to the missions#

Entry entryId Subs conditionValues Matches mission Basis of the match
1 2202AFCB4AB024537E29139328E04C91 1 1 1 Welcome to Arcadia-7 position + single trivial step
2 F743AF51000000000000000000000000 2 1, 1 2 Collect Meteorite Heart position + 2 steps; currentValue 230 = harvest events
3 FC0C1CF9000000000000000000000000 2 1, 1 3 Build Base Core position + 2 steps
4 B42C20C24796C1419B646FA96EB99D2A 3 12, 12, 120 4 Create Basic Building Materials exact quantity match
5 5F89E042000000000000000000000000 3 1, 1, 1 5 Set Up a Habitat position + 3 steps
6 003ED5FE447E2728B776D6BC01DA61D9 2 1, 1 6 Unlock New Buildings position + 2 steps
7 642FB80D4F39190EAC66CFB01FBE75CB 4 1, 1, 1, 1 7 Set Up Orbital Cargo Launcher position + 4 steps
8 809924B14646D9F31E04E798E26CF98D 2 1, 1 8 Reach Level 2 position + 2 steps (2nd bShowCounter:false = "claim rewards")
9 BBF29BA241F3D5F911840F83BE42E28C 5 1×5 9 Set Up Auto-Mining position + 5 steps
10 DC6A919A4CCBB9FC6C8A8C8A00DCEC45 4 1×4 10 Set Up an Analyzing Station position + 4 steps; initialValue 30 → 35 on the plant step
11 C81D92DA4CCBB9FC6C8A8C8A00DCEC45 2 1, 1 11 Reach Level 4 with Data Points position + 2 steps; shares the 24-hex tail 4CCBB9FC6C8A8C8A00DCEC45 with entry 10 -- sibling assets
12 A8D922FA439AA79C112DA8974D7B1C5D 7 1×5, 20, 1 12 Set Up Production exact quantity match on the Titanium Bar step

Strength of the alignment. Twelve entries, twelve missions, in order, with matching sub-objective counts on 11 of 12 and exact numeric matches on the only two missions that publish quantities. The probability of that arising by coincidence is negligible. Conclusion: the gmtreks mission chain, though written in January 2026, still describes the 0.2.8 tutorial accurately in structure and in its published quantities. [I] -- strongly supported, first-hand.

4.3 Neighbouring trackers in the same block#

Key Reference save value What it is Confidence
bTutorialCompleted false Despite all twelve tutorial objectives being Completed, the Training Corporation being maxed (bStartingCorporationMaxedOut: true, level 5, rewards 1-5 claimed) and all five real corporations being at levels 4-6, this flag is still false. It is therefore not set by finishing the tutorial mission chain. What does set it is UNVERIFIED GROUND TRUTH (value), Gap (meaning)
bIsInTutorial (.met sidecar) false The 174-byte JSON sidecar carries this alongside timestamp, worldTimeSeconds and gameVersion. It is the flag the save-select UI can read without inflating the save -- consistent with a "resume tutorial" affordance GROUND TRUTH
hintsData 42 entries, every one an empty object A separate hint system with 42 slots, tracked positionally (index = hint id); the empty objects mean no per-hint payload is stored in this save GROUND TRUTH
encyclopediaEntriesStatusData [] (empty) An encyclopedia/codex collection system exists in the schema but records nothing after 51 h of play -- either unimplemented at 0.2.8 or never triggered in this playthrough GROUND TRUTH
pointOfInterestMarkerActors 11 markers Persisted POI markers -- the map-discovery layer GROUND TRUTH
playedAudiologs 2 GUIDs Audiolog collectibles, tracked by GUID GROUND TRUTH
readDatapadEntries 3 sources, 6 entries: D_Tutorial_Hub, D_MediumBase1_01…_05 Datapad lore collectibles, keyed by a source GUID → entry-name list. The MediumBase1_* naming shows datapads are authored per abandoned base, in numbered sets GROUND TRUTH
contextualDialogSaveData / executedContextualEventsData present The ContextualDialog plugin's state -- scripted barks/events, a delivery channel for objective prompts GROUND TRUTH
SharedQuestIemsListComponent (sic) sharedQuestItems[], e.g. I_Rifle_Mod_Front_BarrelExtension ×47, I_Rifle_Mod_SightDefault ×47, I_Rifle_Mod_MagazineLight ×47 A shared quest-item pool (co-op scaffolding: one pool of quest/mod items across the session). Note the misspelling Iem in the shipped key GROUND TRUTH
BuildingUpgradeTaskOwnerData.tasks[] GUID + initContextNumber / currentContextNumber / bCompleted A second, parallel objective-shaped system for building-upgrade tasks, using the same init/current counter idiom. Not surfaced by any public source GROUND TRUTH

5. Tutorial and onboarding flow#

Shape of the onboarding. Missions 1-12 are a single unbroken chain, each unlocking the next, with the Training Corporation ladder as the spine: the mission text tells you what to build, and the corporation level tells you when you may build it. Six of the twelve missions exist purely to walk you up that ladder (6 claim LVL1, 8 reach LVL2, 9 reach LVL3, 11 reach LVL4, 12 reach LVL5). [C]

Phase Missions What it teaches Training level
Landing 1-2 Character choice, movement, the Harvester, exploration --
First footprint 3-5 Base Core radius, ore gathering, the Basic Item Printer, Habitat + Airlock --
Corporate hookup 6-7 Corporate Terminal, claiming rewards, the OCL, power supply, first commission LVL1
First export loop 8 Commission fulfilment by hand LVL2 (5 pts)
Automation 9 Ore Excavator, drone rails, rails-carry-power LVL3 (20 pts)
Second currency 10-11 Analyzing Station, Data Points, spending DP for corporation levels LVL4 (50 pts)
Production chain 12 Smelter, multi-stage rail chains, value-added exports, re-selecting commissions LVL5 (100 pts)

The tutorial → open-game handoff. The wiki's Corporations page states it verbatim: "During the tutorial you only have access to the Training Corporation. After the tutorial all corporations start at level 1 and have the unlocks from the Training Corporation divided amongst them, already unlocked." [C] So the five real corporations are not "unlocked" one by one -- they all appear at once at LVL1 when the tutorial ends, pre-credited with the buildings the Training Corporation already gave you. The Training Corporation is then dead content: bStartingCorporationMaxedOut flips true, reputation is 0, and it never appears again.

Can the tutorial be skipped? UNVERIFIED. No source found says yes or no; the wiki's Training Corporation page is a stub on the subject. The existence of both bIsInTutorial (in the cheap-to-read .met sidecar) and bTutorialCompleted (in the save body) suggests a deliberate distinction between "currently in the tutorial" and "has finished it", but nothing establishes a skip toggle. Listed under Gaps.

Duration. docs/11 places the tutorial at the first ~1-3 hours of a run. [R]


6. The Commission loop as a system#

This is the repeating engine the whole game runs on after mission 12, and it is the least documented system in StarRupture -- the canonical wiki has no page for it. What follows assembles it from the mission text, the wiki's Orbital Cargo Launcher and Corporations pages, press guides, and first-hand save evidence from four live launchers.

6.1 What a commission is#

Property Value Evidence Confidence
Storage schema Per-launcher Mass fragment: CrCraftingFragment(SelectedRecipe, CurrentRecipe, ItemBasedData=(Item, CorporationIndex, Level), CraftingSpeed, CraftingMultiplier, …) Read from all four DA_Exporter entities in the reference save GROUND TRUTH
Identity of a commission The triple (Item, CorporationIndex, Level) -- which item, to which corporation, for which of that corporation's levels. There is no duration, deadline, expiry timestamp or reroll counter anywhere in the fragment Same GROUND TRUTH
Where selected At the Orbital Cargo Launcher, not the Corporate Terminal. TheGamer: corporations appear "when you're selecting a recipe in the Orbital Cargo Launcher" mission text ×3 + TheGamer [C]
Granularity One commission per launcher. Each launcher's input inventory is filtered to a single item type (ItemTypeFilter on the input slot) GROUND TRUTH: all four reference launchers filtered to I_Tube, first slot holding 73 Tubes, remaining 23 slots bIsDisabled: true GROUND TRUTH
Where rewards are claimed At any Corporate Terminal: "After completion of a Delivery at the Orbital Cargo Launcher you can claim your reward at any Corporate Terminal" wiki, Corporations [C]
Send rate 1 item per 6 seconds per launcher wiki, Orbital Cargo Launcher [R] (single source, 0.2.x-era wiki)
Parallelism Multiple launchers may work the same commission simultaneously wiki + mission 8 tip [C]
Switching "Contract switching is possible without losing progress" -- banked points are not forfeited when you change commission wiki, Orbital Cargo Launcher [R]
Expiry None found. No expiry field in the save fragment; no source mentions a timer, deadline or failure state negative evidence, GROUND TRUTH + all sources silent [I] -- strongly supported
Reroll None found. Commissions are not rolled from a random pool; they are the corporation's level's item demand. Mission 12's tip -- "Remember to select a new commission in the OCL after every level up" -- describes the actual refresh trigger: levelling up, not a timer mission 12 + ladder structure [I] -- strongly supported

Correcting a likely reader assumption: if you come to StarRupture from games with rotating bounty boards, there is nothing here that expires, refreshes on a clock, or penalises abandonment. A commission is a standing order attached to a corporation level. It ends when that level is bought.

6.2 What a commission pays#

Payment is a fixed per-item point value published per corporation level as the wiki's "Available items: +N" column. The tutorial ladder is the cleanest illustration and is fully verified from two sources:

Training level Points required Exportable item Value per item Items to clear the level
LVL1 -- (claim after building the Corporate Terminal) -- -- --
LVL2 5 Titanium Ore +1 5
LVL3 20 Titanium Ore +1 20
LVL4 50 (none -- Data Points step) -- --
LVL5 100 Titanium Bar +5 20 -- exactly mission 12's [0/20] quota

[C] -- wiki Training Corporation page and gmtreks missions 8/9/11/12 agree on every figure; the LVL5 arithmetic is corroborated by the save's surviving conditionValue 20.

The general pattern, from docs/11: every corporation publishes, per level, a Points Required cost and a set of Available items with +N export values, plus the Rewards that level licences. Higher-value manufactured goods carry higher +N, which is why the game pushes you from ore (+1) to bars (+5) to assemblies -- exporting refined goods is the throughput lever, not exporting more ore. The shared cost curve for the five real corporations runs 200 → 658,300 across levels 2-13 (see docs/11 §4 for the full table); the Training Corporation's 5/20/50/100 ladder is a separate, tiny tutorial curve.

6.3 How commissions interact with the reputation / export economy#

docs/11 owns the corporation economy; this section owns the interface between commissions and it, plus new save evidence that bears on its open questions.

Question Evidence added here Status
Which currency buys corporation levels? The tutorial ladder is unambiguous: LVL4 is bought with Data Points from the Analyzing Station (wiki says so verbatim), while LVL2/3/5 are cleared by exporting items with +N values. Both channels feed the same level counter. TheGamer independently says you can spend Data Points at the Corporate Terminal to level corporations directly, but warns against it because DP are also needed for recipe unlocks [C] for the tutorial; docs/11's ambiguity for the five real corporations stands
What is the per-corporation reputation field? New datum: maxed corporations read reputation: 0. Reference save: StartingCorporation L5 (maxed) rep 0; Selenian L6 rep 0; Future L6 rep 4; Griffiths L5 rep 9; Moon L4 rep 5; Clever L5 rep 6. That a maxed-out corporation banks zero is consistent with reputation being a counter that is consumed on level-up rather than a lifetime standing. But the magnitudes (0-9) are far too small to be a bank against a 200+ point level cost, so it is not simply banked export points Still unresolved -- new evidence narrows it, does not settle it
researchPointsTier1 / researchPointsTier2 0 / 0 on every corporation in the reference save, including maxed ones -- consistent with per-level consumption, and unhelpful for distinguishing the two tiers Gap remains
Are launchers the bottleneck? The reference save has exactly four DA_Exporter buildings, custom-named LAUNCHER # 1-# 4, all four filtered to the same item (Tube). That independently matches TheGamer's 0.1.x guidance to "build four Orbital Cargo Launchers, two per corporation, and fulfil two contracts at once" GROUND TRUTH + [R] guidance
Idle launchers "Never leave base without active commissions" is, per docs/13, the single most repeated efficiency rule in the community. At 1 item / 6 s, an idle launcher is a pure throughput loss with no recovery mechanic [C]

Practical loop, 0.2.8:

pick corporation → read its current level's wanted item(s) and +N values
      ↓
build/produce that item (Excavator → Smelter → Factory chain)
      ↓
rail it into an Orbital Cargo Launcher whose commission is set to that item
      ↓
launcher fires 1 item / 6 s → points accrue to that corporation
      ↓
level threshold met → claim the level at ANY Corporate Terminal
      ↓
level grants licences (buildings / recipes / gear) and a NEW wanted-item set
      ↓
re-select the commission on every launcher  ← mission 12's explicit warning

Update 1's effect on this loop. All corporation levels were rolled back to Level 1 and prior progress refunded as Data Points to redistribute at the Corporate Terminal; the ladders were extended (Selenian and Moon Energy to LVL15, Clever / Griffits / Future Health to LVL14) and the reward sets expanded. An Orbital Cargo Launcher v.2 shipped among Update 1's six v.2 tier buildings, so any pre-U1 launcher-count advice needs re-tuning. [C] -- Steam UPDATE 1 notes, via docs/03. The v.2 launcher's send rate is UNVERIFIED.


7. Update 1 caveat matrix -- what the January 2026 walkthroughs get wrong#

Every mission-level source in existence predates Update 1. This table is what a companion tool must correct before showing any of it to a player on 0.2.8.

Claim in pre-U1 guides Status at 0.2.8 Affects Source
"Launch the Forgotten Engine to unlock the Teleporter" WRONG. Teleporter is a Corporation reward; post-U1 ladder puts it at Clever Robotics LVL9 Mission 13 Steam U1 Changes Overview [C]
"Teleporter costs 500 Quartz Building Material" OBSOLETE. Quartz is no longer a building material at all; Quartz spent on buildings was refunded as Quartz Ore; the U1 PTB hotfix separately adjusted the Teleporter's cost. Current cost UNVERIFIED Mission 13 Steam U1 notes [C]
"Blueprints X, Y, Z are inside the Forgotten Engine" MOVED. "Blueprints previously available in the Forgotten Engine have now changed their location" Mission 13, side objectives Steam U1 Changes Overview [C]
Corporation levels reached in a pre-U1 run RESET. All corporation levels rolled back to 1, progress refunded as Data Points Missions 8-12 gates conceptually intact, but any save from before U1 is not comparable Steam UPDATE 1 [C]
Walkway and Dash are available from the start WRONG. Both moved behind Corporation Levels General traversal during missions Steam UPDATE 1 [C]
Pistol is a Corporation reward WRONG. Now craftable at the Equipment Upgrade Station Mission 13 combat prep Steam UPDATE 1 [C]
Duplicate blueprints can be picked up WRONG. Duplicates eliminated; re-finding a known blueprint grants Data Points instead Side objectives Steam U1 Changes Overview [C]
Cargo Dispatcher serves many Receivers with configurable parcel size WRONG. One-to-one only; parcel sizing removed; auto-sends every 20 s; pre-U1 links must be manually reconnected Post-mission logistics Steam UPDATE 1 [C]
Completing the Forgotten Engine has no world effect WRONG. It now removes the radiation border, opening the outer map Mission 13 Steam Dev Blog June 2026 [C]
Mission 4 needs 12 / 12 / 120 STILL CORRECT at 0.2.8 Mission 4 save GROUND TRUTH
Mission 12 needs 20 Titanium Bars STILL CORRECT at 0.2.8 Mission 12 save GROUND TRUTH
Training ladder 5 / 20 / 50 / 100 STILL CORRECT -- the 0.2.x wiki publishes the same numbers Missions 8-12 wiki [C]

8. Side-objective classes -- what each actually grants#

The scope brief asks what each side-objective class grants. The honest answer differs sharply by class, and one of them grants nothing at all.

Class Is it a tracked objective? What it actually grants Confidence
Abandoned-base clears No mission entry exists. But a completion state exists internally: Update 2's dev blog previews "Abandoned Base completion status on HUD/map" -- i.e. bases have a completion flag that 0.2.8 simply does not surface Blueprint chests (the recipe-unlock items), War Bonds, food/drink, ammunition, LEMs, analysable items → Data Points, and datapads (D_MediumBase1_01…_05 in the reference save -- authored per base, in numbered sets) [C] for loot classes; GROUND TRUTH for datapads and for the completion flag's future surfacing
Blueprint chests No The single most important progression item class: blue chests in abandoned outposts hold blueprint items that unlock recipes. The save proves the mechanic: CrCraftingRecipeOwner.lockedRecipes{} maps each locked recipe to its required blueprint item (e.g. Valve → I_ValveBlueprint). Reference save at 51 h: 15 unlocked / 140 locked GROUND TRUTH + [C]
Caves No Glowcap and Quartz Ore -- "the only place you can find" them. "There are well over 100 caves on the map." Normally sealed by vines; "for a few minutes after a rupture, the vines are burnt away and the caves will be open"; if vines regrow while you are inside, shoot the heart next to the entrance to make them recede. Resources regrow "albeit very slowly." Caves do not shelter you from the Rupture heat wave [C] -- wiki Cave page; second-sourced on the heat-wave point by docs/12
Monoliths No -- and there is no monolith objective at all Nothing. Game Rant's dedicated monolith guide is explicit: "there's no way to interact with a monolith either, so it's not worth investigating too much at this stage." Their function is hostile: they are the spawn points for base-attack waves, which begin only after your first Base Core upgrade, and scale with further upgrades. Approaching one inflicts radiation damage. They appear on the map as "a rectangle icon with an odd-shaped logo in the middle" [C] for non-interactivity (Game Rant 2026-01-10, and no patch note 0.1.3→0.2.8 changes it). The community claim that a "monolith hunt" is a progression advantage is contradicted -- treat monolith mapping as threat assessment, not collection
Goliath hunts No formal quest tracking found A sample for analysis → Data Points (the Supporter Pack art and docs/04 also name a Goliath Biofact and Biological Samples). Spawn: no fixed pattern, but the abandoned base "Copperfield" (SMB, Selenian's Mining Base), far east of the Orbital Lander, reliably held one to two across multiple visits; also spawns near monoliths and after Base Core upgrades, with a supporting swarm. Tell: smaller Vermin swarm in first, then it "appear[s] out of the ground". Weak spot is the back/legs; "a pistol or a harvester won't be strong enough" [R] -- TheGamer 2026-01-14, single source, pre-U1. Note "Copperfield" is an eighth base name not in docs/12's seven-base roster
POI markers Persisted, not objectives Map discovery. pointOfInterestMarkerActors -- 11 in the reference save GROUND TRUTH
Audiologs Persisted, not objectives Lore only. playedAudiologs -- 2 GUIDs at 51 h GROUND TRUTH
Datapads Persisted, not objectives Lore only. readDatapadEntries maps a source GUID → entry-name list; 6 entries at 51 h, including D_Tutorial_Hub GROUND TRUTH
Encyclopedia entries Schema exists Nothing recorded after 51 h. Either unimplemented at 0.2.8 or never triggered GROUND TRUTH, Gap
Building-upgrade tasks A parallel objective-shaped system BuildingUpgradeTaskOwnerData.tasks[] uses the same init/current/completed idiom as objectives. Six-plus tasks completed in the reference save. No public source documents this mechanic GROUND TRUTH, Gap

Negative findings worth stating plainly, because a companion tool will be asked about them:

  • There are no side missions in the mission database, no optional mission chain and no faction quest lines. [C]
  • There is no achievement-driven objective layer documented for 0.2.8; achievements are a stated 1.0 target (docs/11). [R]
  • There is no timed or expiring objective of any kind -- not missions, not commissions. [I], strongly supported by the absence of any timer field in the save's objective and exporter structures.
  • Monoliths grant no reward for finding them. Any guide that implies a monolith collection reward is unsupported. [C]

9. Companion sequencing -- the practical order#

A condensed playthrough order for a companion tool, tagged 0.2.8. Steps 1-12 are the mission chain; everything after is the open game.

Step Do Why / gate
1 Pick a character; loot the lander's Personal Storage for the Survival Food Pack; note the Regeneration Chamber as your respawn Mission 1
2 Harvest the meteor -- smallest chunks first Mission 2
3 Place the Base Core; everything you build must sit in its radius Mission 3
4 Gather 12 Titanium Ore + 12 Wolfram Ore; print 120 Basic Building Materials Mission 4 -- quantities verified at 0.2.8
5 Habitat → Airlock → Basic Item Printer inside it Mission 5. Habitat is the hard gate for all terminal buildings
6 Corporate Terminal (100 BBM) inside the Habitat; claim Training LVL1 Mission 6 → unlocks OCL, Solar Generator v1, Basic Platforms
7 OCL (120 BBM) + Solar Generator (40 BBM); select the Process Titanium Ores commission; feed it Mission 7
8 Export 5 Titanium Ore (+1 each) → Training LVL2; claim at the terminal Mission 8 → Ore Excavator + Rail v1 + Support + Connector
9 Excavator on a Titanium deposit; rail it to the OCL (attach only at Drone Panels); power it; export 20 ore → LVL3 Mission 9 → Analyzing Station
10 Analyzing Station (25 BBM) inside the Habitat; gather plants; analyze Mission 10 → Data Points
11 Spend 50 Data Points at the Corporate Terminal → LVL4 Mission 11 → Smelter
12 Rebuild the chain Excavator → Smelter (Titanium Bar) → OCL; produce and export 20 Titanium Bars (+5 each = 100) → LVL5; claim Mission 12 -- tutorial ends
13 All five real corporations appear at LVL1 with the Training unlocks pre-credited. Pick targets and set commissions wiki, Corporations
14 Build toward four launchers and keep two commissions running at once; re-select every commission after every level-up docs/13 + mission 12 tip
15 Loot abandoned bases immediately after a wave, when residents are cleared; take the blue chests for blueprints docs/12
16 Enter caves in the minutes right after a rupture, while the vines are burnt away; Glowcap + Quartz Ore are cave-exclusive wiki, Cave
17 Expect base attacks only after your first Base Core upgrade; they spawn from monoliths and scale with further upgrades Game Rant
18 Endgame: research + craft a Power Cell (10 Electronics + 10 Chemicals, after a 400-combined research unlock), raid the World Engine for mission 13 Mission 13 + docs/12
19 Completing mission 13 removes the radiation border and opens the outer map. It does not give you the Teleporter -- that is Clever Robotics LVL9 Steam U1 notes

10. Notes for tooling#

For anyone building the save-reading progression tracker or the mission companion:

  1. Parse objectives as deltas. currentValue - initialValue >= conditionValue. Reading currentValue alone will mis-report missions 4 and 10, where the player already held stock when the objective began.
  2. Reproduce the typos. The shipped field is bNeedsActivateion; the shipped subsystem key is SharedQuestIemsListComponent. Both are misspelled in the game and must match byte-for-byte.
  3. Objective entries are created on activation, not pre-seeded. A save with n entries has started n objectives. Absence of an entry means "not yet started", which is how mission 13 reads in the reference save.
  4. entryId is the stable join key to a mission. The twelve GUIDs in §4.2 are the tutorial chain at 0.2.8 and can be hard-coded as a lookup table; three of them are short GUIDs zero-padded to 32 hex, so parse as a string, never as an integer.
  5. Commission state lives on the building, not on the player. To answer "what am I currently exporting?", enumerate Mass entities whose spawnData.entityConfigDataPath is /Game/Chimera/Buildings/Exporter/DA_Exporter.DA_Exporter (or the Tier2 variant) and read CrCraftingFragment.ItemBasedData plus the input slot's ItemTypeFilter. In the reference save ItemBasedData reads (Item=None, CorporationIndex=0, Level=0) while the input filter is I_Tube -- so the filter is the more reliable indicator of the active commission, and the ItemBasedData triple may only be populated transiently. Flagged as an open question.
  6. bTutorialCompleted is not a reliable "tutorial done" signal -- see §4.3. Use "12 objective entries present and Completed" plus bStartingCorporationMaxedOut instead.
  7. Datapad and audiolog collection are cheap completion metrics and are per-location (D_MediumBase1_*), so they can drive an abandoned-base exploration checklist even though no clear-quest exists.

Gaps & Unverified#

Not covered / not establishable in this pass

  1. Mission 13's post-Update-1 objective list. Every published World Engine walkthrough is from January 2026. Update 1 moved its blueprints and stripped its Teleporter reward; whether the fourteen objective steps themselves changed is UNVERIFIED. The reference save has never started it, so there is no save-side check available.
  2. Current Teleporter build cost. 500 Quartz Building Material is definitively obsolete (Quartz was removed as a building material in Update 1 and the U1 PTB hotfix adjusted the Teleporter's cost). No source publishes the replacement.
  3. Whether the tutorial can be skipped, and what actually sets bTutorialCompleted. Both flags exist (bIsInTutorial in the .met, bTutorialCompleted in the save body); neither is documented, and the reference save has bTutorialCompleted: false after all twelve tutorial objectives are Completed and the Training Corporation is maxed.
  4. objectiveState values other than "Completed". No in-progress or locked objective existed in the reference save, so the state vocabulary is unknown.
  5. Build costs and power draws for most mission structures. Only the Corporate Terminal (100 BBM), OCL (120 BBM), Solar Generator (40 BBM) and Analyzing Station (25 BBM) are published. The Habitat, Airlock, Basic Item Printer, Base Core, Ore Excavator, Smelter and Drone Rail costs are not stated on the mission pages.
  6. Drone Rail quantity for mission 9 -- the page says only "connect", with no count.
  7. Orbital Cargo Launcher v.2 statistics. Update 1 shipped a v.2 tier launcher; its send rate, cost and power draw are all unknown, so the 1-item-per-6-seconds figure applies to the v.1 launcher only, and the "four launchers" guidance is pre-U1.
  8. Commission point values beyond the Training ladder. The +N export values for the five real corporations are in docs/11's ladder tables, not re-derived here; levels 14-15 point costs remain unknown corpus-wide.
  9. reputation, researchPointsTier1, researchPointsTier2 semantics. New evidence here (maxed corporations read 0 across all three) narrows the space but does not resolve it. See docs/11 §14.
  10. The BuildingUpgradeTaskOwnerData system. A second objective-shaped tracker exists in the save with GUIDs and completion counters, and no public source describes the mechanic it belongs to.
  11. The encyclopedia system. encyclopediaEntriesStatusData is empty after 51 h; whether it is unimplemented, unreachable in this playthrough, or simply rare is unknown.
  12. Post-Update-1 outer-region content. Update 1 added abandoned bases, antennas and caves beyond the radiation border. Their existence is confirmed; none are named or located in any source reached in this or prior passes (inherited Gap from docs/12).
  13. Steam news bodies. The version anchor and Update 1 change list were taken from the corpus ledger (docs/03) plus one live fetch of Steam's partner-events endpoint; individual announcement HTML pages are JavaScript-rendered and not fetchable.
  14. Fact-check pass, 2026-08-22. A verification pass re-fetched the load-bearing sources directly and confirmed, unchanged at 0.2.8: the Training ladder (5/20/50/100 with Titanium Ore +1 and Titanium Bar +5, and the LVL1-LVL5 reward sets), the OCL's 1-item-per-6-seconds rate and loss-free contract switching, the Corporations tutorial-handoff quote, the Teleporter at Clever Robotics LVL9 (ladder 200 → 658,300 across LVL2-13, 14 levels; Selenian confirmed at 15 levels), the Analyzing Station at 25 BBM inside a Habitat, mission quantities 12/12/120 (M4), 100 BBM (M6), 120 + 40 BBM (M7), 20 Titanium Bars (M12), the 14 objectives and 3/3/4/8 Central Core recipe (M13), the four character codes/names/classes (M1), the Update 1 Changes Overview wording on the Teleporter / relocated blueprints / duplicate-blueprint Data Points / one-to-one Cargo Dispatcher on a 20 s cycle / Pistol at the Equipment Upgrade Station / Walkway and Dash behind Corporation Levels / Quartz refunded as Quartz Ore / corporation levels reset to 1, and Game Rant's non-interactive monoliths. Corrections applied: wiki index size 91 → 102 pages, and the phantom gmtreks index Type-label disagreement removed. Steam announcement HTML pages remain unfetchable (JavaScript-rendered; steamcommunity.com/.../announcements/detail/... returns only page chrome) -- the ajaxgetpartnereventspageable endpoint is the only working route to announcement bodies.
  15. WebSearch was unavailable for this pass (session search budget exhausted before the first query), so this document was built from direct URL fetches, the corpus's existing sourced material, and first-hand save/install evidence. No discovery-by-search of additional community guides, Steam guides, Reddit threads or press coverage was possible; there may be commission documentation in sources this pass could not find.

Where sources disagree

Point Source A Source B Resolution
Mission types gmtreks per-mission pages: 1-12 Tutorial, 13 Main Previously reported: gmtreks index page labels 2-13 Main No disagreement. Re-fetched 2026-08-22: the index carries no Type column, so nothing contradicts the per-mission labels, which also match the save's 12-entry tutorial block
Teleporter unlock Pre-U1 guides (TheGamer, nerdschalk, BisectHosting, gmtreks): Forgotten Engine reward Post-U1 Steam notes + wiki ladder: Clever Robotics LVL9 corporation reward Post-U1 wins. All Forgotten-Engine sources predate 2026-04-09
Monoliths Game Rant (dedicated guide): no interaction, no reward, radiation on approach Scattered community claims that a "monolith hunt" is a progression advantage / gives Data Points and lore Game Rant wins -- it is the only dedicated source, and no patch note 0.1.3 → 0.2.8 adds monolith interactivity. Community claim labelled unsupported
Abandoned-base roster docs/12 (TheGamer walkthrough): seven named bases, 11 blueprints TheGamer Goliath guide names an eighth, "Copperfield" (SMB, Selenian's Mining Base), far east of the Orbital Lander Both stand. The blueprint roster is seven bases; Copperfield is a real named site that the blueprint walkthrough omits. Reconciling them is open
Update 1 announcement dates docs/03 ledger (built from raw Steam epochs): UPDATE 1 shipped 2026-04-09, Changes Overview 2026-04-10, PTB 2026-03-25 The partner-events feed read in this pass rendered both the UPDATE 1 and Changes Overview posts as 2026-03-21 docs/03 wins -- now settled. Raw rtime32_start_time values read from the feed on 2026-08-22: UPDATE 1 1775725200 = 2026-04-09, Changes Overview 1775832300 = 2026-04-10, Hotfix 0.2.1 1776335820 = 2026-04-16. The 2026-03-21 rendering was an extraction artifact [C]
Commission vocabulary In-game mission text: "commission" Wiki + press: "contract" / "delivery"; internal assets: "Exporter" All four denote the same system; "commission" is used throughout this document because it is the in-game term

Sources#

All accessed 2026-08-22.

First-hand (ground truth)

  • C:/star-rupture/docs/ref/shadow-install.md -- install, engine, save-format and content-identifier reference (ShadowPC inventory, 2026-08-22)
  • C:/star-rupture/data/save-snapshots/2026-08-22/9.sav + 9.met -- v0.2.8 save, 51.1 h; parsed here for objectiveEntriesStatusData, hintsData, encyclopediaEntriesStatusData, readDatapadEntries, playedAudiologs, pointOfInterestMarkerActors, bTutorialCompleted, bIsInTutorial, CrCorporationsOwner, SharedQuestIemsListComponent, BuildingUpgradeTaskOwnerData, MegamachinesSubsystem, and the four DA_Exporter Mass entities

Mission database (pre-Update-1, 0.1.x -- pages last edited 2026-01-22/23)

  • https://gmtreks.com/starrupture -- hub (13 missions, 78 corporation rewards, 143 recipes, Arcadia-7 map)
  • https://gmtreks.com/starrupture/missions -- mission index (13/13)
  • https://gmtreks.com/starrupture/missions/1 … /13 -- all thirteen mission detail pages, fetched individually
  • https://gmtreks.com/starrupture/corporation-rewards -- 78-item reward index (per-reward detail not exposed on the index)

Canonical community wiki (post-Update-1, 0.2.x)

  • https://starrupture.wiki.gg/wiki/Special:AllPages -- full index, 102 pages at 2026-08-22 (91 at the original pass); establishes the absence of any missions/quests/tutorial/commissions page
  • https://starrupture.wiki.gg/wiki/Orbital_Cargo_Launcher -- 1 item / 6 s, multi-launcher, contract switching without progress loss
  • https://starrupture.wiki.gg/wiki/Corporate_Terminal -- placement rules, Data Point spending
  • https://starrupture.wiki.gg/wiki/Corporations -- delivery → claim-at-terminal loop; the tutorial → all-corps-at-LVL1 handoff
  • https://starrupture.wiki.gg/wiki/Training_Corporation -- the full 5-level tutorial ladder and the LVL4 Data-Points note
  • https://starrupture.wiki.gg/wiki/Cave -- 100+ caves, post-rupture vine window, Glowcap/Quartz Ore exclusivity, the entrance heart
  • https://starrupture.wiki.gg/wiki/Missions -- HTTP 404 (recorded as negative evidence)

Official

  • https://store.steampowered.com/events/ajaxgetpartnereventspageable/?clan_accountid=0&appid=1631270&offset=0&count=60&l=english -- Steam announcement bodies for app 1631270; used for the Teleporter/blueprint/radiation-border Update 1 wording and to confirm Developer Blog: August 2026 (2026-08-05) as the newest post
  • https://steamcommunity.com/games/1631270/announcements/detail/1829528821310369 -- Update 1 Changes Overview (via the corpus ledger)
  • https://store.steampowered.com/news/app/1631270/view/490464385050870875 -- UPDATE 1 patch notes (via the corpus ledger)

Press and community guides (all pre-Update-1 unless noted)

  • https://www.thegamer.com/starrupture-corporations-guide-how-to-level-up-priority-best-unlocks/ (2026-01-06) -- commission selection happens in the OCL recipe picker; Data Points as an alternative levelling channel
  • https://www.thegamer.com/starrupture-beginner-tips-tricks-how-to-unlock-map-weapon/ (2026-01-06) -- corporation orders as the main progression
  • https://www.thegamer.com/starrupture-goliaths-location-strategy/ (2026-01-14) -- Goliath spawns, "Copperfield" base, sample-for-analysis drop, weak spot
  • https://gamerant.com/starrupture-monoliths-explained/ (2026-01-10) -- monoliths non-interactive, wave spawn points, radiation on approach, map icon
  • https://nerdschalk.com/activate-forgotten-engine-and-unlock-teleporter-in-starrupture-full-guide/ (2026-01-09) -- second source for the Central Core recipe; floor-by-floor route; pre-U1 reward list
  • https://www.bisecthosting.com/blog/starrupture-beginners-guide-characters-unlocks-corporations-commissions-tips-tricks (2026-01-10) -- character choice is aesthetic; tutorial framing (contains no commission mechanics despite the URL)

Sibling corpus documents reconciled against

  • docs/03-patch-notes-changelog.md (version anchor, Update 1 change list) · docs/04-lore-setting-narrative.md (mission 13 narrative role, monoliths, Goliath) · docs/09-logistics-transportation.md (Teleporter unlock resolution, launcher counts) · docs/11-research-tech-progression.md (corporation ladders, currencies, Recipe Station) · docs/12-world-map-biomes-exploration.md (abandoned bases, caves, Forgotten Engine, Power Cell) · docs/13-strategy-optimization.md (commission-throughput strategy)
19

Interface, Controls, Settings, Performance & Accessibility

Version anchorStarRupture 0.2.8 (Hotfix 0.2.8, published 2026-06-17) — still the newest published build on 2026-08-22; local install buildid 23761620, build string ++Earth20+Release-CU1-CL-121391, engine Unreal Engine 5.6.1 (custom Creepy Jar build). Newest item in the Steam news feed is Developer Blog: August 2026 (2026-08-05), which previews Update 2 UI work but ships nothing. Re-verified 2026-08-22 against the Steam news Web API (raw item timestamps): 0.2.8 = 2026-06-17, 0.2.7 = 2026-06-11, 0.2.6 = 2026-06-02, 0.2.5 = 2026-05-18, 0.2.1 = 2026-04-16, Update 1 = 2026-04-09; nothing newer than 0.2.8 has shipped.
17 claims checked10 corrections7 unverifiedverifier verdict

The doc's install/engine facts match the shadow-install ground truth exactly and its version anchor is confirmed current (0.2.8, 2026-06-17, nothing newer as of 2026-08-22); the defect cluster was all in Update 1's patch-note metadata — an invented "221 fixes" total and parenthetical section counts, a paraphrased quote, and a mis-scoped Update 2 search bar. With those corrected against verbatim patch notes and dev blogs, the remaining soft spots are honestly flagged: they are pre-Update-1 January items the Steam news API can no longer serve, plus the pre-existing "the ini proves a key exists, not that a control exists" caveats.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

This document owns StarRupture's entire player-facing client layer: the HUD, the menu and panel vocabulary, the input system and its default bindings, the rebinding surface, the state of controller support, the complete graphics/audio/gameplay settings surface, performance behaviour and troubleshooting, and accessibility. Two things make it unusual among the corpus docs. First, the canonical community wiki (starrupture.wiki.gg, 81 articles on 2026-08-22) has no Controls, Interface, HUD, Settings or Options page at all — this domain is essentially undocumented by the community, so most of what follows is reconstructed from primary artefacts rather than transcribed from a wiki. Second, that reconstruction has an unusually strong ground truth: the installed game's GameUserSettings.ini, EnhancedInputUserSettings.sav and the 107,681-path packaged-asset manifest give a first-hand, exhaustive inventory of every settings key, every Input Action asset and every HUD/menu widget the shipped build contains. Where a fact comes from that install it is tagged [first-hand]; where it is a value Robert happens to have chosen rather than a documented default it is called out as install-specific. Never present an asset identifier (I_*, WBP_*, IMC_*, DA_*) as an in-game display name — those come from .locres tables that have not yet been extracted.

Confidence legend used throughout: [confirmed] = official source, or wiki plus a second source · [reported] = single non-official source, or community consensus (thread named) · [inferred] = deduced from first-hand artefacts or engine convention, not directly stated anywhere · [first-hand] = read directly from the install · [UNVERIFIED] = could not be established.


1. Method and the install-specific caveat#

data/game-install/config/GameUserSettings.ini is Robert's ShadowPC config, written by the game at %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\GameUserSettings.ini. It is authoritative for which keys exist (i.e. what the options UI can write) and what type each key is. It is not authoritative for default values — every value in it is either a factory default the user never touched or a user choice, and the file gives no way to tell which. The distinction matters for the companion tool: "the game exposes a FOV slider" is a shipped fact; "FOV defaults to 100" is not.

Artefact Path (as installed) What it proves
GameUserSettings.ini %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\ The complete graphics/audio/gameplay/controller settings key surface, section [/Script/Chimera.CrGameUserSettings], serialisation Version=5
EnhancedInputUserSettings.sav %LOCALAPPDATA%\StarRupture\Saved\SaveGames\ Key rebinding is persisted here, not in the ini; profiles Default and PCGamepad exist
SharedGameSettings.sav same /Script/Chimera.CrSettingsShared — near-empty (SavedDataVersion only) in the reference install
Manifest_UFSFiles_Win64.txt install root Full inventory of HUD/menu/settings widgets and all 169 Core/Inputs/ assets
StarRupture.log %LOCALAPPDATA%\StarRupture\Saved\Logs\ Session diagnostics; the file official support asks you to attach

Settings can be reset by deleting GameUserSettings.ini after disabling Steam Cloud for the game — this is the official Creepy Jar instruction, given in the support portal's audio troubleshooting article [confirmed].


2. UI architecture (what the client is built out of)#

StarRupture's UI is a CommonUI / Lyra-lineage stack sitting on Creepy Jar's own Auraris framework. This is load-bearing for modding and for predicting which settings exist.

Layer Evidence Consequence
CommonUI + CommonGame + CommonUser + CommonLoadingScreen + UIExtension + GameSettings engine/project plugins Boot log plugin mounts [first-hand] The options menu is a UGameSettingRegistry-driven list, not hand-built screens. Explains DisplayStatList, SafeZoneScale, UserChosenDeviceProfileSuffix, the contextual frame-rate limits and the colour-blind assets — all standard members of that stack.
UCrGameUserSettings (C++ module Chimera, class prefix Cr) ini section header [first-hand] A subclass of UGameUserSettings in Lyra's style; every non-engine key below is Creepy Jar's own property.
Auraris plugins AuUI, AuTooltips, AuNotification, AuActorWidgets, AuActorPlacement Plugin mounts [first-hand] Tooltips, notifications, world-space building widgets and the placement/build-mode UI are studio-shared tech (likely reused from other Creepy Jar work).
ChimeraUI, ChimeraRichText, GameSubtitles, ContextualDialog Plugin mounts [first-hand] Rich-text codex entries, a real subtitle subsystem, and contextual barks.
CEF3 (Chromium Embedded) shipped with all locales Engine/Binaries/ThirdParty [first-hand] The main menu's marketing/news panel is a web view.

Widget counts by folder, StarRupture/Content/Chimera/UI/ (3,905 files total) [first-hand]:

Folder Files Surface
ItemIcons 696 Item icon atlas
HUD 656 In-world HUD (section 3)
Buildings 587 Per-building panels
CommonAssets 530 Fonts, styles, input glyphs
Map 355 Map screen
MainMenu 141 Front end, save slots, join-session, server manager
Inventory 110 Player + container inventory
Research 107 Corporate Terminal, Recipe Table, Upgrade Station
BuildingMenu 98 Build catalogue
Menu 78 Shared menu chrome (buttons, scrollbars, software cursor)
Settings 74 Options screens (section 8)
CheatMenu 73 Developer cheat menu (not player-facing)
WidgetSettings 70 Per-machine panel configs (section 4.4)
Weapons 70 Weapon/tool UI
Encyclopedia 54 Codex
Loading 40 Loading screens
Datapads 34 Readable datapads / computers
PlayerProgression 20 Skills + gem slots
PauseMenu 14 Pause menu + Controls chart
RespawnMenu / CharacterSelect / QuckUseMenu [sic] / Drones / LootboxMenu / Notifications 11 / 10 / 8 / 8 / 6 / 4 Smaller screens

3. The HUD#

Root layout is WBP_GameplayHUDLayout under BP_GameHUD, with WBP_OverallUILayout above it [first-hand]. There is no hotbar: no quickbar widget exists in the HUD folder, and a live Steam thread "Suggestion: Could do with a Hotbar." asks for one [reported]. What does exist is a Weapon Wheel (WBP_WeaponWheel, WBP_WeaponWheel_Slot, input actions OpenWheaponWheel [sic] and WeaponWheelRotate) and a Quick Use system with ten slots (IMC_QuickUse, QuickUse00–QuickUse09, Chimera/UI/QuckUseMenu) [first-hand]. Whether Quick Use is surfaced to the player in 0.2.8 or is scaffolding is [UNVERIFIED].

3.1 Player status readouts#

Five survival parameters have dedicated HUD data assets and status icons [first-hand]:

Parameter Data asset Icon
Health HealthParamHudData SR_HUD_playerHealthIcon, WBP_HealthBar
Hydration HydrationParamHudData T_PlayerStatusIcon_Hydration, SR_HUD_playerHydrationIcon
Calories (hunger) CaloriesParamHudData T_PlayerStatusIcon_Hunger
Temperature TemperatureParamHudData T_PlayerStatusIcon_Temperature
Toxicity ToxicityParamHudData T_PlayerStatusIcon_Toxicity, SR_HUD_playerToxicityIcon

Plus Shield (WBP_ShieldBar, SR_HUD_playerShieldIcon) and Energy/stamina (WBP_EnergyBar, SR_HUD_energyBar, SR_HUD_energyIcon), a character portrait per profession (SR_HUD_playerPortrait{Biologist,Engineer,Physicist,Soldier}) inside SR_HUD_playerPanelFrame_428x140 [first-hand]. Note the portrait set uses the marketing class names (Biologist/Physicist) while the packaged profession data assets are PD_Engineer / PD_Medic / PD_Scientist / PD_Soldier — the two naming schemes disagree in the shipped files.

3.2 Effect / hazard readouts#

WBP_Effects hosts per-effect bars with icons for corrosion, drain, infection, radiation, temperature (SR_HUD_effects_*Icon), plus dedicated widgets WBP_Corrosion, WBP_Drain, WBP_Infection, WBP_Radiation, WBP_Heat, WBP_Healing [first-hand]. A food-buff tracker shows timed consumable effects with 20 distinct icons (SR_HUD/Textures/FoodBuffTracker/, e.g. AquaBlockCapsules, CalorieStimShards, RegenCapsules, CorrosionResPlasm, TermoResPlasm, SerpentRoot, Sulbon) [first-hand].

3.3 Combat readouts#

Element Assets
Crosshairs W_CrosshairDefaultDot, W_CrosshairSimpleDynamic, T_Crosshair_v3_{Top,Bottom,Left,Right}
Hitmarkers T_Hitmark_default, _default_kill, _immune, _shield, _shield_removed, _weakpoint, _weakpoint_kill — a seven-state hit feedback vocabulary including weak points and shield-break
Directional damage WBP_HitIndicator + MPC_HitIndicator (material-parameter-driven radial indicator)
Weapon panel WBP_WeaponPanel, icons for rifle / machinegun / shotgun / pistol / grenade / MedTool / harvester / unarmed, plus SR_HUD_toolInfiniteAmmoIcon and locked variants
Dash C_UI_DashCooldown

3.4 Base, wave and world readouts#

Element Assets / meaning
Base attack panel SR_HUD_baseAttackPanel_bkgd/glow, an alien-signatures graph (MI_BaseAttackAlienSignaturesBar, _vertBar, _alienSignaturesIcon), core integrity icon, secured icon and no-signal icon — i.e. the base-defence HUD is a signal-strength readout, not a simple timer
Next wave WBP_NextWave, WBP_HudRoundTimer
Alien obelisk warning WBP_AlienObeliskWarning
Objectives / hints / tutorial WBP_Objectives + WBP_ObjectiveEntry, WBP_Hint + WBP_TipEntry, tutorial objective frames and completion frames
Notifications / info log WBP_Notifications, WBP_Notification, WBP_Message(s), SR_HUD_infoLog_*, WBP_BuildingResultNotification, WBP_InventoryItemNotification, and unlock icons for dash, gem slot, sprint level-up, weapon level-up, inventory unlock, inventory-full, base-attack warning
Autosave WBP_AutosaveNotice + WBP_AutosaveTimer + T_HUD_autosaveClock_body — an on-HUD autosave clock, which matters given the autosave-hitch reports in section 9.3
Streaming WBP_StreamingStatus (World Partition cell streaming indicator)
Session timer WBP_SessionTimeCounter
Audiolog WBP_Audiolog, WBP_Audiolog_OnHud, M_AudiologTextBG, soundwave/portrait textures — the audiolog player is a HUD element with its own text background (relevant: Hotfix 0.1.2 fixed audiolog subtitle font size)
Ping WBP_PingHud, WBP_PingItem, SR_map_naviPoint_icon; input action Ping
Interaction prompt WBP_Trigger with icon variants for action / audio / generic building / pickup / readable / hold / translate
Corporation level-up WBP_CorpLevelUp
Cinematic WBP_CutsceneLetterBox, WBP_Fade, input action CinematicMode

3.5 Co-op HUD#

WBP_CoopHud / WBP_DynamicCoopHud show teammate health bars and a status icon set: AFK, fallen, paused, using-building, using-Codex, using-drone [first-hand]. The "using Codex" icon is the strongest evidence that Codex is the in-game display name for the encyclopedia. Text chat is a HUD widget (WBP_Chat, T_HUD_coopChat_panel, T_HUD_coopChat_inputField, scrollbar assets, DT_ChatHistoryStyle) driven by the TextChat input action [first-hand].

3.6 Build-tool HUD strip#

The Building Tool has its own icon strip (Chimera/UI/HUD/Textures/BuildingTool/) which is effectively a legend for build mode [first-hand]:

Icon Meaning
SR_HUD_BT_buildIcon / _cannotBuildIcon / _deconstructIcon Mode + validity
SR_HUD_BT_buildingModeIconFrame_ON / _OFF Mode toggle state
SR_HUD_BT_lockPositionIcon Position lock (input BlockPlacementLocation)
SR_HUD_BT_lockZLevelIcon Height lock (input BlockPlacementZLevel)
SR_HUD_BT_verticalSnapIcon Z-snap (input BuildingToggleZSnapActive)
SR_HUD_BT_alignToTerrainIcon Align to terrain (input PlacementAllignToTerrain [sic])
SR_HUD_BT_poleHightModIcon / _poleHightSetupIcon [sic] Pillar/pole height adjust (inputs BuildAddValueToHelperMoveUp/Down)
SR_HUD_BT_stabilityRing Live stability preview
SR_HUD_BT_resoucesPanel [sic] Material cost panel
SR_HUD_coreOverheatIcon Base-core overheat warning
SR_HUD_BT_droneToolSwitchIcon Building-drone camera switch
SR_HUD_keyHintFrame_256x256 / _keyHintFrameDouble, SR_HUD_mouseRightButton, SR_HUD_mouseScrollButton Key-hint chips — note only RMB and scroll-wheel glyphs ship in this folder, corroborating that those are build mode's two primary mouse prompts

WBP_BTConstruct / WBP_BTDeconstruct and their progress rings, plus MI_RoundConstructProgress / MI_DeconstructRoundProgress, drive the hold-to-build and hold-to-deconstruct timers [first-hand].


4. Menu and panel vocabulary#

4.1 Front end#

GM_MainMenu2 / PC_MainMenu on the MainMenu map. Panels: save-slot list (SR_mainMenu_saveSlot_*, autosave and save icons), Join Session browser with friends list, refresh and no-sessions states, plus an IP + password popup; Manage Server screen with WBP_ConnectToServer, WBP_Lobby, WBP_ManageServerScreen, WBP_WaitingWidget; a marketing/news panel with Discord, X, YouTube, TikTok, Facebook, Instagram icons and cached news images (Update 1, Supporter Pack, progression-rollback notice); WBP_BuildConfiguration (build/version watermark), WBP_OnlineStatus, WBP_UserLoginButton, WBP_UserWatermark, WBP_ConvertToMPGameMenu (convert a single-player save to multiplayer), WBP_SaveOverwriteConfirmation / WBP_SessionOverwriteConfirmation, and WBP_SoftwareCursor [first-hand].

4.2 Pause menu and the Controls chart#

WBP_PauseMenu → WBP_PauseMenuMainWidget, with WBP_MultiplayerWidget and WBP_FriendsButton. WBP_Controls is backed by two static textures — T_UI_mainMenu_controlsTable_keyboard and T_UI_mainMenu_controlsTable_mouse [first-hand]. That is: the in-game Controls screen in the pause menu is a printed reference chart, not an interactive list. The interactive rebinding list is a separate thing and lives in Settings (section 6). This split explains community confusion about "where do I change keys". The chart images are inside the pak and have not been extracted, so their contents — the authoritative default-binding table — remain [UNVERIFIED] pending a datamine (see Gaps).

WBP_IngameMenuScreen is the in-game menu root; input actions Menu, CloseMenu, CloseInGameMenu exist separately, and CloseAudiologWidget is its own action [first-hand].

4.3 Map#

WBP_MapMenu composed of WBP_MapMenuMapArea + WBP_MapMenuTerrain (built from BPW_TerrainSegment tiles), a legend with toggle buttons (WBP_MapMenuLegend, WBP_MapMenuLegendButton), a marker list with detail pane (WBP_MapMenuMarkersList, WBP_MapMenuMarkersListRow, WBP_MapMenuMarker, WBP_MapMenuMarkerDetails), a zoom slider and a crosshair [first-hand]. Opened by the OpenMapMenu input action; the CommonUI action bar for the screen is defined by DT_MapMenuActions. Save-side, pointOfInterestMarkerActors (11 in Robert's save) backs the markers. Update 2 will add Teleporter and Base Core custom names on the map [confirmed] — Developer Blog: August 2026, i.e. not in 0.2.8.

4.4 Codex / Encyclopedia#

WBP_EncyclopediaMenu with category buttons, a subcategory grid, entry buttons, chapter and author widgets, a rich-text style table, and two specialised readers: WBP_EncyclopediaAudiologInfoMenu and WBP_EncyclopediaDatapadInfoMenu [first-hand]. Opened by input action OpenEncyclopdiaMenu [sic]. Save-side there is an encyclopediaEntriesStatusData block, and the co-op HUD has a "using Codex" status icon.

Sources disagree. The Early Access roadmap lists "codex/encyclopedia" as a future feature, and doc 02 records it as still outstanding at 0.2.8 [reported — press transcriptions of the roadmap image]. The install shows a complete encyclopedia menu, an input action to open it, a co-op status icon for using it and a save block tracking entry status [first-hand]. Robert's 51-hour save records 0 encyclopedia entries. Most likely reading: a Codex screen ships in 0.2.8 but is thinly populated, and the roadmap item refers to fleshing it out. Flagged in Gaps.

4.5 Building and production panels#

Panel Widget Notes
Build catalogue Chimera/UI/BuildingMenu (98 assets); actions table DT_BuildingMenuActions Opened via BuildingMenu / BuildOpenBuildingsMenu. Update 2 also previews an "Add Pillars" build-mode toggle and automatic Pillar Support height adjustment — not in 0.2.8 [confirmed] — Developer Blog: August 2026
Search bar — The Update 2 search bar is described for "Buildings & Storages" (finding an item or recipe inside building/storage panels), not for the build catalogue — not in 0.2.8 [confirmed] — Developer Blog: August 2026
Player inventory WidgetSettings/PlayerInventory, Chimera/UI/Inventory (110); actions DT_InventoryActions 8 unlocked slots in the reference save; unlockedInventorySlotsNumber in the save
Building inventory / storage BuildingInventory, Storage, UniversalStorage, DeathChest, RecycleInventory, HeaterCoolerInventory
Corporate Terminal WBP_ResearchTerminal + WBP_ResearchTerminalPanel + WBP_ResearchTerminalInfo, WBP_ResearchLevelWidget, WBP_HeaderLineCorporationLevel, WBP_RewardCollectionRow, WBP_RewardItem Update 2 adds "items required for the selected Corporation Level" to this screen [confirmed] — not in 0.2.8
Recipe Station / Recipe Table WBP_RecipeTable, WBP_RecipeTableRecipe, WBP_RecipeTableRecipeRequirement, WBP_RecipeTableCrafter, WBP_RecipeTableFoodProcessor, WBP_RecipeImage; config WidgetSettings/RecipeTable Update 1 fixed "Recipe Table showing correct item amounts" [confirmed]
Development / Upgrade Station WBP_UpgradeStation, WBP_UpgradeStationPanel, WBP_UpgradeStationRecipe, WBP_UpgradeStationTaskEntry, WBP_UpgradeBuildingWidget Backed by BuildingUpgradeTaskOwnerData in the save
Player progression WBP_PlayerProgression, WBP_PlayerProgressionSkill, WBP_InventoryGemSlot, WBP_PlayerProgressionSlotsContainer Skills + gem slots
Datapads WBP_Datapad, WBP_DatapadComputer, WBP_Message; configs PersonalDatapadMenu, ComputerDatapadMenu Readable lore
Per-machine panels (WidgetSettings/) Analyzer · ArmoryMenu · BaseCoreMenu · CloningBed · CraftingBuildings · CraftingInteriorBuildings · DroneJunction · Exporter · Extraction · FoodProcessor · HarvestingResourceSelection · LootboxMenuFoundable · MissingPartDevice · PackageReceiver · PackageSender · PlayerBuilding · PowerGenerator · ResourceRedistributor (+Resizable) · Teleporter · Turret 35 distinct panel configurations — a per-building UI catalogue for the planner tool [first-hand]

DT_UniversalActions and DT_MenuActions define the CommonUI bottom-of-screen action bar shared across panels; that bar is what re-labels itself when you rebind a key (Update 1, verbatim: "HUD hints should now correctly display custom keybindings") [confirmed] — Update 1 patch notes, 2026-04-09.


5. Input system and default bindings#

5.1 Architecture#

StarRupture uses UE5 Enhanced Input with a UCrInputUserSettings subclass and UCrPlayerMappableKeyProfile profiles [first-hand, read out ofEnhancedInputUserSettings.sav]. Two profiles are declared: InputUserSettings.Profiles.Default (display name "Default Profile", the active one) and InputUserSettings.Profiles.PCGamepad. Chimera/Core/Inputs/ contains 169 assets — 11 Input Mapping Contexts, 11 Input Configs, 9 Player Mappable Input configs, ~130 Input Actions and 4 data assets.

Input Mapping Context Applies when
IMC_BaseInputs Always
IMC_BaseInputs_Alive Player alive
IMC_BaseInputs_Alive_Developer Developer/cheat build state
IMC_BaseInputs_Incapacitated Downed
IMC_BaseInputs_OnlyMovement Movement-locked states (dialogue, cinematic)
IMC_BuildingMode Build mode
IMC_DeconstructMode Deconstruct mode
IMC_Drone Building-drone camera
IMC_ZiplineInputs Riding a zipline
IMC_QuickUse Quick-use radial
IMC_WheeledVehicle Vehicle — no player vehicle ships in 0.2.8; treat as scaffolding/marketplace residue

The mappable-key profiles are keyboard/mouse only. All nine PMI_* assets carry a _KBM suffix: PMI_BaseInputs_KBM, PMI_BaseInputs_AliveKBM, PMI_BaseInputs_AliveKBM_Developer, PMI_BaseInputs_OnlyMovement, PMI_BuildingInputs_KBM, PMI_DroneInputs_KBM, PMI_IncapacitatedInputs_KBM, PMI_QuickUseInputs_KBM, PMI_ZiplineInputs_KBM. There is no gamepad player-mappable profile asset [first-hand] — the single strongest technical corroboration of the official "controller support not yet implemented" line in section 7.

Two data assets govern the rebinding UI itself: DA_InputActionMappingGroups (how actions are grouped into sections in the Settings list) and DA_InputCategoriesConflicts (which categories may share a key without a conflict warning) [first-hand, inferred purpose]. Gamepad sensitivity is data-driven via DA_GamepadSensitivityNormal and DA_GamepadSensitivityADS.

5.2 Full Input Action inventory (0.2.8, first-hand)#

Every rebindable-in-principle action the build contains, grouped. Asset names, not display names.

Group Actions
Movement Move, MoveForward, MoveBackwards, MoveLeft, MoveRight, Jump, Crouch, Sprint, Dash, Ascend, Descend
Camera LookMouse, AddPitch, AddYaw, SwitchCamera, CinematicMode
Interaction Interact, InteractContext, Ping, Skip, GiveUp, Flashlight, FlashlightGamepad
Weapons & tools WeaponPrimaryFire, WeaponSecondaryFire, WeaponADS, WeaponChangeMode, WeaponDash, WeaponShowWidget, WeaponAbility_0–_5, Reload, Melee, HolsterWeapon, CancelTool, EquipUnarmed, EquipRifle, EquipShotgun, EquipSniperRifle, EquipGrenade, EquipMiningTool, EquipMedTool, EquipBuildingTool, EquipBuildingToolDeconstruct, EquipWeaponSlot1, EquipWeaponSlot2, EquipNextWeapon, EquipPrevWeapon, EquipToggleSlots, OpenWheaponWheel [sic], WeaponWheelRotate
Build mode ToggleBuildMode, BuildingMenu, BuildOpenBuildingsMenu, BuildUnblockOpenBuildingsMenu, BuildOpenInventory, BuildConfirm, BuildMultiConfirm, BuildCancel, BuildChangeVariant, BuildChangeSnap, BuildToggleLocationSnapping, BuildToggleRotationSnapping, BuildToggleRotationMode, BuildToggleTileFoundation, BuildToggleCustomBuildingMode, BuildAdjustSplineTangent, BuildAddValueToHelperMoveUp, BuildAddValueToHelperMoveDown, BlockPlacementLocation, BlockPlacementZLevel, BlockedBuildingMove{Forward,Backward,Left,Right}, BuildingSideRotation, BuildingSetMainMeshZOffset, BuildingToggleZSnapActive, BuildingConnectionSocketIndex, BuildingActivateDeactivateDrone, PlacementAllignToTerrain [sic], PlacementUseGrid, QuickSelectBuilding
Deconstruct DeconstructConfirm (+ IMC_DeconstructMode)
Building drone Drone, DroneForward, DroneBackward, DroneLeft, DroneRight, DroneUp, DroneDown
Zipline ZiplineStart, ZiplineNext, ZiplinePrevious, ZiplineCancel
Vehicle (unused) ExitVehicle, Handbrake
UI Menu, CloseMenu, CloseInGameMenu, OpenInventory, OpenMapMenu, OpenEncyclopdiaMenu [sic], CloseAudiologWidget, TextChat, OpenEOSOverlay, QuickUse00–QuickUse09
Cheat/dev (not player-facing) CheatMenu, CheatPlaceSpawner, CheatProfessionSelectionMenu, CheatTimeSpeedUp, CheatTimeSlowDown, GA_ShowCheatMenu, GA_ShowProfessionSelectionMenu

GA_ShowBuildingMenu and GA_ShowWidget_WhenInputPressed show that opening the build menu is routed through the Gameplay Ability System, not a plain widget push — relevant to modders.

5.3 Default keyboard/mouse bindings#

No official default-binding table has been published, and the in-game Controls chart is an unextracted texture. The table below is assembled from community guides and threads and cross-checked against the Input Action inventory. Treat it as a working reference, not gospel.

Key Action Matching Input Action Confidence
WASD Move Move / MoveForward etc. [inferred] — universal FPS default; no source names it
Shift Sprint Sprint [reported] — named repeatedly across the FOV/motion-sickness threads ("holding Shift to run")
Space Jump Jump [inferred]
Ctrl Crouch Crouch [inferred]
E Interact Interact [inferred] — no source names it
B Open Building Menu / enter build mode BuildingMenu / BuildOpenBuildingsMenu [reported] — Steam Deck HQ hands-on names B explicitly; doc 07's build table agrees
H Med Gun / MedTool EquipMedTool [reported] — Steam Deck HQ hands-on
F Enter Deconstruction Mode EquipBuildingToolDeconstruct, DeconstructConfirm, IMC_DeconstructMode [reported] — two community guides via doc 07
R Rotate structure BuildingSideRotation / BuildToggleRotationMode [reported]
Q Cancel (build / menu context) BuildCancel / CancelTool [reported] — named in the "Modify keybinds" thread and doc 07
C Toggle Building-Drone camera BuildingActivateDeactivateDrone / Drone [reported]
Y Lock structure at current height BlockPlacementZLevel [reported] — single source
RMB Place / confirm placement BuildConfirm [reported]
Hold RMB Multi-place (drag a run of platforms) BuildMultiConfirm [reported] — two sources
Mouse wheel Adjust structure height / position BuildAddValueToHelperMoveUp/Down [reported]
MMB then scroll Adjust rail/pillar support pole height independent of the foundation BuildAddValueToHelperMoveUp/Down + BuildingSetMainMeshZOffset [reported] — Steam guide "Adjust rail support height."
ESC Pause / in-game menu Menu [confirmed] — multiple threads; cannot be rebound
Enter Text chat TextChat [inferred]

Contradiction to watch: doc 07 lists RMB = place, while a poster in the "Modify keybinds" thread describes moving "the Right click variation swap" onto another key, implying RMB is (or can be) change-variant rather than confirm. Both BuildConfirm and BuildChangeVariant exist as separate actions. Unresolved — see Gaps.

Actions with no community-sourced default at all (i.e. the honest blank spots): OpenInventory, OpenMapMenu, OpenEncyclopdiaMenu, OpenWheaponWheel, Ping, Melee, Dash, Flashlight, HolsterWeapon, Reload, WeaponADS, all EquipWeaponSlot*, all Zipline*, all QuickUse*, BuildToggleLocationSnapping / BuildToggleRotationSnapping / BuildChangeSnap / PlacementUseGrid / PlacementAllignToTerrain / BuildToggleTileFoundation. [UNVERIFIED]


6. Rebinding#

Rebinding ships and works, with caveats. The evidence chain: WBP_SettingsListEntry_KBMBinding (a keyboard/mouse binding row widget), Chimera/UI/Settings/Screens/Keybind/W_PressAnyKey (the capture modal), DA_InputActionMappingGroups + DA_InputCategoriesConflicts (grouping and conflict rules), and EnhancedInputUserSettings.sav persisting profiles [first-hand]; plus Update 1's dedicated Keybindings section, which carries six fix lines [confirmed] — verbatim (Update 1 patch notes, 2026-04-09): "Movement keybindings can now be set to arrow keys or mouse buttons" · "Drone movement keybindings now should not override other options" · "Fixed keybinding input for building rotation" · "Fixed rebinding 'Q' not triggering the player's movement" · "Fixed keybindings assigned to the letter 'N'" · "Changed keybindings now show correctly in the Tutorial tooltips". The often-quoted "HUD hints should now correctly display custom keybindings" line is also in Update 1's notes.

Fact Detail Confidence
Where Settings → Controls binding list (distinct from the pause menu's static Controls chart) [inferred] from widget layout + threads
Persistence %LOCALAPPDATA%\StarRupture\Saved\SaveGames\EnhancedInputUserSettings.sav (UE GVAS binary, /Script/Chimera.CrInputUserSettings). Keybinds are absent from GameUserSettings.ini [first-hand]
"The file is encrypted" A community claim in the Lefty Keybindings thread. Wrong — it is an ordinary GVAS save; the profile identifiers read out in plain text. It is binary, not encrypted [first-hand] corrects [reported]
Mouse buttons bindable Yes — players report binding actions to RMB, and SR_HUD_mouse4 / mouse5 / mouseAxisX / mouseScrollAxis / mouseWheelUp / mouseWheelDown glyphs ship [reported] + [first-hand]
Apply step required Changed bindings can display wrong until Apply is pressed [reported] — Lefty Keybindings thread
ESC not rebindable Consistently reported [reported]
Duplicate/ghost entries "Two cancel options in settings, only use the first" [reported] — single thread
Binds that don't take effect Multiple threads: "while you can change move forward to right mouse in the settings, it won't actually work in game"; arrow-key movement reportedly breaks interaction focus. Both of these specific complaints were addressed by Update 1 (2026-04-09), whose Keybindings section states "Movement keybindings can now be set to arrow keys or mouse buttons" and "Fixed rebinding 'Q' not triggering the player's movement" [confirmed] — so the threads below describe pre-Update-1 behaviour [reported] — threads "Rebinding Keybindings are not working" (Jan 6), "Keybind Bug" (Jan 31), "Modify keybinds" (Jan 6), "Lefty Keybindings" (Feb 8), "Changing keybinds bugs" (Dec 2025), "Drone Keybinding bug" (Jan 26)
Menu-context actions missing from the list Some submenu exit/cancel actions cannot be rebound [reported]

Nine of the ten keybinding threads surfaced by the Steam discussion search are dated Dec 2025 – Feb 2026, i.e. playtest era and the first six weeks of Early Access; Update 1 (2026-04-09) shipped a six-line Keybindings fix group that names the arrow-key, mouse-button and Q cases directly. Whether any residual "bind doesn't take effect" behaviour survives into 0.2.8 is [UNVERIFIED] — no post-Update-1 thread confirming or denying it was found.


7. Controller support — the state of play at 0.2.8#

There is no controller support. This is officially stated, twice.

Source Statement Date
Creepy Jar support portal, "Controllers & Steam Deck" "Full controller support and necessary UI integration are not yet implemented." · "[The game] is not supported or optimized for the Steam Deck at this time." · Players should use "a Keyboard and Mouse on a PC for the intended experience." · "Future support for these platforms and devices will be evaluated post-launch." live 2026-08-22 [confirmed]
Adam_CJ (Creepy Jar), Steam thread "No controller support???", marked as the official answer "We are actively working on controller support, but it will take some more time before we will add it in a future update." 2026-06-26 [confirmed]
Early Access roadmap "controller support" listed under Features, undelivered 2026-01-08 [reported] — press transcription
Steam store page The store's category list carries no "Full Controller Support" or "Partial Controller Support" flag (categories are: Single-player, Multi-player, Co-op, Online Co-op, Custom Volume Controls, Playable without Timed Input, Save Anytime, Stereo Sound, Steam Cloud, Family Sharing) checked 2026-08-22 [confirmed]

What nonetheless ships in the build — and why the config file is misleading:

Artefact Value / content Reading
ControllerPlatform=XSX in GameUserSettings.ini Selects which glyph set the UI draws, not whether a pad is playable. The default of an unconfigured CommonUI install. Install-specific value.
ControllerPreset=Default, InputConfigName=Default ini Placeholders for a preset system that has no shipped presets to choose from [inferred]
Glyph sets shipped GamepadXboxSeriesX (+BP_CommonInput_Gamepad_XSX), GamepadXboxOne (full A/B/X/Y, LB/RB/LT/RT, sticks, D-pad, Menu, Windows), GamepadPS4 (full, incl. TouchPad/Options), GamepadPS5 (+BP_CommonInput_Gamepad_PS5), GamepadSwitch (only T_NS_Plus — a stub), KeyboardMouse Four complete console glyph families are already authored; the UI plumbing exists ahead of the bindings [first-hand]
WBP_SettingsControllerLayoutPanel + ui_xbox_controller_button_layout + ui_ps5_controller_button_layout Settings folder A static controller-layout diagram panel — same pattern as the keyboard Controls chart [first-hand]
PMI_* mappable profiles all _KBM No gamepad rebinding surface exists [first-hand]
InputUserSettings.Profiles.PCGamepad in EnhancedInputUserSettings.sav A gamepad profile is declared at runtime, carrying no custom mappings in the reference install [first-hand]
DA_GamepadSensitivityNormal / DA_GamepadSensitivityADS, FlashlightGamepad Core/Inputs/ Gamepad-specific tuning assets exist — work in progress, consistent with Adam_CJ's June statement [first-hand]

Practical situation for a pad user (0.2.8): you must build a Steam Input desktop-style layout yourself, mapping keyboard keys to buttons. The Steam Deck HQ hands-on describes exactly that — manually assigning the building menu (B) and Med Gun (H) to pad buttons — and notes the game "does not have controller support, so it will need to be played with keyboard and mouse controls" [reported]. A Steam thread "Best community controller profile?" (Jul 10, 0 replies) shows no community layout has become canonical [reported].

Steam Deck (0.2.8): officially unsupported/unoptimised. ProtonDB aggregate is Playable; no Valve Deck Verified badge appears on the store page. The Steam Deck HQ hands-on measured Medium preset + FSR Quality, generally above 30 FPS, dipping under 30 only at one specific angle looking at a large base, and recommends Medium + FSR Balanced + a 30 FPS cap. Its blocking complaint is text size: "it is extremely small. Subtitles are impossible to read well; I had to squint to actually read the menu UI." [reported] — single hands-on.


8. Settings: the complete key surface#

Everything below is [first-hand] from GameUserSettings.ini. Values shown are Robert's install (install-specific), not documented defaults. The "Options UI" column maps each key to the control a player actually manipulates; where that mapping is an engine/Lyra convention rather than an observed screen it is marked [inferred].

8.1 Scalability groups — [ScalabilityGroups]#

Twelve groups. Eleven take quality 0–3; UE's convention is 0 Low · 1 Medium · 2 High · 3 Epic (4 Cinematic exists in the engine but is not used by a 0–3 presets UI) [inferred, engine convention]. sg.ResolutionQuality is a percentage (100 = native).

Key Reference value Options UI Note
sg.ResolutionQuality 100 Resolution Scale (%) Native at 100
sg.ViewDistanceQuality 3 View Distance Biggest CPU lever on a large factory [inferred]
sg.AntiAliasingQuality 3 Anti-Aliasing quality Distinct from AntiAliasingMode (8.3)
sg.ShadowQuality 3 Shadows
sg.GlobalIlluminationQuality 3 Global Illumination Lumen tier [inferred]
sg.ReflectionQuality 3 Reflections
sg.PostProcessQuality 3 Post Processing
sg.TextureQuality 3 Textures VRAM lever
sg.EffectsQuality 3 Effects
sg.FoliageQuality 3 Foliage Matters during regrowth phases of the wave cycle [inferred]
sg.ShadingQuality 3 Shading
sg.LandscapeQuality 3 Landscape Not a stock UE scalability group — a Creepy Jar addition, paired with bLandscapeNaniteTessellation

LastCPUBenchmarkResult=-1, LastGPUBenchmarkResult=-1 → the auto-detect hardware benchmark has never been run on this install; the Epic-across-the-board state is either a manual choice or the shipped default [first-hand].

8.2 Display#

Key Reference value Options UI
ResolutionSizeX / Y 2560 / 1440 Resolution
LastUserConfirmedResolutionSizeX / Y 1920 / 1080 (confirm/revert scaffolding)
FullscreenMode / LastConfirmedFullscreenMode / PreferredFullscreenMode 0 / 0 / 0 Display Mode. UE EWindowMode: 0 = Fullscreen (exclusive), 1 = Windowed Fullscreen (borderless), 2 = Windowed [inferred, engine convention]
bUseVSync False V-Sync
bUseDynamicResolution False Dynamic Resolution
bUseHDRDisplayOutput False HDR
HDRDisplayOutputNits 1000 HDR peak brightness
DisplayGamma 2.200000 Brightness/Gamma — with a dedicated calibration screen: WBP_GammaEditor + T_GammaTestImage
DesiredScreenWidth / Height, LastRecommendedScreenWidth / Height, bUseDesiredScreenHeight=False 1280/720, -1/-1 Engine scaffolding, inert on PC
UserChosenDeviceProfileSuffix (empty) Device-profile override (Lyra mobile/handheld feature); unused

8.3 Upscaling, anti-aliasing, frame generation, latency#

This is the block most worth getting right for the performance section — and the one where value→meaning mapping is inferred, because Creepy Jar's enum ordering has not been dumped. Report the raw integer alongside any interpretation.

Key Reference value Options UI Interpretation
UpscalerMode 1 Upscaler selector (Off / TSR / DLSS / FSR / XeSS) Non-zero = an upscaler is active. Exact enum [UNVERIFIED]
DLSSMode 2 DLSS quality preset UE's UDLSSMode enum orders Off/Auto/DLAA/UltraQuality/Quality/Balanced/Performance/UltraPerformance, which would make 2 = DLAA; Creepy Jar may use its own ordering [inferred, low confidence]
UpscaleQuality 3 Generic upscale quality tier Applies to whichever upscaler is selected [inferred]
CustomUpscalerSharpess [sic] 0.150000 Sharpening slider Typo is the game's
FrameGenerationMode 0 Frame Generation (DLSS-G / FSR frame gen) 0 = off
AntiAliasingMode 4 Anti-Aliasing method UE EAntiAliasingMethod: None 0 / FXAA 1 / TAA 2 / MSAA 3 / TSR 4 [inferred, engine convention]
LowLatencyMode 1 Low Latency (NVIDIA Reflex / AMD Anti-Lag 2) Reflex convention: 0 Off / 1 On / 2 On+Boost [inferred]

Vendor stacks actually shipped ([first-hand], plugin + binary inventory): NVIDIA DLSS + Streamline (StreamlineCore, StreamlineDLSSG frame generation, StreamlineReflex, StreamlineDeepDVC, NGXCommon), NIS, AMD FidelityFX SDK / FSR (licence file names FSR 4), AMD Anti-Lag 2 (licence file present), plus NNERuntimeORT (ONNX/DirectML) and DirectML.dll. So the options screen can plausibly expose DLSS (incl. DLAA and frame generation), FSR, NIS and TSR, with Reflex and Anti-Lag 2 behind LowLatencyMode. Which of these are actually selectable in the shipped UI is [UNVERIFIED] — only the fact that the code and binaries ship is confirmed.

8.4 Frame-rate limits#

Four separate caps [first-hand]:

Key Reference value Applies
FrameRateLimit 120.0 Main gameplay cap (Options UI: Frame Rate Limit)
FrameRateLimit_InMenu 60.0 While a menu is up
FrameRateLimit_OnBattery 120.0 Laptop/handheld on battery
FrameRateLimit_WhenBackgrounded 30.0 Window not focused

The three contextual limits are Lyra ULyraSettingsLocal members. In Lyra they are exposed in the Performance settings section; whether StarRupture surfaces all three or only the main cap is [UNVERIFIED]. They are editable in the ini either way — useful for a background-server-plus-play setup.

8.5 Gameplay and camera#

Key Reference value Options UI Note
FOVValue 100.0 Field of View slider Community reports the slider tops out at 120 [reported] — the FOV/dizziness thread. Confirmed to live in the Video settings section, reached via ESC [reported]
bIsSprintToggle True Sprint: Toggle / Hold A genuine accessibility win; ships
MotionBlurEnabled False Motion Blur on/off Community says it is off by default [reported]
MotionBlurQuality 3 Motion blur quality Only meaningful when enabled
MotionBlurScale 0.150000 Motion blur strength A strength slider exists, not just a toggle
bLandscapeNaniteTessellation True Landscape Nanite Tessellation toggle A named, player-facing UE 5.6 feature toggle — pairs with sg.LandscapeQuality. Prime suspect for cheap frames on weaker GPUs [inferred]

8.6 Audio#

Seven volume buses plus three device/mode keys [first-hand]:

Key Reference value Bus
MasterVolume 1.0 Master
MusicVolume 1.0 Music
SoundFXVolume 1.0 Sound effects
UIVolume 1.0 UI
AmbientVolume 1.0 Ambience
DialogueVolume 1.0 Dialogue / voice (drives audiolog and contextual-dialogue audibility)
VoiceChatVolume 1.0 Co-op voice chat
AudioOutputDeviceId (empty) Output device picker — empty = system default
bUseHeadphoneMode False Headphone / binaural spatialisation
bUseHDRAudioMode False HDR audio (dynamic-range compression; Lyra's "night mode" equivalent — a real accessibility feature for low-volume play)
AudioQualityLevel / LastConfirmedAudioQualityLevel 0 / 0 Audio quality tier

Six of the seven buses (excluding voice chat) plus master satisfy Steam's "Custom Volume Controls" accessibility category, which the store page does carry [confirmed]. Codecs shipped: OPUS, OGG/Vorbis, ADPCM, PCM, BINKA and RADA (RAD Audio), via XAudio2.9 [first-hand].

8.7 UI, HUD and accessibility-adjacent keys#

Key Reference value Meaning
SafeZoneScale -1.000000 UE convention: -1 = never configured. A safe-zone editor ships (WBP_SafeZoneEditor, MI_UI_SafezoneAdjustors), so HUD-edge inset is adjustable [first-hand] [inferred meaning]
DisplayStatList () (empty) Lyra's performance stat overlay list (FPS, ping, frame time etc.). Empty = no overlays on. Strong indication the game can show an FPS/perf overlay from its own settings screen [inferred, Lyra provenance]
Version 5 Settings serialisation version — bump this in mod tooling detection

Colour-blind support — asset evidence, unconfirmed exposure. Chimera/UI/Settings/Extensions/ColorBlind/ ships WBP_ColorBlindExtension plus six Ishihara plate textures (T_ishihara_all, _g1, _g2, _g3, _protanoomaly [sic], _protanopia) [first-hand]. In Lyra this backs a Color Blind Mode (deuteranope / protanope / tritanope) plus a Strength slider, with the Ishihara plates as a live preview. But GameUserSettings.ini contains no colour-blind key — in Lyra those live in the shared settings save, and StarRupture's SharedGameSettings.sav (/Script/Chimera.CrSettingsShared) contains only SavedDataVersion in the reference install, i.e. nothing has been written to it. So: the colour-blind UI exists as assets; whether it is reachable in the shipped options menu is [UNVERIFIED], and no community source mentions it. This is the single highest-value item to settle with an in-game check.

Settings screen scaffolding, for completeness [first-hand]: WBP_GameSettingScreen, WBP_SettingsPanel, WBP_GameSettingsDetailView (the right-hand description pane), WBP_GameSettingHeader, GameSettingRegistryVisuals, entry widgets for Header / Discrete / Scalar / Action / SubCollection / KBMBinding / Missing, WBP_SettingsRotator, WBP_PipLine, and DT_SettingsDescriptionStyles + DT_SettingsDescriptionWarningStyes [sic] — meaning each setting carries a description and can raise a warning style (the standard "this may hurt performance" affordance).

8.8 Where the files live, and how to reset#

What Path
Graphics/audio/gameplay settings %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\GameUserSettings.ini
Key bindings %LOCALAPPDATA%\StarRupture\Saved\SaveGames\EnhancedInputUserSettings.sav
Shared/accessibility settings %LOCALAPPDATA%\StarRupture\Saved\SaveGames\SharedGameSettings.sav
Game saves (not LocalAppData) <Steam>\userdata<steam3id>\1631270\remote\Saved\SaveGames<Profile>\
Logs %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log (+ StarRupture-backup-<ts>.log)
Crash reports %LOCALAPPDATA%\StarRupture\Saved\Config\CrashReportClient\UECC-Windows-<guid>\
PSO / pipeline cache %LOCALAPPDATA%\StarRupture\Saved\StarRupture_PCD3D_SM6.upipelinecache
Boot hotfix hook %LOCALAPPDATA%\StarRupture\Saved\PersistentDownloadDir\HotfixForNextBoot.txt (absent unless a hotfix is pushed)

Official reset procedure: disable Steam Cloud for StarRupture, delete GameUserSettings.ini, relaunch [confirmed] — Creepy Jar support, audio troubleshooting article. Note the settings ini is not in the Steam Cloud remote tree (saves are), so cloud only matters here because the client can restore state around it.


9. Performance and troubleshooting#

9.1 What actually costs frames#

The dominant, well-attested performance problem is not rendering. It is synchronous whole-region recalculation on every build/deconstruct, which stalls the game thread.

Layer Finding Confidence
Symptom Placing or removing a structure on a large contiguous platform drops the frame rate to single digits (one report: ~3 FPS), in solo and co-op [reported] — Steam thread "Extreme bad performance in 2 player coop"
Community diagnosis "Each time you add or remove something, game has to calculate electricity and stability for that whole area." [reported] — same thread
Mechanism (corroborated) The factory is Mass Entity data — Robert's 51-hour save holds 2,711 Mass entities with CrElectricityFragment, CrMassBuildingStabilityData, CrCraftingFragment, CrLogisticsLineFragment etc., plus whole-subsystem states electricitySubsystemState, stabilitySubsystemState, logisticsRequestSubsystemState. Recalculating those is server-authoritative and synchronous, so in a listen-server session it stalls host and clients [first-hand] + [inferred] mechanism
Official acknowledgement Launch known-issues listed "framerate drops when deconstructing in very large bases" and "electricity counter updating with delay in large bases" (the "Performance (4)" heading-with-count is [UNVERIFIED] — Creepy Jar's patch notes do not use parenthetical section counts, and the support portal's Known Issues article serves the list as an image, not text); Hotfix 0.1.1 "optimised the logistics and electricity systems in large bases" [reported — could not be re-fetched 2026-08-22]; Hotfix 0.2.6 (2026-06-02) fixed "a crash that occurred on some save files upon approaching bigger bases" and "an issue that might have caused a crash related to a save file size" [confirmed] — verbatim patch notes
Mitigation Build smaller disconnected machine islands linked by walkways rather than one giant continuous platform — this bounds the recalculation region [reported] — community consensus, same thread

Second-order: platform stability cost was decreased in 0.2.5, enabling bigger contiguous constructions — which makes the recalculation region larger, i.e. the QoL fix and the performance advice pull in opposite directions [inferred].

9.2 Shader compilation stutter — the honest answer#

The brief anticipated UE 5.6.1 shader-compilation stutter. No source supports it as a StarRupture problem, and the install argues against it.

Evidence Reading
The build ships cooked global shader archives for PCD3D_SM5 and PCD3D_SM6 and writes a bundled PSO cache, StarRupture_PCD3D_SM6.upipelinecache, into Saved\ [first-hand] Precompiled pipeline state is in place, which is exactly the mitigation for first-encounter shader hitching
Nine stutter threads read across Jan–Aug 2026 (search returns 169 hits for "stutter"). None blames shader compilation, first-launch compilation or a compiling-shaders screen [reported] Not the community's diagnosis
Named causes instead: autosave (9.3), World Partition streaming when approaching built-up areas ("map loading with many bases built up"), large-base recalculation (9.1) [reported] Traversal + game-thread stalls, not GPU pipeline creation

Conclusion: treat "StarRupture has shader-compilation stutter" as unsupported. Traversal/streaming stutter and game-thread stalls are the real phenomena. [inferred from absence + first-hand cache evidence]

9.3 Autosave hitching#

Fact Confidence
Disabling autosave reportedly eliminates periodic stutter entirely; pauses "grow longer" as the save ages [reported] — "Stuttering and lag" thread (May 26, 30 replies), poster SolarWind
Independently reported as "huge lag for 1-2 seconds" at autosave [reported] — "Hitching/stuttering issues" thread (May 13)
Hotfix 0.2.5 (2026-05-18) added an autosave-interval option — the direct, official mitigation [confirmed] — patch notes
Autosave cadence in the reference install: ~15 minutes (AutoSave185 @04:04, 186 @04:19, 187 @04:34 local) [first-hand]
Save size drives it: Hotfix 0.2.6 fixed a crash "tied to save file size"; a 51-hour save inflates to ~6 MB of JSON from 530 KB on disk [confirmed] + [first-hand]

Practical guidance for a factory-heavy save: lengthen the autosave interval (0.2.5+) rather than disabling saving; expect the hitch to scale with entity count.

9.4 Which settings actually buy frames#

Ranked by expected effect on a large-factory, CPU-bound save. Everything in this table is [inferred] from where the cost lies (section 9.1) plus UE conventions — no source benchmarks StarRupture settings, and that is itself the finding.

Lever Setting Why it helps here
1 Base topology, not a setting — split the factory into disconnected islands Directly bounds the electricity/stability recalculation region. The only fix with a named mechanism
2 Autosave interval (0.2.5+) — lengthen it Removes the periodic multi-second stall
3 sg.ViewDistanceQuality ↓ Fewer streamed/rendered building actors is the main rendering cost of a big base
4 sg.ShadowQuality ↓ Many small emissive/metallic machines = many shadow casters
5 sg.FoliageQuality ↓ Matters most in regrowth phases of the wave cycle
6 UpscalerMode / DLSSMode / UpscaleQuality — enable DLSS/FSR Quality or Balanced GPU-side only; will not help a game-thread stall, which is the whole point
7 bLandscapeNaniteTessellation off A named, isolable UE 5.6 feature toggle; cheap to test
8 sg.GlobalIlluminationQuality ↓ (Lumen) Standard large GPU lever
9 FrameRateLimit — cap slightly under refresh, LowLatencyMode=1 Smooths frame pacing; Reflex/Anti-Lag ship
10 FrameGenerationMode Raises the displayed rate; does not hide a 200 ms game-thread stall, and may worsen its feel

Anti-advice worth recording: the OP of the 30-reply stutter thread reports the periodic hitch persists "regardless of graphics settings… even on lowest settings, with hardware usage not spiking" [reported]. If usage does not spike, no graphics setting is the answer — look at 9.1 and 9.3.

9.5 Community-reported system-side fixes#

All [reported], community only, no official endorsement, listed because they recur:

  • Disable hardware-accelerated GPU scheduling (Windows) — "Hitching/stuttering issues" thread
  • Turn off Windows hardware acceleration, check monitor refresh-rate settings — same thread
  • Drop Texture and Shadow from Epic to High — same thread
  • A Windows 11 correlation claim: "nearly every time someone has an issue with this game, they are running Windows 11… the ONE common denominator" — "Stuttering and lag" thread. One poster's pattern-matching, not a controlled finding. Reported affected hardware in that thread spans RTX 4060 / 3060 Ti / 4070 Ti / 5090 and RX 6750 XT / 7800 XT, i.e. not GPU-specific
  • Linux/Deck: a commenter on the rail-height guide reports desktop "universal scrolling" reassigning middle-click and breaking the MMB+scroll pole-height mechanic; disabling it fixes the build control

9.6 Official troubleshooting flow#

Creepy Jar runs a support portal at creepyjar.theymes.com/hc/en/starrupture with 13 troubleshooting articles: Crash · Performance · Connection (listen servers) · Connection (dedicated servers) · Audio & sound difficulties · Lost/Overwritten Save File · Steam Cloud Error · Cannot install the game · GeForce Now Issues · Report a Bug · Feedback & Suggestions · Known Issues & EA Roadmap · How to find…? [confirmed]

The Performance article's steps: lower settings to medium/low · WHQL GPU drivers · update OS and BIOS · check disk space and RAM · Verify Integrity of Game Files · run Steam and StarRupture as administrator · close background apps / clean boot · run System File Checker · virus scan · antivirus and firewall exceptions · Windows 7/8 compatibility mode · remove all mods. It states the game uses "Unreal Engine 5" and may need significant hardware. The Crash article adds: disable fullscreen optimisations, Windows 8/10 compatibility mode, "turn off and delete any mods that you are or have been using", and names the executable path pattern …\StarRupture\StarRupture\Binaries\Win64\StarRuptureGameSteam.exe. [confirmed]

Escalation requires a form submission with platform details, singleplayer/co-op, the problem type, repro steps, a DxDiag file and the StarRupture.log file. The official articles never say where StarRupture.log is — that path (8.8) is first-hand from the install and is the single most useful thing this document can hand a player.

Client-side crash tooling actually shipped [first-hand]: CrashReportClient.exe (UE 5.6.1) under Engine\Binaries\Win64\, NVIDIA Aftermath for GPU crash dumps, DbgHelp, and — unusually — the full 2.51 GB PDB for the shipping executable, so crash callstacks resolve to D:\Perforce\P_Release-CU1\Chimera\Source\Chimera\…. Hotfix 0.2.7 added "an additional response window [to the Crash Report Tool] that can identify the crash cause and suggest self-troubleshooting steps" [confirmed].

Log-reading crib for save/settings debugging [first-hand], from a full 2,961-line session log: LogCrInventory dominates with repeated ItemPtr was null but it should never be the case id <guid> — noisy but harmless; a bad save edit surfaces as UCr*Subsystem::OnSaveLoaded errors or an OnPostLoadMap callstack from CrSaveSubsystem.cpp. The Shipping build suppresses the LogInit banner, so the log does not print the engine version or command line.

9.7 Performance-relevant patch history#

Build Date Performance / UI-stability content
0.1.0 2026-01-06 EA launch; known issues include large-base deconstruct framerate drops and delayed electricity counter
0.1.1 2026-01-09 Launch crashes; AMD GPU crash after deleting settings; subtitle sizing; optimised logistics + electricity in large bases
0.1.2 2026-01-16 Inventory-open crash; AMD Engineer-hair crash; CJK / audiolog font scaling
0.1.3 2026-01-30 Chinese text readability; corrected Simplified/Traditional Chinese language assignment. (A separate Technical Hotfix 0.1.3 was posted 2026-03-25, disabling loading of Public-Test-Branch saves) [confirmed] — Steam news feed timestamps
0.2.0 (Update 1) 2026-04-09 Patch-note sections, in order: Crashes & Performance issues · Multiplayer issues · Building · Enemies · Forgotten Engine & Abandoned Bases · Keybindings · Environment · Other. The notes carry no per-section fix counts and no stated total — earlier "221 fixes / Crashes & Performance (27) / Keybindings (5)" phrasing was wrong. Keybindings has six lines; UI-relevant: "HUD hints should now correctly display custom keybindings" [confirmed]
0.2.1 2026-04-16 Deconstruction stability; rail-junction deconstruct crash
0.2.5 2026-05-18 Autosave interval option; platform stability cost decreased
0.2.6 2026-06-02 Crash approaching bigger bases; crash tied to save file size; dedicated-server load
0.2.7 2026-06-11 Deconstruct crash; Crash Report Tool response window
0.2.8 2026-06-17 Single fix: crash on exiting the game on NVIDIA RTX 40/50 GPUs. Current build

10. Accessibility#

10.1 Shipped in 0.2.8#

Feature Evidence Confidence
FOV slider (to 120) FOVValue key [first-hand]; range from the FOV/dizziness thread [confirmed] key / [reported] range
Sprint toggle vs hold bIsSprintToggle [confirmed]
Motion blur off + strength slider MotionBlurEnabled, MotionBlurScale, MotionBlurQuality; off by default per community [confirmed] keys / [reported] default
Gamma / brightness calibration screen DisplayGamma + WBP_GammaEditor + T_GammaTestImage [confirmed]
HUD safe-zone adjustment SafeZoneScale + WBP_SafeZoneEditor (unset at -1 in the reference install) [confirmed]
Seven independent volume buses + output device picker section 8.6; Steam category "Custom Volume Controls" [confirmed]
Headphone/binaural mode and HDR-audio (dynamic range) mode bUseHeadphoneMode, bUseHDRAudioMode [confirmed] keys / exposure [inferred]
Subtitles GameSubtitles plugin + ContextualDialog; audiolog subtitle font size fixed in 0.1.1/0.1.2; audiolog text background material ships [confirmed]
Full key rebinding (KBM) section 6 [confirmed], with reliability caveats
Localisation into 12 languages section 11 [confirmed]
No timed-input requirement Steam category "Playable without Timed Input" [confirmed]
Save anytime Steam category "Save Anytime" [confirmed]
Colour-blind mode WBP_ColorBlindExtension + 6 Ishihara plates ship; no matching settings key found [UNVERIFIED] — assets only
Performance stat overlay DisplayStatList key [inferred]

10.2 Known accessibility gaps at 0.2.8#

Gap Detail Confidence
No text-size / UI-scale option Roadmap promises "adjustable text size"; nothing in the ini; Steam Deck hands-on: "it is extremely small. Subtitles are impossible to read well; I had to squint to actually read the menu UI." [confirmed] gap / [reported] severity
No sprint-FOV toggle — the biggest comfort complaint Sprinting punches the FOV out and snaps back. At least six threads across Jan–Aug 2026 report nausea/motion sickness. In "Sprinting FOV" (May 30) the confirmed reply is "This option is not yet available in the game." Only workaround: set FOV to 120, which leaves no headroom for the sprint zoom [confirmed] absent / [reported] workaround
No head-bob toggle Raised alongside sprint FOV; no key in the ini [reported]
No controller support Section 7 — officially stated. Named in-thread as a barrier by a player with hand injuries requiring a pad [confirmed]
No difficulty options Official: "the difficulty is integrated into the world's design"; no Easy/Normal/Hard. "Custom game modes with adjustable difficulty" is a roadmap item [confirmed]
No Steam Deck support Officially unsupported/unoptimised [confirmed]
Subtitle options (size, background, speaker names) beyond the shipped subtitles Roadmap item "subtitle options"; no keys in the ini [confirmed] roadmap / gap [inferred]
English-only voice acting Steam: English full audio; other 11 languages are text [confirmed]
No achievements 1.0 roadmap item [reported]

10.3 Roadmap vs delivered#

The Early Access roadmap (published 2026-01-08, image-only, no dates; transcribed by three outlets [reported]) puts accessibility under Quality of Life: "accessibility (improved keybinding, subtitle options, adjustable text size)", with controller support under Features and "better performance" / "tweaks in the UI & UX" under ongoing improvements (the last two confirmed verbatim on the official support portal [confirmed]).

Roadmap accessibility promise Status at 0.2.8
Improved keybinding Partial — rebinding ships and got 5 fixes in Update 1; reliability complaints persist from the launch window
Subtitle options Not delivered — subtitles exist, options do not
Adjustable text size Not delivered
Controller support Not delivered; officially in active development as of 2026-06-26
Codex / encyclopedia Disputed — a Codex menu ships; roadmap still lists it (section 4.4)
Custom game modes with adjustable difficulty Not delivered

Nothing in the 0.2.1 → 0.2.8 hotfix stream touched accessibility. Update 2 previews are UX-productivity features — not accessibility [confirmed]. Full preview list, verbatim by blog: Developer Blog: June 2026 (2026-06-19) — copying buildings with their parameters · copying & pasting parameters across buildings · Drone Roundabout overhaul · multi-deconstruct · deconstructing buildings without Platforms · crafting information displayed as items/minute. Developer Blog: August 2026 (2026-08-05) — "Add Pillars" functionality in Building Mode · automatic Pillar Support height adjustment · search bar in Buildings & Storages · Teleporter & Base Core custom names on the Map · Abandoned Bases completion status guide on HUD & Map · items required for the selected Corporation Level displayed in the Corporate Terminal.


11. Localisation#

Steam lists 12 languages, English full audio only, everything else interface + subtitles [confirmed]. The install corroborates exactly: the packaged Game .locres cultures are de, en, es, fr, ja, ko, pl, pt-BR, ru, th, zh-Hans, zh-Hant — twelve [first-hand].

Language Steam listing Game locres Note
English interface, full audio, subtitles en Only voiced language
German interface, subtitles de
Spanish – Spain interface, subtitles es
French interface, subtitles fr
Japanese interface, subtitles ja Noto Sans Japanese licence shipped
Korean interface, subtitles ko
Polish interface, subtitles pl Developer's language; the only non-English Tutorial locres
Portuguese – Brazil interface, subtitles pt-BR
Russian interface, subtitles ru
Thai interface, subtitles th
Simplified Chinese interface, subtitles zh-Hans 0.1.2 CJK font scaling; 0.1.3 readability + language-assignment fix
Traditional Chinese interface, subtitles zh-Hant 0.1.3 fixed Simplified/Traditional assignment

Italian and Turkish are not game-localised. it and tr .locres files exist only for Engine / OnlineFramework / OnlineSubsystem boilerplate, not for Game [first-hand] — do not read the engine locres list as a language list.

Community localisation works by pak drop. A Ukrainian community translation is distributed as an archive dropped into …\StarRupture\StarRupture\Content\Paks\, maintained across patches [reported] — Steam guide "УКРАЇНІЗАТОР на StarRupture". This is a practical proof for the modding track that loose pak layering over the single pakchunk0-Windows IoStore container works and survives patching, and that .locres replacement is the lowest-friction mod class. It is also the only route to a language the game does not ship — and, by extension, a plausible route for a community text-size or UI mod.


12. Implications for the project tracks#

Track What this document supplies
Playthrough companion Real settings-file paths and the official reset procedure; the FOV-120 motion-sickness workaround; the autosave-interval lever; the "islands not one slab" build rule; the log path support asks for and does not publish
Base-planning tool The build-mode control vocabulary and its Input-Action backing (snap toggles, terrain align, grid, Z-lock, pole height, spline tangent, multi-place); the 35-entry per-machine panel catalogue in WidgetSettings/; a performance model — contiguous platform area, not machine count, is the cost driver
Save/progression reader encyclopediaEntriesStatusData, hintsData, objectiveEntriesStatusData and pointOfInterestMarkerActors are the save-side mirrors of the Codex, hint, objective and map-marker HUD surfaces
Modding UI is CommonUI/Lyra-derived with a UGameSettingRegistry, so a settings mod is a registry extension, not a screen rewrite; bindings live in a GVAS .sav, not the ini; .locres/pak drop-in is proven; PDB shipped, containers unsigned, no anti-cheat; Version=5 is the settings-format discriminator
Corpus Supersedes the single UI paragraph in doc 01 §4/§5 and extends doc 07 §4.1's build-controls table with Input-Action cross-references and confidence tags

Gaps & Unverified#

  1. The authoritative default-binding table has not been read. It exists as two textures inside the pak — T_UI_mainMenu_controlsTable_keyboard and T_UI_mainMenu_controlsTable_mouse. Extracting them with FModel/retoc would replace most of section 5.3's [inferred] rows with confirmed values. Highest-value next action for this domain.
  2. RMB conflict. Doc 07's community sourcing says RMB = place/confirm; a Steam thread implies RMB = change-variant by default. BuildConfirm and BuildChangeVariant are distinct actions. Unresolved.
  3. Colour-blind mode. WBP_ColorBlindExtension and six Ishihara plates ship, but no colour-blind key appears in GameUserSettings.ini and SharedGameSettings.sav is effectively empty. Whether the option is reachable in the shipped options menu is unknown; no community source mentions it. Resolvable by opening the options menu in-game.
  4. Codex vs roadmap. A full encyclopedia menu, an OpenEncyclopdiaMenu input action, a co-op "using Codex" status icon and an encyclopediaEntriesStatusData save block all ship — yet the roadmap (and docs 01/02) list codex/encyclopedia as outstanding, and a 51-hour save records zero entries. Sources genuinely disagree on whether the feature is "shipped but empty" or "not shipped".
  5. Enum meanings. UpscalerMode=1, DLSSMode=2, UpscaleQuality=3, AntiAliasingMode=4, LowLatencyMode=1, AudioQualityLevel=0 are integers whose Creepy Jar enum ordering is not published. Engine-convention readings are given and marked inferred; a PDB symbol dump would settle them.
  6. Which options the UI actually exposes. The ini proves a key exists; it does not prove a control exists. Specifically unverified as player-facing: the three contextual frame-rate limits, DisplayStatList, AudioOutputDeviceId, bUseHeadphoneMode, bUseHDRAudioMode, SafeZoneScale, CustomUpscalerSharpess, bLandscapeNaniteTessellation, and which of DLSS / FSR / NIS / TSR are selectable.
  7. Defaults vs Robert's choices. Every value in section 8 is install-specific. No documented default-settings table exists anywhere. A clean-profile capture (rename the ini, launch, re-read) would produce one.
  8. Quick Use. Ten QuickUse00–09 actions and an IMC_QuickUse context ship, plus a QuckUseMenu [sic] UI folder — but no community source describes a quick-use bar, and players are actively asking for a hotbar. Whether Quick Use is live in 0.2.8 is unknown.
  9. Post-Update-1 rebinding reliability. Nine of ten keybinding threads predate Update 1's Keybindings fix group. No source confirms or denies that "the bind doesn't take effect" survives into 0.2.8.
  10. No settings benchmarks exist. Section 9.4's ranking is reasoned from the cost mechanism, not measured. Nobody has published FPS-per-setting numbers for StarRupture.
  11. Sources permanently abandoned: PCGamingWiki (HTTP 403 — normally the best source for exactly this domain), Fandom (HTTP 402), starrupture.wiki.gg/wiki/Controls (404 — the page does not exist), Steam Deck HQ's game-review index (no article content served), and Steam guide 3644277497 (rate-limited mid-session). WebSearch quota was exhausted before this task began, so all discovery ran through WebFetch of Steam's news/store APIs, Steam community search pages and the official support portal.
  12. Update 2 has no date. Its UI features (search bar in Buildings & Storages, "Add Pillars" toggle, automatic Pillar Support height, map custom names, Abandoned Base HUD guide, Corporate Terminal requirements, items/minute crafting display, parameter copying, Drone Roundabout overhaul, multi-deconstruct, deconstruct-without-platforms) are confirmed as work-in-progress previews only, and none is in 0.2.8.
  13. The Windows 11 correlation in section 9.5 is one poster's impression and should not be repeated as a finding.
  14. Hotfix 0.1.1 and the 0.1.0 launch known-issues list could not be re-fetched on 2026-08-22 (the Steam news Web API truncates before reaching January 2026 items, and the support portal's Known Issues article serves the list as an image). The 0.1.1 "optimised the logistics and electricity systems in large bases" line and the launch "framerate drops when deconstructing in very large bases" / "electricity counter updating with delay" items are therefore carried forward as [reported], and the "Performance (4)" section-count is [UNVERIFIED] — Creepy Jar's patch notes do not use parenthetical counts.

Sources#

All accessed 2026-08-22.

Official — Creepy Jar / Steam - Steam news feed (Web API): https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 — established 0.2.8 as current and Developer Blog: August 2026 as newest item - Hotfix 0.2.8 patch notes (verbatim, single fix): Steam news item 1835871199300344 — "Fixed crash on exiting the game on NVIDIA RTX 40 and 50 GPU series" - Hotfix 0.2.6 patch notes (verbatim) — via the same Web API - Update 1 patch notes (section list + Keybindings lines, verbatim) — via the same Web API - Developer Blog: June 2026 (2026-06-19) and Developer Blog: August 2026 (2026-08-05) — Update 2 preview lists, verbatim - Steam store data (Web API): https://store.steampowered.com/api/appdetails?appids=1631270 — 12 languages, categories (no controller-support flag), system requirements, release date - Creepy Jar support portal, StarRupture: https://creepyjar.theymes.com/hc/en/starrupture - Support — Troubleshooting category: https://creepyjar.theymes.com/hc/en/starrupture/categories/troubleshooting-1 - Support — General Information category: https://creepyjar.theymes.com/hc/en/starrupture/categories/general-information-4 - Support — Controllers & Steam Deck: https://creepyjar.theymes.com/hc/en/starrupture/articles/controllers-and-steam-deck-26 - Support — Performance: https://creepyjar.theymes.com/hc/en/starrupture/articles/performance-7 - Support — Crash: https://creepyjar.theymes.com/hc/en/starrupture/articles/crash-5 - Support — Audio & sound difficulties: https://creepyjar.theymes.com/hc/en/starrupture/articles/audio-and-sound-difficulties-10 - Support — Difficulty settings: https://creepyjar.theymes.com/hc/en/starrupture/articles/difficulty-settings-30 - Support — Known Issues & EA Roadmap: https://creepyjar.theymes.com/hc/en/starrupture/articles/known-issues-and-ea-roadmap-14 - Official Support Page pinned thread (Adam_CJ): https://steamcommunity.com/app/1631270/discussions/0/796714946157219878/

Community wiki (checked, found not to cover this domain) - https://starrupture.wiki.gg/wiki/Special:Statistics — 81 content pages, 621 total pages, 944 edits (re-checked 2026-08-22) [confirmed] - https://starrupture.wiki.gg/wiki/Main_Page — main page (the "last edited 2 Aug 2025" note previously recorded here could not be re-confirmed and has been dropped) - https://starrupture.wiki.gg/wiki/Special:AllPages — no Controls / Interface / HUD / Settings page

Steam community — discussions - Discussions index: https://steamcommunity.com/app/1631270/discussions/ - Search: controller — https://steamcommunity.com/app/1631270/discussions/search/?q=controller - Search: stutter — https://steamcommunity.com/app/1631270/discussions/search/?q=stutter - Search: keybind — https://steamcommunity.com/app/1631270/discussions/search/?q=keybind - Search: FOV — https://steamcommunity.com/app/1631270/discussions/search/?q=FOV - "No controller support???" (dev answer, 2026-06-26): https://steamcommunity.com/app/1631270/discussions/0/570415959124440504/ - "Extreme bad performance in 2 player coop": https://steamcommunity.com/app/1631270/discussions/0/695375795021119835/ - "Stuttering and lag" (30 replies): https://steamcommunity.com/app/1631270/discussions/0/840629289175021227/ - "Hitching/stuttering issues": https://steamcommunity.com/app/1631270/discussions/0/840628131190587932/ - "Lefty Keybindings": https://steamcommunity.com/app/1631270/discussions/0/757303032542200508/ - "Modify keybinds": https://steamcommunity.com/app/1631270/discussions/0/684116375920444351/ - "bad FOV, please do something, dizziness": https://steamcommunity.com/app/1631270/discussions/0/695375631276330086/

Steam community — guides - Guides index: https://steamcommunity.com/app/1631270/guides/ - "Adjust rail support height." — MMB + scroll pole-height control: https://steamcommunity.com/sharedfiles/filedetails/?id=3644569550 - "УКРАЇНІЗАТОР на StarRupture" — community pak-drop localisation: https://steamcommunity.com/sharedfiles/filedetails/?id=3645435424

Press / hands-on - Steam Deck HQ, "StarRupture is Surprisingly Playable on Steam Deck" — B/H bindings, Medium+FSR, text-size complaint: https://steamdeckhq.com/news/starrupture-surprisingly-playable-steam-deck/ - ProtonDB (aggregate tier, via doc 01): https://www.protondb.com/app/1631270

First-hand install artefacts (see docs/ref/shadow-install.md for provenance) - data/game-install/config/GameUserSettings.ini - data/game-install/config/EnhancedInputUserSettings.sav - data/game-install/config/SharedGameSettings.sav - data/game-install/Manifest_UFSFiles_Win64.txt (UI, HUD, Settings, Core/Inputs/, .locres inventories) - data/game-install/logs/StarRupture-backup-2026.08.22-08.34.35.log - data/save-snapshots/2026-08-22/9.sav (encyclopedia / objective / hint / POI save blocks)

Sibling corpus docs cross-referenced - docs/01-game-overview.md §4–5, §9 · docs/02-development-history.md §9.1 · docs/03-patch-notes-changelog.md · docs/07-building-base-construction.md §4.1, §9.3 · docs/09-logistics-transportation.md · docs/14-multiplayer-coop.md §perf

Fetched and abandoned (recorded so future sessions do not retry): pcgamingwiki.com/wiki/StarRupture (403) · starrupture.fandom.com (402) · starrupture.wiki.gg/wiki/Controls (404) · steamdeckhq.com/game-reviews/starrupture/ (no content) · steamcommunity.com/sharedfiles/filedetails/?id=3644277497 (rate-limited)

20

Save Data Schema & Progression State Reference

Version anchorStarRupture Early Access 0.2.8 ("Hotfix 0.2.8", Steam news post 2026-06-17 11:03 UTC, epoch 1781694185) on the Content Update 1 line — build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, engine Unreal Engine 5.6.1 (custom Creepy Jar build), depot pushed 2026-08-16 10:35 UTC. Re-confirmed against the ISteamNews feed on 2026-08-22: no patch post exists after Hotfix 0.2.8 (epoch 1781694185); the three later posts are all non-patch — Developer Blog: June 2026 (1781874235), Base Building Basics: Part 2 (1782392447) and, newest of any kind, Developer Blog: August 2026 (2026-08-05, epoch 1785934799), whose contents (Add Pillars, building search bar, Teleporter/Base Core custom names on the map, Corporate Terminal "items required for the selected Corporation Level") are explicitly unshipped Update 2 previews — "these are only a number of improvements that we're preparing for you in our next update." Every schema fact in this document is a first-hand decode of a 0.2.8 save and is tagged [0.2.8] unless stated otherwise.
17 claims checked9 corrections8 unverifiedverifier verdict

The doc is now reliable: its version anchor is current (0.2.8 is still the newest shipped patch as of 2026-08-22), and every externally checkable claim -- the three community save tools' formats, .met writers, validators and migrate behaviour, the six corporation display names, four of six max levels, the Data Points mechanic, the professions, the app id and save path -- checked out verbatim against source, with eight numeric/count errors corrected (payload share, non-Mass byte total, 470→487 recipe item entries, 15→16 GameStateData keys, 22→24 player keys) and one over-reaching interpretation (reputation as an XP bar priced on a "shared" cost ladder) retracted and demoted to a new Gap 19. Its residual risk is concentrated in the first-hand-only physics of §4 (wave period), §7 (antennas) and §8.1 (Base Core envelope), which no public source corroborates -- those are single-save measurements, correctly tagged, but should be re-measured on a second playthrough before a planner hard-codes them.

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Docs 04 through 13 of this corpus each cite save keys ad hoc — EnviroWaveTimer, unlockedFeaturesFlags, objectiveEntriesStatusData, MegamachinesSubsystem, RadiationBorders.level, researchPointsTier1/2 and a dozen more — without any single place defining what those keys hold. This document is that definition: a semantic dictionary of the save payload, produced by decompressing the in-repo snapshot data/save-snapshots/2026-08-22/9.sav and walking every one of its 23 subsystems. It is deliberately distinct from doc 15, which covers the binary format and the tooling ecosystem; here the container is a two-page preliminary and the rest is the meaning of the data. Because two snapshots were taken 6,009 world-seconds apart (9.sav and AutoSave187.sav), every field could additionally be classified as static or dynamic, which is what resolves several readings that a single snapshot leaves ambiguous. Along the way this closes four gaps left open elsewhere in the corpus — the exact enviro-wave period, the Base Core envelope size, the building stability constants, and the meaning of the corporation reputation field — and corrects three claims that turn out to be artefacts of reading one save at one instant.


1. Container, sidecar and pointer files#

1.1 The three files per save slot#

File Size (9.*) Format Written by
9.sav 530,138 B uint32 LE inflated-size header + a raw zlib stream UCrSaveSubsystem
9.met 174 B plain, pretty-printed JSON (tab-indented) — not compressed, not obfuscated same
SaveData.dat 19 B plain text last-played pointer, e.g. /Praxis/AutoSave187 same

Save directory [0.2.8]: C:\Program Files (x86)\Steam\userdata<steam3id>\1631270\remote\Saved\SaveGames<Profile>\. This is the Steam Cloud remote tree, not %LOCALAPPDATA% — the %LOCALAPPDATA%\StarRupture\Saved\SaveGames\ folder holds only EnhancedInputUserSettings.sav and SharedGameSettings.sav (ordinary UE GVAS settings blobs), never game saves. Slots are 0.sav–9.sav (manual) plus AutoSave<N>.sav (a rolling counter, at 187 in this snapshot, cadence ≈15 min). A sibling remotecache.vdf carries per-file sha/size/syncstate (1 = synced, 3 = pending upload).

1.2 Container layout, verified byte-for-byte#

Offset Size Content Verified value for 9.sav
0 4 B inflated payload size, uint32 little-endian 0x005AD4A4 = 5,952,676
4 2 B zlib CMF/FLG 0x78 0x9C (deflate, default compression, 32 KiB window)
6 var deflate stream UTF-8 JSON
−4 4 B Adler-32, big-endian 0x147D31FE — matches zlib.adler32(payload) exactly

There is no magic number, no GVAS header, no encryption and no obfuscation [0.2.8, confirmed first-hand]. Note a framing nuance the community READMEs get slightly wrong: both the Chr0nos and AlienXAXS write-ups list the Adler-32 as a fourth, separate field. It is not — it is the standard trailer of the zlib stream that begins at offset 4, so zlib.decompress(raw[4:]) consumes it automatically and zlib.compress() regenerates it. Nothing extra needs to be appended.

# read (safe, non-destructive)
import json, struct, zlib
raw = open('9.sav', 'rb').read()
size = struct.unpack('<I', raw[:4])[0]
save = json.loads(zlib.decompress(raw[4:]))     # len(payload) == size

Measured compression: 11.2:1 for 9.sav, 11.7:1 for AutoSave187.sav (591,647 B → 6,939,358 B). Re-compressing the same payload at level 6 yields 518,476 B and at level 9 yields 518,782 B — both smaller than the game's own 530,138 B, so the shipping writer is not using either extreme. Level does not matter for loading.

Round-trip is structurally lossless but not byte-identical. Re-serialising the parsed payload with Python's compact separators produces 5,942,713 B against the original 5,952,676 B — a 9,963 B delta caused entirely by float-formatting differences between UE's writer and Python's repr. The game accepts this (the size header is recomputed), but it means a checksum-based "did my tool change anything?" test will always report a difference; compare parsed trees, not bytes.

1.3 The .met sidecar [0.2.8]#

{
    "timestamp": "20260822021011",
    "worldTimeSeconds": 150869.70874367282,
    "bIsInTutorial": false,
    "gameVersion": { "major": 0, "minor": 2, "pATCH": 8 }
}
Field Type Notes
timestamp string YYYYMMDDHHMMSS local machine time, not UTC (matches file mtimes at the host's −06:00 offset). Duplicated verbatim inside the .sav payload.
worldTimeSeconds float Duplicated exactly (all 17 significant digits) from the payload root. A mismatch between sidecar and payload is a reliable corruption signal.
bIsInTutorial bool false here. Distinct from the payload's GameStateData.bTutorialCompleted, which is also false — the two are not complements; see §10.1.
gameVersion object major / minor / pATCH — the odd casing is the game's own, produced by UE's property-name-to-JSON conversion of a PATCH field. Reproduce it exactly.

The .met is what the in-game load menu reads for the slot list. A .sav written without a matching, correctly-shaped .met will not appear in the menu even though the data is fine — this is the failure mode behind §13's tooling warning.


2. Payload root and the clock domains#

Ten root keys, unchanged in count between both snapshots [0.2.8]:

Root key Type Value in 9.sav Meaning
itemData object 23 subsystem keys the entire world state (§3 onward)
level string /Game/Chimera/Maps/ChimeraMain/ChimeraMain.ChimeraMain the one handcrafted World Partition map
worldTimeSeconds float 150,869.709 in-world simulation clock — the clock every gameplay timer uses
worldUnpausedTimeSeconds float 187,665.951 wall-clock less pause
worldRealTimeSeconds float 187,970.113 wall-clock including pause
worldAudioTimeSeconds float 151,171.375 audio-thread clock, tracks worldTimeSeconds
sessionName string "" empty in single-player
saveName string "" empty for numbered slots
timestamp string 20260822021011 mirrors the .met
gameVersion object {0, 2, 8} mirrors the .met

2.1 The "51 h save" discrepancy, resolved#

Docs 01, 04, 05, 06, 07, 11, 12 and 13 all describe the reference save as the "51 h save", while the same save reports worldTimeSeconds = 150,870 s = 41.9 h. Both figures are correct; they are different clocks, and neither doc is wrong so much as under-specified. Measured across the two snapshots:

Clock 9.sav as hours AutoSave187 Δ over the interval Δ ÷ ΔworldRealTime
worldTimeSeconds 150,869.71 41.91 h 156,879.03 +6,009.32 0.8191
worldUnpausedTimeSeconds 187,665.95 52.13 h 194,972.42 +7,306.46 0.9959
worldRealTimeSeconds 187,970.11 52.21 h 195,306.73 +7,336.62 1.0000
worldAudioTimeSeconds 151,171.37 41.99 h 157,210.72 +6,039.35 0.8232
GameStateData.playtimeDuration 183,962.38 51.10 h 190,996.86 +7,034.48 0.9588

The "51 h" figure is playtimeDuration (183,962 s), a GameStateData field — it is the number a companion UI should surface as "hours played". worldTimeSeconds is a different, slower clock running at 0.819× real time in this sample, and it is the clock the enviro-wave timer, the base-attack evaluator, the infection fragments and the logistics scheduler all timestamp against. Do not convert between them with a fixed factor: the ratio is an emergent property of how much of the session was spent in states that stall world time, and it will differ per save.

Practical rule for a companion tool: report playtime from playtimeDuration; compute every countdown, cadence and "time until" from worldTimeSeconds. Mixing the two is the single easiest way to produce a wrong wave prediction.

Why worldTimeSeconds lags real time by ~18% is UNVERIFIED — loading screens, menu time, death/respawn and cutscenes are all plausible stalls, but none was isolated. worldUnpausedTimeSeconds tracking real time at 0.996 shows the gap is not ordinary pause-menu time.


3. itemData — the 23 subsystems#

Each key is the save-name of a UCrSubsystem or replicated actor; every value is an object. Sizes are the serialised JSON length in 9.sav.

Subsystem key Size Δ between snapshots Section
Mass 5,971,213 B dynamic (2,711 → 3,231 entities) §9
GameStateData 161,033 B dynamic §10
CrCraftingRecipeOwner 74,546 B dynamic (counts only) §6
GatherableSpawnersSubsystem 14,821 B dynamic §11.1
AntennasData 9,633 B dynamic (19 → 20) §7
CrCorporationsOwner 4,908 B dynamic (a level-up occurred) §5
SharedQuestIemsListComponent (sic) 3,209 B dynamic §11.6
BuildingUpgradeTaskOwnerData 1,636 B dynamic §5.4
BaseCoreReplicationHelperSaveData 808 B dynamic §8.2
CrIvySubsystem 781 B dynamic §11.3
MassEnemySpawnSubsystem 746 B dynamic §11.2
BaseSiteAttackData 694 B dynamic §8.3
EnviroWave 475 B dynamic §4.1
EnviroWaveEffects 350 B dynamic §4.3
CrLogisticsRequestSubsystem 353 B dynamic §11.5
EnviroWaveTimer 342 B dynamic §4.2
CrBuildingCustomNameSubsystem 163 B dynamic §11.7
CrPackageTransportReplicator 71 B dynamic §11.5
CrWaveTimerActor 59 B dynamic §4.2
MegamachinesSubsystem 54 B static here §11.4
CrZiplineSubsystem 26 B empty §11.5
CrZiplineReplicator 24 B empty §11.5
RadiationBorders 12 B static here §11.4

Read these sizes as relative, not absolute [0.2.8, corrected]: they are json.dumps lengths measured on the parsed tree, and that serialisation is larger than the on-disk payload — Mass alone (5,971,213 B) exceeds the 5,952,676 B inflated payload recorded in §1.2 and in shadow-install.md §6. Against the summed subsystem total (6,245,607 B) Mass is 95.6%, and the other 22 subsystems together are ~274 KB, not the ~380 KB an earlier pass reported. Any tool that only needs progression state (corporations, recipes, waves, objectives, player) can ignore Mass entirely and work with that ~274 KB plus the ten root keys.

3.1 Two ID conventions used throughout#

Both appear as JSON object keys (strings) and as values, and a tool must handle both:

Form Where Example
"(ID=<n>)" keys of Mass.entities, customNames, AntennasData.antennas, stability/foundation maps, spawnPointOwnerships "(ID=416)"
{"iD": <n>} values referencing an entity {"iD": 416}
"(UId=(ID=<n>))" keys of electricitySubsystemState.nodeData "(UId=(ID=416))"
"(SubGraphId=<n>)" keys of electricitySubsystemState.subgraphData "(SubGraphId=1)"

The sentinel for "no entity" is {"iD": 4294967295} (0xFFFFFFFF), used in BaseSiteAttackData, BaseCoreReplicationHelperSaveData and several fragments. A tool must not treat it as a real id. selectedLevelToUpgrade uses -1 as its own null. GUID-keyed maps (ivy, spawners, dialogue, POIs, datapads, objectives, upgrade tasks) use bare 32-hex-character strings.


4. The enviro-wave block — timing constants and the measured period#

This is the datamine docs 01, 05 and 13 each defer to. Doc 05 §"Gaps" states the constants are "in the save but not decoded" and that "the ~57-minute cycle is an average derived from one 51-hour save, not a measured constant." Both are now resolved.

4.1 EnviroWave [0.2.8]#

Field Type Value in 9.sav Meaning
wave enum string "None" active wave type; "None" between waves
stage enum string "None" active stage within a wave
progress float 0 0–1 progress through the current stage
waveStartTimeSeconds float 149,120.927 world-time stamp of the last wave start
settings object see below the wave configuration constants

The settings sub-object — the constants the corpus has been asking for:

Key Value Unit Reading
waveSpeed 10,000 uu/s 100 m/s front travel speed
waveStartPosition −25,200 ⚠ ambiguous see the unit note below
waveEndPosition +25,200 ⚠ ambiguous
preWaveDuration 60 s warning / pre-wave window
wavePreWaveExplosionDuration 58.099998 s the pre-wave explosion build-up (just under preWaveDuration)
waveFadeoutFireWaveDuration 20 s fire-wave fade
waveFadeoutBurningDuration 60 s burning fade
waveFadeoutFadingDuration 180 s fading fade
waveGrowbackMoonPhaseDuration 600 s moon-phase / night growback
waveGrowbackRegrowthStartDuration 15 s regrowth ramp-in
waveGrowbackRegrowthDuration 120 s regrowth

Summed post-wave tail: 20 + 60 + 180 + 600 + 15 + 120 = 995 s, plus 60 s of pre-wave = 1,055 s of scripted phase either side of the traversal itself.

Unit note (important). waveStartPosition/waveEndPosition (±25,200) cannot be Unreal units on the same axis as the rest of the wave data, because Mass.enviroWaveSubsystemState.previousWavePosition is −1,200,000 and EnviroWaveTimer.heatWaveRegionTransform places the region at translation X = −400,000 with scale3D.x = 16,000 — i.e. a 1,600,000 uu (16 km) box spanning X ∈ [−1,200,000, +400,000], and −1,200,000 is exactly that box's minimum edge. The world-space travel corridor is therefore 16 km along +X, which at waveSpeed 10,000 uu/s is a 160 s traversal. The ±25,200 pair is in some other frame (region-local, or metres) and its interpretation is UNVERIFIED — do not build a position model on it. Note also that heatWaveRegionTransform.scale3D.y and .z are both 3.4028235e+38 (FLT_MAX), i.e. the region is deliberately unbounded on Y and Z: the wave is a full-width sweeping plane, not a localised front.

4.2 EnviroWaveTimer and CrWaveTimerActor — the measured period#

EnviroWaveTimer [0.2.8]:

Field Type 9.sav AutoSave187 Meaning
nextWaveTimer float 1,476.5 1,916.98 seconds remaining until the next wave (world-time)
bWaitingForNextWave bool true true in the inter-wave calm
bPause bool false false timer paused
previousWaveStage enum "None" "None"
bStopWaves bool false false a global disable switch — exists in the shipping build
numWaves int 44 46 waves elapsed since world start; monotonic
heatWaveRegionTransform transform see §4.1 same the sweep volume

CrWaveTimerActor [0.2.8] is the absolute-time counterpart: { "nextTime": 152345.96875, "nextPhase": 0, "bPause": false }. The two agree — worldTimeSeconds + nextWaveTimer = nextTime to within 0.24 s in 9.sav and 0.06 s in AutoSave187 (a sampling-order artefact, not drift).

The steady-state wave period is 3,225.05 s of world time (53 min 45 s) [0.2.8, confirmed — three independent measurements agreeing to ±0.01 s]:

Measurement Computation Result
Between consecutive waveStartTimeSeconds, 2 waves apart (155,571.023 − 149,120.927) ÷ 2 3,225.048 s
9.sav: next start minus last start 152,345.969 − 149,120.927 3,225.042 s
AutoSave187: next start minus last start 158,796.078 − 155,571.023 3,225.055 s

Corroborating cross-check: numWaves advanced 44 → 46 over a 6,009.32 s world-time interval, i.e. two waves in ~2× 3,225 s = 6,450 s of period — consistent once the partial periods at each end are accounted for.

This supersedes the "~57-minute cycle" repeated in doc 05. That figure is worldTimeSeconds ÷ numWaves = 150,870 ÷ 44 = 3,429 s = 57.1 min, which is an average that includes the pre-first-wave lead-in. Back-solving: 44 × 3,225.05 = 141,902 s, leaving 8,967 s (≈2.49 h of world time) of calm before wave 1 — a grace period, which is exactly what makes the naive average 6% too long. Use 3,225 s for prediction; use the average for nothing.

Two further cautions for a companion tool: 3,225 s is a world-time period, so at this save's observed 0.819 clock ratio it lands roughly every 65 min of wall clock — and that ratio is not a constant (§2.1). And nextPhase: 0 in CrWaveTimerActor suggests a phase index that was never observed non-zero here; its enumeration is UNVERIFIED.

4.3 EnviroWaveEffects — the wave-driven world flags#

Five booleans, each wrapped with the world-time of its last flip [0.2.8]:

Flag bValue lastChangeTime Reading
sulfurActive true 149,810.97 sulfur deposits present (post-wave)
enemySpawnersActive true 149,810.97 enemy spawners live
evaporateWater false 149,810.97 water evaporation phase over
hidePoisonIvy false 149,945.97 poison ivy visible
hideAggressivePlant false 149,810.97 aggressive plants visible

Three of the five flipped at the same instant (149,810.97), 690 s after waveStartTimeSeconds — a single end-of-wave transition. hidePoisonIvy flipped 135 s later, on its own schedule. This confirms doc 05's claim that evaporateWater is an explicit engine flag rather than a narrative description.

4.4 The stage machine, named from telemetry#

The player-scoped executedContextualEventsData (§10.3) carries a counter per wave stage, which names the stage sequence and gives an independent count of how many of each has occurred [0.2.8, confirmed first-hand]:

Stage event Count Note
ForeCast 44 warning phase
MoonPhase 47 night / moon growback — occurs more often than full waves
FireWave 44 the destructive sweep
Eruption 44
Fading 44
RegrowthStart 44
RegrowthEnd (game-scoped) 40 hot + 4 none
OnWaveStart (game-scoped) 48 hot
OnWaveEnd (game-scoped) 40 hot + 4 none

Every one of these is keyed by wave type, and the only type observed is "hot" — so the enum has at least one more member ("none" appears as the null case) and the game's internal name for the fire/heat wave is hot [0.2.8]. The 44/47/48 spread is real and worth noting: OnWaveStart (48) exceeds numWaves (44) and FireWave (44), and MoonPhase (47) sits between — so the counters are not all incremented at the same point in the cycle. Which one is authoritative for "waves survived" is UNVERIFIED; numWaves is the one the timer itself uses and is the safest choice.


5. CrCorporationsOwner — corporations, reputation, research points, feature flags#

5.1 Shape#

CrCorporationsOwner
├── corporations[]                     six entries, fixed order
│   ├── name                           internal id string
│   ├── bHidden                        bool
│   ├── reputation                     int
│   ├── level                          int
│   ├── levelRewardsClaimed[]          int[]  — the level numbers claimed
│   ├── upgradedBuildingsClaimed[]     one entry per corporation level
│   │   ├── level                      int
│   │   └── upgradedBuildings[]        { buildingIdx, upgraded }
│   ├── researchPointsTier1            int
│   └── researchPointsTier2            int
├── dataPoints                         int   — the global currency
├── bStartingCorporationMaxedOut       bool
├── unlockedFeaturesFlags              int   — bitfield
└── unlockedInventorySlotsNumber       int

5.2 Observed values, and the reputation finding#

Internal name Display name (doc 11) Level 9.sav Rep 9.sav Level AS187 Rep AS187 upgradedBuildingsClaimed length
StartingCorporation Training Corporation 5 0 5 0 5
FutureCorporation Future Health Solutions 6 4 6 4 14
SelenianCorporation Selenian Corporation 6 0 6 0 15
GriffithsCorporation Griffits Blue Corporation 5 9 5 9 14
MoonCorporation Moon Energy Corporation 4 5 5 0 15
CleverCorporation Clever Robotics 5 6 5 6 14

Globals: dataPoints 10,660 (unchanged across both snapshots), bStartingCorporationMaxedOut true, unlockedFeaturesFlags 111, unlockedInventorySlotsNumber 8.

Finding 1 — reputation is per-level progress, not standing. Moon Energy went from level 4, reputation 5 to level 5, reputation 0 between the two snapshots. Reputation resets to zero on level-up [0.2.8, confirmed — observed transition], so it is a per-level counter, not a persistent faction-standing score. This corrects the natural but wrong reading of "reputation" as a reputation rating. It also explains the two zeroes in the table: Training is maxed at its ceiling, and Selenian had recently levelled to 6.

But do not render it as reputation / (cost of level N+1) [corrected 2026-08-22 against starrupture.wiki.gg]. Two web-checked facts break that: (a) the per-level cost ladder is not shared by all six corporations — Selenian and Moon both run 200 / 1,500 / 6,400 / 17,600 / 37,800 / 69,700 / 116,000 / 179,400 / 262,600 / 368,300 …, and Clever tops out around 658,300 by level 13, while Training has its own much smaller ladder (5 / 20 / 50 / 100); and (b) the wiki describes levelling as spending Data Points at the Corporate Terminal ("Allows for the spending of Data Points"), not as accumulating reputation. The observed reputation values (0, 4, 5, 6, 9) are three to four orders of magnitude below those thresholds, and dataPoints was unchanged (10,660) across the very interval in which Moon levelled 4 → 5. So reputation is not denominated in the wiki's level-cost points, and what it does count is UNVERIFIED — only the reset-on-level-up behaviour is confirmed. See Gap 19.

Finding 2 — upgradedBuildingsClaimed.length equals the corporation's maximum level. The array is indexed by level, one slot per level, and its length matches doc 11's wiki-sourced max-level table for all six corporations (Training 5, Selenian 15, Moon 15, Clever 14, Griffits 14, Future 14) [0.2.8, confirmed — 6/6 first-hand agreement with an independent source]. Four of the six (Training 5, Selenian 15, Moon 15, Clever 14) were re-verified directly against starrupture.wiki.gg on 2026-08-22; Griffits and Future rest on doc 11 alone. That is a first-hand corroboration of a table the corpus previously carried on wiki authority alone, and it means max level is readable straight out of any save without consulting a wiki.

Each slot's upgradedBuildings[] is empty for most levels and holds {"buildingIdx": 0, "upgraded": false} for a handful (Selenian at levels 2/4/6/8/12; Clever at 3/4/6/7/8; Moon at 4/8/10; Griffits at 3; Future at 10). The level field inside each slot is 0 in every one of the 77 slots in this save, so its purpose is UNVERIFIED. Interpretation of buildingIdx as an index into that corporation's BuildingCollections assets (38 exist in the install) is inferred.

Finding 3 — researchPointsTier1 and researchPointsTier2 are zero on every corporation. Docs 01, 04, 06 and 11 cite these fields. In a 51-hour, six-corporation, all-rewards-claimed save they are 0 across the board, and unchanged across both snapshots [0.2.8]. Either they are a spent-immediately balance, or they belong to a system not exercised in this playthrough, or they are vestigial. The corpus should not present them as an active currency without a save that shows them non-zero. The live currency is unambiguously the single global dataPoints (10,660 here), which sits outside the per-corporation records.

5.3 unlockedFeaturesFlags — the bitfield#

Value 111 [0.2.8] = 0b1101111, i.e. bits 0, 1, 2, 3, 5, 6 set and bit 4 (value 16) clear — six of at least seven defined bits.

Independently, the player's OnFeatureUnlocked telemetry counter lists exactly six unlocked features:

Feature (telemetry name) Count
dash 1
medTool 1
biggerInventory 1
buildingDrone 1
map 1
grenade 1

Six set bits, six unlocked features — the popcount of unlockedFeaturesFlags is the number of unlocked player features [0.2.8, confirmed by cross-check]. The bit-to-feature ordering is inferred at best: the telemetry map is unordered, so which of the six occupies which bit, and what the un-set bit 4 corresponds to, cannot be settled from one save. Two saves at different unlock stages would fix it; that is a concrete follow-up. unlockedInventorySlotsNumber = 8 is a separate integer and is consistent with the biggerInventory feature being set, and with the player's inventoryState grid of 8 columns × 4 rows (§10.2).

5.4 BuildingUpgradeTaskOwnerData#

A flat tasks[] of 14 entries [0.2.8], each { iD (GUID), initContextNumber, currentContextNumber, bCompleted }. Every initContextNumber is 0; currentContextNumber is a running counter and bCompleted the latch.

bCompleted Count currentContextNumber values observed
true 6 4, 3, 1, 1, 5, 50, 1000 (7 values across 6 entries+1)
false 8 4, 355, 8, 0, 355, 5, 0

Two open tasks sit at exactly 355, which equals electricitySubsystemCustomState.highestConsumedElectricity (§9.4) and the OnHave.electricityConsumed telemetry value — so at least some upgrade tasks are power-consumption milestones, and the counter is a live world metric rather than a click count [inferred]. One completed task reads 1,000 and another 50, so the targets vary widely. The task GUIDs are opaque without a datamine of the 64 BuildingUpgrades assets, so mapping tasks to their in-game names is not possible from the save alone — that is a Gap.


6. CrCraftingRecipeOwner — the recipe gate#

Key Type 9.sav Meaning
unlockedRecipes array of asset-path strings 15 craftable now
lockedRecipes map: asset path → { items: [{ item, count }] } 140 not yet craftable, with requirements
pickedUpItems array of asset-path strings 8 gatherables the player has picked up at least once

Unchanged counts across both snapshots. Unlocked [0.2.8]: CR_WolframPlate, CR_Tube, CR_TitaniumSheet, CR_TitaniumHousing, CR_TitaniumBeam, CR_Rotor, CR_Glass, CR_Ceramics, CR_CalciumPowder, CR_CalciumBlock, CR_BasicBuildingMaterial, CR_BasicBuildingMaterial_ItemPrinterELM, CR_StarBites, CR_RefinedVulpirEgg, CR_Figler. pickedUpItems: I_Hydrobulb, I_Polifruit, I_StarTears, I_Prickler, I_Purplant, I_FoxEgg, I_Glowcap, I_SerpentRoot.

6.1 What lockedRecipes[].items actually is — a correction#

Doc 13 §"Progression" describes each locked entry as mapping "a recipe asset to the specific blueprint item(s) required to unlock it". That is too narrow. The list is the full unlock requirement set, of which a blueprint item is often only the first element:

Recipe items (asset → count)
CR_Valve I_ValveBlueprint 0 · I_Nozzle 0 · I_TitaniumHousing 0 · I_TitaniumRod 0 · I_DataPoint 0
CR_Coil I_Tube 0 · I_WolframWire 300 · I_Ceramics 600 · I_DataPoint 600
CR_Syringe I_Tube 0 · I_Glass 0 · I_DataPoint 800
CR_SilicaSand I_SilicaSandBlueprint 0 · I_CalciumPowder 600 · I_Ceramics 800 · I_HeliumOre 2000 · I_DataPoint 0
CR_HeatResistantSheet I_TitaniumSheet 600 · I_WolframPlate 600 · I_Glass 0 · I_DataPoint 600
CR_Storage I_QuartzOre 0 · I_FireWaveOre 0 · I_DataPoint 0

I_DataPoint appears as an entry in the requirement list, which is how research cost is expressed — the recipe tree is priced in the same Data Points that CrCorporationsOwner.dataPoints tracks. So doc 13's practical conclusion ("research alone does not open the tree — most recipes are gated behind physical blueprint items") is directionally right for blueprint-bearing recipes but wrong as a universal: CR_Coil, CR_Syringe and CR_HeatResistantSheet carry no blueprint item at all, only materials and Data Points.

Requirement-list sizes across the 140 locked recipes: 1 item ×6, 2 ×13, 3 ×59, 4 ×32, 5 ×30.

6.2 The count field is dynamic — and its exact semantics are unsettled#

Across 487 item entries (the 6/13/59/32/30 size distribution in §6.1 sums to 487, not the 470 an earlier pass reported), count is 0 in 487 − 17 = 470 cases; the non-zero values are 600 (×7), 300 (×3), 800 (×2), 2000 (×2), 499, 7 and 634. Two entries changed between snapshots [0.2.8]:

Recipe 9.sav counts AutoSave187 counts
CR_Syringe I_Tube 0, I_Glass 0, I_DataPoint 800 I_Tube 600, I_Glass 0, I_DataPoint 800
CR_Coil I_Tube 0, I_WolframWire 300, I_Ceramics 600, I_DataPoint 600 I_Tube 200, I_WolframWire 300, I_Ceramics 600, I_DataPoint 600

Two readings survive:

  1. Required amount, lazily revealed — 0 means "requirement not yet displayed to the player", and it populates as the recipe becomes visible. Supported by: I_DataPoint at 800 is obviously a price, not something the player "delivered"; the same item (I_Tube) shows different values in different recipes (600 vs 200), which is natural for per-recipe requirements and unnatural for a global progress tally; and both third-party editors describe the field as a requirement — the adubry75 GUI advertises "Edit item count requirements".
  2. Amount contributed so far — the field being dynamic at all is the only evidence for this.

Reading 1 is substantially better supported and is what a companion tool should assume, but it is inferred, not confirmed, and it is listed under Gaps. Note the practical consequence either way: do not cache these counts — they change during play.


7. AntennasData — the 19 (and then 20) antennas#

{ "antennas": { "(ID=n)": {...} } } — a map keyed by entity id, not an array, despite the name.

Field Type Observed range
state enum string Infected (10), ReadyToCharge (7), Activated (2)
chargingDuration int, seconds 60, 75, 90, 120, 180
failDistanceInMeters int 150 on every one of the 19
uncoverSizeMultiplier float 1.00 – 1.30
expRewardMultiplier float 1.0, 1.25, 1.5, 1.75
antennaSpawners[] array of { delay, spawnerId } 2–8 entries; delay in seconds

Full roster in 9.sav [0.2.8]:

Entity id State chargingDuration uncoverSize expReward Spawners Last spawn delay
(ID=15) Infected 120 1.15 1.00 6 100
(ID=16) Infected 180 1.10 1.00 8 175
(ID=17) ReadyToCharge 75 1.30 1.50 4 75
(ID=18) ReadyToCharge 180 1.10 1.00 8 155
(ID=19) ReadyToCharge 90 1.20 1.50 4 73
(ID=20) Infected 120 1.10 1.75 6 100
(ID=21) Infected 90 1.23 1.50 4 73
(ID=22) Infected 180 1.30 1.00 8 175
(ID=23) Infected 180 1.30 1.00 8 175
(ID=24) Activated 75 1.30 1.25 3 60
(ID=25) Activated 60 1.30 1.00 2 30
(ID=26) ReadyToCharge 180 1.10 1.00 8 175
(ID=27) ReadyToCharge 60 1.25 1.00 2 30
(ID=333) ReadyToCharge 120 1.30 1.00 6 100
(ID=334) Infected 90 1.30 1.50 4 73
(ID=44383) Infected 90 1.20 1.50 4 73
(ID=100012) Infected 75 1.30 1.00 4 60
(ID=100017) ReadyToCharge 75 1.15 1.25 3 60
(ID=116570) Infected 90 1.20 1.50 4 73

Correction to doc 12. Doc 12 uses "19 antennas in the reference save" as "the best hard number available" for a Geo Scanner census, with the caveat that it may include non-scanners. The stronger caveat is that 19 is not a census at all: AutoSave187, 100 minutes of world time later, contains 20 — a new entry (ID=149439) (ReadyToCharge, 90 s, uncover 1.00, exp 1.5, 4 spawners) appeared, with no state changes to any of the original 19. The map is populated as antennas are encountered, so its length is a measure of the player's exploration, not of the world's antenna count [0.2.8, confirmed — observed growth]. Any figure derived from it is a lower bound.

Mechanics the schema exposes [0.2.8], all of which are new to the corpus:

  • chargingDuration is the defend-the-scanner timer, and it is per-antenna, not global: 60/75/90/120/180 s tiers.
  • antennaSpawners[] count scales with duration — 60 s → 2 spawners, 75 s → 3–4, 90 s → 4, 120 s → 6, 180 s → 8 — and the last spawner's delay is at or just under chargingDuration (e.g. 180 s → last at 175 s; 120 s → last at 100 s). So the assault is scheduled to run the entire charge. This confirms and refines doc 12's community-sourced "2 to 5 waves of Vermin": the observed range is 2 to 8 spawner triggers.
  • failDistanceInMeters is 150 on every antenna — leave a 150 m radius during the charge and it fails. This is a hard constant the corpus did not have.
  • uncoverSizeMultiplier (1.00–1.30) scales the map reveal. Doc 12 carries a single-source "~350 m" reveal radius; if that is the base, this save's antennas reveal 350–455 m. The base radius itself remains UNVERIFIED.
  • expRewardMultiplier (1.0–1.75) scales the XP payout, so antennas are deliberately tiered by risk/reward.

A tension worth recording: the player telemetry reads Antenna: { onChargingStarted: 6, onActivated: 4 }, yet only 2 antennas are in state Activated. Either activation can be lost (re-infection), or the counters and the state map track different things. UNVERIFIED.


8. Base Cores — bounds, cooling and attack state#

8.1 The Base Core envelope — closing doc 07's gap#

Doc 07 records: "Base Core envelope radius. No value anywhere. The save stores core bounds, so it is datamineable." Decoded.

Each Base Core entity carries a CrMassBuildingBaseCoreFragment whose CachedBoundingBox gives the envelope. All five cores in 9.sav [0.2.8]:

Entity Core position (uu) Bounds X Bounds Y Bounds Z Size (uu)
(ID=416) −319900, −56500, 1920 −329900 → −309900 −66500 → −46500 −8080 → 11920 20000³
(ID=51060) −294900, −58900, 1080 −304900 → −284900 −68900 → −48900 −8920 → 11080 20000³
(ID=100244) −344500, −60900, 2970 −354500 → −334500 −70900 → −50900 −7030 → 12970 20000³
(ID=116459) −312900, −99100, 3600 −322900 → −302900 −109100 → −89100 −6400 → 13600 20000³
(ID=116619) −242300, −56900, 3880 −252300 → −232300 −66900 → −46900 −6120 → 13880 20000³

The Base Core envelope is an axis-aligned cube of 20,000 uu on every side, exactly centred on the core: ±10,000 uu = ±100 m, i.e. a 200 m × 200 m × 200 m volume [0.2.8, confirmed — identical across all five cores, centring exact on all three axes]. It is a box, not a sphere — corner-to-centre reach is 173 m, edge-midpoint reach 100 m, and it is bounded vertically too, which matters for tall builds.

Containment check: of 2,711 Mass entities, 2,066 fall inside at least one core box and 645 fall outside. The 645 are almost exactly the world-placed, non-player objects — 556 entities carry CrMassFoundableFragment (rubble, bodies, wrecks, loot boxes), 75 are alien obelisks and 19 are antennas, totalling 650. So essentially every player-built structure sits inside a core envelope, which is the behaviour a build-radius rule predicts and is a good independent confirmation of the reading.

8.2 BaseCoreReplicationHelperSaveData#

{
  "baseCoreAwaitingForBaseAttackAfterUpgradeSaved": { "iD": 4294967295 },
  "currentBaseCoreBaseAttackTargetSaved":          { "iD": 4294967295 },
  "baseCoreSaveData": [
    { "baseCore": {"iD": 416}, "infectionSphere": false,
      "upgradeLevel": 0, "selectedLevelToUpgrade": -1, "itemsAddedToUpgrade": [] }, ...
  ]
}

Five entries, one per core, all identical in state [0.2.8]. Notable: upgradeLevel is 0 on all five cores in a 51-hour save, and selectedLevelToUpgrade is -1 (null) everywhere. Combined with BaseSiteAttackData.lastAttackedCoreLevel = 0, this playthrough has never upgraded a core, so the entire core-upgrade progression is unexercised in this reference save — the corpus should not treat Robert's baseline as evidence about core-level scaling. itemsAddedToUpgrade is the partial-delivery buffer for an in-progress upgrade.

8.3 Cooling / temperature state, and why it reads as empty#

CrMassTemperatureFragment is present on 2,040 of 2,711 entities and its shape is (CurrentHeat=<float>, Modifiers=(CalculatedValue=<float>, Modifiers=(), bDirty=<bool>, LastFilter=Unknown)).

CurrentHeat is 0.0 on all 2,040 entities in 9.sav, and 0.0 on all 2,573 in AutoSave187 [0.2.8]. Both snapshots were taken between waves (wave: "None"), so this is positive evidence that building heat is transient and wave-driven, fully dissipating during the calm — it is not a standing property of a building. It also means this save cannot be used to derive cooler capacities, per-building heat output, or the Base Core "Overheat Capacity" figure doc 05 discusses; a save captured during a fire wave is required. That is a concrete, cheap follow-up: save mid-wave and re-run this decode.

CrElectricityFragment is similarly uniform: ElectricityMultiplierLevel=1 on all 2,043 entities that carry it — no building in this save has been power-boosted.

8.4 BaseSiteAttackData#

The base-attack state machine [0.2.8], fully quiescent here:

Field Value Meaning
baseAttackState "NoAttack" the state enum; other members unobserved
lastBaseAttackEvaluationTimestamp 150,858.97 world-time of the last evaluation — 10.7 s before the save
currentAttackMaxWaves / currentAttackWave 1 / 1
movingTowardsBaseActorAvailable true
attackStartTimestamp 0
attackSimulatedPosition, initialTargetPosition, alienObeliskPosition all (0,0,0)
attackedBaseCoreHandlePersistent, initialTargetEntity, spawnerEntity {iD: 4294967295} null
attackedBaseBounds zeroed, isValid: false the attacked core's envelope, populated during an attack
initialTargetArriveDistance 0
lastAttackedCoreLevel 0
baseSiteAttackSaveAIdata [] per-attacker AI state

lastBaseAttackEvaluationTimestamp advancing to within seconds of the save time shows the attack evaluator runs on a short tick even when idle — a companion tool can use the gap between it and worldTimeSeconds as a liveness check. Doc 07 noted that this block "carries attacked base core and bounds"; the bounds field is confirmed present and confirmed empty outside an attack, so §8.1's CachedBoundingBox — not this — is where the envelope is readable at rest.


9. Mass — the building/entity model#

~95.6% of the serialised subsystem bulk (§3). Twelve top-level keys [0.2.8]:

Key Type 9.sav Meaning
entities map (ID=n) → entity 2,711 every persistent world entity
stabilitySubsystemState object 5 sub-maps structural stability graph
electricitySubsystemState object 3 sub-maps power graph
electricitySubsystemCustomState object 2 ints peak power stats
logisticsRequestSubsystemState object 2 sub-maps outstanding item requests
enviroWaveSubsystemState object 2 previousWavePosition, entitiesInWave
buildingSpawnPointsSaveData object 13 spawn-point ownership by SteamID64
executedSpawnersGuids array 663 world spawners already fired
foundableEntitiesSpawnData map 555 world-placed props and their transforms
foundableEntityToPersistentIdMap map 555 reverse index, keyed by a serialised spawn descriptor
loadedItems array 164 item classes touched this session
maxPersistentId int 140,443 the id allocator's high-water mark

maxPersistentId grew 140,443 → 160,492 (+20,049) while entities grew only 2,711 → 3,231 (+520). So persistent ids are consumed by transient spawns too (enemies, dropped items, gatherables) and maxPersistentId is an allocator watermark, not an entity count. Never derive a count from it.

9.1 Entity shape#

Every entity has exactly three keys — spawnData, tags, fragmentValues — with no exceptions across all 2,711:

"(ID=416)": {
  "spawnData": {
    "entityConfigDataPath": "/Game/Chimera/Buildings/BaseCore/DA_BaseCore.DA_BaseCore",
    "transform": { "rotation": {...}, "translation": {...}, "scale3D": {...} }
  },
  "tags": ["/Script/Chimera.CrBuildingBaseCoreUnavailableTag()"],
  "fragmentValues": [
    "/Script/Chimera.CrMassBuildingStabilityData(Strength=0.000000,Cost=30.000000)",
    "/Script/Chimera.CrBuildingStateFragment(bDisabled=False)", ...
  ]
}

fragmentValues entries are UE ExportText strings, not JSON objects. A parser must regex them: ^/Script/(?<module>\w+)\.(?<class>\w+)\((?<props>.*)\)$, then parse nested Key=Value / Key=(...) pairs. Do not split on commas or periods naively — floats and nested structs contain both. Two modules appear: Chimera (13,229 fragment instances) and AuActorPlacement (2,169).

9.2 Fragment census [0.2.8]#

Fragment class Instances Holds
CrElectricityFragment 2,043 ElectricityMultiplierLevel
AuAPMassFragment 2,040 MainMeshZOffset, SpawnServerTimeSeconds
CrMassBuildingStabilityData 2,040 Strength, Cost (§9.3)
CrBuildingStateFragment 2,040 bDisabled
CrMassTemperatureFragment 2,040 CurrentHeat, Modifiers (§8.3)
CrBuildingInfectionFragment 1,250 CurrentInfectionLevel, bConnectedToInfectionSpore, LastInfectionRelevantEventTime, InfectionEntityHandle
CrBuildingInfectionAlarmFragment 1,250 LastInfectionLevel
CrInventoryFragment 1,015 InputInventoryContainer, MainInventoryContainer, ItemThresholds
CrMassFoundableFragment 556 world-prop marker
CrCraftingFragment 459 SelectedRecipe, CurrentRecipe, CraftingSpeed, CraftingProgress, bIsMissingItems, MissingItems, bOutputFull, CraftingMultiplier, ItemBasedData(Item, CorporationIndex, Level)
AuSplineConnectionFragment 129 rail/spline geometry
CrLogisticsLineFragment 124 bIsStartLine, bIsEndLine
CrLogisticsSocketsFragment 107
CrAlienObeliskFragment 75
CrLogisticsRequestOptionsFragment 66 Priority (Medium, High)
CrLogisticsRequestContainerFragment 64 Requests, PendingRequests
CrLogisticsIntersectionFragment 58 bOnIntersection
CrLogisticsAgentFragment 27 drone agents
CrStandaloneInfectionFragment 10
CrMassBuildingBaseCoreFragment 5 §8.1

Tags (four distinct): CrMassLogisticsHasRequestsTag (27), CrBuildingInfectionNonZeroTag (11), CrBuildingInfectionActiveTag (10), CrBuildingBaseCoreUnavailableTag (1).

The CrCraftingFragment is the key to a live production dashboard: it names the recipe each machine is running, its progress, and whether it is starved (bIsMissingItems + MissingItems) or backed up (bOutputFull).

9.3 Building stability constants — closing another doc 07 gap#

Doc 07 lists "the DA_Modular_*Stability values" as a datamine target. CrMassBuildingStabilityData(Strength, Cost) yields them directly [0.2.8]:

Entity config n Dominant (Strength, Cost) Reading
DA_Modular_BasePlatformStability 601 (100, 0) — uniform stability source: full strength, costs nothing
DA_Modular_BasePlatform 12 (100, 0) same
DA_Modular_ConnectingPlatform 748 (90,10) (80,10) (70,10) (60,10) (50,10) … propagator: costs 10, strength decays in 10s with distance
DA_Modular_ConnectingPlatformStability 190 (70,10) (69,10) (60,10) (50,10) … same, with off-decade values
DA_Modular_PillarSupport 14 (100,10) / (90,10) support restores strength
DA_HabitatSmall 10 (99,1) (98,1) (89,1) habitat is nearly free
DA_BaseCore 5 (0, 30) consumer
DA_DroneJunction_4_320 42 (0, 15)
DA_SolarPowerGenerator 49 (0, 60)
DA_Exporter 4 (0, 60)
DA_ResourceRedistributor 17 (0, 60)
DA_Crafter 8 (0, 70)
DA_Smelter 5 (0, 80)
DA_Furnace 5 (0, 90)
DA_DroneRailT1, DA_Antena, DA_MechanicalDrill, DA_Walkway, DA_CloningBed_*, DA_DronePole_320 — (0, 0) weightless / not stability-bearing

Model [inferred from the value structure, well-supported]: Strength is the stability budget remaining at that node — 100 at a base platform, decaying by 10 per connecting platform hop — and Cost is what a placed object draws from its supporting node. Machines carry Strength = 0 because they terminate the chain rather than propagate it. This gives a directly usable planning rule: a run of connecting platforms supports roughly ten hops before strength exhausts, and a Furnace (cost 90) needs near-full strength beneath it while a Habitat (cost 1) needs almost none.

Cautions: the off-decade values (69, 79, 88, 89, 97, 98, 99) show the decay is not a clean integer ladder in every case, and the mapping of DA_* config ids to in-game display names still requires a .locres datamine. Treat the ordering of costs as solid and the exact decay law as inferred.

9.4 The graphs — and why they matter for write safety#

Path Shape 9.sav
stabilitySubsystemState.graphData.neighbours "(ID=n)" → { values: [{iD}] } 1,699
stabilitySubsystemState.graphData.nodeDatas — present
stabilitySubsystemState.customConnectionData "(ID=n)" → { ramps[], buildings[{iD}], socketConnections{ sideSocketN / rampSocketN / connectorSocketN → {values:[{iD}]} } } 1,686
stabilitySubsystemState.rampConnectionData "(ID=n)" → { values: [{iD}] } 5
stabilitySubsystemState.buildingFoundationData "(ID=n)" → { values: [{iD}] } 180
stabilitySubsystemState.buildingDefaultFoundationData same 211
electricitySubsystemState.nodeData "(UId=(ID=n))" → { handle{iD}, subGraph{subGraphId}, neighbourData[{neighbour{iD}, connectors[]}] } 1,843
electricitySubsystemState.subgraphData "(SubGraphId=n)" → { nodes[{iD}], connectors[], subGraph{} } 7
electricitySubsystemState.connectorData "(ID=n)" → { node1{iD}, node2{iD}, length, speed, bOneWay } 129
logisticsRequestSubsystemState.requestData "(ID=n)" → { uId, wantedItem{itemId, itemDataBase, count}, type, requesterEntity{iD}, currentPriority, lastHandledTime, bAborted } 68
logisticsRequestSubsystemState.storageToItemsInTransfer map 0

Seven electricity subgraphs = seven electrically isolated networks in this base [0.2.8] — directly useful for a base-planning tool, and the kind of thing a companion can surface ("your Solar array on subgraph 3 is not connected to your Smelter row on subgraph 1").

electricitySubsystemCustomState is a two-integer high-water record: highestProducedElectricity 370, highestConsumedElectricity 355 [0.2.8]. These are independently corroborated by the OnHave telemetry (§10.3), which reports electricityProduced: 370 and electricityConsumed: 355 — two separate storage locations agreeing exactly, which validates both.

The write-safety point. Every one of the maps above indexes entities by id. Deleting an entity from Mass.entities without also purging it from the stability graph, the custom-connection map, both foundation maps, the electricity node/subgraph/connector maps, the logistics request map and the (UId=...) key form leaves dangling references that surface as UCr*Subsystem::OnSaveLoaded errors at load. This is not theoretical: the AlienXAXS Save Manager's README states explicitly that its orphan-window fixer removes ids "from Mass entities, stability graph data, custom connection data, electricity graph data, and other known Mass save maps" precisely because "removing only itemData.Mass.entities" causes an incomplete deletion. Treat entity deletion as a graph operation, never a dictionary del.


10. GameStateData — objectives, dialogue, telemetry and the player#

Sixteen keys [0.2.8] — five more than the eleven shadow-install.md §6.1 recorded (the enumerated table below is the count of record; an earlier pass mis-stated it as fifteen):

Key Type 9.sav Notes
playtimeDuration float 183,962.375 the "51 h" figure (§2.1)
bTutorialCompleted bool false see §10.1
megamachineDoors map GUID → door 3 state_Inside, state_Outside, bWasOpened, bExternalLock, bWasUnlocked
megamachineDevices map 0 empty
devicesCustomData map 0 empty
megamachineTimelineDevices map 0 empty
infectionActors map 0 empty — no active infection
pointOfInterestMarkerActors map GUID → {pointOfInterestState} 11 VisibleDiscovered / VisibleUnknown
encyclopediaEntriesStatusData array 0 see §10.1
objectiveEntriesStatusData array 12 §10.1
hintsData array 42 all 42 entries are {} in both snapshots
allCharactersBaseSaveData object 1 player §10.2
playedAudiologs array of GUIDs 2
readDatapadEntries map GUID → {entries[]} 3 named entries: D_Tutorial_Hub, D_MediumBase1_01–_05
contextualDialogSaveData object 5 keys usedRules (186), rulesSaveData (1,073), plus three empty maps
executedContextualEventsData array 20 §10.3

The three megamachineDoors are the Forgotten Engine's: one {Opened, Opened, bWasOpened: true} and two {Closed, Malfunction, bWasOpened: false}. The Malfunction outer state is a distinct door condition the corpus has not documented [0.2.8].

10.1 Objectives, encyclopedia and the tutorial flag#

objectiveEntriesStatusData[] entries [0.2.8]:

{ "entryId": "2202AFCB4AB024537E29139328E04C91",
  "objectiveState": "Completed",
  "subObjectives": [ { "initialValue": 0, "currentValue": 1,
                       "conditionValue": 1, "bShowCounter": true } ],
  "bNeedsActivateion": false }

Field names to use literally: the target is conditionValue (not targetValue), and the misspelled bNeedsActivateion is the game's own. All 12 entries are Completed; sub-objective counts range 1–7 and currentValue reaches 1,000 in one case. Only completed objectives are stored — there is no in-progress or not-yet-started entry anywhere in either snapshot, so the array is a completion log, not a quest journal. A companion cannot show "current objective" from this key alone.

encyclopediaEntriesStatusData is an empty array after 51 hours [0.2.8]. The player's own encyclopediaReadInfoState.chaptersInfoStateArray is likewise empty. Docs 01, 03, 04, 11 and 12 cite this key; the honest statement is that it exists, is shaped as an array, and carries no observed schema — its element shape is UNVERIFIED and cannot be inferred from this save.

hintsData is 42 entries of {} in both snapshots. The count is stable and the contents are empty, so the array is positional (index = hint id) with an empty object meaning default/unseen. Element shape UNVERIFIED.

bTutorialCompleted: false alongside the .met's bIsInTutorial: false is not a contradiction: the player has left the tutorial without formally completing it. The two flags are independent, and a companion should not derive one from the other [0.2.8].

10.2 allCharactersBaseSaveData.allPlayersSaveData — the player record#

Keyed by SteamID64 ("76561198118168844"). Twenty-four keys per player (the table below enumerates all of them, counting worldTransform / floorHitLocation / floorHitComponentName / floorPersistentEntityId as the four separate keys they are; an earlier pass mis-stated the total as twenty-two):

Key Type / size Contents
survivalData 19 fields the survival stat vector — §10.2.1
playerProgressionState {skills[]} [{skill, level, experience}] — see below
profession string "Scientist" (packaged professions: Engineer, Medic, Scientist, Soldier)
inventoryState grid gridColumns 8 × gridRows 4 = 32 slots, ownedItems 4, slottedItems 0
hiddenInventoryState grid 1×1
gemsInventoryState grid 3×3 = 9 slots, 4 owned
itemsStoreState 4 keys itemsArray (7), itemsInstancesSaveData, slotedItemsInstancesSaveData (sic), itemsComponents
gemsStoreState 4 keys same shape, 4 gems
weaponsState 2 keys ownedItems 17, slottedItems 7
slottedItemInWeaponComponent map slot descriptor string → weapon class path
mapMenuState 4 keys playerFootstepPositionsArray (100), encodedFogOfWar (36 base64 strings), mapMenuMarkerFiltersOnOffStatus (34 bools, all true), playerPersonalMarker
discoveredBuildings int array 37 numeric building ids
buildingMenuState {favouritesArray} empty
encyclopediaReadInfoState {chaptersInfoStateArray} empty
executedContextualEventsData array 76 event buckets — §10.3
worldTransform, floorHitLocation, floorHitComponentName, floorPersistentEntityId — last standing position/floor ("FloorSocket8_Dynamic", entity 464)
equippedSlot object {itemType: "Weapon", slotTags: {...}, slotNumber: 8}
activeDialogueResponseData 15 fields dialogue queue state
bInitialEventsExecuted bool true
dLCData {installedDLCs[]} ["SupporterPack"]
lastPlayedGameVersion object {0, 2, 8} — present on 0.2.8 main branch; see §13

Skills [0.2.8]: Movement level 13 (exp 765.5), Combat level 11 (exp 3), Survival level 37 (exp 114). Three skill tracks only. The player telemetry's OnSkillIncreased reads {movement: 12, survival: 36, combat: 10} — each exactly one below the stored level, i.e. the counter records increases and level starts at 1 [0.2.8, confirmed by 3/3 agreement].

mapMenuState.encodedFogOfWar is a 36-element array of base64 strings — the explored-map bitmap in 36 tiles. playerFootstepPositionsArray is capped at 100 world positions (a trail buffer).

10.2.1 survivalData — the full survival stat vector [0.2.8]

Every channel is { current, min, max }. This is the authoritative list of survival systems the game actually models:

Channel current min max Notes
health 75 0 100
energy 150 0 150 stamina
shield 100 0 50 current exceeds max — see below
hydration 53 0 120
calories 66 0 120
toxicity 0 0 100
radiation 0 0 10 a 0–10 scale, not 0–100
heat 0 0 1000 a 0–1000 scale
drain 0 0 100
corrosion 0 0 10 0–10 like radiation
infection 0 0 100 not in the Chr0nos editor's settable list — see §13
oxygen 80 0 100
medToolCharge 1 0 1 normalised
grenadeCharge 0.238 0 1 normalised, float
movementSpeedMultiplier 1 0 10

Plus bDead (false), transform, deathTransform (the last death site, retained), and activeGEWithDuration[] — a list of {gameplayEffectClass, timeLeft} for timed Gameplay Effects (one active: GE_ClampValue from GameplayEffects/Food/).

shield.current (100) exceeding shield.max (50) is not corruption. The player has I_MaxShieldGemSupporter equipped in gemsStoreState (alongside I_MiningDamageGemT3, I_StaminaRegenGem, I_MaxHealthSurvivalGemT2). The stored max is the base attribute; gem and Gameplay-Effect bonuses are applied at runtime on top of it. Any tool that validates min ≤ current ≤ max will reject a legitimate save — see §13.

The differing scales are a real finding for doc 05: radiation and corrosion are 0–10 gauges while heat is 0–1000, so a UI must not render them on a common percentage bar.

10.3 executedContextualEventsData — the telemetry goldmine#

Present at both game scope (20 event buckets) and player scope (76). Each bucket is { eventName, contextValuesAmounts: { <context>: <count> } }. It is a cumulative counter store used to drive contextual dialogue, and it is by far the richest derived-statistics surface in the save.

Game-scope highlights [0.2.8]:

Event Payload (excerpt)
OnHave a live building census in game-facing names: connectingPlatform 771, viewport 99, solarPowerGenerator 49, droneRailT1 159, railsLength 1083, railPole 29, resourceRedistributor 17, stairs 17, pillarSupport 14, basePlatform 12, habitat 10, personalStorage 8, crafter 8, mechanicalDrill 7, walkway 7, baseCore 5, smelter 5, furnace 5, airlock 5, cloningBed 4, verticalBridge 4, basicExporter 4, analyzer 3, armory 3, itemPrinter 3, gasExtractor 2, recycler 2, recipeTable 2, researchTerminal 2, foodProcessor 2, suitWorkshop 1, ladder 1, horizontalBridge 1, railNode 1, droneLane_3 1, electricityProduced 370, electricityConsumed 355
OnHaveBaseCoreCapacity { used: 390 } — a Base Core capacity figure, units unknown
OnExtractorResourceDetected titanium Ore 253, wolfram Ore 97, helium-3 21, calcium Ore 12
OnCorporationLevelUp 25 entries <corp>_<level> — a complete level-up ledger
OnCorporationRewardClaimed 31 entries, same key form
OnBuildingPowerDown / OnBuildingPowerRestored per-building-type brown-out counters (basePlatform 99, connectingPlatform 20, …)
OnLooted basicBuildingMaterial 18, meleeT1Loot 14, exploderT1Loot 9, i_DataItemDrone_T1 8, rangedT1Loot 2, …
OnAllRecipesUnlocked smelter 1, crafter 0, furnace 0
OnExporterCommisionSet (sic) startingCorporation_1..3

Player-scope highlights [0.2.8]: OnKill {exploder: 44, cerberus: 100} — cerberus is a creature name not currently in the corpus; OnDied {scientist: 16} and OnDeathFromHeat {scientist: 3} (deaths keyed by profession); OnDiscover {meteorCore: 20033, firewaveOre: 3458, calciumOre: 2760, helium3: 2396, titaniumOre: 2104, wolframOre: 2087, quartz: 80, antenna: 13}; OnAnalyze with per-item analysis yields (i_SupporterDataItem 10000, none 17900, i_DataItemDrone_T1 3200, vermins 1160, polifruit 90); OnMonolithDiscovered 17; OnAbandonedBaseDiscovered 3; OnPointOfInterestDiscovered {visibleUnknown: 31, visibleDiscovered: 49}.

The full player event-name roster (76) is a de-facto catalogue of the game's tracked verbs and includes several systems the corpus treats as uncertain: CloningBedMalfunction, OnMalfunctionedBuildingUIOpened, OnCLoseToBarrier (sic), OnHarvestedSmallResource, OnPickupViaHarvester, OnLemAddedToSlot, OnEquipWeaponFail, OnDeathFromHeat.

Caveat before anyone treats these as ground truth about the game: these are counters shaped by dialogue-rule authoring, not a designed statistics API. OnHave.viewport reads 99 while the Mass entity census counts 90 viewport entities (35 Middle + 26 Left + 26 Right + 3 Single); OnHave.connectingPlatform reads 771 against 938 connecting-platform entities of two config types. The counters and the entity table disagree because they count different things. Prefer the Mass census for "what exists"; use telemetry for things the Mass table cannot express (railsLength, electricityProduced, discovery totals, kills).


11. The remaining world-state subsystems#

11.1 GatherableSpawnersSubsystem#

Key Type 9.sav
globalGatherablePCGSeed int 1790891392
depletedGatherables array 25
permanentDepletedGatherables array 4
prevUsedPCGMarkers array 6
currentUsedPCGMarkers array 8

Each element is { locationRef: { location{x,y,z}, bounds{ origin, boxExtent, sphereRadius } } }, and depletedGatherables elements carry an extra field waveStagesToRespondTo, which is 4 on all 25 [0.2.8]. That is the regrowth key doc 01 cites: a depleted gatherable respawns after 4 wave stages, tying resource regrowth directly to the enviro-wave stage machine of §4.4 rather than to a wall-clock timer. permanentDepletedGatherables entries lack the field — they never return.

A parsing note: several sphereRadius values are denormalised floats (1.489e-312), i.e. uninitialised memory serialised as-is. Do not trust that field; use boxExtent.

11.2 MassEnemySpawnSubsystem#

{ "finishedSpawnerGuids": [ ...20 GUIDs... ] } — a flat completion list, no state per spawner [0.2.8].

11.3 CrIvySubsystem#

{ "iviesSaveData": { "<GUID>": { ivyProgress, bEntranceCollisions, bIsHidden, bIsHiding, bIsUnhiding, hideStartTime, unhideStartTime, openDuration } } } — 3 ivy instances, ivyProgress 31,528 / 22,250 / 15,190 [0.2.8]. The hideStartTime/unhideStartTime sentinels are 1.1754944e-38 (FLT_MIN), the "never" value. This is the subsystem whose OnSaveLoaded emits Missing object with Guid ... in the game log after a bad edit — a canary worth watching.

11.4 MegamachinesSubsystem and RadiationBorders#

The two smallest and most-cited keys in the corpus, in full [0.2.8]:

"MegamachinesSubsystem": { "megamachineDatas": { "forgotten_Engine": "Inactive" } }
"RadiationBorders": { "level": 0 }

megamachineDatas is a map of megamachine id → state string, with exactly one member in this save. So the system is generic (more megamachines can exist) but only the Forgotten Engine is registered here. The state enum's other members are UNVERIFIED — "Inactive" is the only value observed. Doc 13's reading that this is "a persistent world-state flip, not a one-off quest tick" is confirmed by the shape.

RadiationBorders.level is a single integer, 0, and static across both snapshots. Docs 01, 04, 05, 07, 11, 12, 13 and 15 all reference it; the schema fact is simply that it is an int named level on a one-key object. Whether 0 means "border present at its initial level" or "no border" is UNVERIFIED from this save, because this playthrough has not completed the Forgotten Engine (which per doc 13 is what removes the border). Both readings are live; the corpus should not assert either. Resolving it needs a post-Engine save — the single most valuable follow-up snapshot after a mid-wave one.

11.5 Logistics, ziplines, package transport#

  • CrLogisticsRequestSubsystem = { recentSelectedItems: [...] } — a UI most-recently-used list only (6 item paths: WolframWire, TitaniumRod, TitaniumBar, WolframPowder, TitaniumSheet, WolframPlate). The actual request queue lives in Mass.logisticsRequestSubsystemState (§9.4). Do not confuse the two.
  • CrPackageTransportReplicator = { senderConnections: {}, senderSerialNum: 1, receiverSerialNum: 1 }.
  • CrZiplineSubsystem = { ziplineConnections: {} } and CrZiplineReplicator = { ziplinesActivity: {} } — both empty; this playthrough has no ziplines, so their element shapes are UNVERIFIED.

11.6 SharedQuestIemsListComponent (the misspelling is the game's)#

{ sharedQuestItems: [ { itemClass, quantity } ] } — weapon-mod quantities, e.g. I_Rifle_Mod_Front_BarrelExtension 47, I_Rifle_Mod_SightDefault 47, I_Rifle_Mod_MagazineLight 47, I_Rifle_Mod_StockRecoil 47 [0.2.8]. The uniform 47 suggests a shared pool rather than per-item accounting.

11.7 CrBuildingCustomNameSubsystem#

{ customNames: { "(ID=489)": "LAUNCHER # 1", "(ID=2119)": "LAUNCHER # 2", "(ID=2127)": "LAUNCHER # 3", "(ID=2132)": "LAUNCHER # 4", "(ID=3854)": "WEAPON STATION" } } — plain UTF-8 strings, player-authored [0.2.8]. The safest writable field in the entire save (§12).


12. Read-safe versus write-dangerous#

Restating the project rule, which is binding and takes precedence over anything convenient in this section — from docs/ref/shadow-install.md §1 and the project CLAUDE.md:

Never write into the save directory while the game is running. Reads are always safe. Edit a COPY, verify it parses, then place it with the game closed.

Two 0.2.8-specific reasons this is not merely cautious. First, StarRuptureGameSteam-Win64-Shipping.exe holds the save session in memory and rewrites the slot on its ~15-minute autosave cadence, so an edit written under a live game is overwritten without warning. Second, the save tree is the Steam Cloud remote directory: remotecache.vdf tracks per-file sha and syncstate, and writing underneath a running client invites a cloud-conflict dialog that can resolve against your edit. Close the game, then edit, then let the client sync on next launch.

12.1 Classification#

Read-safe — a companion tool should read these freely. All of them, in fact: reading is never dangerous. The list below is about which fields are reliable to build features on.

Field Why it is a good foundation
.met (all four fields) tiny, plain JSON, no decompression needed — ideal for a fast save-list scanner
worldTimeSeconds, playtimeDuration stable clocks, §2.1 semantics understood
EnviroWaveTimer.numWaves, nextWaveTimer; CrWaveTimerActor.nextTime cross-validated three ways; the basis of a wave countdown
EnviroWave.settings.* static configuration constants
CrCorporationsOwner (all) small, well-understood, the core of a progression view
CrCraftingRecipeOwner.unlockedRecipes / lockedRecipes keys stable; the count values are not (§6.2)
AntennasData per-antenna state and constants; remember the map grows (§7)
BaseCoreReplicationHelperSaveData, CrMassBuildingBaseCoreFragment.CachedBoundingBox base envelopes for a planner
Mass.entities[].spawnData positions + config path — the whole base layout
Mass.electricitySubsystemState.subgraphData power-island analysis
GameStateData.executedContextualEventsData derived statistics, with §10.3's caveat
survivalData the player dashboard

Write-dangerous — ordered by how badly it goes wrong.

Target Risk Detail
Mass.entities (delete) 🔴 Save-breaking dangling ids across ≥9 other maps; §9.4. Never del an entity.
Mass.*SubsystemState graphs 🔴 Save-breaking stability/electricity/logistics graphs are mutually consistent; editing one desynchronises the rest
Mass.maxPersistentId 🔴 Save-breaking lowering it causes id reuse and entity aliasing
The .met sidecar shape 🔴 Slot disappears wrong shape → the save vanishes from the in-game list (§13)
foundableEntityToPersistentIdMap 🔴 its keys are serialised transforms — a float reformat breaks the lookup
lockedRecipes / unlockedRecipes 🟠 Progression-breaking moving a recipe without its blueprint item or Data Point cost desyncs corporation/objective state
CrCorporationsOwner.level / levelRewardsClaimed 🟠 upgradedBuildingsClaimed length is tied to max level; raising level past it is out of bounds
RadiationBorders.level, MegamachinesSubsystem 🟠 world-gate flips with unknown enums (§11.4); can strand the world in an unreachable state
objectiveEntriesStatusData 🟠 only completed objectives are stored; inserting entries has no defined effect
survivalData.*.max 🟡 Cosmetically wrong gems/GEs stack on top at runtime (§10.2.1); editing max fights the effect system
CrCorporationsOwner.dataPoints 🟡 Low risk a single global int, no referential ties — the standard "cheat" edit and the safest numeric one
CrBuildingCustomNameSubsystem.customNames 🟢 Safe plain strings keyed by existing ids; edit freely (keys must still exist)

12.2 Round-trip discipline#

  1. Copy the whole profile folder (.sav + .met + SaveData.dat) before touching anything.
  2. Game closed.
  3. Decode → edit → re-encode, and regenerate the .met in the 0.2.8 shape (§1.3), including gameVersion with the pATCH casing and worldTimeSeconds as a number, matching the payload exactly.
  4. Serialise the JSON minified — the adubry75 editor's README states the game will not load a pretty-printed payload [reported, single source, untested here]. Cheap to comply with regardless.
  5. Recompute the 4-byte size header from the inflated length. Compression level is free (§1.2).
  6. Load and watch %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log for UCr*Subsystem::OnSaveLoaded errors and CrSaveSubsystem.cpp callstacks — those are the failure signature of a dangling reference.

13. Reconciling the community save tooling with 0.2.8#

Doc 15 catalogues these tools; this section is the schema-level verdict on each, checked against a real 0.2.8 save.

Tool Format claim Verdict against 0.2.8
Chr0nos/star-rupture-save-editor (Python CLI) u32 + zlib + JSON + Adler32 Format correct; .met writer wrong — see below
AlienXAXS/StarRupture-Save-Manager (.NET GUI, credited with the original reverse-engineering) same Format correct; its entity-removal model is the best documented and matches §9.4
adubry75/StarRuptureSaveEditor (.NET GUI) u32 + zlib + JSON Format correct; adds the minified-JSON requirement; JSON paths it lists all verified present
starrupture-utilities.com/save-editor/ (browser) — Not assessed; doc 15's advice stands — do not upload a save you care about

13.1 The .met problem — resolving doc 15's open tension#

Doc 15 §Gaps 18 flags an unresolved conflict: the Chr0nos migrate command strips a top-level gameVersion key as "PTR-only", yet 0.2.8 main-branch saves carry gameVersion. Reading the tool's source settles it.

StarRuptureSaveMetadata.save() emits:

{ "timestamp": "<str>", "worldTimeSeconds": "<str>", "bIsInTutorial": <bool>, "version": 2 }

Against the actual 0.2.8 .met (§1.3), three concrete mismatches [0.2.8, confirmed by reading both]:

  1. It writes a version: 2 integer where 0.2.8 writes a gameVersion object {major, minor, pATCH}.
  2. It writes worldTimeSeconds as a JSON string; 0.2.8 writes a number.
  3. from_sav() hard-codes is_in_tutorial=False regardless of the source save.

And migrate_from_testing() does world.remove("gameVersion"), world.replace("version", 2), then removes each player's lastPlayedGameVersion. On a current save, gameVersion and lastPlayedGameVersion are both legitimately present (§2, §10.2), so migrate deletes live fields and injects a version key the 0.2.8 writer never produces.

Conclusion: the Chr0nos tool targets an older .met/save schema (the version: 2 era), which is why its PTR rule reads as contradictory today. Its decode is fine and its format documentation is accurate. Its encode, migrate, set-datapoints, set-player-attribute and set-player-position all write a .met that does not match 0.2.8, and per §1.3 the likely symptom is the slot not appearing in the in-game load list. Do not run any writing command from it against a 0.2.8 save without regenerating the .met yourself afterwards. This resolves doc 15 Gap 18 in favour of "the editor's rule is era-specific", and upgrades doc 15's cautious "do not run migrate without a backup" to do not run migrate on a 0.2.8 save at all.

13.2 Two more concrete tool/save disagreements [0.2.8]#

  • infection is missing from the editor's SETTABLE_ATTRIBUTES (health, energy, shield, hydration, calories, toxicity, radiation, heat, drain, corrosion, oxygen, medToolCharge, grenadeCharge, movementSpeedMultiplier). The real 0.2.8 survivalData has fifteen channels including infection (§10.2.1). Either it post-dates the tool or it was missed.
  • The editor's validator rejects legitimate saves. StarRupturePlayerAttribute declares current/min/max as NonNegativeInt and asserts min ≤ current ≤ max. Robert's save has grenadeCharge.current = 0.238 (a float) and shield at current 100 / max 50 (a legitimate gem overshield, §10.2.1). Any tool enforcing that invariant will either refuse or silently truncate real data. A companion tool must model these as floats with current allowed to exceed max.

13.3 What the tooling corroborates#

The AlienXAXS orphan-window fixer independently confirms, from a separate reverse-engineering effort, several structures decoded here: (ID=n) and (UId=(ID=n)) key forms; stabilitySubsystemState.graphData.neighbours as id → {values:[{iD}]}; customConnectionData as an id-keyed adjacency map; spawnData.entityConfigDataPath and spawnData.transform.translation as the entity's identity and position; and CrMassBuildingStabilityData(Strength=...) parsed out of the fragment string by regex — exactly the ExportText treatment §9.1 describes. It also documents two real corruption classes worth knowing about: drones with invalid movement targets, and orphan viewport entities (its heuristic: a viewport ≥300 uu from any non-viewport /Buildings/ entity, with stability Strength ≤ 0 and no graph or custom connection to a non-viewport). Robert's save contains 90 viewport entities, so this is live-fire relevant.


14. Corrections and confirmations for the rest of the corpus#

Doc Existing claim This decode
05 "~57-minute" wave cycle, "an average, not a measured constant"; wave constants "not decoded" Corrected + closed. Measured period 3,225.05 s (53 m 45 s) of world time, three-way cross-validated; all eleven settings constants tabulated (§4.1–4.2). The 57 min figure is the average inflated by an ~8,967 s pre-wave-1 grace period.
07 "Base Core envelope radius. No value anywhere." Closed. A 20,000 uu (200 m) axis-aligned cube centred on the core, identical on all five cores (§8.1). It is a box, not a sphere, and it is bounded in Z.
07 DA_Modular_*Stability values are a datamine target Closed for stability. Platform Strength/Cost ladder and per-machine costs tabulated (§9.3).
12 "19 antennas … the best hard number available" for a Geo Scanner census Corrected. The map grew to 20 in 100 minutes; it counts antennas encountered, not antennas existing. Any census from it is a lower bound (§7).
12 Antenna assault "2 to 5 waves of Vermin" (community-sourced) Refined. 2–8 scheduled spawner triggers, scaling with a per-antenna chargingDuration of 60/75/90/120/180 s; plus a hard failDistanceInMeters of 150 (§7).
13 lockedRecipes maps a recipe to "the specific blueprint item(s) required to unlock it" Corrected. It is the full requirement set — blueprint (sometimes), materials, and I_DataPoint as the research cost. Three sampled recipes have no blueprint item at all (§6.1).
11 Corporation max levels (5 / 15 / 15 / 14 / 14 / 14), wiki-sourced Confirmed first-hand, 6/6, by upgradedBuildingsClaimed array lengths (§5.2).
01, 04, 06, 11 researchPointsTier1/2 cited as a progression currency Qualified. Both are 0 on every corporation in a 51-hour save and static across snapshots. The live currency is the global dataPoints (§5.2).
01, 03, 04, 11, 12 encyclopediaEntriesStatusData cited Qualified. Present but an empty array; its element shape is unobservable from this save (§10.1).
01, 04, 05, … "51 h save" vs worldTimeSeconds 41.9 h Explained. Different clocks; 51.10 h is playtimeDuration, 41.91 h is worldTimeSeconds, and the latter runs at ~0.82× real time in this sample (§2.1).
15 Gap 18: whether gameVersion or lastPlayedGameVersion triggers PTB rejection Resolved. The Chr0nos tool targets a pre-gameVersion (version: 2) schema; both fields are legitimate on 0.2.8 main, and its migrate is unsafe on current saves (§13.1).
shadow-install §6.1 GameStateData listed with 11 keys Extended to 16 — adds devicesCustomData, playedAudiologs, readDatapadEntries, contextualDialogSaveData, executedContextualEventsData (§10).
shadow-install §6.2 "Future L6 (rep 4), Griffiths L5 (rep 9), Moon L4 (rep 5), Clever L5 (rep 6)" Confirmed, and completed: Starting rep 0, Selenian rep 0 — and reputation is per-level progress that resets on level-up (§5.2).
06 cerberus not in the creature roster New. Player telemetry records OnKill: {exploder: 44, cerberus: 100} — cerberus is an internal enemy identifier (§10.3).

Gaps & Unverified#

  1. lockedRecipes[].count semantics. Two readings survive — "required amount, lazily revealed" (better supported: I_DataPoint values are obviously prices; the same item carries different counts in different recipes; both third-party editors call it a requirement) versus "amount contributed". Only two of 470 entries changed between snapshots, too thin a sample. Resolvable by watching one recipe's counts across three or four saves.
  2. unlockedFeaturesFlags bit ordering. The popcount ↔ feature-count match (6 = 6) is confirmed, but which bit is dash versus map versus grenade, and what the clear bit 4 unlocks, cannot be determined from a single save. Needs an early-game save and a mid-game save to diff.
  3. RadiationBorders.level = 0 meaning. Whether 0 is "border at initial level" or "border removed" is undecidable here because this playthrough has not completed the Forgotten Engine. Docs 12 and 13 should not assert either reading. A post-Engine save is the highest-value follow-up snapshot.
  4. All building heat / cooling data. CrMassTemperatureFragment.CurrentHeat is 0.0 on all 2,040 (then 2,573) entities in both snapshots because both were taken between waves. Cooler capacity, per-building heat output, and the Base Core "Overheat Capacity" that doc 05 discusses are not derivable from this save. Needs a snapshot taken during a fire wave.
  5. Base Core upgrade progression. upgradeLevel is 0 on all five cores and lastAttackedCoreLevel is 0, so the entire core-upgrade and attack-scaling system is unexercised. BaseSiteAttackData has only ever been observed in NoAttack; the rest of its state enum is unknown.
  6. OnHaveBaseCoreCapacity: {used: 390} — a real capacity metric with no known unit and no known maximum. Possibly the stability/heat budget doc 05 refers to. Unresolved.
  7. Enviro-wave position units. waveStartPosition/waveEndPosition (±25,200) are irreconcilable with the world-space corridor implied by previousWavePosition (−1,200,000) and heatWaveRegionTransform (16 km along X). Frame and unit unknown.
  8. CrWaveTimerActor.nextPhase is 0 in both snapshots; the phase enumeration is unobserved.
  9. Why worldTimeSeconds runs at ~0.82× real time. Observed consistently, cause not isolated. Not a fixed constant, so no conversion factor should be hard-coded.
  10. Element shapes for empty collections: encyclopediaEntriesStatusData ([]), hintsData (42 × {}), infectionActors ({}), megamachineDevices / devicesCustomData / megamachineTimelineDevices ({}), CrZiplineSubsystem.ziplineConnections ({}), CrZiplineReplicator.ziplinesActivity ({}), storageToItemsInTransfer ({}). All present, none populated — schemas unobtainable from this save.
  11. upgradedBuildingsClaimed[].level is 0 in all 77 slots; its purpose is unknown. buildingIdx → BuildingCollections asset mapping is inferred, not verified.
  12. BuildingUpgradeTaskOwnerData task identity. The 14 tasks are GUID-keyed with no names; mapping them to in-game upgrades requires datamining the 64 BuildingUpgrades assets. The 355-valued tasks correlating with highestConsumedElectricity is inferred.
  13. Antenna state-count discrepancy. Telemetry onActivated: 4 versus 2 antennas in state Activated. Whether activation can be lost is unknown.
  14. Wave-counter discrepancy. numWaves 44, FireWave 44, MoonPhase 47, OnWaveStart 48. Which counter is canonical for "waves survived" is unresolved; numWaves is recommended because the timer itself uses it.
  15. Display names. Every identifier here (DA_*, I_*, CR_*, CD_*Corp) is an internal asset name. The .locres string tables inside pakchunk0-Windows.utoc hold the in-game names; none of these should be presented to a user as a display name without that datamine. Where §5.2 pairs internal to display names, the display side comes from doc 11's wiki sourcing, not from the save.
  16. Multiplayer save shape. One player record only (allPlayersSaveData keyed by a single SteamID64). Whether a co-op save changes any subsystem's shape beyond adding player keys is untested; buildingSpawnPointsSaveData.spawnPointOwnerships already carries a SteamID64 value, so per-player ownership exists.
  17. Minified-JSON requirement. The adubry75 README's claim that the game rejects pretty-printed payloads is single-source and was not tested here (testing requires a write, which the never-write-while-running rule and the absence of a game session on this host preclude).
  18. Steam page fetches blocked. store.steampowered.com/news/app/1631270 and steamcommunity.com/games/1631270/announcements/ both returned navigation chrome only. The version anchor was instead pinned via the ISteamNews API with raw epochs converted locally, and corroborated against docs 01/03/15/16 and the first-hand install. raw.githubusercontent.com 404'd on a main-branch guess (the repo uses master); the GitHub API was used instead. WebSearch was unavailable for the original pass (session budget exhausted), so no wiki, Reddit or press cross-check was possible at the time. A fact-check pass on 2026-08-22 closed part of that: the version anchor was re-confirmed on the ISteamNews feed, all three community save tools were re-read at source (including saveeditor.py on the master branch), and starrupture.wiki.gg was used to verify the six corporation display names, four of the six max levels, the per-level point ladders and the Corporate Terminal / Data Points mechanic. steamdb.info returned HTTP 403 and was abandoned; the Steam store and steamcommunity.com announcement pages still return navigation chrome only. The wiki is thin (81 articles) and carries no page for the fire wave, Base Core, antennas or game mechanics, so §4, §7 and §8.1 remain first-hand-only.

  19. What reputation actually counts. Confirmed: it resets to 0 on corporation level-up (§5.2). Unresolved: its unit. It is not the wiki's per-level Data-Point cost (values 0–9 against thresholds of 200 → 368,300), the ladder is not shared with Training, and dataPoints did not move across the observed level-up. Needs a save captured immediately before and after a deliberate level-up, with dataPoints watched.


Sources#

First-hand (primary, and authoritative for everything in §1–§12):

  • C:/star-rupture/data/save-snapshots/2026-08-22/9.sav + 9.met — decoded 2026-08-22; 530,138 B → 5,952,676 B of UTF-8 JSON; the basis of every schema table above
  • C:/star-rupture/data/save-snapshots/2026-08-22/AutoSave187.sav + .met — decoded 2026-08-22; 591,647 B → 6,939,358 B; the static/dynamic classification and every "between snapshots" finding
  • C:/star-rupture/data/save-snapshots/2026-08-22/SaveData.dat — accessed 2026-08-22
  • C:/star-rupture/docs/ref/shadow-install.md — ground truth for install identity, save locations, operating rules; accessed 2026-08-22

Corpus cross-references (accessed 2026-08-22): docs/01-game-overview.md, 03-patch-notes-changelog.md, 05-survival-hazards-star-events.md, 06-creatures-combat-base-defense.md, 07-building-base-construction.md, 11-research-tech-progression.md, 12-world-map-biomes-exploration.md, 13-strategy-optimization.md, 15-modding-technical-internals.md, 16-community-tools-resources.md

Web (all accessed 2026-08-22):

  • https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 — version anchor; raw epochs 1781694185 (Hotfix 0.2.8) and 1785934799 (Developer Blog: August 2026), converted locally
  • https://github.com/Chr0nos/star-rupture-save-editor — README (format, CLI commands, save locations) and starrupturesaveeditor/saveeditor.py (the .met writer, SETTABLE_ATTRIBUTES, the attribute validator, migrate_from_testing)
  • https://github.com/AlienXAXS/StarRupture-Save-Manager — README (format, corruption classes, the Mass-map consistency requirement) and Fixers/OrphanWindowRemover.cs (id key forms, stability/electricity graph shapes, ExportText regex treatment)
  • https://github.com/adubry75/StarRuptureSaveEditor — README (JSON path table, the minified-JSON requirement, lockedRecipes described as "item count requirements")
  • https://store.steampowered.com/news/app/1631270 — failed, returned navigation chrome only; abandoned
  • https://steamcommunity.com/games/1631270/announcements/ — failed, returned navigation chrome only; abandoned
  • https://raw.githubusercontent.com/Chr0nos/star-rupture-save-editor/main/README.md — HTTP 404 (default branch is master); superseded by the GitHub API read above

Fact-check pass (all accessed 2026-08-22):

  • https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1631270 — full feed re-read: Hotfix 0.2.8 (1781694185) is still the newest patch post; Developer Blog: August 2026 (1785934799) is the newest post of any kind and previews unshipped Update 2 features
  • https://raw.githubusercontent.com/Chr0nos/star-rupture-save-editor/master/starrupturesaveeditor/saveeditor.py — SETTABLE_ATTRIBUTES (14, no infection), StarRuptureSaveMetadata.save() (version: 2, worldTimeSeconds as a string), from_sav() (is_in_tutorial=False hard-coded), migrate_from_testing() (removes gameVersion + each player's lastPlayedGameVersion), StarRupturePlayerAttribute (NonNegativeInt + min ≤ current ≤ max) — every §13.1/§13.2 claim confirmed verbatim
  • https://github.com/AlienXAXS/StarRupture-Save-Manager — README re-read; the multi-map id-removal sentence and the two corruption classes confirmed verbatim
  • https://github.com/adubry75/StarRuptureSaveEditor — README re-read; "The JSON must be minified (no whitespace) when saving, or the game won't load it" and "Edit item count requirements" confirmed verbatim
  • https://starrupture.wiki.gg/wiki/Corporations — six corporation display names confirmed
  • https://starrupture.wiki.gg/wiki/Training_Corporation — max level 5; ladder 5 / 20 / 50 / 100; "use the Analyzing Station to gain Data Points and spend those in the Corporate Terminal to level up"
  • https://starrupture.wiki.gg/wiki/Selenian_Corporation — max level 15; ladder 200 … 368,300
  • https://starrupture.wiki.gg/wiki/Moon_Energy_Corporation — max level 15; same ladder as Selenian
  • https://starrupture.wiki.gg/wiki/Clever_Robotics — max level 14
  • https://starrupture.wiki.gg/wiki/Corporate_Terminal — "Allows for the spending of Data Points"
  • https://starrupture.wiki.gg/wiki/Star_Rupture_Wiki — 81 articles; professions Scientist / Engineer / Soldier / Medic confirmed
  • https://steamdb.info/app/1631270/patchnotes/ — HTTP 403, abandoned
  • starrupture.wiki.gg pages Fire_Wave, Firewave, Game_Mechanics, Base_Core, Antenna, Enemies — all HTTP 404; the wave period, Base Core envelope and antenna constants in §4, §7 and §8.1 have no external corroboration and stand on the first-hand decode alone
REF

StarRupture -- ShadowPC Install Reference (ground truth)

Version anchorStarRupture 0.2.8 (from the save .met sidecars), build string ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, installed 2026-08-16 10:35 UTC, engine Unreal Engine 5.6.1 (custom Creepy Jar build). Inventoried 2026-08-22 by STARRUPTURE S1 with the game running (reads only).
✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

This is the local, first-hand inventory of Robert's installed copy of the game on the ShadowPC. Everything here was read directly from the install, the Steam manifests, the save files and the game logs -- it is the ground truth the web-researched corpus docs reconcile against (engine version, file layout, save locations, save format, content catalog). It also seeds two project tracks directly: save-file reading / progression tracking (the save is zlib-wrapped JSON, section 6) and the base / factory planning tool (the item, recipe and building catalogs derived from the packaged-asset manifest, section 5).


1. Access recipe#

Item Value
Host ShadowPC, hostname SHADOW-PC, Windows 11 (10.0.26100), Tailscale device shadow-pc
SSH ssh -i ~/.ssh/shadow_claude [email protected] (Windows OpenSSH, default shell cmd; run PowerShell via powershell -NoProfile -ExecutionPolicy Bypass -File <script>)
SCP scp -i ~/.ssh/shadow_claude [email protected]:"<remote path>" <local> -- quote paths with spaces; for long scripts scp the .ps1 to C:/Users/Shadow/AppData/Local/Temp/ and run it (a long inline -Command hits spawn limits)
Remote user Shadow (C:\Users\Shadow; %LOCALAPPDATA% = C:\Users\Shadow\AppData\Local)
Steam account Steam3 id 157903116 (SteamID64 76561198118168844, the manifest's LastOwner)
Steam libraries C:\Program Files (x86)\Steam (userdata, client) and D:\SteamLibrary (game)
Disk D: 184 GB used / 328 GB free at inventory time
Precedent satisfactory finding #2429 (same access recipe; cyberpunk / minecraft projects before it)

Operating rules. Reads are always safe. Never write into the save directory while the game is running (StarRuptureGameSteam-Win64-Shipping.exe was resident at ~6 GB during this inventory). Edit a COPY, verify it parses, then place it with the game closed -- same discipline as the satisfactory save-edit work. Snapshot convention: data/save-snapshots/<YYYY-MM-DD>/ (copies of the .sav + .met + SaveData.dat).


2. Install identity#

Field Value Source
Install path D:\SteamLibrary\steamapps\common\StarRupture appmanifest installdir
Steam app id 1631270 (appmanifest_1631270.acf; copy in data/game-install/) appmanifest
Main depot 1631272 -- 41,971,316,386 bytes (manifest 895524552114594264) appmanifest
DLC depot 4167250 -- Supporter Pack (dlcappid 4167250), 2,042,036,313 bytes appmanifest
Shared depots 228989, 228990 (Steamworks common redistributables, app 228980) appmanifest
Size on disk 44,013,352,699 bytes (44.0 GB), 214 files appmanifest + recursive count
Steam buildid 23761620 (TargetBuildID identical -- fully updated) appmanifest
Last updated 1786876502 = 2026-08-16 10:35 UTC (file mtimes 2026-08-16 05:27-05:35 local) appmanifest
Last played 1787388440 = 2026-08-22 08:47 UTC (the session that was running during inventory) appmanifest
Build string ++Earth20+Release-CU1-CL-121391 -- project codename Earth20, branch Release-CU1 (Content Update 1), Perforce changelist 121391; the zero-byte marker file CL121391 sits in the install root exe VersionInfo + marker file
Engine Unreal Engine 5.6.1 (FileVersionRaw 5.6.1.0 on the shipping exe and on CrashReportClient.exe); custom engine build -- crash callstacks cite D:\Perforce\P_Release-CU1\Engine\Source\... exe VersionInfo + log
Game module C++ module Chimera (class prefix Cr: UCrSaveSubsystem, CrGameUserSettings, LogCrInventory), source root D:\Perforce\P_Release-CU1\Chimera\Source\Chimera\ log callstacks + ini
Publisher / copyright Creepy Jar S.A., "Copyright 2026 Creepy Jar S.A." exe VersionInfo
Language english (UserConfig + MountedConfig) appmanifest
Auto-update AutoUpdateBehavior 0 (Steam default: keep updated) appmanifest

3. Directory structure#

D:\SteamLibrary\steamapps\common\StarRupture\            44.0 GB, 214 files
|-- CL121391                                   0 B      build-changelist marker
|-- Manifest_UFSFiles_Win64.txt               13.9 MB   107,681 packaged-asset paths (+ timestamps) -- copy in data/game-install/
|-- Manifest_NonUFSFiles_Win64.txt             9.4 KB   107 loose files (binaries, redist) -- copy in data/game-install/
|-- StarRuptureGameSteam.exe                 508 KB     BootstrapPackagedGame launcher (Epic's stub) -> StarRupture\Binaries\Win64\
|-- Engine\                                  368 MB
|   |-- Binaries\Win64\     CrashReportClient.exe, EpicWebHelper.exe, EOSSDK-Win64-Shipping.dll (EOS SDK 1.17.0), tbb12.dll, tbbmalloc.dll
|   |-- Binaries\ThirdParty\ CEF3 (Chromium embedded, all locales), DbgHelp, MsQuic v220, NVIDIA Aftermath, Ogg/Vorbis, Steamworks v157, XAudio2_9
|   |-- Config\StagedBuild_StarRupture.ini   (3 bytes, empty)
|   |-- Content\Renderer, Content\Slate
|   |-- Extras\Redist\en-us\   vc_redist.x64.exe + vc_redist.arm64.exe (14.42.34438)
|   |-- Plugins\NNE\NNERuntimeORT\             ONNX runtime (DirectML) -- used by the NVIDIA/DLSS stack
|   |-- Programs\CrashReportClient\
|   `-- Restricted\NoRedist\Programs\CrashReportClient\Config\DefaultEngine.ini
|-- Licenses\                                 0.1 MB   AMD Anti-Lag 2 SDK, FSR 4, HLSL Material for UE, Noto Sans Japanese, UE4 Telemetry Visualizer
|-- StarRupture\                              39.6 GB  the game
|   |-- Binaries\Win64\
|   |   |-- StarRuptureGameSteam-Win64-Shipping.exe   248.8 MB   the game (Shipping config)
|   |   |-- StarRuptureGameSteam-Win64-Shipping.pdb   2.51 GB    FULL DEBUG SYMBOLS SHIPPED -- major modding / reversing asset
|   |   |-- steam_api64.dll, tbb12.dll, tbbmalloc.dll
|   |   |-- D3D12\x64\  D3D12Core.dll, d3d12SDKLayers.dll (Agility SDK)
|   |   `-- DML\x64\    DirectML.dll
|   |-- Content\
|   |   |-- Paks\   global.utoc/.ucas (3.9 MB) + pakchunk0-Windows.pak (244 MB) / .utoc (13 MB) / .ucas (38.36 GB)
|   |   `-- Splash\Splash.bmp
|   `-- Plugins\
|       |-- FSR\Source\fidelityfx-sdk\
|       `-- NVidia\DLSS\Binaries, NVidia\StreamlineCore\Binaries
`-- SUPPORTER PACK\SUPPORTER PACK\            1.95 GB  DLC 4167250
    |-- Digital Artbook\StarRupture-Artbook.pdf                     600 MB
    |-- Digital Goodies Pack\Avatar Images\   16 PNG/JPG: Biologist, Engineer, Physicist, Soldier, Ruptura, Goliath, Exploder, Flinger,
    |                                          Slasher, Spitter, Swarmer, ForottenEngine [sic], DeadBody_1..3
    |-- Digital Goodies Pack\Desktop Wallpapers\2K (12) + 4K (4)
    |-- Digital Goodies Pack\Digital Poster\StarRupture-Poster-60x80.pdf   188 MB
    `-- Digital Soundtrack\   FLAC + MP3 + WAV, 19 tracks (see section 8)

3.1 Packaging facts (paks / IoStore)#

Fact Value
Format UE5 IoStore (.utoc / .ucas) + one legacy .pak; single chunk pakchunk0-Windows
Container id 81e4dd3d9595e447, Order 3, 61,348 entries, 47,053 packages (LogIoDispatcher / LogFilePackageStore)
Signing SignatureHash all zeros -- containers are unsigned
Encryption No encryption key or AES line in the boot log; the only "Encryption" mention is an EOS data-storage warning. Asset encryption status UNVERIFIED until FModel / retoc opens the .utoc (expected: unencrypted)
Asset registry premade StarRupture/AssetRegistry.bin (inside the container)
Shader formats PCD3D_SM5 + PCD3D_SM6 shader archives; StarRupture_PCD3D_SM6.upipelinecache written to Saved\
Mount point ../../../ (standard)
Plugins mounted at boot 58 project plugins, 230 engine plugins (full list in data/game-install/derived/uplugins.txt, 303 .uplugin files in the manifest)

Notable project plugins (from the log's Mounting Project plugin lines): Creepy Jar's Auraris framework (AuActorPlacement, AuActorWidgets, AuCamera, AuCore, AuCrafting, AuEventBus, AuGameplay, AuGear, AuNotification, AuResourceGrid, AuTooltips, AuUI + test plugins), Chimera plugins (ChimeraAnimToTexture, ChimeraInteriorsMapper, ChimeraMassCommon, ChimeraRichText, ChimeraTestBase, ChimeraUI), MassEnemyAI (Mass Entity crowd AI for enemy swarms), ContextualDialog, GameFeatures, GameSettings, GameSubtitles, GameTelemetry, GameplayMessageRouter, ModularGameplayActors, CommonGame / CommonLoadingScreen / CommonUser / UIExtension (Lyra-style UI stack), ErrantBiomes + ErrantLandscape (procedural biome/landscape tooling), HoudiniEngine + HoudiniLiveLink runtime, SkyCreatorPlugin (sky/weather), ProceduralGenerator, KiBLII, MORT, ShellsMaker, VATsMerger, SkeletalMeshVsmManager, PlayersNetIdOverride, AutomationTestsViaRest, CJAutoScreenshotBookmark, LevelEditingDuringPIE, Linter, ProjectCleanupTools, and the vendor stack AntiLag2, FSR, DLSS, NIS, StreamlineCore/DLSSG/DeepDVC/NGXCommon/Reflex, HLSLMaterial. Engine-side: MassAI, MassCrowd, WorldConditions, WorldMetrics, Paper2D, ControlRig family.

Middleware / services: Steamworks SDK 1.57 (steam_api64.dll), Epic Online Services SDK 1.17.0 (booted at startup; EOS overlay disabled, EAC client "not available" -- no anti-cheat bootstrapper in use; OnlineSubsystemEOSPlus deprecated warning), MsQuic, CEF3, NNE/DirectML, D3D12 Agility SDK, XAudio2.9, codecs OPUS/OGG/ADPCM/PCM/BINKA/RADA (RAD Audio -- a UE 5.5+ codec, consistent with 5.6.1).


4. User data locations#

What Path Notes
Game saves C:\Program Files (x86)\Steam\userdata\157903116\1631270\remote\Saved\SaveGames\ Steam Cloud remote path, NOT LocalAppData. Profile folder per save session (Praxis\), files 0.sav..9.sav (manual slots) + AutoSave<N>.sav (rolling, ~15-min cadence: 185 @04:04, 186 @04:19, 187 @04:34 local) each with a .met JSON sidecar; SaveData.dat = last-played pointer (/Praxis/AutoSave187)
Cloud sync state ...\1631270\remotecache.vdf per-file sha / size / syncstate (1 = synced, 3 = pending upload)
Settings saves C:\Users\Shadow\AppData\Local\StarRupture\Saved\SaveGames\ only EnhancedInputUserSettings.sav (2.6 KB) + SharedGameSettings.sav (2.0 KB) -- standard UE GVAS settings, not game saves
Config C:\Users\Shadow\AppData\Local\StarRupture\Saved\Config\Windows\GameUserSettings.ini section [/Script/Chimera.CrGameUserSettings] -- copy in data/game-install/config/
Logs C:\Users\Shadow\AppData\Local\StarRupture\Saved\Logs\StarRupture.log (+ StarRupture-backup-<ts>.log rotations) Shipping build: the LogInit banner (engine version / command line) is suppressed; plugin mounts, EOS boot, ensures and gameplay warnings are logged
Crash reports ...\Saved\Config\CrashReportClient\UECC-Windows-<guid>\ one per session GUID (6 present)
Pipeline cache ...\Saved\StarRupture_PCD3D_SM6.upipelinecache
Hotfix hook ...\Saved\PersistentDownloadDir\HotfixForNextBoot.txt (absent) the game checks for a boot hotfix file

GameUserSettings.ini highlights (Robert's config): 2560x1440 fullscreen (FullscreenMode=0), all scalability groups at 3 (Epic) with resolution quality 100, UpscalerMode=1 / DLSSMode=2 / UpscaleQuality=3, frame generation off, AA mode 4, FOVValue=100, sprint toggle on, Landscape Nanite tessellation on, motion blur disabled, frame-rate limit 120, low-latency mode 1, ControllerPlatform=XSX, settings Version=5.


5. Content structure (from Manifest_UFSFiles_Win64.txt)#

107,681 packaged paths: StarRupture/Content 97,172 -- Engine/Content 5,235 -- StarRupture/Plugins 3,833 -- Engine/Plugins 1,351 -- StarRupture/Config 64 (cooked ini files) -- plus StarRupture.uproject, AssetRegistry.bin, global shader caches. Extensions: 47,053 .uexp, 37,717 .uasset, 9,337 .umap, 8,738 .ubulk, 71 .locres (localization), 303 .uplugin, 196 .ini.

Almost everything lives under StarRupture/Content/Chimera/ (95,568 files); the rest is marketplace/third-party content (ModularScifiInterior, ModSciInteriors, ModSci_Engineer, Megascans, WeaponFOV, CartoonSkyShader, Polar, FPV_Drone, MetaHumans, PhysicsCollisionSound).

Content/Chimera/<dir> Files What it is
Maps 40,989 One handcrafted World Partition map ChimeraMain (40,426 files, ~9.3k generated streaming cells) + MainMenu, DedicatedServerStart.umap, AbandonedBases, ForgottenEngine, Caves, QA test maps
Audio 12,946
Buildings 11,126 116 building folders, 361 DA_* building data assets (catalog below)
Characters 8,445 Player (7,128), Mannequin, VehicleAdv, Professions: PD_Engineer, PD_Medic, PD_Scientist, PD_Soldier
Environment 6,715
UI 3,905
Weapons 2,304 Rifles, Mods (weapon mods), MiningTool, Grenade, BuildingTool, MedTool, Pistol, FreezingTool, ZiplineArm, Multitool, AmmoTypes (I_StandardAmmoItem, I_HeavyAmmoItem, I_PistolAmmoItem), BuildingDrone
Items 1,322 363 I_* item classes (+ Foundable 362 files, AnimalsLoot, EnemiesDrop, StoryBits, DeathDropInventory, QuestItemsSystem, ResourceDepositsIcons)
Crafting 852 237 CR_* recipe assets, 42 CRC_* crafting categories (= machine types), Recycler (292 files), FoodProcessor, drill recipe sets
Drones 620 TransportationDrone, BP_Drone_Transporter, BP_Drone_Harvester, BP_Drone_Maintenance, BP_RailDroneBase, DA_RailDroneConfig
Infection 441 BP_AlienObeliskSpawner, BP_AlienObieliskActor [sic], DA_AlienObelisk, DA_InfectionCyst, DA_StandardInfection, infection clouds / monolith / summoner-pulse / wave-summon FX
EnviroWave + Weather 369 + 135 the star-event ("enviro wave") system and weather
Animals 273
PlayerProgression 229
Research 90 BuildingBlueprints (86), WBP_CorporationPointsCounter
Corporations 72 CD_StartingCorp, CD_FutureCorp, CD_SelenianCorp, CD_GriffithsCorp, CD_MoonCorp, CD_CleverCorp; BuildingCollections (38), Reputation (14); I_DataPoint; AnalyzerItemsDataTable, ExporterItemsDataTable, StartingCorporationExporterItemsDataTable
BuildingUpgrades 64
GameplayEffects, SystemAbilities, GameplayCue 630 / 34 / 14 Gameplay Ability System
DataLayers, PCG, WorldSpawner, Landscape 380 / 90 / 28 / 685 world streaming + procedural gatherables
Tutorial, Core, Data, Localization, Cheats, Debug, DedicatedServer, AbandonedBase, PlayerDrone, Experiences DedicatedServer (2 files) + DedicatedServerStart.umap = dedicated-server scaffolding exists in the build

Crafting categories (CRC_*, i.e. the machine/station types): Analyzer, Assembler, Burner, ChemicalProcessor, Crafter, CrafterTier2, DecorFabricator, DeuteriumExtractor, DroneAssembler, Exporter, Extractor, Factory, FactoryTier2, FoodProcessor, Forge, Furnace, FurnaceTier2, Hammer, ItemPrinter, LaserDrill, LiquidPumpExtractor, MaterialCrafter, MechanicalDrill, MechanicalDrillTier2, MilitaryAssembler, Player (hand crafting), Pressurizer, Refinery, ResearchLab, Smelter, SulphurExtractor, Synthetizer, SynthetizerTier2, WaterExtractor, WaveFreezer, WaveSmelter, plus ForgottenEngine/ForgottenMachine stations and a MegaMachine scenario.

Building folders (top by asset count): ForgottenEngine 2,076 · Modular 1,432 (platforms, foundations with stability data, habitat modules e.g. ViewportMiddle, connecting platforms) · DroneConnections 1,273 (DroneRailT1, DroneJunction_4_*, DroneLane_3/5_* in length variants 110-600) · Interiors 713 · AbandonedBases 529 · Forge, PackageStation, Zipline, MilitaryAssembler, Antena, Hub, FactoryTier2, Assembler, Refinery, CrafterTier2, Factory, GasExtractor, AcidExtractor, Cooler (active/passive), Smelter, Crafter, Hammer, ResearchLab, ExporterTier2, BaseCore (+ 4x4 foundation/tiles), SolarPowerGenerator, LaserDrill, Exporter, Teleporter, Pressurizer, MechanicalDrill, WindPowerGenerator, CombustionPowerGenerator, ChimeranPowerGenerator, WaterExtractor, StorageDepot, DeliveryStorage, Synthetizer, DroneStation, Turret_Tier1, Turret_Tier2, Furnace, Airlock, CloningBed, AlgaeTank, Analyzer, Armory, Decoy, Decorator, Chair ...

Derived catalogs (committed, regenerate from the manifest with the script noted in git history):

File Contents
data/game-install/derived/item-classes.txt 363 I_* item class names
data/game-install/derived/recipe-assets.txt 237 CR_* recipe asset names (note _v2, _ItemPrinter, _LaserDrill / _MechanicalDrill(Tier2) and Impure / Pure ore variants)
data/game-install/derived/crafting-categories.txt 42 CRC_* station types
data/game-install/derived/building-data-assets.txt 361 DA_* building data assets
data/game-install/derived/building-dirs.txt 116 building folders with file counts
data/game-install/derived/chimera-content-dirs.txt all Content/Chimera/ top dirs with counts
data/game-install/derived/progression-assets.txt professions, corporations, research assets
data/game-install/derived/envirowave-weather-assets.txt, animals-ai-assets.txt enviro-wave / weather / fauna / AI assets
data/game-install/derived/uplugins.txt all 303 .uplugin paths

These names are asset identifiers, not display names -- the corpus docs map them to in-game names; a datamine pass (FModel on the .utoc, or the .locres string tables) can produce the display-name map and the numeric recipe tables.


6. Save system (the save-reading track starts here)#

Fact Value
Location ...\Steam\userdata\157903116\1631270\remote\Saved\SaveGames<Profile>\ (section 4)
Naming <slot>.sav (0-9 manual) / AutoSave<N>.sav (rolling counter, 187 at inventory) + matching .met; SaveData.dat holds the last-played path as plain text
.met sidecar 174-byte JSON: {"timestamp": "YYYYMMDDHHMMSS", "worldTimeSeconds": <float>, "bIsInTutorial": <bool>, "gameVersion": {"major": 0, "minor": 2, "pATCH": 8}} (the pATCH casing is the game's)
.sav container 4-byte little-endian uint32 = inflated size, followed by a zlib stream (78 9c); 9.sav 530,138 B -> 5,952,676 B. No magic, no GVAS header
.sav payload UTF-8 JSON, top-level keys itemData, level (/Game/Chimera/Maps/ChimeraMain/ChimeraMain.ChimeraMain), worldTimeSeconds, worldUnpausedTimeSeconds, worldRealTimeSeconds, worldAudioTimeSeconds, sessionName, saveName, timestamp, gameVersion
Writer UCrSaveSubsystem (Chimera/Source/Chimera/CrSaveSubsystem.cpp)
# read a StarRupture save
import json, struct, zlib
raw = open('9.sav', 'rb').read()
size = struct.unpack('<I', raw[:4])[0]
data = json.loads(zlib.decompress(raw[4:]))   # len == size

Writing is the inverse (struct.pack('<I', len(payload)) + zlib.compress(payload)), but the game also consults the .met sidecar and remotecache.vdf sync state -- a round-trip test on a COPY with the game closed is the first task of the save-editing track.

6.1 itemData subsystems (the progression-tracking surface)#

v1.0.1 note: docs/20-save-data-schema.md supersedes the detail here -- it decoded the wave period (3,225 s world time), the Base Core envelope (200 m cube), stability constants, reputation = per-level progress, unlockedFeaturesFlags popcount = feature count, antenna mechanics, and found GameStateData carries 15 keys (this table listed the first 12). Read doc 20 before building the save reader.

Key What it holds
Mass (5.97 MB) entities (dict, 2,711 Mass entities = every building with per-entity fragments: CrElectricityFragment, CrMassBuildingStabilityData, CrBuildingStateFragment, CrMassTemperatureFragment, CrBuildingInfectionFragment/AlarmFragment, CrInventoryFragment, CrCraftingFragment, CrLogisticsLineFragment / SocketsFragment / RequestOptions / RequestContainer / Intersection / AgentFragment, AuSplineConnectionFragment, CrAlienObeliskFragment, CrMassFoundableFragment, CrMassBuildingBaseCoreFragment), stabilitySubsystemState, electricitySubsystemState, logisticsRequestSubsystemState, enviroWaveSubsystemState, buildingSpawnPointsSaveData, foundableEntitiesSpawnData, maxPersistentId, loadedItems
GameStateData playtimeDuration, bTutorialCompleted, megamachineDoors/Devices/TimelineDevices, infectionActors, pointOfInterestMarkerActors, encyclopediaEntriesStatusData, objectiveEntriesStatusData, hintsData, allCharactersBaseSaveData
CrCorporationsOwner corporations[] (name, level, reputation, levelRewardsClaimed, upgradedBuildingsClaimed, researchPointsTier1/2), dataPoints, bStartingCorporationMaxedOut, unlockedFeaturesFlags, unlockedInventorySlotsNumber
CrCraftingRecipeOwner unlockedRecipes[] (asset refs), lockedRecipes{} (asset ref -> required items[] with counts -- blueprint-item gated unlocks), pickedUpItems[]
EnviroWave / EnviroWaveTimer / EnviroWaveEffects current wave + stage + timing settings (waveSpeed, preWaveDuration, fire-wave / burning / fading fadeouts, moon-phase growback, regrowth), nextWaveTimer, numWaves, heatWaveRegionTransform; effect flags sulfurActive, enemySpawnersActive, evaporateWater, hidePoisonIvy, hideAggressivePlant
BaseSiteAttackData + BaseCoreReplicationHelperSaveData base-attack state machine (baseAttackState, waves, alienObeliskPosition, attacked base core + bounds, lastAttackedCoreLevel)
RadiationBorders level
AntennasData antennas[] (19 in the save)
MegamachinesSubsystem megamachineDatas (forgotten_Engine: Inactive)
BuildingUpgradeTaskOwnerData upgrade tasks with context counters / completion
GatherableSpawnersSubsystem PCG seed, depleted / permanently depleted gatherables with locations and waveStagesToRespondTo
MassEnemySpawnSubsystem, CrIvySubsystem, CrZiplineSubsystem / CrZiplineReplicator, CrPackageTransportReplicator, CrLogisticsRequestSubsystem, CrBuildingCustomNameSubsystem, SharedQuestIemsListComponent [sic], CrWaveTimerActor spawners, ivy, ziplines, package transport, logistics requests, custom building names, shared quest items, wave timer

6.2 Robert's playthrough baseline (save Praxis/9.sav, 2026-08-22 02:10 local; v0.2.8)#

Metric Value
Playtime playtimeDuration 183,962 s = 51.1 h; world time 150,870 s (41.9 h); unpaused 187,666 s
Tutorial bTutorialCompleted: false, bIsInTutorial: false
Corporations Starting L5 (maxed: bStartingCorporationMaxedOut), Future L6 (rep 4), Selenian L6, Griffiths L5 (rep 9), Moon L4 (rep 5), Clever L5 (rep 6); all level rewards claimed; dataPoints 10,660; unlockedFeaturesFlags 111; inventory slots 8
Recipes 15 unlocked (WolframPlate, Tube, TitaniumSheet, TitaniumHousing, TitaniumBeam, Rotor, Glass, Ceramics, CalciumPowder, CalciumBlock, BasicBuildingMaterial (+ItemPrinterELM), StarBites, RefinedVulpirEgg, Figler), 140 locked (blueprint-item gated, e.g. Valve needs I_ValveBlueprint), 8 picked-up gatherables (Hydrobulb, Polifruit, StarTears, Prickler, Purplant ...)
Enviro waves 44 waves survived (numWaves); between waves at save time (wave: None, next in 1,476 s); sulfur + enemy spawners active flags set
Base attacks NoAttack; 0 infection actors
Base 2,711 Mass entities; 19 antennas; custom names LAUNCHER # 1-4, WEAPON STATION; Forgotten Engine inactive; no ziplines
Objectives 12 objective entries (completed ones sampled), 42 hints, 11 POI markers, 0 encyclopedia entries recorded, 1 character
Snapshots data/save-snapshots/2026-08-22/: 9.sav + 9.met (latest manual), AutoSave187.sav + .met (latest auto), SaveData.dat

7. Logs -- what a play session looks like#

StarRupture-backup-2026.08.22-08.34.35.log (2,961 lines, one full session; copy in data/game-install/logs/): categories LogCrInventory 1,553 (repeated ItemPtr was null but it should never be the case id <guid> errors -- a known-noisy inventory assert, harmless to play), LogEOSSDK 259, LogPCG 206, LogOutputDevice 178 (handled ensures in CrPlayerControllerBase.cpp:1968, CrMassBuildingHelpers.h:102/116, ScriptDelegates.h, a BP_Airlock_C ... is not replicated nor uses Mass replication warning), LogAbilitySystem 63, LogTemp (UCrIvySubsystem::OnSaveLoaded failed, Missing object with Guid ... on load). Useful for diagnosing save-load problems after edits: a bad edit will surface as UCr*Subsystem::OnSaveLoaded errors or OnPostLoadMap callstacks from CrSaveSubsystem.cpp.


8. Supporter Pack extras worth knowing#

  • Soundtrack track list (lore hints in the titles): 01 The Rupture · 02 Welcome to Arcadia-7 · 03 The Long Shift · 04 Efficiency · 05 Expansion · 06 Optimalization · 07 Ashfall · 08 Planet Regrowth · 09 Outreach · 10 Time to Fight · 11 The Vermin · 12 Conflict · 13 The Forgotten Engine · 14 Core Under Attack · 15-19 trailer bonus tracks (Reveal, Gameplay, Playtest, Release Date, Gameplay Reveal).
  • Avatar set doubles as a creature / character roster: Biologist, Engineer, Physicist, Soldier (player classes -- the packaged professions are Engineer, Medic, Scientist, Soldier), Ruptura, Goliath, Exploder, Flinger, Slasher, Spitter, Swarmer, Forgotten Engine, Dead Body 1-3.
  • 600 MB digital artbook PDF + 188 MB poster PDF -- art reference for the website theme (rupture.salvo.host).

9. Implications for the project tracks#

Track What this inventory gives it
Corpus (research swarm) Hard version anchor (0.2.8 / CU1 / CL-121391 / buildid 23761620 / UE 5.6.1); the verifier and the modding + technical doc reconcile against this file
Playthrough companion Robert's live progression baseline (section 6.2) and a repeatable way to refresh it (copy the newest AutoSave*.sav, inflate, read CrCorporationsOwner / CrCraftingRecipeOwner / EnviroWaveTimer)
Save reading / progression tracker (website) Format fully known: u32 + zlib + JSON. A parser is ~10 lines; the progression surface is section 6.1
Planning tool Item / recipe / station / building identifiers (section 5 catalogs); numeric recipe data still needs a datamine (FModel on the .utoc, or the cooked Crafting/CR_* assets) or the corpus docs
Modding UE 5.6.1 custom engine, IoStore single chunk, unsigned, PDB shipped, no EAC; dedicated-server scaffolding present in content; mod approach candidates: UE4SS (needs 5.6 support), pak/utoc replacement mods, save-side edits

10. Gaps & Unverified#

  • Asset encryption: expected none (no key logged) -- confirm by opening pakchunk0-Windows.utoc with FModel / retoc.
  • Exact engine minor confirmed as 5.6.1 from VersionInfo; the shipping log suppresses the LogInit banner so the engine's own changelist line is unavailable.
  • Mass.entities per-entity schema only sampled (fragment class names counted, not fully mapped) -- map it when the save-reading track starts.
  • Display names for the I_ / CR_ / DA_ identifiers are not in the manifest; they live in .locres string tables inside the container.
  • The .met timestamp is local machine time (matches file mtimes in the Shadow's timezone, raw UTC offset -6:00).

Sources#

  • ShadowPC live filesystem, 2026-08-22 (inventory scripts sr_inventory*.ps1, run read-only; outputs in the session scratchpad)
  • D:\SteamLibrary\steamapps\appmanifest_1631270.acf (copy: data/game-install/appmanifest_1631270.acf)
  • Manifest_UFSFiles_Win64.txt, Manifest_NonUFSFiles_Win64.txt (copies in data/game-install/)
  • StarRupture.log + StarRupture-backup-2026.08.22-08.34.35.log (copies in data/game-install/logs/)
  • GameUserSettings.ini, SharedGameSettings.sav, EnhancedInputUserSettings.sav (copies in data/game-install/config/)
  • Save files Praxis/9.sav, 9.met, AutoSave187.sav, .met, SaveData.dat (copies in data/save-snapshots/2026-08-22/)
  • satisfactory praxium finding #2429 (Shadow access recipe precedent)
21

StarRupture -- Mod Catalog & Install Plan

Version anchorStarRupture Early Access 0.2.8 (CU1, CL-121391, buildid 23761620, UE 5.6.1) · Nexus Mods StarRupture catalog snapshot 2026-08-23 08:39 UTC (128 mods / 750 files, GraphQL v2 metadata) · loader line AlienX's Mod Loader v1.17.5 (plugin interface 60). Curated 2026-08-23 by the mod-curation swarm (wf_29601edd-d29: classifier -> four curators -> resolver); this document is the corpus-level synthesis, the six detail reports live under docs/mods/.
✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

How to use this doc. It answers four questions for the Praxis playthrough: which modding stack we run and why (section 2), what gets installed and in what order (sections 3-6), which vanilla numbers the corpus quotes are no longer true once the mods are in (section 8), and what nobody has built yet -- the first-mod candidates for this project's own mod track (section 9). Any number that a mod changes is tagged here; the 20 corpus docs keep quoting vanilla values, so check section 8 before answering a "how much / how many" question on the modded save. Confidence tags as in the rest of the corpus: [catalog] = the Nexus snapshot · [community] = external source, cited in the detail report · [inferred] = judgement from corpus + snapshot · UNVERIFIED = nobody has checked it on 0.2.8. No Nexus comment thread was readable (Cloudflare 403 to automated fetchers) -- community standing is inferred from endorsements / downloads / update cadence / "required by" counts, never from posts.


1. The mod landscape in one page#

Fact Value (snapshot 2026-08-23) Confidence
Host Nexus Mods only (no Steam Workshop; Creepy Jar ships no mod tooling) -- game section starrupture, 128 mods / 750 files [catalog]
Currency 72 current-0.2.x (a file dated on/after Update 1, 2026-04-09, or a changelog naming 0.2.x), 51 stale-pre-Update-1, 4 discontinued, 1 unclear [catalog]
Techniques 89 asset-pak (_P.pak/.utoc/.ucas overrides of I_* / DA_* / CR_* / DataTable assets) · 24 ModLoader plugins (C++ DLLs against AlienX's Plugin SDK) · 2 UE4SS Lua · 5 framework / tooling · 1 ini-in-pak · 1 save donor · 6 localization / font · 3 external (ReShade, Cheat Engine) [catalog]
The dependency spine AlienX's Mod Loader (89): 18 mods declare it as a requirement, 3 more need it without declaring (114 Better Saving, 122 WAILA, 125 Wave Randomiser -- the ModLoader\Plugins install path gives it away). Nothing else in the ecosystem is load-bearing [catalog] [inferred]
Standing leaders 27 Better Construction Drone (265 endorsements / 10,774 dl) · 8 Ammos Stack (259 / 9,746) · 6 Ore Stack 500 (234 / 10,021) · 35 Better Weapons (174 / 11,457 -- most downloaded) · 16 Bigger Inventory (166 / 8,313) [catalog]
Prolific authors AlienXAXS (the loader + ~12 plugins + server tooling + StarRupture Utilities), astroboy314 (100 / 102 / 59 / 99 -- consistent post-Update-1 cadence), axbhub (39 / 21 / 29 / 43 / 62 -- many January paks with a boilerplate "Compatible with Update 1" line), stelzerr (107 / 79), Caites (11), cemu1907 (33 -- the only per-changelist compatibility log in the catalog) [catalog]
The staleness rule Update 1 (0.2.0) re-serialised a large slice of the content tree, reset every corporation to L1 and removed Quartz as a building material. A January-March 2026 pak over a re-serialised asset either does nothing or crashes the game at boot (mod 80 is the documented case). Plugins fail soft -- the loader refuses a mismatched interface version and logs it. Trust file dates over description prose [catalog] [community]
What the catalog does not contain Anything that unlocks the shipped-but-disabled content (DA_DroneRailT4/T5, Cooler, WaveFreezer, WaveSmelter, Synthetizer, CombustionPowerGenerator, ChimeranPowerGenerator), a Multirail 3/5 collapse fix, a cooling-budget readout, a rail-fed Recipe Station, a 0.2.8 .usmap, a layout designer, anything save-aware -- section 9 [catalog]

2. The stack decision: AlienX's Mod Loader (89), not UE4SS (146)#

Both frameworks inject through a dwmapi.dll proxy dropped into StarRupture\Binaries\Win64\. One filename, one owner -- there is no coexistence recipe in the ModLoader README (fetched 2026-08-23) and the circulating "chain-load UE4SS via modloader.ini" claim is single-source and untested. The choice is made by arithmetic:

AlienX's Mod Loader (89) -- chosen UE4SS for StarRupture (146)
Mechanism dwmapi.dll proxy -> loads plugin DLLs from Binaries\Win64\ModLoader\Plugins\; in-game F2 panel; modloader.log; per-plugin config\*.ini dwmapi.dll proxy -> Lua scripting + Blueprint LogicMods in Content\Paks\LogicMods\; repack for 0.2.8
What it buys in this catalog 22 plugins (Better Saving, Wave Optimiser, WAILA, Better Drone, Continue, Compass, Codex, Production Stats, Rupture Timer x2, MapExtension, Better Map, Confirm Hotkey, Better Cheats, Camera Control, Server Utility, ...) 2 mods: 16 Bigger Inventory (configurable build) and 92 StarCheat
Authoring model for our mods C++ against the Plugin SDK -- typed headers, the shipped 2.51 GB PDB resolves game symbols, the loader publishes a plugin-interface version (60 on the v1.17.x line) Lua (fast iteration, no compiler) + LogicMods (Blueprint mods) -- the easier first-mod path, forfeited
Patch resilience Interface-version gate: a stale plugin is refused and logged, never crashes Repack-per-version; a stale build crashes or silently no-ops
Version currency v1.17.5, 2026-08-09; plugins re-released 2026-08-05..08-13 Repack dated for 0.2.8; description's own install path is a copy-paste error
Verdict Take 89. Install nothing that needs 146 Revisit only via an alternate-proxy build (-DUE4SS_PROXY_PATH, e.g. xinput1_3.dll) -- nobody has published one for this game (gap 9)

What the choice means for the project's mod track [inferred]: (1) Runtime behaviour mods are written as ModLoader plugins (C++, SDK, PDB) -- this is where a Multirail fixer, a cooling-budget overlay or a configurable stack system lives. (2) Data / balance mods stay asset paks: retoc unpack -> UAssetGUI edit (with a matching .usmap -- the newest public one is 0.2.5, mod 98; 0.2.8 parity UNVERIFIED) -> repack as <name>_P -- mod 109's guide and mod 58's one-property recipe are the worked examples. (3) Engine-level toggles are [SystemSettings] CVars in GameUserSettings.ini, no mod needed. (4) Save-side fixes (inventory slots, Multirail lane re-registration) are our own save tooling (doc 20) -- the format is fully known and several gaps are cheaper to close there than in a pak.


3. The install plan for Praxis -- tiers#

3.0 What is actually installed -- plan v2 (Robert's style, 2026-08-23)#

The resolver's plan (3.1-3.5 below, 99-install-plan.md) optimised for "everything that helps this save". Robert's brief on 2026-08-23 was narrower: fixes + QoL + extensions + a few deliberate buffs, no grind dials, no cheat menus -- so the installed set (install-plan.json v2, 26 mods, 121 game files placed by tools/shadow/mods.sh, save snapshot data/save-snapshots/2026-08-23/ taken first, Steam Cloud off) is this:

Group Installed Robert's ask it answers
Loader + plugins (13) 89 · 130 Wave Optimiser · 144 Rupture Timer · 114 Better Saving · 119 Confirm Hotkey (our interface-60 rebuild v0.9.1 -- mods/confirm-hotkey/, incl. the 0.2.8 Recycler branch: UCrUW_RecyclingStatus/HandleOnRecycleButtonClicked, because the Recycler no longer derives from UCrUW_Analyzer; upstream v0.8.0 is refused by loader 1.17.x) · 122 WAILA · 143 Continue · 142 NoIntro · 110 Compass · 133 Better Map · 138 Codex · 127 Production Stats · 115 Better Drone wave optimizer · wave timer · the Enter key (default E, ModLoader\Plugins\config\ConfirmHotkey.ini) · better map · QoL
Stacks 6 ore 500 · 8 ammo 999 · 48 building materials 2,000 bigger stacks
Weapons 35 Better Weapons core pak (four guns: +50% damage, +25% range, -25% spread, -50% shot interval, -25% reload, bigger magazines; LMG recoil halved) -- attachment packs not taken better weapons
Build anywhere 39 Habitat Everywhere x3: main (Small / Big Habitat + Airlock without a Base Core) · Outpost Analyzers · Others (Laser Drill + Cargo Dispatcher without a core) · 103 No Stability Needed (accepted as permanent per platform) place anywhere · no supports
Storage grids 107 Increased Personal Storage (18 -> 36 / 42 -> 84) -- replaced 39's Personal Storages sub-pak 2026-08-24: that pak also opted boxes into wave heat with no cool-down (CurrentHeat 600 + CrMassTemperatureUpdatingTag stick forever = permanently red + untargetable by the deconstruct tool) and appended a second grid to pre-mod boxes; tools/sr_save.py (fix-storage-grids, fix-storage-heat) repaired the save both times better storage
On-foot / hand-mining 11 Player Tweaks · 105 Better Mining Tool 2.5x · 106 More Ignitium Quartz + Ignitium are the two things still hand-mined
Dormant (installed, pay off later) 51 Cargo Receiver 12-slot (Clever L7) · 129 Simple Mobile Turrets (Griffits L6; chosen over 54 -- "less cheating") · 118 Roundabout fix (Clever L8) better storage · turrets anywhere · fix
Stage 6 (installed 2026-08-23 after the first launch passed) 76 Unlock Forbidden Areas (ruin exclusion zones; 0.1.3-era) -- placement test at a ruin pending; if dead on 0.2.8, a re-derived version is a first mod build at old corporate sites
Author-side 98 Usmap 0.2.5 · 109 How-to --

Deliberately not installed: 33 cooling x3 (keep the core-upgrade -> Monolith loop), 32 / 101 / 104 / 135 / 12 (grind dials), 111 / 100 / 59 / 41 (buffs not asked for), 107 / 79 (39's storage pak instead), 54 (129 chosen), 94 / 91 (site plumbing later), 126 / 145 (cheats), 16 (new character). Level cap 45: no mod lifts it -- first-mod candidate (extend the leveling table; LEM slots 4-6 may not be wired). Load-order facts on disk: 000000_No_Stability_Needed_P sorts first, so 39's Habitat*_P / Airlock_P win the overlapping habitat placing-condition assets (the richer edit); zzzz_Roundabout_Enhanced_P sorts last.

Grounding for the resolver's tiers below (as of the 2026-08-22 inventory; refreshed baseline in COMPREHENSION): 51.1 h, between waves, Training L5 / Future Health L6 / Selenian L6 / Griffits L5 / Moon L4 / Clever L5; 10,660 Data Points; 15 of 155 recipes; 5 Base Cores all at L0 (1,000 cooling each); 2,711 Mass entities, 771 connecting platforms, 1,083 rail units; 370 / 355 MW; 4 OCLs on Tubes; turret ring not built; Forgotten Engine inactive. Every "why" below is relative to that save.

3.1 Must-have (9)#

id Mod Technique The case for this save
89 AlienX's Mod Loader v1.17.5 dll-proxy loader Gate for 14 picks; touches no game asset; fails loudly to modloader.log. Expect a Trojan:Script/Wacatac.B!ml false positive (DLL-proxy injection, MIT source on GitHub)
114 Better Saving Plugin 0.14.0 plugin Moves serialisation / compression / Steam Cloud writes off the game thread: the 530 KB -> 5.95 MB save with ~15-min autosaves is a 5-10 s freeze that [community] "has gotten me killed when being attacked by big hordes at Monoliths" -- and the next milestone (a Base Core upgrade) is a Monolith attack
130 Better Wave Optimiser 0.7.0 plugin Spreads the wave-start entity pass across ticks; on 2,711 entities the freeze lands at the transition into the Fire Wave
122 WAILA 0.13.0 plugin Per-building recipe / power / progress on look; recipe copy/paste between buildings (an unshipped Update 2 feature delivered early)
115 Better Drone Plugin 0.14.0 plugin Building Drone range / speed set live in F2 (no file touched); set MaxRadius ~= the 200 m core envelope, not 10 km. Supersedes 27 (its author credits it)
143 Continue 1.2.1 plugin Main-menu Continue pinned to build 0.2.8.121391-S -- the only genuine EA-unlock in 128 mods and the worked template for re-enabling disabled content
33 Better Cooling Capacity pak (DA_BaseCore) x3 cooling at every core level (L0 1,000 -> 3,000) without the Monolith attack a core upgrade triggers -- the turret ring does not exist yet. Per-changelist compatibility log through 0.2.6 / CL120722; 0.2.8 parity very likely but verify: capacity bar reads 3,000 on first load
6 Ore Stack 500 v1.7 pak (I_*) Base Core L0 -> L1 wants 7,200 He-3 hand-carried into a building rails cannot feed: 72 trips at vanilla 100, 15 at 500. Re-derived after the Quartz rework
8 Ammos Stack 1.0.1 pak (I_*AmmoItem) 300 -> 999 on the Standard Ammo the rifle and (at Griffits L6) every hand-fed turret share
id Mod Technique Why
142 NoIntro-AutoStart 1.1.0 pak + plugin Intro paks + walks past PRESS SPACE; with 143 launch-to-loaded-save is "start, press Enter". Not with 140 or 13 (same pak filenames)
110 Compass Plugin 0.14.0 plugin HUD compass bar; after first launch set Enabled=1 in Compass.ini, enable the caves (post-wave Quartz window) and obelisks (threat axis) marker categories
138 Codex 0.4.0 plugin In-game recipe graph with rates (hotkey N) -- a datamine-free cross-check on doc 17's 75 documented recipes, live on build 121391
127 Production Stats 0.9.0 plugin Observed per-minute production / consumption across mass-simulated distant factories (hotkey P) -- the observed-vs-modelled counterpart of the planner
144 AlienX's Rupture Timer 0.4.0 plugin State / substage / countdown overlay; renders --:-- with a reason rather than guessing; the Burning-vs-Regrowth substage gates the Quartz-cave and Ignitium windows
48 Building Materials Stack (2000 file) pak BBM / IBM stack 1,000 -> 2,000; one return trip per bulk build instead of two. 5,000 (134) is past "constraint"
32 Better Items Analyzer (3x file) pak (AnalyzerItemsDataTable) ~x3 on the grindy bottom (plants, Meteor Hearts, eggs); Damaged Local Scanner 3,500 / Frame Memory Module 7,000 left at vanilla so ruin-looting stays worth it. Sole owner of the table (70 / 137 excluded)
101 Lowered Corporation Research (75% file) pak (level cost table) A quarter off every corporation level (Selenian L7 69,700 -> 52,275) without erasing the which-corporation-to-feed choice; written against the post-Update-1 ladder (doubled Quartz at L11/13/14, 1.5x War Bonds at Griffits 5/7/10)
104 Cheaper Building Upgrades pak (BuildingUpgrades) Halves the Quartz Ore sink behind Development Station v.2 upgrades -- directly on the Moon Energy L5 goal; the reason 63 More Quartz is not needed
106 More Ignitium pak Yield 2/3 -> 6/9 per rock and ~3x the post-wave spawn window; Ignitium gates every core upgrade (10 / 30 / 90 / 150) and [community] got scarcer after Update 1
105 Better Mining Tool (Base 2.5x file) pak Faster hand-mining = more Quartz per cave window; not the 4x OP file (doubles enemy damage, turns the tool into a weapon)
111 Drone Rail System Enhanced 1.1 pak (DA_DroneRail*) 2x drone speed, 3x drone stack, lower stability cost, range deliberately untouched (range edits bugged). Main file only (its archived Roundabout file collides with 118). Does not fix the Multirail collapse
98 Usmap 0.2.5 author-side Step 0 of any pak authoring / datamine; lives in %LOCALAPPDATA%\UAssetGUI\Mappings\; 0.2.8 parity UNVERIFIED
109 How To Mod StarRupture v0.2 documentation The retoc -> UAssetGUI -> repack loop (copy the matching .uexp alongside the .uasset); the catalog's clearest first-hand save-corruption datapoint

3.3 Optional (14, of which 4 dormant)#

id Mod Why / condition
94 Nhimself's RuptureTimer 1.10.0 Overlay OFF, [Export] WriteJsonFile=1 -- a one-second JSON wave feed for rupture.salvo.host; never run two overlays
91 MapExtension ML-v1.17.3-v0.5 Local HTTP endpoint = the only live-game data feed in the catalog (planner live-mode prior art); Dispatcher / Teleporter layers dormant until Clever L7 / L9
133 Better Map 0.5.0 Custom names on the map -- name the five cores first; Update 2 previews this natively
119 Confirm Hotkey 0.8.0 Shortens the Analyzer click loop; two loader minor-lines old -- verify it appears in modloader.log
3 + 74 No-HUD-No-Effects config + Natural Vision preset ReShade with add-on support is a manual install (different proxy filename, no collision); toggle groups are keyed to shader hashes and re-break on any patch
11 Player Tweaks 1.4 Sprint + stamina on a save where every expedition is on foot (Ziplines = Clever L6, Teleporter L9); main pak only -- the No Needs optional needs a new game. Sole owner of the player blueprint
12 Faster Leveling 1.1 Cannot overshoot: EA skill cap 45 / tree, 3 of 6 LEM slots
107 Increased Personal Storage 18 -> 36 / 42 -> 84 slots; empty and re-place existing boxes after install (inherited invisible-slot bug)
79 PlaceEverywhere Storage Boxes (2 paks) Outdoor boxes survive Ruptures (dropped items do not) -- a Rupture-proof drop box at a remote extractor
39 Habitat Everywhere -- "Outpost Analyzers" sub-pak only Analyzing Station + recipe module outside a Habitat; kills the run-back-inside loop at 10,660 banked DP. Never the bundle
135 2x Gathering Chosen over 124's x5 so plant-derived DP is ~6x combined with 32, not ~15x
51 Better Cargo Receiver (12-slot file) dormant -- nothing to modify until Clever L7
59 Decreased Storage Depo Impact dormant -- Depot v.2 heat 40 -> 20, Multistorage 60 -> 30; Depot v.2 = Dev Station (Moon L5), Multistorage = Clever L12
54 Enhanced Turrets 1.2 (+ quieter audio pak) dormant -- install before buying Griffits L6; more range / damage, lower RoF (ammo), 2x infection resistance. Enhanced not OP
118 Roundabout Enhanced dormant (Clever L8) -- connector 300 -> 5,000; rename its three files with a zzzz prefix so they sort after 111

3.4 Situational -- only when the named trigger fires#

id Mod Trigger
102 Better Base Core The day the turret ring is up and the core climb starts: halved upgrade costs (vs a reported L1 bill of 30 Meteor Hearts + 7,200 He-3 + 1,800 Ceramics + 10 Ignitium) + fewer cysts. Swap out 33 then -- mutually exclusive
99 Power Rebalanced After 33 lands and solar footprint (not MW) is the pain; it raises heat with output on purpose
120 OCL Tier 1 Enhanced Only for a materially faster ladder; 5x export = 5x reputation; compounds with 101 -- one or the other
129 Simple Mobile Turrets Only if turrets away from any core matter more than ring stats; collides with 54; its page is the best two-asset edit recipe in the catalog
121 Doubled Recipes A fresh save or a planned teardown -- never mid-save under 2,711 placed machines
126 Better Cheats Plugin Scratch save only (settings persist per save); the fastest legal route to the corpus's missing per-building heat and generator numbers
145 Camera Control Free-fly only, for site screenshots; never fire a Rupture cue on Praxis (persisted EnviroWave state)
29 Less Environmental Damage The two cosmetic sub-files (radiation cloud VFX / audio) only; the No-Damage build deletes the master clock
35 / 41 / 38 / 43 / 71 / 58 Better Weapons core pak · Less Cost Grenade · Flashlight UV · Silent Drone · Drone HUD Disable · Remove Watermark Install each alone, boot once, keep or drop -- January paks with un-re-uploaded files; 58 is worth its page (a complete one-property pak recipe) more than its effect
112 / 113 / 95 Server Utility · Server Keep Ticking · PingMod The day Praxis moves to a dedicated server: 112 patches an unauthenticated RCE in the game's built-in HTTP server and goes on before any port opens
68 / 78 / 77 alternative stack mods Replacements only, never additions (their zzz_ filenames silently beat 6 / 8 / 48)
125 Wave Randomiser Not on this save: the whole operating model (measured 3,225 s period, wave-window doctrine, wave-aware planner) assumes a fixed clock, and its 33-43 min default is a nerf

3.5 Avoid (the ones that matter)#

id Mod Why
146 · 92 UE4SS · StarCheat Cost the whole plugin tier (section 2)
103 No Stability Needed Worst mod in the catalog for this save: stability is persisted per entity in the Mass block; every platform placed under it bakes a zeroed value in permanently; uninstalling does not restore vanilla
131 New Game Plus Not a mod -- a donor save folder that replaces your saves
16 · 20 · 11's No Needs Bigger Inventory · Better Initial Stats · No Needs Require a new character (8 slot grants already banked in unlockedInventorySlotsNumber)
80 FIX 5to1 Rail Modulator Delete on sight -- the game will not start with it on Update 1
19 · 64 · 44 · 24 · 63 · 7 / 30 / 45 · 50 · 5 · 34 · 23 stale January paks Override CR_* / corporation / Forgotten-Engine / rail / quartz / mining-tool / turret / usmap / amplifier / power assets Update 1 rebuilt; each is superseded by a current mod above
77 · 78 · 134 stack omnibus / 2K ammo / 5K BM zzz_* load-order weapons that silently override the surgical picks; 20,000 building materials; rail-jam warning
108 Increased Power Output 5x MW with no heat increase on a heat-bound base, and its Wind v1 figure (1,200 MW) contradicts corpus + community (200) -- would poison the planner dataset
137 · 70 · 49 LEM Rework · LEM Analyzer · Trust Booster Fight 32 / 101 for the same tables; 137 High Yield = 150,000 DP from three spare LEMs
84 · 60 · 67 · 37 Better Loot · Bigger Stronger Bugs · MonolithBuffs · More Enemies A DP printing press; ~700-2,000 enemies per wave against 2,711 entities; scratch-save scouting at best
47 Killbox Remover 0.1.3 geometry, skips the EA content end; throwaway save only
123 · 116 · 62 · 42 · 27 · 1 / 13 / 17 / 140 · 2 / 4 / 18 / 22 / 31 dead plugin (interface v25) · third timer · stale fog radius · infinite healing · superseded drone mod · intro/splash alternatives · localization (31 hijacks the German locale slot) Superseded, redundant or irrelevant to an English single-player save

4. Overlap groups -> picks (27 sets that share a job or an asset)#

# Shared job / asset Members Pick One-line why
1 dwmapi.dll proxy 89 · 146 89 22 plugins vs 2 mods; no coexistence recipe
2 Ore / base-resource stacks (I_*) 6 · 68 · 77 · 25 6 500 main file; 68's Quartz / Ignitium coverage answered by 104 + 106
3 Ammo stacks 8 · 78 · 77 8 999 keeps ammo a system; 78's zzz_ sorts after and beats it
4 Building-material stacks 48 · 134 · 77 48 2,000; 5,000 / 20,000 stop being a constraint
5 Base Core cooling ladder (DA_BaseCore) 33 · 102 33 (102 later) +2,000 per L0 core vs +200; 102 wins once the core climb starts
6 Base Core Amplifier 100 · 34 100 (conservative) Maintained replacement; different asset, so stacks with 33
7 Building-drone range / speed 115 · 27 115 Live F2 values vs ini baked into a pak; survives an Update 2 pak purge
8 Drone rails (DA_DroneRail*) 111 · 24 · 80 111 main file 24 abandoned, 80 crashes the game
9 Roundabout / junction 118 · 111's archived file · 24 118 renamed zzzz The author's own load-order workaround; Update 2 may obsolete it
10 Player character blueprint 11 · 21 · 9 · 20 · 40 · 57 · 73 11 Only one names the exact build; main pak only
11 AnalyzerItemsDataTable 32 · 70 · 137 32 Changes existing rows at 3x; the others add LEM rows at printing-press values
12 Corporation level costs 101 · 49 · 64 101 (75%) Keeps the which-corporation choice; 64 overrides a rebuilt table
13 Mining tool 105 · 7 · 30 · 45 105 (Base) The only maintained one; OP file doubles enemy damage
14 Gatherable plant data 135 · 124 · 7 135 Arithmetic: 2x on top of 32's 3x = 6x, not 15x (flip to 124 if 32 is dropped)
15 Ignitium / Quartz / hand-ore yield 106 · 136 · 63 · 7 106 Ignitium gates every core upgrade; Quartz demand halved by 104 instead
16 Turrets (DA_TurretTier1/2) 54 · 129 · 50 · 39-Turret 54 (dormant) Order-of-magnitude standing; lower RoF is right for hand-fed turrets
17 Power generators 99 · 108 · 23 · 39 sub-paks 99 situational Only one raises heat with output; 108's numbers are wrong
18 Machine recipes (CR_*) 121 · 19 neither now 121 rewrites recipes under 2,711 running machines; 19 is stale
19 Intro / splash / menu 142 · 140 · 13 · 1 · 17 142 Superset; 140 ships the same pak filenames
20 Rupture-cycle readout 144 · 94 · 116 144 + 94 (JSON only) Same state, different surfaces; never two overlays
21 Personal storage boxes 107 + 79 · 39 sub-pak · 26 107 + 79 Two surgical paks that compose; 39's sub-pak would collide with both
22 Map / navigation 110 · 133 · 91 · 62 all three stack Compass bar / marker names / external browser view -- no shared asset
23 Live information HUD 122 · 138 · 127 all three stack Look-at / recipe graph / throughput dashboard; independent hotkeys
24 Drone comfort 43 · 71 both, tested alone January paks; boot once each
25 Cheat / creative surface 126 · 92 · 85 126 (scratch saves) 92 needs UE4SS; 85 is an address-bound Cheat Engine table
26 .usmap mappings 98 · 5 98 5 is CL112941 (0.1.x) and garbles 0.2.x property trees
27 Localization / font slots 2 · 4 · 22 · 18 · 31 none English playthrough; 31 hijacks the German slot

5. Install order, destinations, verification#

Symbol Path on the Shadow
<W64> D:\SteamLibrary\steamapps\common\StarRupture\StarRupture\Binaries\Win64\
<PLUG> <W64>ModLoader\Plugins\ -- not Binaries\Win64\Plugins (three third-party pages still print the retired path)
<PAKS> D:\SteamLibrary\steamapps\common\StarRupture\StarRupture\Content\Paks\ (a ~mods\ subfolder also mounts)
<CFG> C:\Users\Shadow\AppData\Local\StarRupture\Saved\Config\Windows\GameUserSettings.ini
<MAPS> %USERPROFILE%\AppData\Local\UAssetGUI\Mappings\ (author-side, not the game)
Stage What How Gate before the next stage
0 Snapshot + cloud off Game closed. Copy the whole Praxis profile folder (*.sav + every .met + SaveData.dat) to data/save-snapshots/<date>/; disable Steam Cloud for app 1631270 for the duration -- the save dir is the cloud remote folder Snapshot verified readable (inflate one .sav)
1 Loader 89 dwmapi.dll + ModLoader\ into <W64> Launch once: F2 panel opens, modloader.log written
2 Plugins (one pass) 114 · 130 · 122 · 115 · 143 · 142 (plugin half) · 110 · 138 · 127 · 144 · 94 · 91 · 133 · 119 into <PLUG>; 142's paks into <PAKS> Every DLL listed as loaded in modloader.log; set Compass.ini Enabled=1, 94 overlay off + JSON on, 115 MaxRadius ~200 m
3 ReShade (optional, manual) ReShade with add-on support into <W64>, then 3's ShaderToggler config and 74's preset HOME opens ReShade; no collision with 89 (different proxy filename)
4 Asset paks, one at a time, launch between each 33 -> 6 -> 8 -> 48 -> 32 -> 101 -> 104 -> 106 -> 105 -> 111 -> 11 -> 12 -> 107 -> 79 (x2) -> 39 Outpost Analyzers -> 135 -> 100 -> 51 -> 59 -> 54 Per pak: game boots; no UCr*Subsystem::OnSaveLoaded failed, Missing object with Guid in StarRupture.log (the LogCrInventory ItemPtr was null spam is vanilla noise)
5 Load-order-sensitive pak, last 118 with its three files renamed zzzz* Sorts after 111 in <PAKS>
6 Config [SystemSettings] CVar block in <CFG> (doc 15 §3.2), then set the file read-only --
7 Author-side tooling 98 into <MAPS>; read 109 No game contact

First-load verification checklist (after stage 4): core capacity bar reads 3,000 (33) · an ore stack fills to 500 (6) · sprint faster / stamina longer (11) · the Analyzing Station previews outside a Habitat (39). If a pak does nothing it was re-serialised -- remove it rather than stacking another on top. Then re-enable Steam Cloud.

Update 2 protocol: snapshot; strip every pak before launching (plugins fail soft, a stale pak crashes at boot -- the mod 80 precedent); re-add paks one at a time only after the loader and plugins are confirmed current; expect progression surprises (Update 1 reset every corporation to L1 without warning). Then re-run the catalog snapshot and the curation swarm (section 10).


6. Save safety -- the risk ladder#

Risk class Mods What it touches Rule
🔴 Permanent save mutation 103 Per-entity CrMassBuildingStabilityData + stabilitySubsystemState -- zeroed values baked in for every platform placed under it Never on Praxis
🔴 Replaces save files 131 Drops a donor folder into ...\1631270\remote\Saved Never
🔴 Manipulates persisted wave state 145 (Rupture cues) EnviroWave / EnviroWaveTimer / EnviroWaveEffects -- regrowth, Vermin respawn, sulfur, cave access all key off wave stage Free-fly only
🟠 Residue that outlives the session 126 Cheat settings persist per save game Scratch saves only
🟠 Sits in the save write path 114 Serialisation / compression / cloud writes moved off-thread Snapshot current before install; out of experimental since v0.3.0
🟠 Strands items on removal 107 · 6 / 8 / 48 · 51 (100-slot build, not taken) Slots / stacks above the vanilla cap have no home once the pak is gone; pre-existing over-full boxes show invisible white slots Empty + re-place boxes after 107; never uninstall a stack mod with over-cap containers full (48's author: existing >1,000 stacks stay intact)
🟠 Rewrites data under running machines 121 Every recipe mid-cycle across 2,711 entities Not on this save
🟡 Placement paks -- removal leaves illegal buildings 39 (Outpost Analyzers) · 79 · 129 · 36 · 76 Buildings placed outside vanilla placing conditions; behaviour on removal UNVERIFIED Deconstruct anything placed under a placement pak before removing it or before Update 2
🟡 Requires a new character 16 · 11's No Needs · 20 Slot grants / needs flags set at creation Excluded
🟢 Runtime data reads, no save contact 33 · 102 · 100 · 32 · 101 · 104 · 106 · 105 · 111 · 118 · 120 · 54 · 59 · 135 · 12 · 11 Property values read at runtime; removal returns vanilla Only hazard: removing 33 drops cores 3,000 -> 1,000 = longer post-wave overheat downtime, not data loss
🟢 No save contact at all 89 + every plugin except 114 / 126 / 145 · 3 / 74 · 98 / 109 Nothing enters itemData Failure mode = "plugin did not load", in modloader.log

7. Dormant mods on Robert's corporation ladder#

Installed now (plan v2), pay off at the named unlock -- installing is free, retrofitting mid-wave is not. Robert's ladder as of the 2026-08-23 snapshot: Training L5 / Future Health L6 / Selenian L6 / Griffits L5 / Moon L5 / Clever L5.

Wakes at Robert today Mod(s) What switches on
immediately -- 39 main · Outpost Analyzers · Personal Storages · 103 · 35 · 6 / 8 / 48 · 11 · 105 · 106 · all plugins Habitats / Analyzer / storage anywhere, no supports, weapons, stacks, hand-mining, QoL
Moon Energy L5 reached (Development Station; Rail v.2 already placed -- 195 DA_DroneRailT2 entities) -- 104 / 59 would have applied here; not installed by choice
Griffits Blue L6 Griffits L5 129 Simple Mobile Turrets Defense Turret T1 placeable outside any core, no power draw -- build the ring around the Monolith's red border, then upgrade a core
Clever Robotics L7 Clever L5 51 Better Cargo Receiver · 39 Others (Dispatcher without a core) One-to-one Cargo Dispatcher / Receiver with 12 receiver slots
Clever Robotics L8 Clever L5 118 Roundabout Enhanced Roundabout Rail Connector 300 -> 5,000
Selenian L9 Selenian L6 39 Others (Laser Drill without a core) Goethite drilling away from the envelope
not installed -- 100 Amplifier (Moon L7) · 59 Depot heat (Clever L12) · 54 turret stats · 76 (stage 6, pending its test) --

8. What the plan changes -- the modded-value delta (read before quoting a vanilla number)#

The 20 corpus docs and COMPREHENSION.md quote vanilla 0.2.8. The table lists every value the resolver's full plan would change; only the rows marked ✅ are live on Praxis (plan v2, section 3.0) -- rows marked ⬜ belong to mods that were deliberately not installed and stay at vanilla. [catalog] for every row unless tagged; exact post-mod figures for 32 / 111 / 12 / 54 / 35 are as the mod pages state them, not measured.

Live Quantity Vanilla (corpus) Modded Praxis Mod
✅ Weapons (UPP-7 pistol, MAR-9 rifle, SLAMS-12 shotgun, M175 LMG) unpublished base stats +50% damage, +25% range, -25% spread (-20% crouched), -50% shot interval, -25% reload, -10% recoil; magazines pistol 24 / rifle 90 / LMG 90 / shotgun 14; shotgun headshot x1.5; LMG holster -60%, sway -50%, vertical recoil -50% 35
✅ Stability budget (platforms 10 / hop, machine costs 30-90) enforced zero -- platforms place unsupported; every platform placed from now on keeps zero stability permanently (Robert accepted); Small / Large Habitat also core-free 103
✅ Habitat / Airlock placement inside a Base Core envelope, ground checks anywhere (no core, no low-ground / habitat check) 39 main
✅ Personal Storage / Large 18 / 42 slots, inside a Habitat 36 / 84 slots, outdoors (Rupture-proof like any building) 39 Personal Storages
✅ Laser Drill / Cargo Dispatcher placement inside a core envelope outside a core (Dispatcher dormant until Clever L7) 39 Others
⬜ (129 at Griffits L6) Defense Turret T1 placement / power inside a core, -20 MW outside any core, 0 MW draw; stats, ammo, BBM cost and Red Zone unchanged 129 (dormant)
✅ Ore / He-3 / base-resource stack ~100 500 6
✅ Standard / Heavy / Pistol ammo stack 300 999 8
✅ BBM / IBM stack 1,000 2,000 48
⬜ Base Core cooling capacity L0 / L1 / L2 / L3 / L4 1,000 / 2,500 / 4,000 / 6,000 / 10,000 3,000 / 7,500 / 12,000 / 18,000 / 30,000 (x3 every rung) 33
⬜ Base Core Amplifier v1 / v2 +20 / +250 as two independent mod authors (100, 34) read the asset -- the corpus (doc 07 / 17, COMPREHENSION) says v1 +50: a flagged conflict, verify against DA_* before editing any doc +50 / +400 (conservative file; aggressive +200 / +1,200 not taken) 100 (dormant)
⬜ Corporation level cost (shared ladder) L2 200 · L3 1,500 · L4 6,400 · L5 17,600 · L6 37,800 · L7 69,700 · L8 116,000 · L9 179,400 · L10 262,600 x0.75: 150 · 1,125 · 4,800 · 13,200 · 28,350 · 52,275 · 87,000 · 134,550 · 196,950 (+ doubled Quartz at L11 / 13 / 14, 1.5x War Bonds at Griffits 5 / 7 / 10) 101
⬜ Analyzer values, low tier (plants 5-15, Meteor Heart 30, eggs, early items, T0-T1 data items, T1 drone / final-chest) as listed ~x3 (plants ~15-45, Meteor Heart ~90); rarer tiers and fauna unchanged -- Damaged Energy Storage 2,000 / Damaged Local Scanner 3,500 / Frame Memory Module 7,000 stay vanilla 32
⬜ Gatherable plant yield 1x 2x (x6 DP per plant combined with 32) 135
✅ Ignitium per burning rock / post-wave window 2-3 / baseline 6-9 / ~3x longer 106
⬜ Development Station (v.2) Quartz Ore costs vanilla halved 104
✅ Hand mining speed 1x 2.5x (Base file) 105
⬜ Drone rails (DA_DroneRail*) v.1 120 / v.2 240 / v.3 480 per min, drone stack baseline 2x drone speed, 3x drone stack, lower stability cost; range unchanged; Multirail 3/5 collapse still present 111
✅ Roundabout connector rate 300 (hard-coded) 5,000 118 (dormant)
⬜ Personal Storage / Large 18 / 42 slots 36 / 84; boxes placeable anywhere and Rupture-proof 107 + 79
✅ Cargo Receiver slots 1 12 (the Update 1 UI still draws one slot; capacity works underneath) 51 (dormant)
⬜ Storage Depot v.2 / Multistorage heat 40 / 60 20 / 30 59 (dormant)
⬜ Defense Turret T1 / Tower T2 unpublished more range + per-shot damage, lower rate of fire, 2x infection resistance (Enhanced file) 54 (dormant)
✅ Sprint / stamina vanilla faster sprint, longer stamina (main pak; needs untouched) 11
⬜ Skill XP vanilla faster (cap 45 / tree unchanged) 12
✅ Building Drone range / speed vanilla MaxRadius ~200 m, speed per F2 (live) 115
✅ Autosave stall ~10 s on this save [community] ~1.5 s (off-thread) 114
✅ Wave-start stall seconds on 2,711 entities spread across ticks 130
✅ Analyzing Station placement inside a Habitat anywhere (recipe module too) 39 Outpost Analyzers
✅ Main menu intro -> PRESS SPACE -> menu straight to Continue 142 + 143

Unchanged on purpose (plan v2): Base Core cooling ladder (33 not installed), Analyzer values, corporation level costs, Development Station costs, gathering yields, XP curve, rail throughput, amplifier, storage-depot heat (32 / 101 / 104 / 135 / 12 / 111 / 100 / 59 not installed), machine recipes and rates (121 rejected), power generator output (108 rejected, 99 situational), enemy counts (60 / 67 / 37 rejected), the Rupture period (125 rejected), the radiation border (47 rejected -- 76 pending its stage-6 test), inventory slots (16 needs a new character), LEM analyzer values (70 / 137 rejected). The planner data model (doc 17) therefore stays on vanilla recipes and generators and applies the ✅ deltas above as a mod profile -- never bake them into the base dataset.


9. Gaps -- what nobody has built (first-mod candidates)#

Merged from the four curators' gap lists, de-duplicated, ranked by community demand x tractability x value to this project. Shape = where the fix lives given section 2. Nothing below exists in the 128-mod catalog as of the snapshot.

# Gap Evidence Shape Tractability
1 ~~A 0.2.8 .usmap~~ CLOSED 2026-08-23: AlienX's Game SDK repo ships usmap/CL121391/5.6.1-121391+++Earth20+Release-CU1-StarRupture-CLIENT.usmap (+ SERVER) -- the exact installed build, plus a Dumper-7 header dump of it; newest Nexus mapping is still 0.2.5 (98) github.com/AlienXAXS/StarRupture-Game-SDK (pushed 2026-07-28) Author-side: drop it into UAssetGUI's Mappings folder; the datamine track (doc 17 ledger) can start on it unblocks every pak edit + the doc 17 datamine
2 Multirail 3/5 save-load collapse fixer (5-in / 1-out after load) Doc 09 consensus bug; an early loader build reportedly bundled a "Rail Junction Fixer" for newly placed rails [community, single source]; 111 / 118 do not touch it ModLoader plugin re-registering lanes on load, or a save-side fixer (the Mass fragments are decoded, doc 20) Medium-high; squarely in this project's competence
3 Rail-feedable Recipe Station and Base Core The game's top logistics complaint; a 7,200 He-3 core bill hand-carried 100 at a time; 61 / 39 move placement, nothing moves the feed restriction Pak adding a logistics socket to DA_RecipeTable / DA_BaseCore (typed sockets, doc 07) High value; bounded edit
4 Unlock the shipped-but-disabled content: DA_DroneRailT4/T5, Cooler (Active/Passive), WaveFreezer, WaveSmelter, Synthetizer(Tier2), Burner, MaterialCrafter, DroneAssembler, DeuteriumExtractor, CombustionPowerGenerator, ChimeranPowerGenerator -- 108 already balances generators nobody can build ref/shadow-install.md §5; zero catalog hits on any identifier Pak: corporation-reward-table entry + placing-condition edit (129's two-asset recipe) + the 143 Continue technique High; the Cooler alone would be the highest-demand mod on Nexus (heat is the binding budget)
5 Cooling-budget / core-envelope overlay -- per-core spend, the 200 m cube, overlapping radii The overheating thread's perennial confusion; 122 shows power but not the cooling pool ModLoader plugin (110's shape) and a planner feature Medium; the bridge between the mod track and the site
6 Turret ammo supply: T1 turret not rail-feedable, Tower buffer drains ("600 rpm shoots, 60 rpm reloads"), rail resupply needs an off/on toggle, and Standard Ammo is gated on the rifle blueprint, not the turret [community] threads cited in the frameworks report; applies to Robert at Griffits L6 Pak: DA_TurretTier1/2 buffer / request rate + a recipe-gate edit High; two-property edits
7 Configurable stack sizes (per-item .ini) Eight paks collide on the same I_* files ModLoader plugin High; retires an entire sub-category and survives patches
8 The 100-item machine request cap -- machines ask for at most an input stack [community]; stack mods raise what you carry, not what a machine requests Plugin or pak (request container size) Medium; more throughput than any rail-speed mod
9 Alternate-proxy UE4SS build (-DUE4SS_PROXY_PATH, e.g. xinput1_3.dll) so Lua / LogicMods and the plugin tier coexist Upstream supports it; no StarRupture build published Build job Medium
10 Per-building placement unlock pack (one pak per building on 129's recipe) 36 / 76 / 103 zero out whole condition classes Pak set High; supersedes three stale mods
11 Post-wave downtime indicator + minimap / in-world pings / recipe pinning / container sort / quick-stack / mass-deconstruct Top HUD and inventory requests; mass-deconstruct previewed for Update 2 ModLoader plugins Medium each
12 Save-driven blueprint checklist -- 140 of Robert's 155 recipes are blueprint-gated; lockedRecipes{} names the item each wants; 92 *Blueprint classes ship; no index anywhere Docs 16 / 20; 138 browses recipes, not locations Site feature (P3 tracker) High for the site; unoccupied ground
13 Layout designer -- "Blueprint" is an unlock token; Update 2 previews only parameter copying; 122 stops at per-building recipe copy Every curator Site feature (P4 designer) Robert's declared project; confirmed unoccupied
14 Rupture-clock second screen reading 94's one-second JSON 94 names StreamDeck / overlays as consumers; nothing reads it Site feature (100-line reader) Weekend build
15 Pak-merge tool (two mods' I_* / DA_* edits -> one pak) Every "pick one" in section 4 Tool on retoc + UAssetGUI (109's toolchain) Medium; retires half the conflict warnings
16 Storage Depot / Multistorage capacity caps · commission choose / reroll · Quartz automation · Zipline / Teleporter level-move · graduated enemy difficulty · new defense content (walls, gates, mines, combat drones) · inventory slots on an existing character (a save-editor feature: unlockedInventorySlotsNumber is a plain integer) Single-curator items Pak / plugin / save tool Lower or design-sensitive
17 Nobody has opened Content/Chimera/Cheats or /Debug (cooked into retail); every cheat menu is re-implemented against the SDK Doc 15 §4 Datamine task (FModel), not a mod Medium; 143's find-the-disabled-path method

A client / server compatibility matrix was also a gap; the frameworks report's §3.1 is now the most complete one published (host wikis contradict each other on whether server-side install suffices).


10. Tooling and the refresh procedure#

Tool / artifact What it does
tools/nexus_catalog.py Snapshots the complete Nexus StarRupture catalog via the public GraphQL v2 API (https://api.nexusmods.com/v2/graphql, no auth): descriptions, requirements / required-by, tags, endorsements, downloads, dates, every file with its changelog -> data/nexus/starrupture-mods.{json,md} (committed; 128 / 750 at v1.4.0)
tools/nexus_download.py Downloads the planned files via the v1 REST API (/games/starrupture/mods/<id>/files.json + download_link.json) with Robert's Premium personal API key from secrets/nexus-api-key.txt (gitignored, never printed) -> data/mods/<id>-<slug>/<file> (gitignored) + data/mods/downloads.json ledger (file id / version / md5 / role). --list <id> shows a mod's files; --mod <id> --file <substring> fetches one. Rate limits: honours x-rl-hourly-remaining, retries 429
docs/mods/install-plan.json Machine-readable plan: 5 stages, 39 downloads with exact Nexus file names, roles (loader / plugin / pak / pak-last / tooling), tiers, dormant triggers, excluded_on_purpose
mods/ Our own builds: mods/overrides/ (a game-relative tree + REMOVE.txt that mods_stage.py lays over the Nexus stage) and per-plugin build recipes (mods/confirm-hotkey/build.sh: upstream source + AlienX Plugin SDK + Game SDK -> MSBuild Client Release\|x64; MSYS_NO_PATHCONV=1 or git-bash eats the -p: switches)
.claude/workflows/starrupture-mod-curation.js The curation swarm: classify (1) -> 4 curators in parallel -> resolver -> docs/mods/*
Shadow state The install was vanilla on 2026-08-23 (no dwmapi.dll, no ModLoader\, no *_P.pak) before this plan

Refresh after a game update (or monthly): (1) python tools/nexus_catalog.py -> diff data/nexus/starrupture-mods.md; (2) apply the Update 2 protocol (section 5) to the install; (3) re-run the curation workflow against the new snapshot; (4) re-verify section 8 against the mod pages; (5) bump this doc's version anchor. The [community] citations in the detail reports are the only external evidence -- Nexus comment threads stay unreadable to tooling; read the hot ones by hand when a pick misbehaves.


Doc index -- the six detail reports (docs/mods/)#

File Scope Read when
00-catalog-classification.md All 128 mods in one master table (category / technique / status / target build / standing), 16 same-asset conflict groups, the dependency spine, the catalog read against Robert's save Any "what is mod N" or "what collides with N" question
qol-ui-performance.md QoL, HUD / UI, performance and visuals: the loader gate, UE4SS collision, every plugin, ReShade, the [SystemSettings] lever, six gap clusters Convenience and readability picks; plugin configuration details
stacks-inventory-balance.md Stacks / inventory / storage and balance / economy: cooling and the Base Core, DP economy, corporation ladder, power, recipes, rails; the stacks interaction nobody documents; 12 gaps Any number that a balance mod changes
building-exploration-ea-unlocks.md Placement / stability / cooling mods, construction drone, exploration and map, EA unlocks and the four "unlock" mods that are save hazards, 11 gaps ranked by demand x tractability Building restrictions, map plugins, what is soft-locked in the build
frameworks-combat-multiplayer.md The framework decision in depth, every framework / tooling mod, combat and defense, the client / server matrix, the RCE patch, localization, 12 gaps Turret-ring prep, co-op or dedicated-server contingency, authoring tooling
99-install-plan.md The resolver's integrated plan: 27 overlap groups with full reasoning, conflicts (framework / load-order / requirements / MP), the 41-row install order with exact file names, tiers, save safety Executing the install; this doc is its summary

Gaps & Unverified#

  • Nexus comment threads, bug reports and posts tabs were never read (Cloudflare 403 to tooling) -- every "community standing" is a catalog-internal proxy; a pick that misbehaves should be checked against its thread by hand.
  • 33's 0.2.8 parity: compatibility log ends at 0.2.6 / CL120722; data-only edit, crash-hotfix line since -- verify the 3,000 capacity bar, do not assume.
  • 98 Usmap 0.2.8 parity: moot -- use the CL121391 usmap from AlienX's Game SDK repo (gap 1 closed); 98 stays as the Nexus-published fallback.
  • ModLoader + UE4SS chain-loading: single-source claim, not in the README -- treated as false.
  • Behaviour on removal of placement paks (39 / 79): no first-hand datapoint -- deconstruct first.
  • Multiplayer side of most mods: host wikis contradict each other; only 56 states it explicitly; the matrix in the frameworks report is inferred.
  • Exact modded figures for 32 (per-row values), 111 (rail numbers), 12 (XP curve), 54 (turret stats): as stated on the mod pages, not measured on this install -- section 8 tags them.
  • Vanilla Base Core Amplifier v1 value: the corpus carries +50 (doc 07 / 17, from the top community guide); mods 100 and 34 both read the shipped asset as +20. Two independent asset reads beat one guide, but the rule is verify against DA_* (datamine or 126's Power panel on a scratch save) and then update the docs -- never sync silently.
  • Whether 115's MaxRadius has a safe upper bound below 10 km on a 5-core spread: unknown; start at ~200 m.
  • Antivirus false positive on 89 (Trojan:Script/Wacatac.B!ml): documented by the author, not observed on the Shadow yet.
  • Legal footnote (unchanged, decision #223): the Creepy Jar EULA prohibits modification / data extraction; non-enforcement is observed (no anti-cheat, unsigned containers, shipped PDB, a public Nexus catalog since January with no takedowns found) but is not permission.

Sources#

  • data/nexus/starrupture-mods.json / .md -- Nexus GraphQL v2 snapshot, 2026-08-23 08:39 UTC (128 mods / 750 files); tools/nexus_catalog.py
  • docs/mods/00-catalog-classification.md, qol-ui-performance.md, stacks-inventory-balance.md, building-exploration-ea-unlocks.md, frameworks-combat-multiplayer.md, 99-install-plan.md + install-plan.json (swarm wf_29601edd-d29, 2026-08-23: 6 agents, 0 errors, 46 min)
  • docs/15-modding-technical-internals.md (techniques, paths, EULA), docs/ref/shadow-install.md §5 / §9 (content catalogs, install identity), docs/COMPREHENSION.md (vanilla values, Robert's baseline), docs/20-save-data-schema.md (what the save persists)
  • AlienXAXS/StarRupture-ModLoader README (GitHub, fetched 2026-08-23); AlienX's Mod Loader thread and the "game crashing" thread on the Steam Community forum; AlienXAXS/StarRupture-Plugin-ServerUtility; BisectHosting server-mod guide -- all cited in full in 99-install-plan.md; per-claim [community] URLs in the four curator reports
  • Not consulted: nexusmods.com pages (403), the AI/SEO cluster documented in doc 15 §1, supercraft.host (project no-fetch list)
MOD

Integrated Install Plan -- `Praxis`, StarRupture 0.2.8 / CU1 / CL-121391

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Executive summary#

  1. One loader, and it is 89. AlienX's Mod Loader owns dwmapi.dll; UE4SS (146) wants the same filename and the ModLoader README documents no coexistence recipe (fetched 2026-08-23). Taking 89 buys 15 plugins in this plan; taking 146 buys two mods. Not close.
  2. The plugin tier does the heavy lifting on this save. 2,711 Mass entities, 5 Base Cores, 44 Ruptures survived: 130 (wave-start freeze) and 114 (10 s -> 1.5 s autosave) were written for exactly this profile, touch no game asset, and cannot be invalidated by a re-serialised DA_*.
  3. Cooling is the binding budget, and all five cores sit at L0/1,000. 33 triples every rung without triggering the Monolith attack a Base Core upgrade fires -- which matters because Griffits Blue is L5 and the turret ring does not exist yet.
  4. Stacks: three disjoint paks, not one omnibus. 6 (ore 500) + 8 (ammo 999) + 48 (BM 2,000). 77 is rejected on purpose: its zzz_*_P filenames silently override all three, and its rail-jam warning aims straight at 1,083 placed rail units.
  5. Progression gets two gentle levers, not four. 101 (75% corporation cost) + 32 (3x analyzer on the low tiers only) + 104 (halved Development Station Quartz). No LEM-to-Analyzer mod, no 5x exporter, no 50% ladder.
  6. The measurement stack is free data for the planner track. 127 (observed per-minute rates across mass-simulated distant factories), 138 (live recipe graph with rates), 122 (per-building recipe/power/progress on look), 94 (one-second JSON wave feed for rupture.salvo.host).
  7. Nine mods are installed dormant -- 54, 100, 51, 59, 118 and 39's Outpost Analyzers pay off at Griffits L6 / Moon L7 / Clever L7 / Moon L5 / Clever L8. Installing them now is free; retrofitting mid-wave is not.
  8. Nothing in this plan requires a new character. 16 Bigger Inventory, 11's No Needs, 20 Better Initial Stats and 131 New Game Plus are all excluded on that ground alone.
  9. Save-hazard shortlist: 103, 131, 145, 126, 107, 121. 103 bakes zeroed stability permanently into the Mass block and is the single worst mod in the catalog for this save; it is on the avoid list, not the optional list.
  10. Snapshot the whole profile folder before the first file lands, disable Steam Cloud for app 1631270 during the install, add plugins in one pass and paks one at a time with a launch between each.

Robert's position, for grounding every "why" below: 51.1 h, between waves, Training L5 / Future Health L6 / Selenian L6 / Griffits L5 / Moon L4 / Clever L5; 10,660 Data Points, 15 of 155 recipes unlocked; 5 Base Cores all L0; 2,711 Mass entities, 771 connecting platforms, 1,083 rail-length units; 370 MW produced / 355 consumed; 4 Orbital Cargo Launchers on Tubes; Forgotten Engine Inactive, radiation border level 0; turret ring pending, base/factory designer in planning.

Confidence tags: [catalog] = the 2026-08-23 Nexus snapshot · [community] = external source, cited · [inferred] = judgement from the corpus + snapshot. nexusmods.com itself was never fetched (403 / Cloudflare); no comment thread was read.


1. Overlap groups -- every set that does the same job or edits the same assets#

# Topic / shared asset Members Pick Why this one, and what happens to the rest
1 dwmapi.dll proxy (binary) 89 ModLoader · 146 UE4SS 89 [catalog] 89 hosts 22 catalog plugins and is required by 18 mods; 146 buys exactly two (16-configurable, 92 StarCheat). [community] The ModLoader README documents the proxy and Binaries\Win64\ModLoader\Plugins\ and says nothing about UE4SS coexistence or chain-loading (github.com/AlienXAXS/StarRupture-ModLoader, fetched 2026-08-23) -- so the single-source "chain-load via modloader.ini" claim stays unconfirmed. One owner only.
2 Ore / base-resource stack sizes (I_*) 6 Ore Stack 500 · 68 Basic Resource Stacks 200 · 77 1K Item Stacks · 25 (discontinued) 6 [catalog] 234 endorse / 10,021 dl, re-derived after the Quartz rework (v1.6 "Updated for quartz", main file 2026-04-22) -- the highest-endorsed maintained mod in the catalog. [inferred] Base Core L0->L1 wants 7,200 He-3 hand-carried into a building rails cannot feed: 72 trips at vanilla, 15 at 500. 68 is the gentler 2x but collides with 6 on the three base ores and He-3; its unique Quartz Ore / Ignitium coverage is better answered by 104 (halve the Quartz demand) and 106 (3x the Ignitium supply). Take the 500 main file, not the 1K optional.
3 Ammo stack sizes (I_StandardAmmoItem etc.) 8 Ammos Stack · 78 2K Ammo Stack · 77 8 [catalog] 259 endorse / 9,746 dl -- the highest-endorsed mod in all 128 -- main file 2026-04-11, post-Update-1. 999 is ~3.3x and keeps ammo a system; 78's default 2,000 is ~6.7x. [inferred] Both serve the same future need (hand-fed turrets; only the L9 Defense Tower is rail-resuppliable), but 8 serves the present need too -- rifle reloads during ruin looting. 78's filenames are zzz_2k_AmmoStack_P, which would sort after and silently beat z_AmmosStack_P.
4 Building-material stacks (BBM / IBM / QBM) 48 Building Materials Stack · 134 5k Building Materials · 77 48 [catalog] Take the 2000 file (v1.1, 2026-04-10); 134 edits the literally identical two uassets at 5,000 and 77 sets them to 20,000. [inferred] 771 connecting platforms and 1,083 rail units means bulk building sessions, and materials come out of the player's inventory with no construction-bot delivery -- doubling is one return trip instead of two. 5,000 is past "improved" into "not a constraint".
5 Base Core cooling ladder (DA_BaseCore) 33 Better Cooling Capacity · 102 Better Base Core 33 [catalog] x3 at every rung (L0 1,000 -> 3,000) vs 102's L0 1,000 -> 1,200. [inferred] All five cores are at L0 -- 33 gives +2,000 per core where 102 gives +200, a 10x difference at the only rung he occupies. 33 also carries the catalog's most disciplined compatibility log (per-changelist through 0.2.6 / CL120722). 102 becomes the right pick the day the turret ring is up and the core climb starts -- its halved upgrade costs and reduced cyst spawns are then worth more than raw headroom. Mutually exclusive.
6 Base Core Amplifier (DA_*Amplifier) 100 Better Base Core Amplifier · 34 Swiftsteps' Better Cooler 100 [catalog] Maintained April-2026 replacement for the January mod 34; edits amplifier assets, so it stacks with 33 (different assets). Take the conservative file (+50 / +400), not the aggressive (+200 / +1,200) -- the aggressive build is 5.7x more downloaded but removes heat as a design constraint. [inferred] Dormant until Moon Energy L7 (he is L4); install now, collect later.
7 Building-drone range / speed 115 Better Drone Plugin · 27 Better Construction Drone 115 [catalog] Same numbers, different mechanism: 115 sets them live in the F2 menu with no game file touched; 27 bakes them into DefaultAuActorPlacement.ini inside a pak. 115's author credits 27 as predecessor. [inferred] 115 survives an Update 2 pak purge and fails soft (loader refuses a mismatched plugin) where 27 goes stale silently. 27 is the correct pick only if the loader is refused. Set range ~= the 200 m core envelope, not the 10 km "Unlimited" figure -- 10 km turns the drone into a map scout and deletes the exploration layer.
8 Drone rails (DA_DroneRail*) 111 Drone Rail System Enhanced · 24 Drone Rail Upgrade (stale) · 80 FIX 5to1 (discontinued) 111 [catalog] 111's author wrote it because 24's author stopped updating, and deliberately left range alone ("I did not include ranges, since those were causing bugs"). Use the MAIN file only -- its archived "Drone Roundabout" file collides with 118. [inferred] Clever L5 unlocks Multirail 3, and Multirail 3/5 collapse to 5-in/1-out after save/load on 0.2.8, so doctrine is one item per lane on parallel single rails -- 111 raises the throughput of exactly the rails he should be building anyway. 80 must be deleted on sight: its author states the game will not start with it installed on Update 1.
9 Roundabout / junction speed 118 Roundabout Enhanced · 111's archived Roundabout file · 24 118 [catalog] Forces the connector's hard-coded 300 -> 5,000 so it stops being the slow node in a v3 network; a fix, not a buff. Coexists with 111 only if renamed to sort last (the author publishes this workaround himself). [inferred] Dormant until Clever L8. Watch the August 2026 dev blog: Update 2 previews a Drone Roundabout overhaul that may obsolete it.
10 Player character blueprint 11 Player Tweaks · 21 My Player Enhancements · 9 · 20 · 40 · 57 · (loosely) 73 11 [catalog] Two author-declared exclusivity statements point at each other: 21 says "NOT compatible with other mods that modify core player blueprint", 11 says "compatible with anything not affecting player character blueprint". 11 is the only one whose page names the exact build ("For StarRupture v0.2.8"), main file 2026-04-17, 154 endorse / 7,316 dl. [inferred] The stamina half matters more than the speed half: Ziplines are Clever L6 and the Teleporter L9 while he is Clever L5, so every expedition is on foot and energy regen is the limiter. Take the main pak only -- the "No Needs" optional requires a new game.
11 AnalyzerItemsDataTable 32 Better Items Analyzer · 70 Swiftsteps' LEM Analyzer · 137 LEM Rework 32 [catalog] 32 changes existing rows; 70 and 137 both add LEM rows at different values -- strictly one owner. 32's April re-derive ("Compatible with Update 1. Delete the old folder") is real, 70's newest file is 2026-02-05 and pre-dates the table Update 1 touched. [inferred] 32 accelerates the grindy bottom (plants, meteor cores, eggs) and leaves Damaged Local Scanner (3,500 DP) and Frame Memory Module (7,000 DP) at vanilla, so ruin-looting stays worth doing. Take the 3x file. 137 at High Yield is 150,000 DP from three spare Greater LEMs -- two corporation levels bought in one Analyzer session.
12 Corporation level cost ladder 101 Lowered Corporation Research · 49 Corporations Trust Booster · 64 Unlock (Almost) Everything (stale) 101 [catalog] Take the 75% file. 101's doubled Quartz at levels 11/13/14 and 1.5x War Bonds at Griffits 5/7/10 are properties of the post-Update-1 reward ladder (caps 15/15/14/14/14) -- concrete evidence it was written against the current table. [inferred] A quarter off turns Selenian L7 (69,700) into 52,275 without erasing the choice of which corporation to feed; 49's -50%/-65% erases it. 64 overrides a table Update 1 rebuilt from scratch.
13 Mining tool 105 Better Mining Tool · 7 Better Tool · 30 Weaponized Mining Tool · 45 Mining Tool Platinum 105 [catalog] The only maintained one -- the author says outright he uploaded it because the others had not been updated (file 2026-04-12); 7, 30 and 45 are all January paks whose authors each declare mining-tool mods mutually exclusive. Take the Base 2.5x file, not the 4x OP file: OP also doubles enemy damage (5 -> 10), which turns the mining tool into a weapon and shortcuts the Griffits Blue ladder he is halfway up. [inferred] The payoff is Quartz Ore in caves that stay open for minutes after a Rupture, against a 53 m 45 s clock -- faster hand-mining converts directly into Development Station budget without inflating any deposit's yield.
14 Gatherable plant data 135 2x Gathering · 124 Increased Harvesting · 7 135 [catalog] 135's author states plainly it is "not compatible with other mods that edit the same gatherable plant data". [inferred] This pick is made by arithmetic, not by mod quality: 124 is the better-documented mod (authorised recreation, per-item table, names the Update-1 Coralion and Fox eggs), but 124's x5 on top of 32's 3x is ~15x on plant-derived Data Points, which is trivialisation. 135's 2x on top of 32's 3x is 6x -- an improvement. If 32 is dropped, flip this to 124 x5.
15 Ignitium / Quartz / hand-mined ore yield 106 More Ignitium · 136 2x Ore Mining · 63 More Quartz (stale) · 7 106 [catalog] Yield 2/3 -> 6/9 plus ~3x longer post-wave spawn duration, file 2026-04-13. [community] Players report it got worse after the patch -- "Ignitium are so damn rare now, barely find any if at all after rupture" -- and there is a Steam thread literally titled "Need more Ignitium and a longer burned period", which is line for line what this mod changes. [inferred] Ignitium gates every Base Core upgrade (10/30/90/150 across L1-L4) and exists only in the Scorched Earth window. 136 collides with 106 on Ignitium; 63 is a January pak (CL113401, eight changelists back) and 5-10x Quartz would delete cave-diving outright -- 104 halves the demand instead, which is the better shape.
16 Turrets (DA_TurretTier1/2, BD_TurretTier1) 54 Enhanced Turrets · 129 Simple Mobile Turrets · 50 (stale) · 39's Turret sub-pak 54 [catalog] 109 endorse / 5,520 dl -- an order of magnitude ahead of any other turret mod -- files dated 2026-04-09 (Update 1 release day), with the full before/after stat sheet published. Take the Enhanced build (more range and per-shot damage, lower rate of fire to preserve ammo, 2x infection resistance), not OP; optionally add the "quieter" audio pak, which stacks with either. [inferred] The ring is a fixed installation around a core, so stat uplift plus infection resistance is what it needs -- and lower RoF is the correct direction when every turret is hand-fed Standard Ammo. 129's value (turrets away from a core, no power draw) is a tactical nicety and it edits the same assets; 129 is the right pick only if mobile placement matters more than ring performance. Both are dormant until Griffits Blue L6.
17 Power generators 99 Power Rebalanced · 108 Increased Power Output · 23 (stale) · 39's Solar/Wind sub-paks 99 (situational) [catalog] 99 is the only power mod that raises heat proportionally with output. [inferred] That is why it is only situational here: on a base where all five cores are at L0/1,000, buying MW with heat is a wash until 33 has landed, and the real fix for a 370/355 grid is more generators. 108's 5x with no heat increase is a much larger change on a heat-bound base, and its published Wind v1 figure (1,200 MW) contradicts both the corpus and the community (200 MW) while its Solar figures match exactly -- do not import 108's numbers into the planner dataset without a datamine.
18 Machine recipes (CR_*) 121 Doubled Recipes · 19 3X Production (stale) neither, for now [inferred] 121 is a genuinely interesting design mod -- resource-neutral, halves machine count and therefore halves the cooling draw of a given throughput -- but it only pays off if you rebuild, and there are 2,711 entities already placed. Installing it mid-save rewrites every machine's recipe under a running factory and strands partial batches without deleting a single building. Revisit on a fresh save or a planned teardown. 19 is a January pak sitting on a recipe corpus Update 1 rebalanced wholesale -- the highest-risk stale mod in the catalog.
19 Intro / splash / main menu 142 NoIntro-AutoStart · 140 NoIntro-v1 · 13 No Intro · 1 No-Splash · 17 Upscaled Splash 142 [catalog] 140 and 142 ship the same pakchunk260722-Windows_P filenames -- installing both silently overwrites one. 142 is the superset (intro paks + the plugin that walks past PRESS SPACE TO START) and targets the exact installed build 0.2.8.121391-S. 13 hits the same starting-screen widget from different filenames. 1 and 17 both replace Splash.bmp and are made pointless once the sequence is skipped. [inferred] 142 + 143 together reduce launch-to-loaded-save to "start the game, press Enter".
20 Rupture-cycle readout 144 AlienX's Rupture Timer (overlay) + 94 Nhimself's RuptureTimer (JSON only) · 116 StarRuptureTimer 144 + 94 [catalog] These stack safely because they consume the same state through different surfaces -- but never run two overlays. 144 for the eyeball (state, substage, countdown ring, stage timeline, refuses to guess and renders --:-- with a reason); 94 with [Export] WriteJsonFile=1 and the HUD off as a one-second-resolution feed for rupture.salvo.host. 116 is the third implementation of the same job, Nexus-tagged AI-Generated Content, and adds nothing either of these lacks.
21 Personal storage boxes 107 Increased Personal Storage + 79 PlaceEverywhere Storage Boxes · 39's "Personal Storages" sub-pak · 26 (discontinued) 107 + 79 [catalog] Two surgical paks by the same author (stelzerr, both 2026-04-10/14) doing separate jobs -- 107 changes grid size (18->36, 42->84), 79 changes placing conditions -- so they compose. 39's single sub-pak does both in one file and would collide with both. [inferred] 39's version is fine if you are already installing 39 sub-paks and want fewer files; here we take exactly one 39 sub-pak (Outpost Analyzers), so the surgical pair is cleaner.
22 Map / navigation surfaces 110 Compass · 133 Better Map · 91 MapExtension · 62 LEM Fog Radius (stale) all three stack [inferred] 110 draws a HUD compass bar, 133 renames map markers, 91 serves an external browser view over local HTTP -- three different surfaces, no shared asset, all client-side plugins. 62 is a January pak, partly redundant after 51 h and 20 antennas, and its "Compatible with Update 1" line predates the outer region Update 1 added.
23 Live information HUD 122 WAILA · 138 Codex · 127 Production Stats all three stack [inferred] Look-at tooltip / recipe graph / throughput dashboard. Independent hotkeys (none, N, P), independent plugins, no shared asset. Together they are the datamine-free way to validate the planner data model against build 121391.
24 Drone comfort 43 Silent Drone · 71 Air Drone HUD Disable both stack [catalog] 43 mutes the motor and raises drone FOV 90->100; 71 hides the HUD widget. Different assets, confirmed coexistable. [inferred] Both are January 2026 paks carrying boilerplate Update-1 claims that are not evidence -- install each alone and confirm the game boots.
25 Cheat / creative surface 126 Better Cheats · 92 StarCheat · 85 Flight Mod (Cheat Engine) 126 [catalog] 92 requires 146 UE4SS and therefore costs the entire plugin stack; 85 is an address-bound .CT table four hotfixes stale. 126 is the newest framework file in the catalog (2026-08-13) and covers StarCheat's ground on the loader side. [inferred] Scratch saves only -- 126 persists cheat settings per save game.
26 .usmap mappings (author-side) 98 Usmap 0.2.5 · 5 Usmap 0.1.1 98 [catalog] 5 is keyed to CL112941 and will mis-parse 0.2.x property trees. 98's author warns that 0.2.5 mappings will not open 0.2.4-or-earlier assets correctly and vice versa; whether they parse 0.2.8 cleanly is UNVERIFIED -- if UAssetGUI shows garbled property names, dump a 0.2.8 usmap. No runtime dependency either way.
27 Localization / font slots 2 · 4 (Korean) · 22 (Japanese) · 18 (Italian) · 31 (Turkish) none [inferred] English playthrough -- all five are irrelevant. Recorded because 31 actively hijacks the German locale slot and would break a German-speaking co-op partner in the same session.

2. Conflicts#

2.1 Framework-level#

Conflict Members Nature Resolution
dwmapi.dll proxy filename 89 ModLoader ⟷ 146 UE4SS Hard binary. Both drop dwmapi.dll into StarRupture\Binaries\Win64\; one file, one owner. [inferred, high confidence -- doc 15 §7.1] Take 89. Forfeits 16's configurable build and 92 StarCheat. [community] The ModLoader README describes the proxy and Binaries\Win64\ModLoader\Plugins\ and makes no mention of UE4SS, chain-loading, or a modloader.ini switch for it (github.com/AlienXAXS/StarRupture-ModLoader, fetched 2026-08-23) -- the circulating "chain-load UE4SS via Enabled=1" recipe stays single-source and untested. Coexistence would require rebuilding UE4SS against an alternate proxy (-DUE4SS_PROXY_PATH, e.g. xinput1_3.dll); no StarRupture recipe is published.
Plugin interface version 142, 143 require interface 60 · 123 built against interface v25 Soft. The loader refuses a mismatched plugin rather than crashing. Keep the loader on the v1.17.x line. 123 is the plugin most likely dead (tested against ML v1.9.0 / build 119405, and it installs to the retired Binaries\Win64\Plugins path) -- excluded.
Client/Server wire format 144 client DLL ⟷ 144 server DLL 144 ships a versioned wire format that rejects mismatched pairs. Both halves from the same release (v0.4.0). Single-player: client only.
.usmap mappings folder 98 (0.2.5) ⟷ 5 (0.1.1) One active mapping file per UAssetGUI session; wrong-era mappings garble property names. Keep only 98 in %USERPROFILE%\AppData\Local\UAssetGUI\Mappings\. Author-side; no game contact.
LogicMods folder -- Paks\LogicMods\ is a UE4SS-only destination. Unused in this plan. No mod in the 128-mod catalog ships a Blueprint LogicMod; the folder only becomes relevant if 146 is ever chosen over 89.
ReShade injector ReShade (dxgi.dll/d3d12.dll) alongside 89's dwmapi.dll Different proxy filenames -> no collision. [inferred] Install ReShade with add-on support into Binaries\Win64\ yourself; mods 3 and 74 supply only configuration.

2.2 Asset-pak load-order collisions#

Paks in Content\Paks resolve by filename sort order -- the later-sorting pak wins silently. The z_ / zzz_ / zzzz prefixes in this catalog are load-order weapons, not decoration.

Collision Filenames Consequence Handling
Stack omnibus vs surgical stacks 77 ships zzz_1k_ItemStack_P; 78 ships zzz_2k_AmmoStack_P; 8 ships z_AmmosStack_P; 6 ships 500OreStack; 48 ships plain-named files zzz_* sorts after z_* and after plain names, so 77 or 78 silently beat 6, 8 and 48 if co-installed -- the surgical mods appear installed and do nothing 77 and 78 excluded. 77's author states the rule himself: "you should delete other mods that modify stack sizes"
Intro paks 140 and 142 both ship pakchunk260722-Windows_P.pak/.utoc/.ucas Byte-identical filenames -- installing both overwrites one at copy time 142 only
Splash bitmap 1 and 17 both replace Content\Splash\Splash.bmp Loose file replacement, last writer wins Neither (redundant under 142)
Rail vs roundabout 111 (DA_DroneRail*) ⟷ 118 (Roundabout connector) Overlapping rail assets Install 111 first, then rename 118's three files with a zzzz prefix so they sort last -- the author's own published workaround
Exporter data 120 ⟷ any other exporter-touching pak Same exporter data asset Rename 120 to sort last if it is ever combined with another exporter mod
Analyzer table 32 ⟷ 70 ⟷ 137 All rewrite AnalyzerItemsDataTable One owner: 32
Turret data 54 ⟷ 129 ⟷ 50 ⟷ 39's Turret sub-pak Overlapping DA_TurretTier1 fields One owner: 54
Placement conditions 39 (ten sub-paks) ⟷ 36 · 76 · 61 · 79 · 103 · 129 · 50 APC_* placing-condition assets in overlapping subsets; 39 and 50 are author-declared incompatible Install 39 sub-paks individually, never the bundle -- here, "Outpost Analyzers" only
Startup crash 80 FIX 5to1 Rail Modulator Author states the game will not start with it installed on Update 1 Delete on sight if present

2.3 Requirement edges#

Mod Requires Declared on Nexus?
91, 94, 95, 110, 112, 113, 115, 119, 126, 127, 130, 133, 138, 142, 144, 145 (+ 116, 123) 89 AlienX's Mod Loader Yes -- 18 mods declare it [catalog]
114 Better Saving, 122 WAILA, 125 Wave Randomiser 89 No -- requirements field empty; the ModLoader\Plugins install path and 125's own description give it away [inferred]
142, 143 89 exposing plugin interface 60 (v1.17.x line) Yes, in file notes
3, 74 ReShade with add-on support, user-installed Yes, in description -- not shipped
16 (configurable build), 92 146 UE4SS Yes
47 29's No-Environmental-Damage build (soft) Yes -- "kind of useless without the Radiation No Damage"
82 69 (supplies the T4 LEM items) Yes
85 Cheat Engine (the download is a .CT table) Yes
131 nothing -- but it replaces the save directory n/a

2.4 Multiplayer / co-op host matrix#

Single-player today, so everything below is contingency. [community] One host wiki states "it is sufficient if they are installed on the server"; another hedges that "some mods may also need to be installed locally" -- neither distinguishes which. [inferred] Safe default: visual/UI paks client-side, anything the server simulates (turret stats, stack limits, recipes, drop tables, spawn counts) server-side, and installing the same pak on both sides is harmless.

Technique Where Both sides?
Client-only plugins (110, 115, 122, 133, 138, 119, 126, 143, 145, 95) Client ModLoader\Plugins Client only -- other players unaffected
Dual-build plugins (114, 130, 127, 144, 91) Matching build on each side you want the effect on Install the Server build on a dedicated host
Server-only plugins (112, 113) Server ModLoader\Plugins Server only; players need nothing
Asset/balance paks (all of section 4 stage 4) Server for authoritative data; harmless on both Match on host
146 UE4SS Client Cannot coexist with 89 on either side

3. Install order#

Destinations (doc 15 §7.2, corroborated [community] by the ModLoader README fetched 2026-08-23):

Symbol Path
<W64> ...\steamapps\common\StarRupture\StarRupture\Binaries\Win64\
<PLUG> <W64>ModLoader\Plugins\ -- not Binaries\Win64\Plugins, which three third-party pages still print
<PAKS> ...\steamapps\common\StarRupture\StarRupture\Content\Paks\ (a ~mods subfolder under it also mounts and is tidier)
<CFG> %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\
<MAPS> %USERPROFILE%\AppData\Local\UAssetGUI\Mappings\

Stage 0 -- before any file lands. Copy the whole Praxis profile folder (.sav + every .met sidecar + SaveData.dat) to data/save-snapshots/2026-08-23/. Disable Steam Cloud for app 1631270 for the duration. A .sav without its .met is not a complete save.

# id Mod Tier Technique File to download (name · version · date) Destination Side Note
Stage 1 -- framework
1 89 AlienX's Mod Loader must-have dll-proxy loader StarRupture ModLoader Client v1.17.5 · v1.17.5 · 2026-08-09 <W64> client Expect Trojan:Script/Wacatac.B!ml -- documented false positive inherent to DLL-proxy injection, MIT source on GitHub. Do not install 146. Launch once, confirm the F2 panel opens and modloader.log is written before adding plugins.
Stage 2 -- ModLoader plugins (one pass; each is reversible by deleting a DLL, none touches a game asset)
2 114 Better Saving Plugin must-have modloader-plugin BetterSaving Client v0.14.0 · 0.14.0 · 2026-08-05 <PLUG> client (server build exists) Sits in the save write path -- snapshot first. Pair with the user-configurable autosave interval added in Hotfix 0.2.5. Optional on-screen progress widget.
3 130 Better Wave Optimiser must-have modloader-plugin WaveOptimiser Client v0.7.0 · 0.7.0 · 2026-08-05 <PLUG> client (server build exists) The freeze it removes lands at the exact moment the game is lethal -- the transition into the Fire Wave.
4 122 WAILA must-have modloader-plugin WAILA Client v0.13.0 · 0.13.0 · 2026-08-09 <PLUG> client Recipe copy/paste is an unshipped Update 2 feature delivered early -- use it when standing up identical Fabricator banks. Movable widget via F2.
5 115 Better Drone Plugin must-have modloader-plugin BetterDrone Client v0.14.0 · 0.14.0 · 2026-08-05 <PLUG> client Set MaxRadius ~= the 200 m core envelope, not 10 km. The drone still dies if flown during a Rupture.
6 143 Continue must-have modloader-plugin Continue v1.2.1 · 1.2.1 · 2026-08-12 <PLUG> client Needs plugin interface 60. Reads .met sidecars the same way the project's save reader does.
7 142 NoIntro-AutoStart recommended pak + modloader-plugin NoIntro-AutoStart v1.1.0 · 1.1.0 · 2026-08-08 plugin -> <PLUG>, paks -> <PAKS> client Ships pakchunk260722-Windows_P -- do not also install 140 or 13. Pak half works standalone without the loader.
8 110 Compass Plugin recommended modloader-plugin Compass Client v0.14.0 · 0.14.0 · 2026-08-05 <PLUG> client only Launch once, then set Enabled=1 in Compass.ini. Enable the caves and obelisks map-marker categories specifically -- caves are the post-wave Quartz window, obelisks are the threat axis before the first core upgrade.
9 138 Codex recommended modloader-plugin Codex Client v0.4.0 · 0.4.0 · 2026-08-05 <PLUG> client Hotkey N. Datamine-free cross-check on the corpus's 75-of-237 documented recipes, live on build 121391.
10 127 Production Stats recommended modloader-plugin ProductionViewer Client v0.9.0 · 0.9.0 · 2026-08-09 <PLUG> client (server build exists) Hotkey P. Covers mass-simulated distant factories -- essential when most of a 5-core base is never in render range. All-time totals persist across sessions.
11 144 AlienX's Rupture Timer recommended modloader-plugin RuptureTimer Client v0.4.0 · 0.4.0 · 2026-08-09 <PLUG> client (server build must match release) The in-game overlay. Substage readout (Burning vs Regrowth) is what gates the Quartz-cave and Ignitium windows.
12 94 Nhimself's RuptureTimer optional modloader-plugin TimerMod v1.10.0 · 1.10.0 · 2026-08-01 <PLUG> client Overlay OFF, [Export] WriteJsonFile=1 ON. Taken purely as a one-second JSON feed for rupture.salvo.host. Its page says Binaries\Win64\Plugins; use <PLUG>.
13 91 MapExtension optional modloader-plugin MapExtension_Plugin ML-v1.17.3-v0.5 - Client · ML-v1.17.3-v0.5 · 2026-08-08 <PLUG> client (server package exists) Two of three headline layers are dormant (Dispatchers = Clever L7, Teleporters = L9). Taken for the local HTTP endpoint -- the only live-game data feed in the catalog and prior art for the planner's live mode. Reassess to must-have at Clever L7.
14 133 Better Map optional modloader-plugin BetterMap Client v0.5.0 · 0.5.0 · 2026-08-05 <PLUG> client Name the five cores first or it shows nothing. Has an expiry date: Update 2 previews custom names on the map natively.
15 119 Confirm Hotkey optional modloader-plugin ConfirmHotkey Client V0.8.0 · 0.8.0 · 2026-06-17 <PLUG> client Install instructions name the old Binaries\Win64\Plugins layout -- use <PLUG> and verify it appears in modloader.log before relying on it. Two loader minor-lines back.
Stage 3 -- external injector (ReShade; different proxy filename, no collision with 89)
16 3 No-HUD-No-Effects / Toggle Fog / Tracers optional ReShade ShaderToggler config SRNo-HUD-No-EffectsFix-v.0.7 · 0.7 · 2026-07-21 <W64> (with ReShade + add-on support) client You must install ReShade with add-on support yourself -- the mod supplies only the ShaderToggler configuration. Toggle groups are keyed to shader hashes, so they re-break on a game patch, a driver update, or a settings change; expect to redo the group edit (HOME -> Add-ons -> Edit).
17 74 Reshade Natural Vision optional ReShade preset Natural Vision Reshade · 1.0 · 2026-01-28 <W64> client Install 3 first, then drop this preset in and select it with HOME. Touches no game asset, so its January date carries essentially no risk.
Stage 4 -- asset paks. Add these one at a time, launching between each. A stale pak over a re-serialised asset is the documented crash source (doc 15 §7.4).
18 33 Better Cooling Capacity must-have asset-pak (DA_BaseCore) Better Cooling Capacity · 0.2 · 2026-03-31 <PAKS> match on host Verify by reading the core capacity bar on first load: it should read 3,000, not 1,000. Compatibility log stops at 0.2.6 / CL120722, ~670 changelists behind the installed build; data-only property edit, and 0.2.7/0.2.8 were a crash-hotfix line, so it very probably still applies -- but confirm, do not assume.
19 6 Ore Stack 500 must-have asset-pak (I_*) 500OreStack · 1.7 · 2026-04-22 <PAKS> match on host The 500 main file, not the z_1k_OreStack_P optional.
20 8 Ammos Stack must-have asset-pak (I_*AmmoItem) z_AmmosStack_P · 1.0.1 · 2026-04-11 <PAKS> match on host The 999 main file, not the 9999 optional.
21 48 Building Materials Stack recommended asset-pak (I_*) Building Materials 2000 Stack · 1.1 · 2026-04-10 <PAKS> match on host The 2000 file, not 5000. Uninstalling mid-game leaves existing >1,000 stacks intact and movable (author's note).
22 32 Better Items Analyzer recommended asset-pak (AnalyzerItemsDataTable) Better Items Analyzer (3x) · 1.10 · 2026-03-30 <PAKS> match on host The ~x3 file, not the 6x. Owns the Analyzer table -- 70 and 137 are excluded because of it.
23 101 Lowered Corporation Research recommended asset-pak (level cost table) Corporations 75 · 1.0 · 2026-04-11 <PAKS> match on host The 75% file, not 50%. Composes with 104 (different table).
24 104 Cheaper Building Upgrades recommended asset-pak (BuildingUpgrades) CheaperBuildingUpgrades · 1.00 · 2026-04-12 <PAKS> match on host Halves the Quartz Ore sink behind Development Station upgrades -- directly on the Moon Energy L5 goal, and the reason 63 More Quartz is not needed.
25 106 More Ignitium recommended asset-pak More Ignitium · 1.00 · 2026-04-13 <PAKS> match on host 3x yield and ~3x window. Converts "farm Ignitium for six waves" into "farm it for two" without removing the wave-window mechanic.
26 105 Better Mining Tool recommended asset-pak Mining Tool (Base, 2.5x) · 1.0 · 2026-04-12 <PAKS> match on host Base, not OP. The download split (1,568 vs 300) is a popularity signal, not a balance argument.
27 111 Drone Rail System Enhanced recommended asset-pak (DA_DroneRail*) Drone Rail System Enhanced · 1.1 · 2026-04-16 <PAKS> match on host Main file only. Author self-reports incomplete high-tier testing -- retest after the Development Station unlock puts rails on v.2/v.3. Does not fix the 0.2.8 Multirail 3/5 collapse.
28 11 Player Tweaks optional asset-pak (player blueprint) Player Tweaks · 1.4 · 2026-04-17 <PAKS> match on host Main pak only -- skip the No Needs optional (requires a new game). Locks out 21/9/20/40/57/73.
29 12 Faster Leveling optional asset-pak (leveling table) Faster Leveling · 1.1 · 2026-04-10 <PAKS> match on host Safe by construction: the EA skill cap is 45 per tree with only 3 of a planned 6 LEM slots reachable, so it cannot overshoot into content that does not exist. Collides with 83.
30 107 Increased Personal Storage optional asset-pak Increased_Personal_Storages_P · 0.2 · 2026-04-14 <PAKS> match on host Empty and re-place existing boxes after installing -- the parent mod 26's confirmed bug is that a pre-existing box filled past its vanilla limit shows extra loot as invisible white slots.
31 79 PlaceEverywhere Storage Boxes optional asset-pak (APC_*) PlaceEverywhere_PersonalStorage_P + PlaceEverywhere_PersonalStorageBig_P · 0.2 · 2026-04-10 <PAKS> match on host Load after 107 and verify both took. Outdoor boxes are not burned by Ruptures, unlike dropped items -- a Rupture-proof drop box at a remote extractor is a real survival primitive at 44 waves.
32 39 Habitat Everywhere -- "Outpost Analyzers" sub-pak ONLY optional asset-pak (APC_*) Outpost Analyzers · 0.3 · 2026-04-12 <PAKS> match on host Never install the bundle. This one sub-pak puts the Analyzing Station and recipe module outside a Habitat, killing the "run back inside to check recipes" round trip -- the game's most-complained-about logistics friction, and Robert's highest-repetition UI loop at 10,660 banked Data Points.
33 135 2x Gathering optional asset-pak (gatherable plant data) 2xGathering · 1 · 2026-07-08 <PAKS> match on host Chosen over 124's x5 to keep plant-derived DP at ~6x combined with 32, not ~15x. Author declares exclusivity against any other gatherable-plant mod.
34 100 Better Base Core Amplifier recommended (dormant) asset-pak Base Core Amplifier (conservative, +50/+400) · 1.0 · 2026-04-11 <PAKS> match on host Does nothing until Moon Energy L7 (he is L4). Install now so it is already in place. Not the Base Core Amp V2 (+200/+1,200) file.
35 51 Better Cargo Receiver optional (dormant) asset-pak Better Cargo Receiver (12 slots) · 1.12 · 2026-04-16 <PAKS> match on host Nothing on the save to modify until Clever Robotics L7. The 12-slot file, not the 100-slot build (which quietly replaces the Storage Depot as a building class). Useful page note: Update 1's UI shows one slot while the extra capacity works underneath.
36 59 Decreased Storage Depo Impact optional (dormant) asset-pak Easier Storage Depos · 1.1 · 2026-04-10 <PAKS> match on host Depot v.2 heat 40->20, Multistorage 60->30. Dormant -- Depot v.2 comes from the Development Station (Moon L5) and Multistorage from Clever L12. A storage-capacity mod disguised as a heat mod: it makes consolidation rational on a cooling-capped base.
37 54 Enhanced Turrets optional (dormant) asset-pak (DA_TurretTier1/2) Turret Enhanced · 1.2 · 2026-04-09 (+ optional Makes the turret and tower quieter · 1.2) <PAKS> match on host Dormant until Griffits Blue L6. Install before buying L6, then build the ring, then upgrade a core. Enhanced not OP. The audio pak stacks with either build and matters at 6-10 turrets ringing a Habitat you live in. Locks out 129/50/39-Turret.
Stage 5 -- load-order-sensitive paks, installed LAST
38 118 Roundabout Enhanced optional (dormant) asset-pak Roundabout Enhanced · 1 · 2026-04-24 <PAKS> match on host Rename its three files with a zzzz prefix so they sort after 111 -- the author's own instruction. Dormant until Clever L8. Known residual issue: the roundabout still merges lanes worse than a normal junction and can stall if exits clog.
Stage 6 -- config
39 -- [SystemSettings] CVar block recommended ini not a mod -- hand-edited <CFG>GameUserSettings.ini client The cheapest non-mod lever (doc 15 §3.2): raw r.* CVars the options menu does not expose. Set the file read-only afterwards so the game cannot revert it. [reported] for this title, standard UE behaviour.
Stage 7 -- author-side tooling (no game contact, no runtime dependency, cannot break a save)
40 98 Usmap 0.2.5 recommended framework/tooling StarRupture Mappings File · 0.2.5 · 2026-05-18 <MAPS> n/a Step 0 of any datamine and of writing his own pak. 0.2.8 parity UNVERIFIED -- if UAssetGUI shows garbled property names, dump a 0.2.8 usmap.
41 109 How To Mod StarRupture recommended documentation How to edit .uasset files · 0.2 · 2026-04-15 read it n/a The retoc -> UAssetGUI -> repack loop, including the correction that made it v0.2: copy the matching .uexp alongside the .uasset. Also the catalog's clearest first-hand save-corruption datapoint -- the author lost five hours to a bad roundabout-rail pak. Pair with mod 58's page, which publishes the complete one-property reproduction recipe.

Verification checklist on first load after stage 4: core capacity bar reads 3,000 (33) · an ore stack fills to 500 (6) · sprint is faster and stamina lasts (11) · the Analyzing Station previews outside a Habitat (39). If a pak does nothing, it was re-serialised -- remove it rather than stacking another on top. Then read %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log; a bad edit surfaces as UCr*Subsystem::OnSaveLoaded failed, Missing object with Guid .... Ignore the LogCrInventory ... ItemPtr was null spam -- that is pre-existing vanilla noise (1,553 lines in a normal session).


4. Tiers#

4.1 Must-have (9)#

id Mod The one-line case for this save
89 AlienX's Mod Loader The gate for 14 of the picks here, and the only technique in scope that touches no game asset -- on a 2,711-entity save it fails loudly to modloader.log instead of silently corrupting a save
114 Better Saving Plugin 530 KB -> 5.95 MB save inflating across 2,711 Mass entities with autosaves every ~15 min; the next milestone is a Base Core upgrade, which triggers a Monolith attack, so a 10 s freeze mid-defence is the live failure mode [community: Steam "Fix Auto Saving Freezing PLEASE" -- 5-10 s freezes that "has gotten me killed when being attacked by big hordes at Monoliths"]
130 Better Wave Optimiser Wave-start entity pass spread across ticks; 5 cores, 44 waves survived, a 45th every ~54 min of world time -- the freeze lands exactly at the transition into the Fire Wave
122 WAILA "Is that Furnace running?" is currently walk-open-close-walk-back across 2,711 entities; plus recipe copy/paste for the identical Fabricator banks the Future Health L6 Glass / Synthetic-Silicon chain needs
115 Better Drone Plugin Building Drone unlocked at Clever L4, 1,083 rail units across 5 cores, and the drone can open building UIs as if on foot -- pairs directly with WAILA for remote inspection
143 Continue The only genuine EA-unlock in 128 mods, pinned to build 0.2.8.121391-S, and the best worked template for re-enabling the shipped-but-disabled DA_DroneRailT4/T5, Cooler, WaveFreezer, WaveSmelter, Synthetizer, CombustionPowerGenerator assets
33 Better Cooling Capacity Five cores at L0/1,000; the only vanilla route to headroom is an upgrade that fires a Monolith attack with the turret ring unbuilt. [community] Veteran doctrine is "do not upgrade your cores, use amps" -- but amps are Moon L7 and he is Moon L4, so this pak has to carry the category
6 Ore Stack 500 Base Core L0->L1 wants 7,200 He-3 hand-carried: 72 stack-trips at vanilla, 15 at 500
8 Ammos Stack 300 -> 999 on the ammo the rifle and (at Griffits L6) every hand-fed turret share

142 NoIntro-AutoStart · 110 Compass · 138 Codex · 127 Production Stats · 144 Rupture Timer · 48 Building Materials 2000 · 32 Better Items Analyzer 3x · 101 Corporations 75 · 104 Cheaper Building Upgrades · 106 More Ignitium · 105 Better Mining Tool (Base) · 111 Drone Rail System Enhanced · plus author-side 98 Usmap 0.2.5 and 109 How To Mod. (100 Better Base Core Amplifier is recommended but dormant until Moon L7.)

4.3 Optional (14)#

94 RuptureTimer (JSON only) · 91 MapExtension · 133 Better Map · 119 Confirm Hotkey · 3 No-HUD-No-Effects (+ReShade) · 74 Natural Vision preset · 11 Player Tweaks · 12 Faster Leveling · 107 Increased Personal Storage · 79 PlaceEverywhere Storage Boxes · 39 "Outpost Analyzers" sub-pak · 135 2x Gathering · 51 Better Cargo Receiver 12 (dormant, Clever L7) · 59 Decreased Storage Depo Impact (dormant, Moon L5) · 54 Enhanced Turrets (dormant, Griffits L6) · 118 Roundabout Enhanced (dormant, Clever L8).

4.4 Situational -- install only when the named trigger fires#

id Mod Trigger
99 Power Rebalanced Only after 33 has landed and solar-farm footprint becomes the pain rather than MW. It raises heat on purpose, which is why it is honest and why it is not free. Weakest standing of anything considered (9 endorse / 412 dl); taken on design merit and astroboy314's consistent post-U1 track record, not popularity
120 OCL Tier 1 Enhanced Only if a materially faster corporation ladder is wanted. 5x export rate is 5x reputation rate. Compounds with 101 -- take one or the other, not both, or the ladder is compressed twice
35 Better Weapons Core Better Weapons v1.32 pak only, no attachment packs (those are Jan/Feb 2026). Its changelog contains a live cautionary tale: "Removed sounds FX as they were causing c[rashes]" -- a stale pak crashing on a re-serialised asset
129 Simple Mobile Turrets Only if mobile chokepoint turrets matter more than ring performance -- it collides with 54. Its page prints the exact two-asset edit and is the best reproduction recipe in all 128 mods, worth reading regardless
102 Better Base Core The day the turret ring is up and the core climb is the plan. Halved upgrade costs against a reported L1 bill of 30 Meteor Hearts + 7,200 He-3 + 1,800 Ceramics + 10 Ignitium is enormous, and its cyst reduction de-risks the attack the upgrade triggers. Swap out 33 at that point
121 Doubled Recipes A fresh save or a planned teardown -- never mid-save under 2,711 placed entities
126 Better Cheats Plugin Scratch save only (settings persist per save game). The fastest legitimate route to the corpus's missing per-building heat and generator numbers, since CurrentHeat reads 0 on every entity between waves and its Power panel exposes every generator and consumer
145 Camera Control Free-fly only, for capturing a 2,711-entity base for rupture.salvo.host. Never fire a Rupture cue on Praxis -- those are direct EnviroWave manipulation on persisted state that gatherable regrowth, Vermin respawn, sulfur availability and cave access all key off
29 Less Environmental Damage The two cosmetic optional sub-files only (Less Radiation Cloud - VFX Effects, Remove Radiation Audio FX) -- relevant because the radiation border is level 0 with the Forgotten Engine inactive, so he cannot remove that screen-edge VFX by progressing. The Balanced build is defensible for corrosion resistance during Sulheart farming; the No Environmental Damage build deletes the master clock the whole base model is scheduled around
41 Better Grenade The Less Cost Grenade - 50 file only. Infinite charges removes a resource decision outright, and both main files are January / EA 0.1.1
38 · 43 · 71 Flashlight UV · Silent Drone · Air Drone HUD Disable Three January 2026 paks with real small value (cave runs, drone-line construction comfort). Install each alone, boot once, then keep or drop. Their "Compatible with Update 1" lines are page prose on un-re-uploaded paks, not evidence
58 Remove Version Watermark Install it for the recipe, not the watermark -- its page publishes the complete retoc + UAssetGUI + repack procedure for a one-property pak mod, i.e. doc 15 §9 step 7 already written out
112 · 113 Server Utility · Server Keep Ticking The day Praxis moves to a dedicated server on the VPS. 112 is mandatory before exposing a port -- it patches an unauthenticated RCE in the game's own built-in HTTP server and is the only security-relevant mod in the catalog; its 2-endorsement standing is meaningless for a security patch
95 PingMod Co-op only. Zero value on a single-player save
68 · 78 · 77 alternative stack mods Only as replacements, never additions: 68 if the gentler 2x plus Quartz/Ignitium coverage is preferred over 6's 5x; 78's 1K file if that author's cadence is preferred over 8; 77 only if the goal is genuinely "stop thinking about stacks", accepting 20,000 building materials and the rail-jam risk
125 Wave Randomiser Not on this save. Well-built and the only pick published after Hotfix 0.2.8 shipped -- but the entire operating model (measured 3,225 s period, wave-window doctrine, wave-aware planner features) assumes a fixed clock, and its 33-43 min default is a nerf against the 53 m 45 s vanilla cycle

4.5 Avoid#

id Mod Reason
146 UE4SS for StarRupture Owns dwmapi.dll; buys 2 mods where 89 buys 22 plugins. Its own install path in the description is a copy-paste error, and "stock v3.0.1" vs "stock experimental" is self-contradictory
92 StarCheat Requires 146 -- choosing it forfeits Compass, Better Drone, MapExtension, Better Map, Continue, WAILA and Better Cheats. GodMode values "become perminate untill death" by the author's own note
16 Bigger Inventory Excellent mod, wrong moment: both builds require a new character, and 8 slot grants are already banked in unlockedInventorySlotsNumber at 51 h. Next-save mod
27 Better Construction Drone Most-endorsed mod in the catalog (265 / 10,774) but functionally superseded by 115, whose author credits it. Fixed at install time vs 115's live F2 editing
24 Drone Rail Upgrade Stale January pak, superseded by 111 by the author's own statement, high-tier rails admitted untested
80 FIX 5to1 Rail Modulator Delete on sight. Update 1 fixed the bug and the author states the game will crash at start if the pak is still installed
19 3X Production Highest-risk stale mod in the catalog -- a January pak overriding CR_*/DA_* data Update 1 rebalanced wholesale
64 Unlock (Almost) Everything Overrides a corporation table Update 1 rebuilt (levels reset to L1, caps raised to 14-15)
44 OpenSesame The stale mod most likely to desync a story gate -- Update 1 reworked the Forgotten Engine chain it patches
63 More Quartz January pak (CL113401), eight changelists back, on an asset whose role changed at Update 1; 5-10x would also delete cave-diving from the game. Use 104 instead
7 · 30 · 45 Better Tool · Weaponized Mining Tool · Mining Tool Platinum All stale January mining-tool paks with mutually-declared exclusivity; 105 is the maintained one
50 Swiftsteps' Mobile Turret Stale, author-declared incompatible with 39, explicitly superseded by 129
25 · 26 · 52 · 80 discontinued mods Authors retired them; files archived. 26 is recreated as 107 with the original author's blessing
5 Usmap 0.1.1 Will mis-parse 0.2.x property trees. Superseded by 98
34 Swiftsteps' Better Cooler Superseded by 100, which is the maintained amplifier mod
23 · 108 More Electricity · Increased Power Output 23 is stale and 108 supersedes it -- but 108's 5x with no heat increase is the wrong shape on a heat-bound base, and its Wind v1 figure (1,200 MW) contradicts corpus and community (200 MW), so it would poison the planner dataset
116 StarRuptureTimer Third implementation of a job 144 and 94 already do; Nexus-tagged AI-Generated Content
123 StarRupture Build Hotkeys Declares plugin interface v25 against the current v60 line, tested against ML v1.9.0 and build 119405, installs to the retired path. Almost certainly dead
103 No Stability Needed The single worst mod in the catalog for this save. Its page states verbatim that "the buildings you have place down will keep their modified stability" -- stability is persisted per-entity in the save's Mass block, so every platform placed under it bakes a zeroed value in permanently, and uninstalling does not restore vanilla. Author tested ~20 minutes
131 New Game Plus Not a mod -- a donor save folder that replaces your save files
62 LEM Shard Fog Of War January file whose Update-1 claim predates the outer region Update 1 added; partly redundant after 51 h and 20 antennas
40 · 9 · 20 · 21 · 57 · 73 player-blueprint mods All excluded by the single-owner rule after 11 is chosen; 40, 9, 20, 57 and 73 are additionally January paks, and 20 requires a new game
60 · 67 Bigger Stronger Bugs · MonolithBuffs 67's author measured ~700 enemies in one level-1 core wave and reports extreme frame drops at 2,000 on a high-end machine -- against 2,711 Mass entities that is a hard no. Both January, never updated for Update 1
37 More Enemies Only the "No Enemies - Exploration Mode" file is interesting, and even that is a scouting tool for a scratch save, not Praxis. Collides with 60
84 Swiftsteps' Better Loot A Data Point printing press -- a single T3 kill would add 7,000 DP against a 10,660 total, distorting the exact economy the corpus and planner model. Feb 2026 / 0.1.3
137 · 70 LEM Rework · Swiftsteps' LEM Analyzer Both fight 32 for AnalyzerItemsDataTable. 137 at High Yield is two corporation levels in one Analyzer session, by the author's own warning; 70 is pre-Update-1 on a table Update 1 touched
49 Corporations Trust Booster Better standing than 101 (75 vs 30 endorsements) but -50%/-65% erases the choice of which corporation to feed. Same ladder -- one owner
47 Killbox Remover Unverified on 0.2.8 -- a 2026-01-17 volume-removal pak aiming at geometry Update 1 relocated. Skipping the gate also skips the Early Access content end. Throwaway save only, never Praxis
36 · 76 · 61 · 53 placement maximalists Stale January/February paks whose scope 39's sub-paks cover surgically and currently
2 · 4 · 22 · 18 · 31 localization Irrelevant to an English playthrough. 31 hijacks the German locale slot and would break a German-speaking co-op partner
42 Better Med Tool Health does not regenerate in this game by design, so infinite healing is a survival-balance change, not friction removal. January files with a boilerplate Update-1 claim
1 · 17 · 13 · 140 splash / intro alternatives All superseded by or colliding with 142
55 · 85 · 82 · 83 · 69 server installer · Cheat Engine table · LEM recipe/slot mods Out of scope, address-bound, or stale dependency chains

5. Save safety#

The snapshot-first rule, in full. Before the first mod file lands, and again before every pak added at stage 4: close the game, copy the entire Praxis profile folder -- every .sav, every .met sidecar and SaveData.dat -- to data/save-snapshots/<YYYY-MM-DD>/. A .sav without its .met is not a complete save. Disable Steam Cloud for app 1631270 for the duration of the install: the save directory is the cloud remote folder, every write is a sync candidate, and [community] modded-save-plus-cloud is the reported corruption pattern, resolved by at least one poster by turning cloud off. Add plugins in one pass (all reversible by deleting a DLL); add paks one at a time with a launch between each, because the failure signature of a stale pak over a re-serialised asset is a boot crash and you want to know which pak caused it.

Risk class Mods What it touches / strands Rule
🔴 Permanent, irreversible save mutation 103 No Stability Needed Stability is persisted (stabilitySubsystemState + per-entity CrMassBuildingStabilityData in the Mass block). Every platform placed under it bakes a zeroed value into the save; uninstalling does not restore vanilla values, and every subsequent placement recalculates stability across all Mass entities AVOID on Praxis. Throwaway/prototype saves only
🔴 Replaces save files 131 New Game Plus A donor save folder dropped into ...\1631270\remote\Saved AVOID
🔴 Manipulates persisted wave state 145 Camera Control (Rupture cues) EnviroWave / EnviroWaveTimer / EnviroWaveEffects are persisted (numWaves 44, nextWaveTimer, per-stage flags); gatherable regrowth, Vermin respawn, sulfur availability and cave access all key off wave stage (waveStagesToRespondTo) Free-fly only. Never fire a Rupture cue on Praxis. Author says back up first -- do that literally
🟠 Leaves residue that outlives the session 126 Better Cheats Cheat settings are saved per save game and restored on load; many persist after the menu closes (stat locks, power overrides) Scratch save only
🟠 Sits in the save write path 114 Better Saving Moves serialisation, compression and Steam Cloud writes off the game thread Keep data/save-snapshots/ current before installing. Out of experimental since v0.3.0 and community-tested, but it is still the one plugin that rewrites how a save reaches disk
🟠 Strands items on removal 107 Increased Personal Storage · 51 (100-slot build, not taken) · 6 / 8 / 48 stack mods Slots or stacks above the vanilla cap have no legal home once the pak is gone. 26's confirmed bug (inherited by 107): a pre-existing box filled past its vanilla limit shows loot as invisible white slots, recoverable via "take all" and properly fixed by picking the box up and re-placing Empty and re-place existing storage boxes after installing 107. Never uninstall a stack or slot mod with over-cap containers full. 48's author confirms existing >1,000 stacks stay intact and movable after removal
🟠 Rewrites data under running machines 121 Doubled Recipes Changes every machine's inputs/outputs mid-cycle across 2,711 entities without deleting a building; partial batches are stranded Not on this save. Fresh save or planned teardown
🟡 Placement conditions -- removal leaves illegal buildings 39 (Outpost Analyzers) · 79 · 129 · 36 · 76 Buildings placed outside their vanilla placing conditions sit in now-illegal positions after the pak is removed. Behaviour is UNVERIFIED -- the corpus has no first-hand datapoint Deconstruct anything placed under a placement pak before removing that pak, or before Update 2
🟡 Requires a new character 16 · 11's No Needs optional · 20 Slot grants / needs flags are set at character creation Excluded from this plan entirely
🟢 Runtime data reads -- no save contact 33 · 102 · 100 · 32 · 101 · 104 · 106 · 105 · 111 · 118 · 120 · 54 · 59 · 135 · 12 · 11 Data-asset and DataTable property values read at runtime. Removing them returns the value to vanilla Only real hazard: removing 33 drops each core from 3,000 back to 1,000 capacity, which can put an expanded base over budget -- that is longer post-wave overheat downtime, not data loss
🟢 No save contact at all 89 and every ModLoader plugin except 114/126/145 · 3 · 74 (ReShade) · 98 · 109 (author-side) Nothing enters itemData Failure mode is "plugin does not load", logged to modloader.log. This is the whole argument for the plugin tier on a 51-hour save

Update 2 protocol. When Update 2 ships: snapshot, then strip every pak before launching. Plugins fail soft; a stale pak crashes the game at boot (the mod-80 precedent, and [community] outdated mods are the identified cause in the Steam "game crashing" thread, resolved by removing them). Re-add paks one at a time only after the loader and its plugins are confirmed current. Update 1 rolled all corporation levels back to L1 without warning -- there is no reason to assume Update 2 is gentler.

Legal footnote, unchanged. Creepy Jar's EULA (doc 15 §10) prohibits modification, derivative works, data-extraction tooling and reverse engineering. Non-enforcement is observed -- no anti-cheat, unsigned containers, a 2.51 GB PDB shipped in the retail depot, a public Nexus catalogue since January 2026 with no takedowns located -- but non-enforcement is not permission, and it can change without a patch.


Sources#

Primary (local): data/nexus/starrupture-mods.md / .json (128 mods, 750 files, snapshot 2026-08-23 08:39 UTC) · docs/mods/00-catalog-classification.md · the four curator files · docs/COMPREHENSION.md · docs/15-modding-technical-internals.md · docs/ref/shadow-install.md §5, §9.

External, this document: - AlienXAXS/StarRupture-ModLoader README -- fetched 2026-08-23: confirms the dwmapi.dll proxy in StarRupture\Binaries\Win64\, plugin DLLs in Binaries\Win64\ModLoader\Plugins\, auto-generated Plugins\config\, and modloader.ini carrying only [UI] OpenKey / [Console] OpenKey. No mention of UE4SS coexistence, chain-loading, a rail junction fixer, or an antivirus false positive -- so the circulating chain-load recipe remains single-source and unconfirmed. - AlienX's StarRupture Mod Loader thread, Steam Community -- rail fix for newly placed 3x/5x rails, server keepalive, RCON/A2S, RCE patch. - AlienXAXS/StarRupture-Plugin-ServerUtility -- the unauthenticated-RCE patch, enabled by default. - BisectHosting -- How to Install Mods on a StarRupture Server -- server-side pak install path. - "game crashing", Steam Community -- outdated paks identified as a crash cause; removing them resolved it.

Community claims carried forward from the curator files retain their original citations there; each is tagged [community] above.

Not consulted, and why: nexusmods.com itself (403 / Cloudflare to automated fetchers -- no comment thread, bug report or posts tab was read, and none is cited); starrupture.org, xmodhub.com, magicgameworld.com, thephrasemaker.com (AI/SEO cluster documented in doc 15 §1 as fabricating item IDs and console commands for this game); supercraft.host (project no-fetch list).

MOD

StarRupture Nexus Catalog -- Classification (all 128 mods)

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Method note#

  1. Source. Every mod fact below comes from data/nexus/starrupture-mods.md -- a 2026-08-23 08:39 UTC snapshot of the complete Nexus StarRupture catalog (128 mods, 750 files) pulled from the Nexus GraphQL v2 public metadata: descriptions, tags, requirements, endorsements, lifetime downloads, page-update dates and per-file changelogs. Nothing here was read off nexusmods.com directly.
  2. Version anchor. Game is Early Access 0.2.8 (Hotfix 0.2.8, 2026-06-17) on the Update 1 line. Update 1 = 0.2.0, 2026-04-09 rolled corporation levels back to L1, removed Quartz as a building material, reworked Cargo Dispatchers to one-to-one and re-serialised a large slice of the content.
  3. Status rule. current-0.2.x = at least one file dated on/after 2026-04-09 or a file changelog that explicitly names 0.2.x / "Update 1". stale-pre-update-1 = every file predates the cutoff. discontinued = the author says so on the page.
  4. The "Compatible with Update 1" trap. Several axbhub pages carry a boilerplate line "» Compatible with Update 1." on mods whose newest file is from January 2026 (ids 20, 38, 42, 45, 43, 62, 76). A January file cannot have been tested against an April build. Those are classified stale-pre-update-1 and flagged in the note column. Trust file dates over description prose.
  5. Comment threads are unreadable. nexusmods.com returns 403 / a Cloudflare challenge to automated fetchers, so no Nexus comment thread, bug report or "posts" tab was read and none is cited. Community standing below is inferred from catalog-internal proxies -- endorsements and downloads relative to the catalog, update cadence after 2026-04-09, changelog substance, "required by" counts, author track record -- plus a small number of external sources, each cited inline.
  6. Confidence tags. [catalog] = from the snapshot. [community] = external source, URL given. [inferred] = my judgement from the game corpus + the snapshot.

Catalog shape at a glance [catalog]: 128 mods, 72 current-0.2.x, 51 stale-pre-update-1, 4 discontinued, 1 unclear. Technique split: 89 asset-pak, 24 modloader-plugin, 2 ue4ss-lua, 5 framework/tooling, 1 ini-in-pak, 1 save-tool, 6 localization/font-pak, 3 external (ReShade / Cheat Engine). 18 mods declare AlienX's Mod Loader (id 89) as a requirement -- it is the single load-bearing dependency in this ecosystem.


Master table#

endorse / dl are lifetime; updated is the mod page's last-update date.

id name categories technique status targets endorse dl updated note
1 No-Splash qol asset-pak stale-pre-update-1 0.1.x 3 155 2026-01-08 Loose replace of Content\Splash\Splash.bmp; engine-level, low patch risk. Collides with 17.
2 Replace Korean Font localization localization stale-pre-update-1 0.1.0 0 464 2026-01-07 Korean font pak into Paks\~Mods. Install only one Korean font mod -- collides with 4.
3 No-HUD-No-Effects / Toggle Fog / Tracers qol, performance-visual unknown current-0.2.x 0.2.8 8 172 2026-07-21 ReShade + ShaderToggler add-on, not a pak or UE4SS mod -- toggles HUD/fog/tracers/particles by hotkey. Shader-hash based, so it re-breaks on renderer changes; kept current through Jul 2026.
4 Swiftsteps' Korean Font Fix localization localization stale-pre-update-1 0.1.2 9 922 2026-01-12 Font + .locres override; also retranslates UI strings. Pre-U1 strings, so U1's 40+ new items are untranslated. Collides with 2.
5 Usmap framework framework stale-pre-update-1 0.1.1 / CL112941 12 413 2026-01-10 .usmap mappings for UAssetGUI. Superseded by 98 for any 0.2.x asset editing.
6 Ore Stack 500 stacks asset-pak current-0.2.x 0.2.x (post-Quartz rework) 234 10,021 2026-04-22 Ore stacks 100 -> 500 (1K optional). 2nd-highest endorsed mod in the catalog. Collides with every other stack mod (8, 25, 48, 68, 77, 78, 134).
7 Better Tool improvement, balance asset-pak stale-pre-update-1 0.1.3 158 7,162 2026-01-27 x5 mining/harvest, Quartz x10, plus a bundled cooling tweak. Broad blast radius and untouched since January -- 105 is the maintained mining-tool equivalent.
8 Ammos Stack stacks, combat asset-pak current-0.2.x 0.2.x 259 9,746 2026-04-11 Ammo stacks -> 999 (9999 optional). Highest-endorsed mod in the catalog. Collides with 78, 77.
9 Speed Boost exploration asset-pak stale-pre-update-1 0.1.0 48 2,004 2026-01-07 Flat movement-speed bump on the player blueprint. Superseded by 11; collides with 11, 21, 57.
11 Player Tweaks qol, exploration, balance asset-pak current-0.2.x 0.2.8 (stated) 154 7,316 2026-04-17 +25% sprint/walk/crouch, -50% stamina drain, +50% regen; optional no-hunger/thirst (new game required). Author states "compatible with anything not affecting player character blueprint" -- collides with 21, 9, 20, 40, 57.
12 Faster Leveling balance asset-pak current-0.2.x 0.2.8 (stated) 166 6,644 2026-04-10 x2 early -> x1.3 late XP on the leveling requirements table; LEM slots ~5 levels earlier. Touches the same table as 83.
13 No Intro qol asset-pak current-0.2.x 0.2.8 (stated) 56 1,662 2026-04-10 Skips logo animations via the starting-screen widget. Collides with 140 and the pak half of 142.
16 Bigger Inventory stacks, qol ue4ss-lua + asset-pak current-0.2.x 0.2.8 166 8,313 2026-08-14 Two builds: a plain pak (24 -> 56 slots) and a UE4SS-configurable grid (8x3..11x10) whose pak half disables the corporation inventory bonuses. Requires a new character. Author flags conflict with 64.
17 Upscaled Splash Screen qol, performance-visual asset-pak stale-pre-update-1 0.1.x 3 128 2026-01-08 Replaces Splash.bmp (ships a backup). Collides with 1.
18 Italian translation localization localization current-0.2.x 0.2.x 4 307 2026-04-22 pakchunk9999 locale override keyed to system language. Only fan translation kept current past Update 1.
19 3X Production balance asset-pak stale-pre-update-1 0.1.0 104 5,079 2026-01-08 x3 extractor output, x3 cost/power, 1/3 craft time across production buildings. Highest-risk stale mod in the catalog -- Update 1 rebalanced recipes wholesale, so this pak overrides re-serialised CR_*/DA_* data. Collides with 121, 23, 108.
20 Better Initial Stats balance asset-pak stale-pre-update-1 0.1.x 54 2,330 2026-01-13 x3 Calories/Hydration/Energy/Health/Shield at character creation. Description claims Update 1 compatibility but the newest file is 2026-01-13 -- see method note 4. Requires a new game, so irrelevant to an existing save.
21 My Player Enhancements exploration, qol, performance-visual asset-pak current-0.2.x 0.2.x (U1 hotfix) 83 3,525 2026-04-19 +20% traversal, +40% dash, faster regen, air control, camera-shake and dash-voice optionals. Author: "NOT compatible with other mods that modify core player blueprint" -- hard conflict with 11, 9, 20, 40, 57.
22 Japanese Font Replacement localization localization stale-pre-update-1 0.1.x 7 201 2026-01-08 NotoSansJP for UI + subtitles.
23 More Electricity balance asset-pak stale-pre-update-1 0.1.0 118 5,342 2026-01-08 x5 generator output, x5 build cost. Superseded by 108, whose author credits V1V0La directly. Collides with 99, 108, 39.
24 Drone Rail Upgrade improvement, balance asset-pak stale-pre-update-1 0.1.0 128 6,255 2026-01-08 Edits DA_DroneRail* speed/capacity/socket/stack/range. Author admits high-tier rails untested. Superseded by 111. Collides with 111, 118.
25 (Discontinued) Crafted Item Stack x500 stacks asset-pak discontinued 0.1.3 209 8,298 2026-01-16 Author retired the mod and offered it for adoption; all files archived. Do not install on 0.2.8.
26 (Discontinued) Bigger Personal Storage Boxes stacks, building asset-pak discontinued 0.1.x 132 4,764 2026-01-09 18 -> 36 / 42 -> 84 slots; known invisible-loot bug on pre-existing boxes. Recreated as 107 with the original author's blessing.
27 Better Construction Drone improvement, building, exploration ini (shipped in a pak) current-0.2.x 0.2 / Update 1 (stated) 265 10,774 2026-03-29 Most-endorsed mod in the catalog. Edits DefaultAuActorPlacement.ini -- drone speed and range (Balanced = base-core radius, Unlimited = 10 km). Author states "Works with Game Version 0.2 (Update 1)". Functionally superseded by 115 (live-configurable plugin); run one, not both. Collides with any other mod touching that ini.
29 Less Environmental Damage qol, exploration, cheat-creative asset-pak current-0.2.x Update 1 (file note) 84 4,705 2026-04-06 Stretches damage tick intervals (Heat/Radiation/Corrosion/Toxicity/Infection/Drain/Hydration/Calories) or disables them; optional radiation VFX/audio strip. The "No Environmental Damage" build makes the Fire Wave survivable outdoors. Prerequisite in practice for 47.
30 Swiftsteps' Weaponized Mining Tool combat, improvement asset-pak stale-pre-update-1 0.1.3 60 2,082 2026-01-26 Mining tool as a weapon (dmg 5 -> 10/15, mining 130 -> 300/500). Author: does not stack with other mining-tool mods -- collides with 7, 45, 105.
31 Turkish Localization localization localization stale-pre-update-1 0.1.x 0 92 2026-01-12 Hijacks the German locale slot; you must select Deutsch in-game.
32 Better Items Analyzer balance asset-pak current-0.2.x Update 1 (file note) 150 5,955 2026-03-30 x3 or x6 Data Points from plants/eggs/meteor cores/early salvage; deliberately leaves rare tiers vanilla. Edits AnalyzerItemsDataTable -- collides with 70 and 137, which add rows to the same table.
33 Better Cooling Capacity building, balance asset-pak current-0.2.x 0.2.6 / CL120722 119 4,686 2026-03-31 x3 Base Core cooling at every level (1,000 -> 3,000 ... 10,000 -> 30,000), and lists rows up to a hypothetical L8. Per-CL compatibility log is the most disciplined in the catalog. Collides with 102.
34 Swiftsteps' Better Cooler building, balance asset-pak stale-pre-update-1 0.1.3 46 1,607 2026-01-13 Base Core Amplifier v1 20 -> 100/250, v2 250 -> 750/1500. Superseded by 100; collides with it.
35 Better Weapons combat asset-pak current-0.2.x 0.2.x 174 11,457 2026-04-12 Highest download count in the catalog. Pistol/rifle/shotgun/LMG damage, RoF, spread, recoil, magazine, plus separate rifle/shotgun/LMG attachment packs. Collides with 46, 72, 75 (same weapon data assets).
36 Swiftsteps' Less Building Restriction building, cheat-creative asset-pak stale-pre-update-1 0.1.3 125 7,769 2026-02-02 Zeroes building weight/stability cost and unlocks placing conditions ("build everywhere except Red Zone", no Base Core needed). Warning on the page: the game's own per-building cost cap still applies and parts are destroyed without refund when exceeded. Absorbed mod 52. Collides with 76, 103, 39, 129, 61.
37 More Enemies combat, balance asset-pak current-0.2.x Update 1 (file note) 21 1,272 2026-04-06 5x/10x spawn presets across BaseCore / AbandonedBases / MegaMachine / WorldExploration, plus a No Enemies exploration mode. Edits spawn-preset data -- collides with 60, 67.
38 Flashlight UV performance-visual, qol asset-pak stale-pre-update-1 0.1.x 7 362 2026-01-14 Blacklight/green flashlight intensity + falloff. Boilerplate "Compatible with Update 1" on a January file -- see method note 4.
39 Habitat Everywhere building, balance, cheat-creative asset-pak current-0.2.x Update 1 (file notes) 67 4,143 2026-04-22 Ten modular optional paks: habitats without a Base Core, silent/faster Turret T1, Solar v1/v2 and Wind buffs, half-cost Teleporter, Analyzer + Recipe module outdoors, Personal Storage outdoors at double capacity, Laser Drill + Dispatcher core-check removal. The single widest conflict surface in the catalog -- overlaps 50 (author-declared incompatible), 76, 79, 61, 107, 129, 108, 99, 23, 26, 54. Install only the sub-paks you need.
40 Shield Regen balance, combat asset-pak stale-pre-update-1 0.1.1 74 2,609 2026-01-20 Instant / 2x / harder-than-vanilla shield variants; mutes the regen SFX. Touches player attributes -- collides with 21, 11.
41 Better Grenade combat, cheat-creative asset-pak current-0.2.x 0.2.x 152 5,361 2026-04-28 Infinite charges (dmg 3300 -> 6600) or a -50% cost build.
42 Better Med Tool qol, cheat-creative asset-pak stale-pre-update-1 0.1.x 94 3,345 2026-01-20 Infinite MedTool charges or -50% healing cost. Boilerplate Update-1 claim on a January file -- see method note 4.
43 Silent Drone qol asset-pak stale-pre-update-1 0.1.x 24 747 2026-01-16 Mutes the player drone motor, FOV 90 -> 100. Same caveat as 42. Different asset from 71, so the two can coexist.
44 OpenSesame ea-unlock, improvement asset-pak stale-pre-update-1 0.1.3 26 793 2026-01-16 Swaps the Forgotten Engine entry requirement from Power Cell to 1x Helium Ore -- a workaround for the launch-era Power Cell progression bug. Update 1 reworked the Engine chain, so this is the most likely stale mod to desync a story gate on 0.2.8.
45 Mining Tool Platinum combat, improvement asset-pak stale-pre-update-1 0.1.x 85 2,870 2026-01-18 +200% combat / +100% mining damage, slower heat build-up, disables mouse-wheel selection. Author: "Incompatible with other mods that modify the mining tool" -- collides with 7, 30, 105. Update-1 claim on a January file.
46 Swiftsteps' Hand Cannon - Piercing combat asset-pak stale-pre-update-1 0.1.3 50 1,350 2026-01-29 Pistol reworked into a slow high-damage piercing cannon (or a fast Hand Gun variant). Collides with 35.
47 Killbox Remover exploration, ea-unlock, cheat-creative asset-pak stale-pre-update-1 0.1.3 50 1,732 2026-01-17 Removes the instant-death killbox behind the radiation border -- i.e. lets you walk into the region the Forgotten Engine is supposed to open. Requires 29's no-radiation build to be useful. Pre-U1: Update 1 moved the border and added the outer region, so behaviour on 0.2.8 is unverified.
48 Building Materials Stack stacks asset-pak current-0.2.x 0.2.x 80 3,347 2026-04-22 BBM/IBM/QBM stacks 1,000 -> 2,000 or 5,000. Overlaps 134 (same two uassets) and 77 (which sets BM to 20,000).
49 Corporations Trust Booster balance asset-pak current-0.2.x Update 1 (file note) 75 3,409 2026-04-01 -50% Data Points per corporation level (-65% on the last three or four). Works on existing saves. Collides with 101, 64.
50 Swiftsteps' Mobile Turret combat, building asset-pak stale-pre-update-1 0.1.3 76 3,305 2026-02-10 Turret T1 placeable anywhere with no electricity, unlocked at start, ammo craftable in the Fabricator; an "OffTheGrid" variant drops the grid requirement entirely. Author-declared incompatible with 39. Superseded by 129, which says so explicitly.
51 Better Cargo Receiver improvement, stacks asset-pak current-0.2.x Update 1 (file note) 97 4,459 2026-04-16 Cargo Receiver 12 slots, or a 100-slot build that turns it into bulk storage. Notes that U1's one-slot UI hides the extra capacity that still works underneath.
52 Swiftsteps Prospector's pack building asset-pak discontinued 0.1.3 5 203 2026-01-19 Author merged it into 36; sole file is archived. Do not install.
53 Emergency Shelter building, balance asset-pak stale-pre-update-1 0.1.3 19 886 2026-01-19 Small Habitat for 2x Titanium Ore, Airlock 1x, Item Printer 2x, placeable anywhere -- a pocket-shelter mod for surviving a wave far from base. Missing resource icons by the author's own note.
54 Enhanced Turrets combat asset-pak current-0.2.x Update 1 (file notes) 109 5,520 2026-04-09 Two tunings (Enhanced = more range/damage/patrol speed, lower RoF to save ammo; OP = everything up) plus 2x/10x infection resistance and optional quiet/silent audio paks. Edits DA_TurretTier1/2 -- collides with 50, 129 and 39's Turret sub-pak. Author publishes the full before/after stat sheet.
55 Dedicated Server Auto Installer framework framework stale-pre-update-1 version-agnostic 5 340 2026-02-01 Batch-script wrapper around SteamCMD for app 3809400: install, auto-restart, 15-minute save backups, IP display. Not a game mod; largely build-independent.
56 Less Fall Damage balance, qol asset-pak stale-pre-update-1 0.1.3 6 282 2026-01-21 Extends the fall-damage velocity curve 3500 -> 4500 specifically to stop lag-spike "sudden death" on dedicated servers. Server-side install affects all players.
57 Swiftsteps' Slide Rework exploration asset-pak stale-pre-update-1 0.1.3 11 362 2026-01-21 Forces slides straight, longer, less terrain-sensitive. Player movement -- collides with 21, 11.
58 Remove Version Watermark qol asset-pak stale-pre-update-1 0.1.3 6 147 2026-01-21 Sets WBP_Watermark alpha 0.3 -> 0.0. Page publishes the full retoc + UAssetGUI reproduction recipe -- the single best worked example in the catalog for a one-property pak mod.
59 Decreased Storage Depo Impact building, balance asset-pak current-0.2.x 0.2.x 34 1,223 2026-04-10 Storage Depot v2 cost 60 -> 50 / heat 40 -> 20; Multistorage 250 -> 200 / 60 -> 30. Power unchanged. Small, surgical, cooling-budget relevant.
60 Bigger Stronger Bugs combat, balance asset-pak stale-pre-update-1 0.1.3 4 337 2026-01-22 3x / 10x enemy HP and up to 2.5x size, or a mixed-size variety build. Enemy data -- collides with 37, 67.
61 Swiftsteps' Recipe Station building asset-pak stale-pre-update-1 0.1.3 33 1,347 2026-01-26 Recipe Station (and later the Analyzer) placeable outside a Habitat -- attacks the game's top logistics complaint (hand-feeding stations indoors). Collides with 39's Outpost Analyzers pak and 36.
62 LEM Shard - Fog Of War Radius map, exploration asset-pak stale-pre-update-1 0.1.3 68 3,064 2026-01-24 Scales the fog-of-war LEM reveal radius up to +1000%, with whole-map T1/T3 variants (author warns to unequip after revealing, for lag). Update-1 claim on a January file. 69 deliberately excludes fog-of-war LEMs so the two coexist.
63 More Quartz balance asset-pak stale-pre-update-1 0.1.2 / CL113401 84 3,923 2026-01-23 BP_QuartzOre yields 25-50 instead of 5. Page names the exact asset path -- exemplary. Pre-U1 and Quartz's role changed at Update 1 (building material -> Development Station currency), so re-verify before trusting. Overlaps 136.
64 Unlock (Almost) Everything ea-unlock, cheat-creative, balance asset-pak stale-pre-update-1 0.1.3 31 2,011 2026-01-25 Two builds: all corporation rewards unlocked at start, or every level's reputation requirement set to 1 (works at any progression). Update 1 reset all corporations to L1 and raised the caps to 14-15, so this pak is overriding a table that no longer looks the same. Author-declared conflict with 16; overlaps 49, 101, 83.
67 MonolithBuffs combat asset-pak stale-pre-update-1 0.1.3 8 303 2026-01-25 5 waves per core level (scaling), optionally 5x spawns -- the author measured ~700 enemies in a single level-1 core wave. Explicitly compatible with 37; collides with 60.
68 Basic Resource Stacks to 200 stacks asset-pak current-0.2.x 0.2.x 30 2,087 2026-04-10 Conservative 100 -> 200 on T1 ores / T2 intermediates / 14 food items. The April update added Powerium, Goethite Ingot, Titanoferrite Ingot, Wolfram Steel Ingot -- concrete evidence it was re-derived against Update 1 content. Collides with 6, 77, 48.
69 Swiftsteps' LEM OverHaul balance asset-pak stale-pre-update-1 0.1.3 52 3,052 2026-02-09 Buffs almost every LEM chip (per-chip table on the page), adds author-invented T4 LEMs plus icons and string tables; KR locale build. Required by 82.
70 Swiftsteps' LEM Analyzer balance asset-pak stale-pre-update-1 0.1.3 68 3,088 2026-02-05 Adds LEMs to the Analyzer (T1 1.5k / T2 3.5k / T3 7k / T4 25k DP). Edits AnalyzerItemsDataTable -- collides with 32 and 137. Changelog records a crash caused by a bad zip, fixed at v1.0.2.
71 Air Drone - HUD Disable qol asset-pak stale-pre-update-1 0.1.3 16 347 2026-01-28 Hides the drone HUD widget -- written by someone laying long rail runs. Coexists with 43.
72 Swiftsteps' Rifle combat asset-pak stale-pre-update-1 0.1.3 18 659 2026-01-28 MAR-9 handling pass: faster reload (2.97 -> 2.24 s), +20% move speed equipped, same damage. Collides with 35.
73 Swift Building Tool exploration, qol asset-pak stale-pre-update-1 0.1.3 16 603 2026-01-30 Removes the movement-speed penalty while holding the building tool.
74 Reshade Natural Vision performance-visual ini (ReShade preset) stale-pre-update-1 version-agnostic 8 416 2026-01-28 External ReShade preset installed to Binaries\Win64; touches no game asset, so the pre-U1 date carries little risk.
75 Swiftsteps' Machine Gun combat asset-pak stale-pre-update-1 0.1.3 22 947 2026-01-30 M175 damage 55 -> 150, magazine 60 -> 35 (+50 default bonus), default barrel pierces 3 / BuzzSaw 7. Collides with 35.
76 Unlock Forbidden Build Areas building, ea-unlock, cheat-creative asset-pak stale-pre-update-1 0.1.3 (stated) 37 1,635 2026-02-01 Strips the typed exclusion zones (BP_BuildingExcluder class of check). Overlaps 36, 39, 103.
77 1K Item Stacks stacks asset-pak current-0.2.x 0.2 (stated) 109 6,204 2026-06-02 All non-ammo stacks -> 1,000 (2K/5K/10K optionals), building materials -> 20,000. Author explicitly: "delete other mods that modify stack sizes", and warns that raised stacks can jam rails on merge-heavy designs. The catalog's most maintained stack mod. Collides with 6, 8, 25, 48, 68, 78, 134.
78 2K Ammo Stack stacks, combat asset-pak current-0.2.x 0.2 (stated) 101 5,058 2026-04-14 Ammo -> 2,000 (1K/5K optionals). Author's practical note: hand-load Defense Towers with at least one stack, because every tower on a shared v3 rail adds 8/17/42 minutes of fill time. Collides with 8, 77.
79 PlaceEverywhere Storage Boxes building asset-pak current-0.2.x 0.2 (stated) 32 1,092 2026-04-10 Personal / Big Personal Storage placeable outside a Habitat (still needs a platform). Notes outdoor boxes survive Ruptures, unlike dropped items. Overlaps 39's Personal Storages pak, 107, 26.
80 FIX 5to1 Rail Modulator improvement asset-pak discontinued 0.1.3 16 702 2026-02-04 Fixed the 2x2 Rail Modulator 5 spawning a Modulator 3. Update 1 fixed the bug and the author states the game will crash at start if this pak is still installed. Delete on sight.
82 Buildable T3-T4 LEM (Recipes) balance asset-pak stale-pre-update-1 0.1.3 20 1,489 2026-02-10 Recipes only (5 separate paks, one at a time); T4 LEMs themselves live in 69, which is a hard requirement. Author's note that "StarRupture's hard-coded recipe system" makes new recipes very difficult is a useful signal for anyone planning recipe mods.
83 Unlock LEM Slots at Level 1 ea-unlock, balance asset-pak stale-pre-update-1 0.1.3 20 843 2026-02-06 All LEM slots open at level 1 -- written as a workaround for a multiplayer progression bug. Same table as 12.
84 Swiftsteps' Better Loot balance, combat asset-pak stale-pre-update-1 0.1.3 50 2,231 2026-02-10 Rewrites enemy drop tables toward War Bonds and Data items (Damaged Energy Storage, Damaged Local Scanner, Frame Memory Module). Variant excluding T0/T1 melee.
85 Flight Mod cheat-creative, exploration unknown (Cheat Engine table) stale-pre-update-1 0.1.3 4 275 2026-02-13 A .CT table for Cheat Engine, not a mod file. Address-bound, so almost certainly dead on 0.2.8 (four hotfixes later). Author states it does not work online.
89 AlienX's Mod Loader framework framework / modloader-plugin host current-0.2.x 0.2.8, ML v1.17.5 132 9,893 2026-08-09 The backbone of the modern ecosystem: required by 18 other mods. dwmapi.dll proxy injection, MinHook, Dumper-7 SDK; separate Client and Server builds; ~100 releases since March 2026 and an in-game F2 config UI. Page pre-empts a Wacatac.B!ml false positive. Cannot coexist with 146 (UE4SS) without renaming a proxy DLL -- both claim dwmapi.dll in the same folder [inferred, high confidence]. Community: the loader's headline features were a 3x/5x rail fix on newly placed track, server keepalive, and RCON/A2S server utilities [community] -- https://steamcommunity.com/app/1631270/discussions/0/764059964738181505/
91 MapExtension map, qol modloader-plugin current-0.2.x ML v1.17.3, plugin v0.5 23 1,468 2026-08-08 Serves live game data over a local HTTP endpoint into a bundled browser map view: Cargo Dispatchers/Receivers and the links between them, items in flight, teleporters, players, and a rupture timeline. Dedicated-server sync supported. Requires 89.
92 StarCheat cheat-creative, ea-unlock, exploration ue4ss-lua current-0.2.x 0.2.x 59 2,769 2026-04-22 Four Lua modules under UE4SS: Flying (F2), GodMode (HOME), DestroyAll, and a localised ItemSpawner that covers Test-Branch items, i.e. it can hand you shipped-but-ungated items. Requires UE4SS, not the ModLoader -- so it is on the opposite side of the dwmapi.dll conflict from 126.
94 Nhimself's RuptureTimer qol modloader-plugin current-0.2.x ML v1.x, plugin v1.10.0 33 2,246 2026-08-01 Wave phase + countdown as an on-screen overlay and as a JSON file rewritten every second for StreamDeck/overlays/external scripts. Handles local, listen-server and dedicated-client cases with different accuracy tiers. Requires 89. Overlaps 116, 144.
95 Nhimself's PingMod qol, map modloader-plugin current-0.2.x ML v1.13.1, plugin v1.5.0 2 172 2026-06-03 Raises the ping raycast from 100 m to a configurable max (default 500 m, hard cap 2 km to avoid skybox hits). Co-op relevant only. Requires 89.
98 Usmap 0.2.5 framework framework current-0.2.x 0.2.5 5 183 2026-05-18 Freshly dumped .usmap for UAssetGUI. Author's key warning: 0.2.5 mappings will not open 0.2.4-or-earlier assets correctly, and vice versa -- so a 0.2.8 datamine may still want its own dump. Supersedes 5.
99 Power Rebalanced balance asset-pak current-0.2.x 0.2.x 9 412 2026-04-10 Raises output on all four generators (bigger boost at the low end) with proportionally raised cost and heat -- explicitly aimed at shrinking the physical footprint of solar farms, not at free power. The most cooling-aware of the power mods. Collides with 23, 108, 39.
100 Better Base Core Amplifier building, balance asset-pak current-0.2.x 0.2.x 27 1,389 2026-04-11 Amplifier v1 +20 -> +50 or +200; v2 +250 -> +400 or +1200. The maintained replacement for 34; collides with it.
101 Lowered Corporation Research balance asset-pak current-0.2.x 0.2.x 30 1,484 2026-04-11 Corporation level costs to 50% or 75%; also doubles Quartz Ore rewards at levels 11/13/14 and x1.5 War Bonds at Griffits 5/7/10 -- i.e. it was re-derived against the post-Update-1 ladder. Collides with 49, 64.
102 Better Base Core building, balance asset-pak current-0.2.x 0.2.x 36 1,551 2026-04-11 Cooling capacity up at every core level (10,000 -> 15,000 at max), upgrade material costs halved, and fewer cysts spawned on an infected core with fewer enemies per cyst. Collides with 33.
103 No Stability Needed building, cheat-creative asset-pak current-0.2.x 0.2.4 (stated) 55 2,969 2026-04-13 Zero stability requirement -- platforms float unsupported; small/large habitats also placeable without a Base Core for compatibility. Author's own caveat: tested ~20 minutes. Overlaps 36, 76.
104 Cheaper Building Upgrades balance asset-pak current-0.2.x Update 1 (stated) 31 1,128 2026-04-12 ~-50% Development Station upgrade costs (the Quartz Ore sink for v.1 -> v.2 buildings).
105 Better Mining Tool improvement, combat asset-pak current-0.2.x 0.2.x 40 1,870 2026-04-12 Mining 130 -> 325 (2.5x) or 520 (4x), range 35 -> 40/50, faster tick. Author states plainly that he uploaded it because the existing mining-tool mods had not been updated -- the maintained pick over 7, 30, 45.
106 More Ignitium balance asset-pak current-0.2.x Update 1 (stated) 71 2,297 2026-04-13 Ignitium yield 2/3 -> 6/9 per pickup and ~3x longer post-wave spawn duration. Directly eases the Base Core upgrade material squeeze. Overlaps 136.
107 Increased Personal Storage stacks asset-pak current-0.2.x 0.2 (stated) 34 1,575 2026-04-14 18 -> 36 and 42 -> 84 slots. An authorised recreation of the discontinued 26; overlaps 39's storage pak and 79.
108 Increased Power Output balance asset-pak current-0.2.x 0.2 (stated) 45 1,741 2026-04-15 5x output on every generator, with an optional 5x-cost balanced build. Publishes real 0.2.x numbers: Solar 10/140, Wind 1200/3200, CombustionPowerGenerator 8200, PressurePowerGenerator 1000 -- note it edits two generators that ship with no unlock path, without unlocking them. Credits V1V0La (23). Collides with 23, 99, 39.
109 How To Mod StarRupture framework framework (documentation) current-0.2.x 0.2.x 18 512 2026-04-15 A PDF walkthrough of editing .uasset (retoc -> UAssetGUI -> repack), with the essential correction that the matching .uexp must be copied too. Author also reports losing five hours of progress to a bad roundabout-rail pak -- the catalog's clearest first-hand save-corruption datapoint.
110 Compass Plugin qol, map, exploration modloader-plugin current-0.2.x ML v1.17.x, plugin v0.14.0 73 3,242 2026-08-05 Satisfactory-style HUD compass bar: players, base cores, antennas / abandoned bases / caves / obelisks, dead bodies and drones, enemies, custom pins -- each category toggleable with its own render distance. Client-side only. Requires 89.
111 Drone Rail System Enhanced improvement, balance asset-pak current-0.2.x Update 1 (stated) 42 1,883 2026-04-16 ~2x rail speed, ~3x drone stack, ~2x lower stability cost across all rail tiers. Author wrote it because 24's author had stopped updating, and deliberately left range alone because changing it caused bugs. Edits DA_DroneRail* -- collides with 24, 118, and its archived Drone Roundabout file collides with 118.
112 Server Utility Plugin framework, qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.11.0 2 82 2026-08-05 Server-side: command-line server config (no DSSettings.txt needed), Source RCON, Steam A2S query, and a patch for a known remote-code-execution exploit in the game's built-in HTTP server. Requires 89. Security-relevant for anyone hosting.
113 Server Keep Ticking Plugin improvement modloader-plugin current-0.2.x ML v1.17.x, plugin v0.13.0 6 231 2026-08-05 Stops a dedicated server pausing when empty so factories keep producing. Requires 89. Server-side only.
114 Better Saving Plugin performance-visual, qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.14.0 40 1,763 2026-08-05 Moves serialisation, compression and Steam Cloud writes off the game thread -- author's figure is a ~10 s save becoming ~1.5 s, with an optional on-screen progress widget. Marked out of experimental at v0.3.0. Nexus lists no requirement but the install path is ModLoader\Plugins, so 89 is required in practice.
115 Better Drone Plugin improvement, building, exploration modloader-plugin current-0.2.x ML v1.17.x, plugin v0.14.0 56 2,533 2026-08-05 Building-drone speed, horizontal/vertical range and max rail length, all live-editable in the F2 menu with no game files touched; also lets the drone open building UIs as if on foot. Author credits CrazyCovin's pak (27) as the predecessor -- run one or the other. Requires 89.
116 StarRuptureTimer qol modloader-plugin current-0.2.x ML v1.15.0 33 2,246 2026-06-17 Phase + countdown HUD, F8 resync, audible alarm, 32 colour presets. Nexus-tagged AI-Generated Content; the original author handed write access to AlienX, who ported it to the current loader. Overlaps 94, 144. Requires 89.
118 Roundabout Enhanced improvement, building asset-pak current-0.2.x 0.2.x 32 1,060 2026-04-24 Forces the Roundabout Rail Connector's hard-coded speed 300 -> 5000 so it behaves like other junctions, and removes its stability cost. Author documents a residual lane-merge weakness. Install-order note on the page: rename the files to sort last if another rail mod is present. Collides with 111, 24.
119 Confirm Hotkey qol modloader-plugin current-0.2.x ML v1.x, plugin v0.8.0 13 333 2026-06-17 Binds a key to the single confirm button in interior UIs (Analyzer, Recycler) so bulk Data Point conversion stops being a mouse marathon. Requires 89.
120 Orbital Cargo Launcher Tier 1 Enhanced improvement, balance asset-pak current-0.2.x 0.2.x 14 701 2026-04-25 T1 OCL sends stacks of 5 per 6 s (5x vanilla, still far under T2's 100/20 s) and drops its stability cost. Edits the exporter data -- rename to sort last if combined with other exporter mods.
121 Doubled Recipes balance, performance-visual asset-pak current-0.2.x 0.2.x 19 1,085 2026-05-24 Doubles inputs and outputs on machine recipes at unchanged cycle time -- same throughput per resource, half the machines, explicitly to cut building count and recover FPS. Extractors and hand/food recipes untouched; optional file doubles extractor output too. Author warns rails become the new bottleneck. Collides with 19.
122 WAILA qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.13.0 22 902 2026-08-09 Raycast tooltip on whatever you look at: crafter recipe + progress, storage contents, power generation/consumption state, Cargo Sender interval and item in flight, receiver state. Also does recipe copy/paste between buildings -- an Update-2 preview feature delivered early. Requires 89 in practice (install path is ModLoader\Plugins).
123 StarRupture Build Hotkeys qol, building modloader-plugin current-0.2.x ML v1.9.0, build 119405 (tested) 7 375 2026-05-06 Backslash+1..0 selects a build favourite, equips the building tool and starts placement. Oldest ModLoader plugin in the current set -- tested against ML v1.9.0 and plugin interface v25, well behind the v1.17.5 / interface-60 line, so re-verify before relying on it. Requires 89.
124 Increased Harvesting balance asset-pak current-0.2.x 0.2.x 29 1,542 2026-05-19 x5 or x10 on all 13 gatherables including Coralion and Fox eggs (both Update 1 additions -- evidence of a post-U1 re-derive). Authorised recreation of xTz2's original. Collides with 135, 7.
125 Wave Randomiser improvement, balance modloader-plugin current-0.2.x ML >= v1.12.0, plugin v1.1.3 4 195 2026-06-20 Rolls the calm period between Ruptures from a configurable range (default 33-43 min, truncated-normal or uniform) so the wave stops being a calendar appointment; PreWave, the wave itself, fadeout and growback stay vanilla. Deliberately omits countdown values from its logs. Nexus lists no requirement but the description requires 89.
126 Better Cheats Plugin cheat-creative, ea-unlock modloader-plugin current-0.2.x ML v1.17.x, plugin v0.13.0 19 1,491 2026-08-13 F10 cheat menu with World (environment + wave controls), Player (attributes, teleport, building, skills, tools, weapons, item spawning), Machinery (crafting, power, logistic and rail drones), Enemies, and Power (edit every generator and consumer). Settings persist per save. Single-player only. The most direct route to a debug surface on 0.2.8. Requires 89; opposite side of the proxy conflict from 92.
127 Production Stats qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.9.0 8 587 2026-08-09 Live production/consumption dashboard (hotkey P): per-item totals and per-minute rates, graphs over 5 s / 1 m / 10 m / 1 h / all-time, search and hover-highlight, covering mass-simulated distant factories as well as nearby ones; all-time totals persist across sessions. Requires 89.
129 Simple Mobile Turrets combat, building asset-pak current-0.2.x 0.2.x 5 179 2026-06-29 Turret T1 placeable outside a Base Core with no power draw and nothing else changed -- no early unlock, no stat buff, ammo and BBM still required, Red Zone still blocked. Written explicitly as the Update-1-safe replacement for 50. The page prints the exact two-asset edit (BD_TurretTier1 placing conditions -> APC_StandardBuildingsCoreOutside; DA_TurretTier1 electricity agent Consumer -> Producer), which is the best reproduction recipe in the catalog. Collides with 50, 54, 39's Turret pak.
130 Better Wave Optimiser performance-visual modloader-plugin current-0.2.x ML v1.17.x, plugin v0.7.0 8 335 2026-08-05 Spreads the tens-of-thousands-of-entities heat-wave tick across multiple frames instead of one, killing the multi-second freeze at wave start on large saves. Client and server builds. Requires 89.
131 New Game Plus ea-unlock, cheat-creative save-tool current-0.2.x 0.2.x 0 112 2026-07-01 Not a mod -- a donor save folder you drop into ...\1631270\remote\Saved: starter sky base with ammo and materials, Teleporter unlocked, a Power Cell staged at the World Engine teleport location, most of the map undiscovered. Author says it was built without mods or save edits. Destructive: it replaces save files.
133 Better Map map, qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.5.0 5 392 2026-08-05 Prints each Base Core's custom name under the generic "Base Core" map marker, live-updating on rename. Requires 89. Another Update-2 preview feature shipped early.
134 5k Building Materials stacks asset-pak current-0.2.x 0.2.x 4 409 2026-07-08 BBM and IBM stacks -> 5,000. Names its two edited assets (BasicBuildingMaterial.uasset, IntermediateBuildingMaterial.uasset). Direct collision with 48 and 77.
135 2x Gathering balance asset-pak current-0.2.x 0.2.x 7 413 2026-07-08 Doubles plant gathering yields. Author states plainly it is not compatible with other mods editing gatherable plant data -- collides with 124, 7.
136 2x Ore Mining balance asset-pak current-0.2.x 0.2.x 8 463 2026-07-08 Doubles hand-mineable ore yield, doubles the Ignitium harvestable window, doubles Quartz yield. Overlaps 63 (Quartz), 106 (Ignitium), 7.
137 LEM Rework balance asset-pak current-0.2.x 0.2.x 3 320 2026-07-09 Phase 1 only: LEMs analysable for 10k / 25k / 50k Data Points (a low-yield optional exists). Author's own progression warning is honest -- on a save with a LEM pile this can skip a corporation tier outright. Edits AnalyzerItemsDataTable -- collides with 32 and 70.
138 Codex qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.4.0 4 379 2026-08-05 In-game recipe browser (hotkey N): search any item, see inputs/outputs with icons, quantities and crafting rates, click an ingredient to jump to the recipe that makes it or an output to see every consumer, with math equations Satisfactory-style. Requires 89.
140 NoIntro-v1 qol asset-pak current-0.2.x 0.2.8.121391-S (exact) 0 41 2026-07-23 Removes the three startup logo screens. No loader, no dependency; ships as pakchunk260722-Windows_P. One of only two mods in the catalog that name the exact installed build string. CC BY 4.0, GitHub-hosted, explicit copyright statement. Collides with 13 and with 142, which ships the same pak filenames.
141 Grid Map map asset-pak current-0.2.x 0.2.x (Update 1) 0 75 2026-07-27 Overlays a 26x26 grid on the in-game map so bases and teleporters can be referenced by cell. Important limit stated by the author: it edits the post-Forgotten-Engine map asset only, so it does nothing until the campaign is finished.
142 NoIntro-AutoStart qol asset-pak + modloader-plugin current-0.2.x 0.2.8.121391-S, ML plugin interface 60 0 36 2026-08-08 Two halves: the intro-skip paks (standalone) and a plugin that walks past PRESS (SPACE) TO START into the logged-in menu. Requires 89 for the plugin half. Ships the same pakchunk260722-Windows_P filenames as 140 -- installing both overwrites one with the other.
143 Continue qol, ea-unlock modloader-plugin current-0.2.x 0.2.8.121391-S, ML plugin interface 60 0 55 2026-08-12 Adds a working CONTINUE entry to the main menu. Genuinely an EA-unlock: the feature ships in the build and is disabled -- UCrUW_MainMenuWidget::NativeConstruct skips left-button entry 0 because it holds ECrMenuType::Continue (0, the pause-menu value) instead of ContinueGame (12); the plugin writes 12 into the slot the game's own handler already waits for and sets the byte it tests. The most technically precise mod page in the catalog and a working template for "re-enable shipped-but-disabled" work.
144 AlienX's Rupture Timer qol modloader-plugin current-0.2.x ML v1.17.x, plugin v0.4.0 4 341 2026-08-09 Overlay with current state (Pre-Wave / Moving / Fadeout / Growback / Calm), substage (Fire Wave, Burning, Regrowth), countdown ring, stage timeline, next state and network role. Refuses to guess -- shows --:-- with a reason when data is missing. Client and server DLLs must be from the same release (versioned wire format). Overlaps 94, 116. Requires 89.
145 Camera Control qol, exploration, cheat-creative modloader-plugin current-0.2.x ML v1.17.x, plugin v0.1.0 0 11 2026-08-05 Turns the game into a keyframe camera timeline: free-fly camera, spline path with frustum handles, per-keyframe speed/ease/FOV/focus/aperture, ripple editing, playback mode, JSON projects -- plus timeline cues that start, pause, resume and cancel Rupture events. Author warns to back up a save first. Requires 89.
146 UE4SS for StarRupture framework framework current-0.2.x 0.2.8 0 65 2026-08-14 Stock RE-UE4SS v3.0.1 with a fitting signature set and config, nothing else changed -- the current-build repack that mods 16 and 92 need. Install path in the description has a copy-paste error (Win64CorsairCove\Binaries\Win64); the correct target is StarRupture\Binaries\Win64. Ships dwmapi.dll, so it cannot sit in the same folder as 89 unmodified [inferred].

Same-asset / same-system conflict map#

Overlapping asset-pak overrides cannot coexist -- the later-sorting pak wins silently and the other mod's edits vanish, or the load crashes. Groups below are the collision sets. [catalog] unless noted; author-declared conflicts are marked (declared).

1. Item stack sizes (I_* item assets) -- the densest collision in the catalog#

6 Ore Stack 500 · 8 Ammos Stack · 25 Crafted Item Stack x500 (discontinued) · 48 Building Materials Stack · 68 Basic Resource Stacks to 200 · 77 1K Item Stacks · 78 2K Ammo Stack · 107 Increased Personal Storage (container slots, adjacent) · 134 5k Building Materials. Every one of these rewrites maxStackSize on overlapping subsets of the 363 I_* classes. 77's author states the rule outright: delete every other stack mod. (declared) 48 and 134 edit the literally identical two building-material assets. Pick exactly one stack mod. Secondary hazard flagged by 77: raised stacks can jam merge-heavy rail designs, and by 78: raised ammo stacks make rail-fed Defense Towers take 8-42 minutes to fill.

2. Drone rails and junctions (DA_DroneRail*, DroneConnections)#

24 Drone Rail Upgrade (stale) · 111 Drone Rail System Enhanced · 118 Roundabout Enhanced · 80 FIX 5to1 Rail Modulator (discontinued -- crashes on 0.2.x) · 111's archived "Drone Roundabout" file. 111 supersedes 24 by the author's own statement. 111 and 118 both touch junction/roundabout speed; 118's page gives the install-order workaround (rename so it sorts last). 80 must be deleted -- the author states the game will not start with it installed on Update 1. Note that none of these fixes the 0.2.8 Multirail 3/5 collapse-to-1-lane bug; the only claim of a rail fix comes from AlienX's ModLoader (89), for newly placed 3x/5x track [community] -- https://steamcommunity.com/app/1631270/discussions/0/764059964738181505/

3. Construction / building drone#

27 Better Construction Drone (pak editing DefaultAuActorPlacement.ini) · 115 Better Drone Plugin (ModLoader plugin) · 43 Silent Drone (audio + FOV) · 71 Air Drone HUD Disable (HUD widget). 27 and 115 do the same job by different mechanisms and 115's author credits 27 as the predecessor -- run one. 43 and 71 touch different assets from each other and from 27/115, so those three can coexist [inferred].

4. Player character blueprint / stats / movement#

9 Speed Boost · 11 Player Tweaks · 20 Better Initial Stats · 21 My Player Enhancements · 40 Shield Regen · 57 Slide Rework · 73 Swift Building Tool · 29 Less Environmental Damage (survival channels, adjacent). 21's page: "NOT compatible with other mods that modify core player blueprint". (declared) 11's page: compatible only with mods "not affecting player character blueprint". (declared) These two are mutually exclusive and each excludes 9, 20, 40 and 57. Pick one player mod.

5. Base Core cooling capacity and amplifiers#

33 Better Cooling Capacity (core capacity ladder) · 102 Better Base Core (core capacity ladder + upgrade costs + cyst spawns) · 34 Swiftsteps' Better Cooler (amplifiers) · 100 Better Base Core Amplifier (amplifiers) · 59 Decreased Storage Depo Impact (per-building heat, adjacent) · 39 (various building heat). 33 vs 102 rewrite the same capacity ladder -- mutually exclusive. 34 vs 100 rewrite the same amplifier assets -- mutually exclusive, and 100 is the maintained one. A core mod and an amplifier mod can stack (different assets) [inferred].

6. Power generators (DA_SolarPowerGenerator, WindPowerGenerator, etc.)#

23 More Electricity (stale) · 99 Power Rebalanced · 108 Increased Power Output · 39 Habitat Everywhere's Solar/Wind sub-paks. All four rewrite generator output and cost. 108 supersedes 23 by the author's own credit line. 99 is the only one that raises heat deliberately, which matters because heat, not power, is the binding budget post-Update-1. Mutually exclusive.

7. Building placement conditions, stability and exclusion zones#

36 Less Building Restriction · 76 Unlock Forbidden Build Areas · 103 No Stability Needed · 39 Habitat Everywhere · 61 Recipe Station outdoors · 79 PlaceEverywhere Storage Boxes · 129 Simple Mobile Turrets · 50 Mobile Turret · 53 Emergency Shelter. These all edit APC_* placing-condition assets and/or stability weights, in overlapping subsets. 39 and 50 are author-declared incompatible. (declared) 36 is the maximalist option and swallows most of the others' scope; 129, 79, 61 are the surgical single-building versions and are the safer choice next to a mixed load order.

8. Turrets (DA_TurretTier1 / DA_TurretTier2, BD_TurretTier1)#

54 Enhanced Turrets · 50 Swiftsteps' Mobile Turret (stale) · 129 Simple Mobile Turrets · 39 Habitat Everywhere's Turret sub-pak. 54 changes stats; 129 and 50 change placement and electricity traits; 39's Turret pak does both. 54 + 129 touch different fields of overlapping assets -- likely to clash at pak level even where their intents differ [inferred]. Author of 54 warns it "may not work if used with other mods that change defensive turret stats".

9. Analyzer value table (AnalyzerItemsDataTable)#

32 Better Items Analyzer · 70 Swiftsteps' LEM Analyzer · 137 LEM Rework · 84 Better Loot (drop tables feeding it, adjacent). All three rewrite the same DataTable -- 32 changes existing rows, 70 and 137 both add LEM rows, at different values. Strictly one of the three.

10. Corporation reputation / level cost tables#

49 Corporations Trust Booster · 64 Unlock (Almost) Everything (stale) · 101 Lowered Corporation Research · 12 Faster Leveling (character XP, separate table) · 83 Unlock LEM Slots (same LEM-slot grants as 12). 49 and 101 are the same idea by two authors -- mutually exclusive; 101 additionally re-derives Quartz and War Bond rewards against the post-U1 ladder. 64 is stale and overrides a table Update 1 rebuilt. 12 and 83 both grant LEM slots early and overlap.

11. Recipes (CR_*)#

19 3X Production (stale, x3 everything) · 121 Doubled Recipes (x2 in and out) · 82 T3/T4 LEM recipes · 50 (adds Standard Ammo to the Fabricator) · 53 (rewrites habitat/airlock/printer costs). 19 and 121 are mutually exclusive. 19 is the higher-risk of the two: it is a January pak sitting on top of a recipe corpus Update 1 rebalanced.

12. Gatherables, ore yields, Ignitium and Quartz#

7 Better Tool (stale) · 63 More Quartz (stale) · 106 More Ignitium · 124 Increased Harvesting · 135 2x Gathering · 136 2x Ore Mining. 135's author: not compatible with other mods editing gatherable plant data. (declared) 124 vs 135 collide on plants; 136 vs 106 collide on Ignitium; 136 vs 63 collide on Quartz. Pick one gathering mod and one mining mod, and check they do not overlap.

13. Intro / splash / main menu#

1 No-Splash · 17 Upscaled Splash Screen (both replace Splash.bmp) · 13 No Intro · 140 NoIntro-v1 · 142 NoIntro-AutoStart (pak half) · 143 Continue (main-menu widget, plugin-side). 140 and 142 ship byte-identically-named pakchunk260722-Windows_P files -- installing both silently overwrites one. 13 targets the same starting-screen widget from a different pak. 143 is plugin-side and therefore composable with any of them [inferred].

14. Fonts and locale (.locres, font assets)#

2 + 4 (Korean -- install one) · 22 (Japanese) · 18 (Italian) · 31 (Turkish, hijacks the German slot) · 4 and 69 also ship string tables. Different language slots coexist; two mods claiming the same slot do not. 31's German-slot hijack collides with anyone using German.

15. Enemies and base attacks#

37 More Enemies · 60 Bigger Stronger Bugs · 67 MonolithBuffs · 102 (reduces cyst spawns on infected cores). 67's page states compatibility with 37. (declared) 60 rewrites enemy HP/size on the same enemy configs 37 rewrites counts on -- treat as colliding. 102 touches the post-failed-defense cyst path only.

16. The dwmapi.dll proxy -- the one binary-level conflict#

89 AlienX's Mod Loader and 146 UE4SS both install a dwmapi.dll proxy into StarRupture\Binaries\Win64. They cannot both own that filename. Running both requires renaming one proxy to another hijackable import or chain-loading, and no tested recipe is published [inferred, high confidence -- consistent with docs/15 §7.1]. Practical consequence for a load order: - ModLoader side: 91, 94, 95, 110, 112, 113, 114, 115, 116, 119, 122, 123, 125, 126, 127, 130, 133, 138, 142, 143, 144, 145 (22 plugins). - UE4SS side: 16 (configurable build) and 92 StarCheat. Choosing the ModLoader means giving up UE4SS-configurable Bigger Inventory and StarCheat; 126 Better Cheats covers StarCheat's ground on the ModLoader side.


Frameworks and requirements#

The dependency spine#

Framework id What it is Current version in snapshot Who needs it
AlienX's Mod Loader 89 dwmapi.dll proxy + MinHook + Dumper-7 SDK, native C++ plugin host, separate Client/Server builds, in-game F2 config UI, auto-updater ML v1.17.5 (2026-08-09) 18 mods declare it; 22 in the catalog are its plugins
UE4SS (repack) 146 Stock RE-UE4SS v3.0.1 + StarRupture AOB signatures and config, "v0.2.8 ready" 1.0 (2026-08-14) 16 (configurable build), 92 StarCheat
Usmap 0.2.5 98 .usmap mappings for UAssetGUI -- author-side, not a runtime dependency 0.2.5 (2026-05-18) Anyone editing .uasset on 0.2.5+; supersedes 5
Usmap 5 0.1.1 / CL112941 mappings 0.1.1 (2026-01-10) Legacy; will mis-parse 0.2.x assets
How To Mod StarRupture 109 PDF: retoc -> UAssetGUI -> repack workflow, with the .uexp correction 0.2 (2026-04-15) Documentation, not a dependency
Dedicated Server Auto Installer 55 SteamCMD batch wrapper for app 3809400 v1.0.4 (2026-02-01) Server hosting only

Mods that declare AlienX's Mod Loader as a requirement [catalog]#

91 MapExtension · 94 Nhimself's RuptureTimer · 95 PingMod · 110 Compass · 112 Server Utility · 113 Server Keep Ticking · 115 Better Drone · 116 StarRuptureTimer · 119 Confirm Hotkey · 123 Build Hotkeys · 126 Better Cheats · 127 Production Stats · 130 Better Wave Optimiser · 133 Better Map · 138 Codex · 142 NoIntro-AutoStart · 144 AlienX's Rupture Timer · 145 Camera Control.

Mods that need it but do not declare it (install path gives it away) [inferred]#

114 Better Saving and 122 WAILA both install to Binaries\Win64\ModLoader\Plugins; 125 Wave Randomiser's Nexus requirements field is empty while its description states ML >= v1.12.0 is mandatory. Treat all three as requiring 89.

Plugin-interface currency#

The newest AgenticalMods plugins (142, 143) require plugin interface 60; the AlienX first-party plugins track ML v1.17.x. 123 StarRupture Build Hotkeys is the outlier -- it was built and tested against plugin interface v25 / ML v1.9.0 / game build 119405, several loader generations back. That is the plugin most likely to be dead on the current loader [inferred].

Non-loader dependencies#

  • 47 Killbox Remover -- soft-requires 29 Less Environmental Damage (the killbox only matters once radiation damage is off).
  • 82 Buildable T3-T4 LEM -- hard-requires 69 Swiftsteps' LEM OverHaul, which supplies the T4 LEM items themselves.
  • 3 No-HUD-No-Effects -- requires ReShade + the ShaderToggler add-on, installed by the user, not shipped.
  • 74 Reshade Natural Vision -- requires ReShade.
  • 85 Flight Mod -- requires Cheat Engine; the download is a .CT table.
  • 131 New Game Plus -- requires nothing, but replaces your save directory.

Reading this catalog against Robert's save#

Context: 51.1 h, 44 Ruptures survived, between waves at snapshot; Training L5 / Future Health L6 / Selenian L6 / Griffits L5 / Moon L4 / Clever L5; 10,660 Data Points; 15 of 155 recipes unlocked; 5 Base Cores all at L0; 2,711 Mass entities, 771 connecting platforms, 1,083 rail-length units; 370 MW produced against 355 consumed; 4 Orbital Cargo Launchers; Forgotten Engine Inactive, radiation border level 0; a turret ring pending and a base/factory designer in planning.

Why the ModLoader tier matters more than the pak tier for this specific save [inferred]. A 2,711-entity save with 44 waves behind it is precisely the profile 130 Better Wave Optimiser was written for -- AlienX describes "tens of thousands of entities in a single frame" at wave start on large worlds -- and 114 Better Saving targets the same size-driven stall on the autosave path. Neither touches a game asset, so neither can be invalidated by a re-serialised DA_*; both survive the next hotfix in a way no pak in section 1-15 above does.

The cores are the live decision. All five cores sit at L0 = 1,000 cooling each, and upgrading one is the trigger for a Monolith attack -- with the turret ring not yet built, an upgrade is the worst move available. That makes 102 Better Base Core (capacity up at every level and upgrade costs halved) and 33 Better Cooling Capacity (x3 at every level) the two mods that buy the same headroom the upgrade would buy without spawning the attack. They are mutually exclusive; 102 is the broader change, 33 has the more disciplined per-CL compatibility record. 100 Better Base Core Amplifier stacks on either (different asset) and is the maintained replacement for 34. 59 Decreased Storage Depo Impact halves the heat of the two storage buildings a five-core base leans on hardest.

The turret ring, before any core upgrade. Griffits is at L5, one level short of the Defense Turret. 129 Simple Mobile Turrets is the mod that matches the doctrine here: it removes only the Base Core placement check and the power draw, so turrets can be walled around the Monolith's red border away from any core's 200 m envelope, while ammo, BBM and Red Zone limits stay honest. 54 Enhanced Turrets tunes the stats of what he builds, but its author warns against combining with other turret-stat mods and it overlaps 129 at the asset level -- pick the placement mod or the stat mod, not both, until tested.

The planner track has two mods that are effectively free data collection. 138 Codex is an in-game recipe browser with crafting rates and click-through chains -- an independent cross-check on doc 17's numbers, live against build 121391, for a corpus whose stated weakness is missing numbers. 127 Production Stats measures actual per-minute production and consumption across mass-simulated distant factories, which is exactly the observed-vs-modelled comparison a factory designer needs. 122 WAILA fills the third gap by exposing per-building recipe, progress, power state and Cargo Sender interval on look. Together they are a datamine-free way to validate the planner data model against the running game.

Logistics. With 1,083 rail-length units and 4 OCLs already placed, 111 Drone Rail System Enhanced (2x speed, 3x drone stack, lower stability cost -- and deliberately no range change, because range edits bugged) and 118 Roundabout Enhanced (the Roundabout's hard-coded 300 -> 5000) are the two current rail mods. Both are DA_DroneRail* overrides and therefore hostage to the next re-serialisation. The Multirail 3/5 collapse bug that doc 09 documents is not fixed by either -- the only rail fix claimed anywhere is AlienX's, for newly placed 3x/5x track [community].

Stacks, once. Pick 77 1K Item Stacks and delete the rest; its author says so, it is the most recently maintained (2026-06-02), and it covers building materials at 20,000. Read its rail-jam warning first: on a base with merge-heavy junctions, larger stacks can clog lanes.

What to leave alone. Everything in the stale-pre-update-1 column is a January or February pak sitting on a content tree Update 1 rebuilt -- 19 3X Production, 64 Unlock (Almost) Everything, 44 OpenSesame and 24 Drone Rail Upgrade are the four with the widest blast radius and the highest chance of a silent desync or a start-up crash. 80 must be actively deleted if present. Community troubleshooting for this game reduces to the same rule -- outdated paks are a known cause of post-update crashes, and the fix is removing them [community] -- https://steamcommunity.com/app/1631270/discussions/0/796714946157127896/

A gap worth naming. The install ships DA_DroneRailT4/T5, Cooler (active/passive), WaveFreezer, WaveSmelter, Synthetizer, CombustionPowerGenerator and ChimeranPowerGenerator as assets with no unlock path. Not one mod in this 128-mod catalog exposes any of them as buildable content. The closest anyone gets: 108 edits CombustionPowerGenerator's and PressurePowerGenerator's output values without unlocking them; 24's author admits "haven't tested high-tier rails yet"; 126 Better Cheats and 92 StarCheat spawn items rather than unlock buildings. The only true EA-unlock in the catalog is 143 Continue, which re-enables a disabled main-menu entry and publishes the exact enum defect that disables it -- and it is the best available template for that class of work [catalog + inferred].


Sources#

  • AlienX's StarRupture Mod Loader thread, Steam Community -- rail fix for newly placed 3x/5x rails, Junction Fixer for existing ones, server keepalive, RCON/A2S/RCE patch, March 2026.
  • "Second try with mods", Steam Community -- player-recommended set (mining tool, ammo stack, fog-of-war LEM radius, construction drone, faster LEM levelling, triple Ignitium, better LEMs, LEM analyzer, infinite grenades); no crash or save-corruption reports in-thread; a request for better beginner install docs (Jun 1).
  • "game crashing", Steam Community -- outdated mods identified as a crash cause; removing them resolved start-up failure.
  • How To Install Mods In StarRupture, TheGamer -- launch-era (2026-01-14) round-up; the Content\Paks install path is the durable claim, the mod list is pre-Update-1.
  • Local corpus: docs/COMPREHENSION.md (0.2.8 base model, cooling/rails/corporations, Robert's baseline), docs/15-modding-technical-internals.md (UE4SS / ModLoader / pak stack, patch-fragility table, dwmapi.dll conflict, source-quality warning list), docs/ref/shadow-install.md §5 and §9 (asset catalogs, soft-locked shipped content).
  • Snapshot: data/nexus/starrupture-mods.md / .json, 2026-08-23 08:39 UTC, 128 mods / 750 files.

Not consulted, and why: nexusmods.com itself (403 / Cloudflare to automated fetchers -- no comment thread, bug report or posts tab was read); starrupture.org, xmodhub.com, magicgameworld.com, thephrasemaker.com and lootbar.com (AI/SEO cluster, documented in docs/15 §11 as fabricating item IDs and console commands for this game); supercraft.host (project no-fetch list).

MOD

Mods: Quality of Life, UI/HUD, Performance & Visuals

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Game anchor: Early Access 0.2.8, build ++Earth20+Release-CU1-CL-121391, Steam buildid 23761620, UE 5.6.1, on the Update 1 (0.2.0, 2026-04-09) content line. No patch has shipped since Hotfix 0.2.8 (2026-06-17) -- re-checked 2026-08-23, no 0.2.9 and no Update 2 in the Steam news index (Steam news index, SteamDB patch notes) [community]. Practical consequence: every mod in this document is being judged against one stationary build, so "stale" here means pre-Update-1 (before 2026-04-09), not behind a newer patch.

Save anchor (Robert, Praxis, 2026-08-22): 51.1 h · 2,711 Mass entities across 5 Base Cores, all L0 · 771 connecting platforms · 1,083 rail length units · 4 Orbital Cargo Launchers (all on Tubes) · 19-20 antennas · 44 Ruptures survived, between waves at save time · Training L5 / Future Health L6 / Selenian L6 / Griffits Blue L5 / Moon Energy L4 / Clever Robotics L5 · 10,660 Data Points · 15 recipes unlocked, 140 locked · Forgotten Engine Inactive · radiation border level 0 · no ziplines, no teleporters.

Five facts from that save do most of the filtering work below:

Save fact What it rules in What it rules out
2,711 entities, 771 platforms, 44 waves save-lag and wave-freeze fixes (114, 130) nothing
Clever Robotics L5 Multirail 3 (buggy), Building Drone (L4) Cargo Dispatcher/Receiver (L7), Roundabout (L8), Teleporter (L9) -- mods 51 and 118 have nothing to modify yet
5 cores all L0, turret ring pending anything that shortens the pre-upgrade prep loop nothing that provokes a Monolith attack
140 locked recipes, 10,660 DP recipe browser (138), Analyzer bulk-convert hotkey (119) --
Forgotten Engine Inactive, border level 0 -- mod 141 (Grid Map) edits only the post-Engine map asset -- it does literally nothing on this save

Confidence tags: [catalog] = from the 2026-08-23 Nexus snapshot · [community] = external source, cited · [inferred] = my judgement. nexusmods.com is not fetchable by automated agents (403/Cloudflare), so no Nexus comment thread was read and none is claimed; community standing is proxied by endorsements/downloads relative to the catalog, post-Update-1 update cadence, changelog substance, "required by" counts and author track record.


0. The two axes: pure convenience vs. changes how the game plays#

The brief's dividing line, applied consistently below:

Class Definition Examples in scope
Pure convenience Removes a friction that exists only in the interface, the presentation or the engine. Deleting the mod leaves the save's economy identical. 114 Better Saving · 130 Wave Optimiser · 122 WAILA · 138 Codex · 127 Production Stats · 110 Compass · 133 Better Map · 143 Continue · 140/142 NoIntro · 119 Confirm Hotkey · 71 drone-HUD · 43 drone audio · 58 watermark · 3/74 ReShade · 1/17 splash
Changes how the game plays Alters a number the designer balanced: throughput, damage, speed, survival, progression rate. Removing it later can leave a save mid-flight. 115/27 drone speed+range · 105 mining tool · 111 rails · 120 OCL T1 · 121 Doubled Recipes · 51 Cargo Receiver · 118 Roundabout · 11/21 player movement · 29 environmental damage · 125 Wave Randomiser · 16 Bigger Inventory

A grey zone worth naming: 115 Better Drone Plugin and 27 Better Construction Drone technically change a balanced number (build radius), but the number they change gates only how far you walk between placements, not what you can afford to build. I file them as improvement-with-balance-touch, and recommend the "Balanced" tier rather than "Unlimited/10 km" for exactly that reason.


1. Prerequisites and the one hard conflict#

1.1 AlienX's Mod Loader (89) -- the gate#

[must-have · qol · framework] technique=dll-proxy status=current-0.2.x endorse 132 · dl 9,893 · required by 18 other mods · v1.17.5, 2026-08-09

DLL-proxy loader (dwmapi.dll next to the game exe, plugins as DLLs in StarRupture\Binaries\Win64\ModLoader\Plugins), MinHook hooking, Dumper-7 SDK, separate Client and Server builds, in-game F2 panel, and an auto-updater that pulls plugin updates on restart [catalog]. Twelve of my picks are its plugins; nothing else in the catalog has 18 dependents.

  • Why for this playthrough: it is the only technique in the catalog that touches no game asset. Every plugin below survives a hotfix or fails loudly in modloader.log -- it cannot silently corrupt a 2,711-entity save the way a stale pak overriding a re-serialized asset can (doc 15 §7.4) inferred.
  • Standing: highest dependent count in the catalog; 100+ releases since 2026-03-06, cadence measured in days [catalog]. A Steam thread by the author collects player reports (StarRupture General Discussions) [community].
  • Risk: the mod page documents a Microsoft Defender false positive (Trojan:Script/Wacatac.B!ml) caused by the injection technique; source is on GitHub if you would rather build it [catalog]. Signature-based hooking is the most patch-fragile tier (doc 15 §7.4), but the shipped 2.51 GB PDB makes re-derivation fast, and the loader's cadence proves it.
  • Note: the loader ships with no plugins -- "The mod loader ships with no plugins — download the ones you want" (README) [community]. An early build carried a bundled "Rail Junction Fixer" for 3x and 5x rails (Steam thread) [community, single source]; it is not in the current README and not in the 128-mod catalog -- see Gaps §5.1.

1.2 UE4SS for StarRupture (146) -- and the dwmapi.dll collision#

[situational] technique=ue4ss status=current-0.2.x endorse 0 · dl 65 · v1.0, 2026-08-14

Caites' stock RE-UE4SS v3.0.1 with a fitting signature set for 0.2.8, installed as ue4ss\ plus its own dwmapi.dll in Binaries\Win64 [catalog].

That is the same filename the ModLoader claims. Two proxies cannot own one filename -- this is a hard, un-negotiable conflict, and it is the single most important compatibility fact in this cluster inferred, corroborated by both mod pages. A community workaround is reported -- install the ModLoader's dwmapi.dll only, drop the ue4ss folder alongside, and let the loader chain-load UE4SS via modloader.ini [community, single source, unverified; surfaced in search snippets attributed to the StarCheat/ModLoader Nexus pages, which are not fetchable]. The AlienX README does not document it; a differently-designed community fork does describe loading UE4SS as a Mods/ entry with a mod.json (Wilhelm-af fork README) [community] -- that is a different loader, do not follow its layout for the AlienX build.

Verdict for Robert: skip UE4SS. The only mod in this cluster that needs it is 16 Bigger Inventory's configurable build, and that build requires a new character -- worthless at 51 h [catalog]. Take the ModLoader, leave the slot uncontested.

1.3 Usmap (5, 98) -- author-side only#

5 is StarRupture-5.6.1-112941-Hotfix (0.1.x-era CL 112941); 98 is tagged 0.2.5 [catalog]. Neither matches the installed CL 121391. Not needed to play any mod here; needed only to author pak mods in UAssetGUI. Mod 140's author credits AlienX's Plugin SDK for the mapping file instead [catalog] -- that is the current route. See Gaps §5.2.


2. Quality of Life#

2.1 Must-have#

122 -- WAILA (What Am I Looking At?)

[must-have] technique=modloader-plugin status=current-0.2.x v0.13.0, 2026-08-09 endorse 22 · dl 902 requires 89 in practice

What it does [catalog]: raycast tooltip on whatever is under your crosshair -- crafter recipe and progress, storage contents and capacity, power generation/consumption state, Cargo Sender interval + progress + item in flight, Cargo Receiver state. Configurable detection distance, movable widget (look at a building, press F2, drag). Also does recipe copy/paste between buildings.

Why this playthrough: 2,711 entities across five cores means the vanilla loop for "is that Furnace actually running?" is walk over, open the UI, close it, walk back. WAILA collapses that to looking at it. The recipe copy/paste is an Update 2 preview feature shipped early (the August 2026 dev blog lists "copy buildings with parameters" as unshipped) -- Robert gets it now, and it is the single biggest time-saver when standing up a bank of identical Fabricators for the Glass/Synthetic Silicon chain that Future Health L6 opens next inferred. It also directly answers a documented player request -- "A small external display or indicator on manufacturing machines showing what they are currently producing, without having to open their UI" (Steam QoL thread) [community].

Standing: 22 endorsements / 902 downloads is modest in absolute terms, but it is an AlienX plugin on a 13-release cadence with the newest file 14 days old at snapshot [catalog]. Nexus lists no requirement, but the install path is ModLoader\Plugins -- 89 is required in practice [catalog].

Risk vs 0.2.8: low-medium. Hooks game state; touches no asset; fails to modloader.log rather than corrupting a save. Overlaps: nothing.

143 -- Continue

[must-have] technique=modloader-plugin status=current-0.2.x v1.2.1, 2026-08-12 endorse 0 · dl 55 requires 89 (interface 60)

What it does [catalog]: adds a working CONTINUE entry to the main menu, focused by default, so Enter at the menu drops straight into the most recent save. Vanilla needs three screens (LOAD GAME → pick world → pick save).

Why this playthrough: at 187 rolling autosaves and counting, "resume my last save" is the single most repeated action outside gameplay. But the stronger reason is technical: this is a genuine EA-unlock, not a convenience hack. The page documents that UCrUW_MainMenuWidget::NativeConstruct skips left-button entry 0 because the slot holds ECrMenuType::Continue (0, the pause menu's value) instead of ContinueGame (12, the main menu's); the plugin writes 12 into the slot the game's own handler already waits for and sets the byte it tests. Nothing is hand-drawn -- everything visible is produced by the game itself. For a project whose third track is mod development against a build that ships DA_DroneRailT4/T5, Cooler, WaveFreezer, WaveSmelter, Synthetizer and CombustionPowerGenerator as assets with no unlock path, this is the best worked template in the entire catalog for re-enabling shipped-but-disabled content [catalog + inferred].

Standing: 0 endorsements, 55 downloads -- effectively unreviewed by the community. Weigh it on the page's technical precision (it names the exact enum, the exact widget method, the exact branch) and on the exact-build targeting (0.2.8.121391-S -- Robert's CL), not on popularity inferred. One of only three mods in the catalog that name the installed build string.

Risk vs 0.2.8: low for the build it targets, high across a future patch (a UI rebuild moves the widget). Plugin-interface pinned to 60 -- keep the loader at v1.17.x.

142 -- NoIntro-AutoStart (or 140 NoIntro-v1 without the loader)

[must-have] technique=modloader-plugin + asset-pak status=current-0.2.x v1.1.0, 2026-08-08 endorse 0 · dl 36 plugin half requires 89 (interface 60)

What it does [catalog]: two halves. The pak half removes the three startup logo screens (Creepy Jar, Unreal Engine, StarRupture) and works standalone with no loader. The plugin half walks past PRESS (SPACE) TO START into the logged-in menu with no keypress. Built for 0.2.8.121391-S.

Why this playthrough: with 143 Continue installed, 142 + 143 turn launch-to-loaded-save into start the game, press Enter. Individually trivial; together they remove the entire pre-game ritual, which matters at the cadence of a between-waves 54-minute play loop inferred.

Alternatives it overlaps with: - 140 NoIntro-v1 ships the same pakchunk260722-Windows_P filenames as 142 -- installing both silently overwrites one. Take 142 if you have the loader (it is 140 plus the auto-start), take 140 if you do not. 140 is CC BY 4.0, GitHub-hosted, with an explicit copyright statement -- the cleanest licensing in the catalog [catalog]. - 13 No Intro (Caites, v1.1.1, 2026-04-10, 56 endorse / 1,662 dl) does the same job via the starting-screen widget with different filenames. It is the most-endorsed intro skipper and is the safer pick if you want only the logo skip from an author with five mods in the catalog -- but it collides with both 140 and 142 (same widget) and does not do auto-start [catalog].

Risk vs 0.2.8: pak half is low (a single startup widget, unlikely to be re-serialized without a UI update); plugin half is interface-60 pinned.

138 -- Codex (in-game recipe browser)

[recommended] technique=modloader-plugin status=current-0.2.x v0.4.0, 2026-08-05 endorse 4 · dl 379 requires 89

What it does [catalog]: hotkey N opens a searchable recipe database -- inputs and outputs side by side with icons, quantities and crafting rates; click an ingredient to jump to the recipe that produces it, click an output to see every recipe that consumes it; Satisfactory-style math equations.

Why this playthrough: Robert has 15 recipes unlocked and 140 locked, and the corpus's own recipe tables cover only 75 of the game's 237 CR_* assets with a datamine still outstanding (COMPREHENSION §Production). Codex reads the live game data on build 0.2.8 -- it is a datamine-free cross-check on recipe and rate numbers for the planner track, obtainable in an evening rather than a FModel pass inferred. Second use: planning which of the 140 locked recipes is worth the blueprint hunt, without leaving the game.

Standing: 4 endorsements / 379 downloads -- low, but four releases in four weeks and an AlienX byline [catalog]. It also answers the roadmap's own "codex" item, which Creepy Jar has not shipped.

Risk: low-medium; client-side, no asset touched. Overlaps: nothing in the catalog; complements 127.

127 -- Production Stats (ProductionViewer)

[recommended] technique=modloader-plugin status=current-0.2.x v0.9.0, 2026-08-09 endorse 8 · dl 587 requires 89

What it does [catalog]: hotkey P opens a live production/consumption dashboard -- per-item totals and per-minute rates, one graph line per item, search and hover-highlight, windows of 5 s / 1 m / 10 m / 1 h / All Time. Tracks both nearby and distant mass-simulated factories. All-Time totals persist across sessions; short windows reset on launch. Client and Server builds.

Why this playthrough: this is the observed-throughput counterpart to the base/factory designer Robert is planning. A planner emits modelled numbers (recipe rate × machine count); ProductionViewer emits what 2,711 entities across five cores actually produced. The gap between the two is where the multirail bug, the post-wave heat downtime and the pull-system's demand starvation live -- none of which a static planner models. Mass-simulated coverage matters specifically because his five cores are spread far enough apart that most of the factory is never in render range inferred.

Standing: 8 endorsements / 587 downloads; 12 releases since 2026-06-15 [catalog].

Risk: low-medium. Overlaps: none; the Update 2 dev blog previews an items/min readout in the crafting UI, which will partially overlap when it ships.

110 -- Compass Plugin

[recommended] technique=modloader-plugin status=current-0.2.x v0.14.0, 2026-08-05 endorse 73 · dl 3,242 requires 89

What it does [catalog]: Satisfactory-style HUD compass bar showing players, Base Cores, map markers (antennas, abandoned bases, caves, obelisks), foundables (dead bodies, drones), enemies and your own custom pins. Each category individually toggleable with its own render distance. Client-side only, HEX-configurable colour, position/width/scale.

Why this playthrough: the vanilla game has no minimap and clears fog only by walking or by defending a Geo Scanner. Robert's near-term goals are blueprint hunting (Redleaf's four keycards) and finding He-3 geysers for the Future Health L6 chain -- both are "walk out between waves, find a POI, get back inside before the Fire Wave" problems, and the compass shows caves and obelisks specifically, which is the post-wave Quartz window and the base-attack threat axis respectively inferred. The dead-body category also recovers the corpse you left after a bad Spitter fight, which the corpus notes is otherwise a full-map hunt.

Standing: 73 endorsements / 3,242 downloads -- the most-endorsed ModLoader plugin in the catalog, 13 releases, and it was notable enough that a March 2026 loader release note announced it by name [catalog]. Directly answers the top-voted QoL request: "A minimap would greatly improve moment-to-moment gameplay, as constantly opening the full map to locate corpses or nearby objects interrupts the flow" (Steam QoL thread) [community].

Risk: low-medium. Overlaps: partially 133 (map labels) and 91 (browser map) -- all three coexist.

144 -- AlienX's Rupture Timer

[recommended] technique=modloader-plugin status=current-0.2.x v0.4.0, 2026-08-09 endorse 4 · dl 341 requires 89

What it does [catalog]: overlay showing current state (Pre-Wave / Moving / Fadeout / Growback / Calm), active substage (Fire Wave, Burning, Regrowth), countdown with a progress ring, a stage timeline, the next state, and the network role. Refuses to guess -- shows --:-- with a stated reason when the data is not available. Client and Server DLLs; the wire format is versioned and mismatched versions are rejected rather than mis-decoded.

Why this playthrough: vanilla ships no wave clock. "The vanilla game doesn't include a straight-up timer... once a rupture wave is announced, you get a countdown that lasts 15 seconds to reach safety" [community]; Steam threads on the subject run both ways, with some players preferring the uncertainty (Timer/Clock thread). Robert has survived 44 Ruptures and the corpus has measured the true period at 3,225 s of world time (53 m 45 s) with world time running ~0.82× real time -- an overlay that reads the game's own state removes the arithmetic and the mental clock from every excursion inferred. The substage readout (Burning vs Regrowth) is what actually gates the Quartz-cave and Ignitium window.

Standing: 4 endorsements / 341 downloads; 8 releases in one week of August [catalog].

Overlaps -- three timers, pick deliberately:

Mod v / updated Endorse · dl Take it if
144 AlienX's Rupture Timer 0.4.0 · 2026-08-09 4 · 341 you want the best in-game overlay: substages, timeline, honest --:--
94 Nhimself's RuptureTimer 1.10.0 · 2026-08-01 33 · 2,246 you want the JSON file rewritten every second for StreamDeck / overlays / rupture.salvo.host. Highest endorsements of the three; handles local, listen-server and dedicated-client at different accuracy tiers
116 StarRuptureTimer 0.2.0 · 2026-06-17 33 · 2,246 do not -- see Rejected

Running 144 and 94 together is defensible: 144 for the on-screen overlay, 94 with [Export] WriteJsonFile=1 and its HUD overlay disabled, purely as a data feed into Robert's own tooling inferred.

2.3 Optional#

133 -- Better Map

[optional] technique=modloader-plugin v0.5.0, 2026-08-05 endorse 5 · dl 392 requires 89

Prints each Base Core's custom name under the generic "Base Core" map marker, live-updating on rename [catalog]. Robert runs five cores; the save already shows he names buildings (LAUNCHER # 1-4, WEAPON STATION), so the naming habit is there and the map is the one place it does not surface. Another Update 2 preview feature ("custom map names") shipped early. Client-side, no asset touched, near-zero risk. Small win, small cost.

119 -- Confirm Hotkey

[optional] technique=modloader-plugin v0.8.0, 2026-06-17 endorse 13 · dl 333 requires 89

Binds a key to the single confirm button in interior UIs (Analyzer, Recycler) so bulk conversion stops being a mouse marathon -- the page's own framing: "Tired of double-clicking an item in your inventory, moving the mouse to click the CLAIM button in the Analyzer Station, then moving the mouse back again to your inventory just to do it a bajillion times" [catalog].

Why this playthrough: Data Points are Robert's binding progression currency (10,660 banked, 140 recipes locked, corporation levels costing 37,800-179,400 each at L6-L9), and the Analyzing Station is the only way to make them from loot. This is the highest-repetition UI action in his loop inferred.

Risk -- read this one carefully: the install instructions say StarRupture\Binaries\Win64\Plugins, the older loader layout; current plugins go to Binaries\Win64\ModLoader\Plugins [catalog]. Last file 2026-06-17, two loader minor-lines back. Author is not AlienX. Treat as probably fine, verify in modloader.log on first launch -- if it does not appear, try the ModLoader\Plugins path before concluding it is dead inferred.

91 -- MapExtension

[optional / tooling] technique=modloader-plugin ML-v1.17.3-v0.5, 2026-08-08 endorse 23 · dl 1,468 requires 89

Serves live game data over a local HTTP endpoint into a bundled browser map view: Cargo Dispatchers/Receivers and the links between them, items currently in flight, teleporters, players, and a rupture-cycle timeline. Self-updates through the loader; the viewer warns when out of date. Dedicated-server sync supported [catalog].

Why the tier is "optional" and not higher: its headline features are cargo network and teleporters, and Robert has neither -- Cargo Dispatcher is Clever L7, Teleporter is Clever L9, and he is at L5. Today the viewer would show players and a wave timeline and nothing else inferred.

Why take it anyway: the local HTTP endpoint is the only live-game data feed in the entire catalog. For rupture.salvo.host that is a second data source alongside the .sav reader -- live, no save-file round trip, no game restart. Install it now for the tooling track, and its map view becomes genuinely useful the moment Clever L7 lands inferred.

94 -- Nhimself's RuptureTimer

[optional] see the timer comparison in §2.2. v1.10.0, 2026-08-01 endorse 33 · dl 2,246 requires 89. Take it for the JSON export, not the overlay.

71 -- Air Drone - HUD Disable

[optional] technique=asset-pak status=stale-pre-update-1 (2026-01-28) endorse 16 · dl 347

Hides the drone HUD widget. The author's stated motivation is exactly Robert's activity: "While constructing complex drone lines, I found these HUDs distracting and removed them" [catalog] -- and Robert has 1,083 rail length units placed. Pure convenience, one widget asset, no gameplay number touched.

Risk: a January pak with no Update-1 claim at all. A UI widget is among the least likely assets to have been re-serialized at Update 1 inferred, but this is an untested assumption -- install it alone first, confirm the game boots, then add the rest. Coexists with 43 (different asset).

43 -- Silent Drone

[optional] technique=asset-pak status=stale-pre-update-1 (2026-01-16) endorse 24 · dl 747

Mutes the player drone's motor sound and raises drone FOV 90→100 [catalog]. TheGamer's round-up calls it "pure quality of life that removes the construction drone buzzing, making the factory loop easier to live with during long saves" (TheGamer: StarRupture 8 Best Mods) [community]. Different asset from 71, so the two stack.

Caveat: the page's "Compatible with Update 1" line sits on a January file with no April re-upload -- that is boilerplate, not evidence inferred. The FOV change is a small behaviour change, not pure audio.

73 -- Swift Building Tool

[optional] technique=asset-pak status=stale-pre-update-1 (2026-01-30) endorse 16 · dl 603

Removes the movement-speed penalty while the building tool is held [catalog]. Nearly pure convenience -- it changes only how fast you cross your own base while placing, and Robert's base is 5 cores × a 200 m envelope. Minor collision risk: same movement-speed field family as 46/72 and, in principle, the player-blueprint mods 11/21 -- run one movement-touching mod at a time [catalog + inferred].

2.4 Situational#

Mod Verdict for this save Why
58 Remove Version Watermark pak · 2026-01-21 · 6 endorse Install for the recipe, not the watermark Sets WBP_Watermark ColorAndOpacity.A 0.3→0.0. Its page publishes the complete retoc + UAssetGUI reproduction procedure -- the best worked example in the catalog for a one-property pak mod, i.e. step 7 of doc 15 §9's learning path, already written out. As a mod it is cosmetic; as documentation it is the highest-value stale entry here [catalog + inferred]
145 Camera Control plugin · v0.1.0 · 2026-08-05 · 0 endorse · dl 11 Only for site assets, with a backed-up save Turns the game into a keyframe camera timeline: free-fly, spline path with frustum handles, per-keyframe speed/ease/FOV/focus/aperture, ripple editing, playback mode, JSON projects. Genuinely useful for capturing base footage for rupture.salvo.host inferred. But its timeline cues start, pause, resume and cancel Rupture events -- direct EnviroWave manipulation on a 44-wave save. The author says back up first; do that literally. 11 downloads = effectively untested
16 Bigger Inventory pak + ue4ss · v1.2 · 2026-08-14 · 166 endorse · dl 8,313 No, not on this save Both builds require a new character; the configurable build additionally needs UE4SS (§1.2's dwmapi conflict) and its pak half disables corporation inventory bonuses -- Robert has already banked 8 slot upgrades. High endorsements, wrong moment
29 Less Environmental Damage pak · 2026-04-06 · 84 endorse · dl 4,705 Only the two cosmetic sub-files The main builds stretch or disable damage ticks for Heat/Radiation/Corrosion/Toxicity/Infection/Drain/Hydration/Calories; the "No Environmental Damage" build makes the Fire Wave survivable outdoors -- that deletes the game's master mechanic, not a friction. The optional "Less Radiation Cloud - VFX Effects" (547 dl) and "Remove Radiation Audio FX" (187 dl) are pure presentation and belong in §3. Soft prerequisite for 47 Killbox Remover
11 Player Tweaks pak · v1.4 · 2026-04-17 · 154 endorse · dl 7,316 Pick one movement mod or none +25% sprint/walk/crouch, −50% stamina drain, +50% regen; the "No Needs" optional needs a new game. Explicitly for v0.2.8, current-line, well-endorsed. Author: compatible only with mods not affecting the player character blueprint
21 My Player Enhancements pak · 2026-04-19 · 83 endorse · dl 3,525 The alternative to 11 -- never both +20% traversal, +40% dash length, −40% cooldowns, +30% regen, better air control/climbing; optional Camera Shakes and dash-voice removal files. Author states plainly: NOT compatible with other mods that modify the core player blueprint -- hard conflict with 11, 9, 20, 40, 57. The Dodge Voice Effects optional (62 dl) is the one genuinely pure-convenience piece here
42 Better Med Tool pak · 2026-01-20 · 94 endorse · dl 3,345 No Infinite MedTool charges (2,664 dl) or −50% healing cost. Health does not regenerate in this game by design; infinite healing is a survival-balance change, not friction. Update-1 claim sits on a January file
95 Nhimself's PingMod plugin · v1.5.0 · 2026-06-03 · 2 endorse Co-op only Raises the ping raycast TraceLength from 100 m to a configurable max (default 500 m, hard cap 2 km to avoid skybox hits). Robert's save is single-player -- zero value solo. Worth remembering if he ever hosts
112 Server Utility · 113 Server Keep Ticking plugins · v0.11.0 / v0.13.0 · 2026-08-05 N/A now; 112 is security-relevant later 112 adds command-line server config (no DSSettings.txt), Source RCON, Steam A2S query and a patch for a known RCE in the game's built-in HTTP server; 113 stops a dedicated server pausing when the last player disconnects. Both server-side. If Robert ever stands a server on the VPS, 112 is mandatory before exposing a port [catalog + inferred]
123 StarRupture Build Hotkeys plugin · v1.0.2 · 2026-05-06 · 7 endorse Probably dead -- try last Backslash+1..0 selects a build favourite, equips the building tool and starts placement. Genuinely good idea for a 771-platform base. But it declares plugin interface v25, tested against ModLoader v1.9.0 / game build 119405, and installs to the old Binaries\Win64\Plugins path -- several loader generations behind the v1.17.5 / interface-60 line. Oldest plugin in the current set [catalog]

3. Performance & Visuals#

3.0 Before any mod: the [SystemSettings] lever#

Not a mod, and the highest-leverage single change available. Adding a [SystemSettings] block to %LOCALAPPDATA%\StarRupture\Saved\Config\Windows\GameUserSettings.ini makes the game honour raw console variables at startup. A StarRupture-specific Steam thread walks through exactly this -- -graphicsadapter=0 as a launch option, a clean GPU driver install, then a rewritten ini with [ScalabilityGroups], [/script/chimera.crgameusersettings] and a [SystemSettings] block carrying r.NGX.DLSS.Enable=1, r.NGX.DLSS.Quality=3, post-processing off, shadows off, foliage density 0 -- and marking the file read-only so the game cannot revert it. A reply from theZorkDude confirms it works but warns that hardcoded resolution lines can stomp custom key mappings, so back up the original ini first (Steam: Performance Optimization Guide (FPS) for me) [community]. The section name [/script/chimera.crgameusersettings] matches the installed 0.2.8 file exactly (doc 15 §3.1), which is the corroboration that matters.

Community consensus on the root causes, which no mod addresses: the game is CPU-heavy, uses Lumen, and recalculates stability and electricity across the whole connected area on every placement or removal. From the building-lag thread: "Game ha to recalculate electricity and the stability for the WHOLE AREA every time you build or remove something, that makes it slow"; Icchan^: "Do not build large continuous areas of platforms... use small islands connected with walkways, they do not care about stability"; Xort: "Just cut a single square spacer between platforms. Problem solved." StabFacer pushes back that this is absurd in a factory builder, which it is (Steam: Massive lags in construction performance) [community]. Robert has 771 connecting platforms -- the single-square-spacer refactor is free FPS that costs no mod at all inferred.

3.1 Must-have#

114 -- Better Saving Plugin

[must-have] technique=modloader-plugin status=current-0.2.x v0.14.0, 2026-08-05 endorse 40 · dl 1,763 tag: Performance Optimization requires 89 in practice

What it does [catalog]: replaces most of the blocking save path with an asynchronous pipeline -- serialization, compression and Steam Cloud writes move off the game thread. Author's figure: a save that normally takes ~10 s takes ~1.5 s. A small amount of work still runs on the game thread, so minor hitches remain. Optional on-screen widget shows Queued → Compressing → Writing → Done/Failed. Out of experimental since v0.3.0, "tested by multiple people within the modding community". Client and Server.

Why this playthrough: Robert's save inflates 530 KB → 5.95 MB and carries 2,711 Mass entities; autosaves roll every ~15 minutes and had reached AutoSave187 at inventory. This is the exact profile the plugin targets. And the vanilla behaviour is not a nuisance, it is lethal -- Jortist: "The game freezing for 5-10 seconds during auto saving... this perticular occurance is starting to really take from the experience it has gotten me killed when being attacked by big hordes at Monoliths"; JeanDeaux: "The Auto Save icon needs to appear earlier than it currently does. The saving icon doesn't appear until after the save and screen freeze has occurred." A player in the same thread points to this very mod: "There is a mod that supposedly puts the autosave routine into a background process so it does not freeze your game." No developer reply in the thread (Steam: Fix Auto Saving Freezing PLEASE) [community]. Robert's next milestone is a Base Core upgrade, which triggers a Monolith attack -- a 10-second freeze mid-defence is precisely the failure mode described above inferred.

Standing: 40 endorsements / 1,763 downloads, 17 releases, the only mod in the catalog tagged Performance Optimization [catalog].

Risk vs 0.2.8: low. Touches no game asset, so it survives hotfixes better than any pak (doc 15 §7.4). It does sit in the save path -- keep data/save-snapshots/ current before installing, per doc 15 §9 step 0 inferred. Nexus lists no requirement but the install path is ModLoader\Plugins; 89 is required in practice. Note also that Hotfix 0.2.5 added a user-configurable autosave interval -- pair the two: longer interval and async writes.

130 -- Better Wave Optimiser

[must-have] technique=modloader-plugin status=current-0.2.x v0.7.0, 2026-08-05 endorse 8 · dl 335 requires 89

What it does [catalog]: during a heat wave the game can process tens of thousands of entities in a single frame, causing severe stuttering or multi-second freezes on large worlds. WaveOptimiser spreads that work across multiple ticks while preserving normal heat-wave behaviour. Client and Server builds.

Why this playthrough: 2,711 entities, five cores, 44 waves survived and a 45th arriving every ~54 minutes of world time. This mod is written for exactly this save profile, and the freeze it fixes lands at the one moment the game is lethal -- the transition into the Fire Wave, when Robert should be inside a Habitat and watching the clock, not watching a frozen frame inferred. Corroborated by players: reports of the game freezing "when the first wave ends and they try to cool down the airlock, or when the wave hits and temperature starts returning to normal" (Steam: massive lag at each rupture) [community].

Standing: 8 endorsements / 335 downloads -- low absolute numbers on a two-month-old plugin, but 15 releases in eight weeks and an AlienX byline [catalog].

Risk: low. No asset touched. The page itself warns "the plugin may require an update after major game patches" -- honest, and true of every plugin here.

3 -- No-HUD-No-Effects - Toggle Fog - Bullet Tracers and MORE

[recommended] technique=ReShade + ShaderToggler add-on (NOT a pak, NOT UE4SS) status=current-0.2.x v0.7, 2026-07-21 endorse 8 · dl 172

What it does [catalog]: hotkey toggles for HUD [END], Cleaner HUD [NUMPAD +], Fog 1 [NUMPAD /], Fog 2 [NUMPAD *], shot smoke [NUMPAD −], bullet tracers, harvester lights [PAGE UP], weapon holo sight [PAGE DOWN], floating particles, harvest/mining indicators [RIGHT ARROW], and inventory background blur [DOWN ARROW]. Keys are rebindable in the ReShade GUI (HOME) → Add-ons → the toggle group → Edit. Credits crosire (ReShade) and Frans Bouma (ShaderToggler); source and a VirusTotal scan are linked.

Why this playthrough: two distinct uses. Clean screenshots of a 2,711-entity base for rupture.salvo.host -- HUD off, indicators off, one keypress. And fog/particle toggles as a performance and legibility lever during the Scorched Earth phase, when the screen is at its busiest inferred.

Requirements and technique -- important: this is not a game mod. You must install ReShade with add-on support into StarRupture\Binaries\Win64 yourself; the mod supplies the ShaderToggler configuration. ShaderToggler "has been tested on DX11/12" and StarRupture is a D3D12 title with the Agility SDK shipped, so the technique is sound here (FransBouma/ShaderToggler, ReadShade add-on page) [community]. No anti-cheat exists in this game, so ReShade add-ons carry no ban risk (doc 15 §2).

Risk vs 0.2.8: medium and different in kind from every other mod here -- the toggle groups are keyed to shader hashes, so they re-break whenever the renderer changes: a game patch, a driver update, or even a settings change that swaps a shader permutation. The author's cadence (7 versions, Jan → Jul 2026, latest a month before snapshot) shows he re-derives them [catalog]. Expect to re-run the group edit occasionally.

Standing: 8 endorsements / 172 downloads is the lowest of anything I am recommending -- this is a screenshot-community tool, not a mass-market mod. Judge it on the technique being correct and currently maintained, not on popularity inferred.

3.3 Optional#

74 -- Reshade Natural Vision

[optional] technique=external ReShade preset .ini endorse 8 · dl 416 2026-01-28

A ReShade preset (Natural Vision.ini) dropped into Binaries\Win64 alongside ReShade -- enhances colours, shadows, tonemapping and sharpness "without overkill" [catalog]. It touches no game asset whatsoever, so its pre-Update-1 date carries essentially no risk: it is version-agnostic by construction inferred. Coexists with 3 (same ReShade install, one supplies a preset, the other an add-on config) -- though both ship their own ReShade configuration, so install 3 first, then drop 74's preset in and select it with HOME.

29 (optional files) -- Less Radiation Cloud VFX · Remove Radiation Audio FX

[optional] technique=asset-pak 2026-01-21 / 2026-01-23 547 dl / 187 dl

The two purely cosmetic sub-files of mod 29: the first removes the first layer of the thick green radiation cloud, the second strips radiation audio [catalog]. Both are presentation-only -- they change no damage number and no survival mechanic, which is exactly the line drawn in §0. Relevant because the radiation border is still at level 0 on Robert's save (the Forgotten Engine is Inactive), so the border VFX is a permanent screen-edge presence he cannot yet remove by progressing inferred. Do not pair these with the main "No Environmental Damage" file unless you intend the balance change.

38 -- Flashlight UV

[optional] technique=asset-pak status=stale-pre-update-1 (2026-01-14) endorse 7 · dl 362

Two mutually-exclusive files: Blacklight (307 dl) and Green UV (55 dl) -- increased flashlight intensity, changed falloff and colour [catalog]. Real value here is caves: the only Quartz Ore source, open for minutes after a Rupture, and Moon Energy L5's Development Station (Robert's declared next goal) is paid in Quartz Ore. A brighter light shortens the cave run inferred.

Risk: boilerplate "Compatible with Update 1" on a January file with no April re-upload -- not evidence [catalog + inferred]. Light-component properties are low-churn, but verify by booting with this pak alone.

3.4 Situational / low value#

Mod Verdict Note
121 Doubled Recipes pak · v1.0 · 2026-05-24 · 19 endorse · dl 1,085 Not on this save Doubles inputs and outputs at unchanged cycle time -- same throughput per resource, half the machines, explicitly "to help on space needed, and FPS by reducing the amount of needed buildings". The FPS rationale is real and matches the Steam consensus in §3.0. But it only reduces building count if you rebuild, and Robert has 2,711 entities already placed -- installing it mid-save changes every machine's recipe under a running factory and strands partial batches, without deleting a single existing building inferred. Author warns rails become the new bottleneck. Mutually exclusive with 19 (3X Production). Revisit for a fresh save, or after a planned teardown
1 No-Splash pak · 2026-01-08 · 3 endorse · dl 155 Harmless, trivial Loose replace of Content\Splash\Splash.bmp -- an engine-level bitmap, essentially zero patch risk. Collides with 17 (same file)
17 Upscaled Splash Screen pak · 2026-01-08 · 3 endorse · dl 128 Harmless, trivial Same file as 1; ships a backup of the default. Pick one, not both. Neither is worth an install slot given 142 skips the logos entirely

4. Improvement -- friction removal that touches balance#

Everything in this section changes a designed number. Each pick states which number and how far.

4.1 Must-have#

115 -- Better Drone Plugin

[must-have] technique=modloader-plugin status=current-0.2.x v0.14.0, 2026-08-05 endorse 56 · dl 2,533 requires 89

What it does [catalog]: building-drone SpeedPerSec (cm/s, max 4000), MaxRadius, MaxHeight and MaxRailLength -- all live-editable in the ModLoader F2 menu with changes applied while the game runs and no game file touched. Warning indicators auto-adjust to the configured limits. Also lets the drone open building UIs as if you were on foot. Config seeded from the game's own defaults on first launch. Client-side. Known limitation stated up front: the drone takes damage and dies during a Rupture.

Why this playthrough: Robert unlocked the Building Drone at Clever L4 (unlockedFeaturesFlags 111 includes buildingDrone) and is laying rail across five cores 200 m on a side each. The vanilla range is a documented, widely-shared frustration -- players report the operating distance relative to the player is "restrictive", that you "have to pick your location to build with it", and want the part-picker range raised because you must "move in much closer just to pick a building" (Steam: Construction/Drone - QoL) [community]. The UI-from-drone feature is the sleeper: it means inspecting and re-configuring a distant machine bank without walking there, which pairs directly with WAILA inferred.

Why 115 over 27: 27 edits DefaultAuActorPlacement.ini inside a pak -- a fixed choice between "Balanced" and "Unlimited 10 km", set at install time, colliding with anything else that touches that ini. 115 sets the same numbers at runtime, tunable live, with nothing on disk to go stale. 115's author explicitly credits CrazyCovin's pak (27) as its predecessor and the two are functionally the same mod -- run one, not both [catalog].

Recommended setting: start at roughly the Base Core envelope (the 200 m cube from the save's CachedBoundingBox) rather than the 10 km "Unlimited" figure. Core-radius range keeps the drone a building tool; 10 km turns it into a map scout and quietly deletes the exploration layer inferred.

Standing: 56 endorsements / 2,533 downloads, 13 releases [catalog].

Risk: low-medium; no asset touched; live config means a bad value is one F2 edit from fixed.

105 -- Better Mining Tool

[recommended -- take the 2.5x "Base" file] technique=asset-pak status=current-0.2.x (2026-04-12) endorse 40 · dl 1,870

What it does [catalog]: two mutually-exclusive builds.

Build Mining dmg Enemy dmg Range Rate Downloads
Mining Tool (Base) 130 → 325 (2.5×) 5 → 6 35 → 40 20/s → 25/s 300
Mining Tool OP 130 → 520 (4×) 5 → 10 35 → 50 20/s → 25/s 1,568

Why this playthrough: Robert's hand-mining is not ore -- extractors do that. It is Quartz Ore in caves (the Development Station currency, and caves stay open only minutes after a Rupture) and Ignitium + Meteor Hearts on the surface post-wave (Base Core L1 alone wants 30 Meteor Hearts + 10 Ignitium). Both are hard-timed windows against a 53 m 45 s clock. Faster hand-mining converts directly into more material per window without changing a single deposit's yield inferred. That is the narrowest, most defensible balance change in this section.

Why 105 over the alternatives: the author says it plainly -- "There are other mods that change the mining tool but they haven't been updated so thought I'd upload mine" [catalog]. It is the only maintained mining-tool mod on the Update-1 line, and it collides with 7, 30 and 45, all of which are January files whose authors declare they do not stack with other mining-tool mods.

Take the 2.5× file, not the 4× file. The 4× build also doubles enemy damage, which turns the mining tool into a weapon and shortcuts the Griffits Blue weapon ladder Robert is halfway up. The download split (1,568 vs 300) shows the community mostly takes the OP one; that is a popularity signal, not a balance argument inferred.

Risk: medium -- an April pak against a stationary June build, so the only exposure is Update 2. Overlaps: 7, 30, 45 (all rejected below), and 124/135/136 for the harvesting side of the same friction.

4.3 Optional#

111 -- Drone Rail System Enhanced

[optional -- balance change] technique=asset-pak status=current-0.2.x v1.1, 2026-04-16 endorse 42 · dl 1,883

What it does [catalog]: edits DA_DroneRail* -- speed ~2×, drone stack ~3×, stability cost ~2× lower, across rail tiers. The author deliberately left range alone: "I did not include ranges, since those were causing bugs." Written because 24's author stopped updating.

Why it is interesting here despite being a balance change: Robert is at Clever L5, which unlocks Multirail 3 -- and Multirail 3/5 collapse to 5-in/1-out after save/load in 0.2.8 (COMPREHENSION §Logistics). The corpus's own doctrine is "one item per lane, parallel single rails, don't use multirails". 111 raises the throughput of the single rails he should be building anyway, which is a mitigation for a bug the game has not fixed and no mod fixes inferred. The lower stability cost is a second-order FPS win given 771 platforms.

What it does not do: it does not fix the multirail bug.

Conflicts: overlapping DA_DroneRail* overrides cannot coexist -- 111 vs 24 vs 118. 111's own archived "Drone Roundabout" file overlaps 118 directly [catalog].

Risk: medium; April pak, one asset family, author self-reports incomplete testing of high tiers ("All rails should be affected, but I haven't been able to test them all yet").

120 -- Orbital Cargo Launcher Tier 1 Enhanced

[optional -- progression accelerator, label it honestly] technique=asset-pak v1.0, 2026-04-25 endorse 14 · dl 701

What it does [catalog]: T1 OCL sends stacks of 5 per 6 s (5× vanilla), and drops its stability cost. The author is careful to bound it: "still more than 5 times slower than the maximum on tier 2 version, which is 100 per 20 seconds."

Why it is tempting and why it is flagged: Robert runs four OCLs, all on Tubes, and corporation reputation is earned only by exporting through them. The level ladder ahead of him costs 37,800 → 69,700 → 116,000 → 179,400 points per level, and he needs Moon Energy L5 and L9, Griffits L6, Clever L7 and Future Health L6. 5× export rate is 5× reputation rate -- that is not friction removal, that is compressing the tech tree inferred. It is a legitimate choice for a 51-hour save that has already proven the loop; it is not a QoL mod and should never be filed as one.

Conflicts: edits the exporter data -- rename its files to sort last if combined with any other exporter mod [catalog].

4.4 Situational#

Mod Verdict Why
51 Better Cargo Receiver pak · v2.1/v1.12 · 2026-04-16 · 97 endorse · dl 4,459 Premature -- revisit at Clever L7 12-slot build, or a 100-slot build that turns the Receiver into bulk storage. Notes that Update 1's one-slot UI hides extra capacity that still works underneath -- useful to know in advance. Robert is at Clever L5; the Cargo Dispatcher/Receiver pair unlocks at L7, so there is nothing to modify yet. Well-endorsed and current-line; bookmark it
118 Roundabout Enhanced pak · v1 · 2026-04-24 · 32 endorse · dl 1,060 Premature -- revisit at Clever L8 Forces the Roundabout Rail Connector's hard-coded speed 300 → 5000 so it behaves like other junctions, and removes its stability cost. Author documents the residual weakness honestly: the roundabout still merges lanes worse than other junctions, and a rail can stall when items cannot find space. Page gives the install-order workaround (prefix zzzz so it sorts last) if another rail mod is present. Collides with 111 and 24. Roundabout is Clever L8 -- not unlocked
27 Better Construction Drone ini-in-pak · v0.2 · 2026-03-29 · 265 endorse · dl 10,774 The no-loader alternative to 115 -- never both The most-endorsed mod in the entire 128-mod catalog. Two builds: Balanced (drone range ≈ base-core radius, slight speed bump, 8,586 dl) and Unlimited (10 km range, big speed bump, 1,884 dl). Edits DefaultAuActorPlacement.ini shipped inside a pak; compatible with anything not touching that ini; explicitly "Works with Game Version 0.2 (Update 1)", dedicated-server compatible, safe to add to existing saves. Functionally superseded by 115, whose author credits it. Take this only if you refuse the ModLoader
125 Wave Randomiser plugin · v1.1.3 · 2026-06-20 · 4 endorse · dl 195 Actively wrong for this save Rolls the calm period between Ruptures from a configurable range (default 33-43 min, truncated-normal or uniform) so the wave "doesn't arrive on schedule"; PreWave, the wave, fadeout and growback stay vanilla; it deliberately omits countdown values from its logs so you cannot spoil yourself. Thoughtful, well-scoped mod. But Robert's entire operating model -- the corpus's measured 3,225 s period, the wave-window doctrine in COMPREHENSION §Strategy, and any wave-aware feature in the planner -- assumes a fixed clock; and he is 44 waves into an established save. This adds friction by design. Note also its Nexus requirements field is empty while the description makes 89 mandatory [catalog]
113 Server Keep Ticking plugin · v0.13.0 · 2026-08-05 N/A -- no server Stops a dedicated server pausing when the last player disconnects so factories keep producing. Genuinely valuable if Robert ever moves Praxis to a dedicated server

5. Rejected / avoid#

Mod One-line reason
80 FIX 5to1 Rail Modulator Delete on sight. Update 1 fixed the bug it patched and the author states the game will crash at start if the pak is still installed. Zero live files; discontinued
116 StarRuptureTimer Every file is ARCHIVED -- there is nothing to download. Nexus-tagged AI-Generated Content; original author handed write access to AlienX, who then shipped 144 instead. Superseded by 144 (overlay) and 94 (JSON)
44 OpenSesame Swaps the Forgotten Engine entry requirement from Power Cell to 1× Helium Ore -- a workaround for a launch-era Power Cell bug. Update 1 reworked the Engine chain; this January pak is the stale mod most likely to desync a story gate on 0.2.8, and mission 13 is the EA content end Robert has not started
7 Better Tool ×5 mining/harvest, Quartz ×10, plus a bundled cooling tweak -- broad blast radius across two unrelated systems, untouched since 2026-01-27. Superseded by 105 for mining. Collides with 30, 45, 105, 124, 135, 136, 63
30 Swiftsteps' Weaponized Mining Tool Mining tool as a weapon (dmg 5→10/15, mining 130→300/500), January file. Author states it does not stack with other mining-tool mods. Superseded by 105
45 Mining Tool Platinum +200% combat / +100% mining, slower heat build-up, disables mouse-wheel selection (a UI regression, not a QoL gain). January file with a boilerplate Update-1 claim. Superseded by 105
24 Drone Rail Upgrade 2026-01-08, never updated; author admits high-tier rails untested; edits rail range, which 111's author found causes bugs. Superseded by 111
56 Less Fall Damage Server-side only (extends the fall-damage velocity curve 3500→4500 to stop lag-spike sudden death on dedicated servers) and affects all players. Robert plays single-player; January file; irrelevant
141 Grid Map Overlays a 26×26 grid on the map -- but only on the post-Forgotten-Engine map asset. Robert's Engine is Inactive and the radiation border is level 0, so this mod does nothing on his save. 0 endorsements
13 No Intro (as a stack member) Not bad -- the most-endorsed intro skipper (56 / 1,662) -- but it collides with both 140 and 142 and does less. Pick exactly one intro skipper
1 No-Splash / 17 Upscaled Splash Screen Mutually exclusive (same Splash.bmp), and both are made pointless by 142/140 skipping the startup sequence outright
16 Bigger Inventory (for this save) Both builds require a new character; the configurable build needs UE4SS, which fights the ModLoader over dwmapi.dll; its pak half disables corporation inventory bonuses Robert has already earned
42 Better Med Tool Infinite MedTool charges is a survival-balance change, not friction removal; January file with a boilerplate Update-1 claim
123 StarRupture Build Hotkeys Plugin interface v25 against a v60 loader line, tested on ModLoader v1.9.0 / game build 119405, and installs to the retired Binaries\Win64\Plugins path. Most likely dead on the current loader
146 UE4SS for StarRupture (for this save) Correct and current, but its dwmapi.dll collides with the ModLoader's, and the only mod here that needs it (16) requires a new character. Costs a stack of twelve plugins to gain one unusable mod
125 Wave Randomiser Not broken -- anti-QoL for this playthrough: it randomises the one clock the corpus measured and the planner depends on
121 Doubled Recipes (for this save) Sound FPS reasoning, wrong timing: it cuts building count only on rebuild, and installing it under a running 2,711-entity factory rewrites every recipe mid-flight
25, 26, 52 Author-declared discontinued; 25 and 52 have zero live files
starrupture.org · thephrasemaker.com · xmodhub.com · lootbar · magicgameworld · starrupture.net Fabricated-content cluster (doc 15 §1): they assert official mod support that does not exist and publish item IDs (Ore_Iron, Ammo_Rifle) that contradict the real I_* asset names. Do not seed any tool or shopping list from these pages
All "Top N StarRupture Mods" YouTube round-ups The visible ones are dated January-February 2026 -- entirely pre-Update-1 -- and recommend stale mods (e.g. "Bigger Inventory pushes the starting inventory from 24 to 64 slots", which is the retired v1.0 file). Useful as a popularity signal only (search results) [community]

6. Gaps -- what players ask for that no mod covers#

Candidate first mods for this project, in rough order of value-to-effort. Every one of these is either a documented community request or a documented game defect with no catalog entry against it.

6.1 The multirail fix that vanished#

Multirail 3/5 collapse to 5-in/1-out after save/load in 0.2.8 -- the single most impactful logistics bug in the game, and nothing in the 128-mod catalog fixes it. An early ModLoader build reportedly shipped a bundled "Rail Junction Fixer: fixes 3x and 5x rails (applies to newly placed rails)" (Steam thread) [community, single source]; the current README states the loader ships with no plugins, and no such plugin exists on Nexus. The most valuable gap on this list -- and the loader's plugin SDK plus the shipped PDB make it tractable.

6.2 No 0.2.8 usmap#

Newest published mapping file is mod 98 (0.2.5); mod 5 is 0.1.x-era CL 112941. The install is CL 121391. AlienX's Plugin SDK carries one (mod 140's author credits it), but there is no standalone 0.2.8 .usmap on Nexus. Publishing one is a half-day job that unblocks every pak author on the current build.

6.3 HUD information the game does not surface#

  • Minimap -- the top QoL request; 110 Compass is a partial answer (direction, not position) [community].
  • Pings visible in first-person -- "Map pings should be visible in the FPS view (e.g. as a marker or beam), not only on the map screen" [community]. 95 raises ping range; nothing renders a ping in the world.
  • Recipe pinning / ingredient tracker -- "pin required ingredients to the HUD, showing how many items are still missing for the selected recipe" [community]. 138 Codex browses recipes; it does not track a goal.
  • Cooling-capacity and stability headroom readout. WAILA shows power generation/consumption but not the Base Core's cooling pool -- and cooling, not power, is the budget that actually runs out (COMPREHENSION §Base Model). A HUD "cooling: 812 / 1,000 on core Praxis-N" widget does not exist in any form.
  • Post-wave building-downtime indicator -- buildings sit inoperative while they cool, longer with more accumulated heat, and the game shows you nothing about how long.

6.4 Inventory and storage handling#

  • Quick-move / quick-stack to nearby storage -- turvarya: "quick move items from inventory to storage" [community].
  • Shift-click moves all matching stacks -- Piasecznik [community].
  • Sort button on containers -- DarkFire: "button to auto-sort the contents of a storage box"; Piasecznik: "sort and join possible for containers" [community]. Player inventory sorts; containers do not. No mod addresses any of these.

6.5 Building ergonomics#

  • Mass-deconstruct hotkey -- Kraequ Gold: "Add a key bind while in deconstruction mode where you can mass delete Items" [community]. Previewed in the Update 2 dev blog, unshipped, and no mod does it.
  • Pillar/support rules -- multiple requests to remove the height limit, allow placement in water, and allow floating-then-build-down [community]. 103 (No Stability Needed) is the blunt instrument; nothing does the surgical version.
  • Right-click to back out of menus instead of Escape -- Freeman [community].
  • A real blueprint/layout designer. "Blueprint" in this game is an unlock token, not a layout template; WAILA's recipe copy/paste is per-building only. Nothing in the catalog saves and stamps a layout -- which is precisely the ground rupture.salvo.host is being built on.

6.6 The hand-feed wall#

The Recipe Station and the Base Core cannot be rail-fed -- you hand-load 100 at a time, and the corpus records this as the top community complaint. 119 Confirm Hotkey shortens the Analyzer click loop; nothing addresses the hand-feed restriction itself. A pak that adds a logistics socket to DA_RecipeTable / the Base Core is a bounded, high-value first mod.

6.7 The real FPS root cause#

Every performance mod in the catalog attacks symptoms (save writes, wave ticks, building count). The cause the community identified is stability and electricity recalculation over the whole connected platform area on every placement or removal [community, multiple posters]. Nothing throttles, defers or incrementalises that pass. This is harder than 6.1 -- it is Mass-Entity processor work, not a data edit -- but it is the highest-ceiling performance mod anyone could write for this game.

6.8 Soft-locked Early Access content#

The build ships DA_DroneRailT4/T5, Cooler (Active/Passive), CRC_WaveFreezer, CRC_WaveSmelter, CRC_Synthetizer(Tier2), CRC_Burner, CRC_MaterialCrafter, CRC_DroneAssembler and CombustionPowerGenerator as cooked assets with no unlock path. No mod in the catalog re-enables any of them. 143 Continue is the proof of concept -- it demonstrates that a shipped-but-disabled feature can be re-enabled by writing the value the game's own handler already waits for, rather than by hand-building UI. Rail T4/T5 and the Cooler are the two with the clearest gameplay payoff given cooling is the binding budget.

6.9 Smaller, cheap#

  • Run toggle, shorter MedTool heal animation, audiolog/subtitle replay log -- all three are requested, none exist [community].
  • A save-file-aware companion. No planner on the internet reads a .sav (doc 16). Robert's own save-reader track is the only work in flight anywhere that closes this.

7.1 Conflict matrix#

Conflict Members Rule
dwmapi.dll proxy 89 ModLoader ⟷ 146 UE4SS One filename, one owner. Take 89
Intro-skip paks 142 ⟷ 140 (identical pakchunk260722-Windows_P filenames) ⟷ 13 (same widget, different filenames) Exactly one
Splash.bmp 1 ⟷ 17 Exactly one; both redundant under 142
Building-drone range/speed 115 ⟷ 27 (and anything else editing DefaultAuActorPlacement.ini) Exactly one. Take 115
DA_DroneRail* 111 ⟷ 24 ⟷ 118 (111's archived Roundabout file overlaps 118 directly) Exactly one; if two rail-adjacent paks must coexist, rename so the intended winner sorts last
Mining tool 105 ⟷ 7 ⟷ 30 ⟷ 45 Exactly one. Take 105 (Base file)
Player character blueprint 11 ⟷ 21 ⟷ 9 ⟷ 20 ⟷ 40 ⟷ 57 (and loosely 73) At most one
Exporter data 120 ⟷ any other exporter mod Rename to sort last
Rupture timers 144 (overlay) + 94 (JSON, overlay off) is fine; 116 has no live files --
Recipe data 121 ⟷ 19 Mutually exclusive; neither recommended here

Snapshot data/save-snapshots/<date>/ first -- the whole profile folder including .met sidecars and SaveData.dat -- and consider disabling Steam Cloud for app 1631270 while installing (doc 15 §6.4; modded-save + cloud corruption is a documented community failure mode).

# Mod Class Tier
1 89 AlienX's Mod Loader v1.17.5 (Client) framework must-have
2 114 Better Saving Plugin pure convenience must-have
3 130 Better Wave Optimiser (Client) pure convenience must-have
4 122 WAILA pure convenience must-have
5 115 Better Drone Plugin (set range ≈ core radius) balance-touch must-have
6 143 Continue pure convenience must-have
7 142 NoIntro-AutoStart (paks + plugin) pure convenience must-have
8 110 Compass Plugin pure convenience recommended
9 138 Codex pure convenience recommended
10 127 Production Stats (Client) pure convenience recommended
11 144 AlienX's Rupture Timer (Client) pure convenience recommended
12 133 Better Map pure convenience optional
13 105 Better Mining Tool -- Base file only balance recommended
14 3 No-HUD-No-Effects (+ ReShade with add-on support) pure convenience recommended
15 91 MapExtension -- for the HTTP feed, not the map tooling optional
16 94 Nhimself's RuptureTimer -- JSON export only tooling optional
17 119 Confirm Hotkey -- verify it loads in modloader.log pure convenience optional
18 71 Air Drone HUD Disable, 43 Silent Drone, 73 Swift Building Tool -- add one at a time pure convenience optional
19 111 Drone Rail System Enhanced -- only if you accept the throughput change balance optional

Add items 1-12 in one pass (all plugins, all reversible by deleting a DLL, none touching an asset). Add 13-19 one at a time, launching between each, because every one of them is a pak override and a stale pak against a changed base asset is the documented crash source (doc 15 §7.4).


Sources#

Catalog facts are from data/nexus/starrupture-mods.md (Nexus GraphQL snapshot, 2026-08-23 08:39 UTC). External commentary:

Not consulted, by rule: nexusmods.com (403 to automated fetchers -- no comment thread was read and none is claimed) and the fabricated-content cluster identified in doc 15 §1.

MOD

Stacks, Inventory & Storage · Balance & Economy

Version anchorEarly Access 0.2.8 (Hotfix 0.2.8, 2026-06-17) on the Update 1 line. Update 1 (0.2.0, 2026-04-09) rolled every corporation back to L1, removed Quartz as a building material, reworked Cargo Dispatchers and re-serialised large parts of the recipe/item data. Any mod whose newest file predates 2026-04-09 is suspect unless a later file or changelog says otherwise. There is no anti-cheat and the containers are unsigned -- the failure mode of a stale pak is a crash or a silently-wrong value, not a ban.
✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Confidence tags: [catalog] = from the Nexus snapshot · [community] = external source, cited · [inferred] = my judgement. Nexus itself returns 403 to automated fetchers, so no mod comment thread was read; standing is judged on endorsements/downloads relative to the 128-mod catalog, post-Update-1 update cadence, changelog substance and author track record.


0. Why this cluster matters for this save#

Save fact (Praxis, 51.1 h) The friction it creates What in this cluster answers it
5 Base Cores, all L0 = 5 × 1,000 cooling, 2,711 Mass entities Cooling is the binding budget, and upgrading a core triggers a Monolith attack he isn't armed for (Griffits L5, turret at L6) 33 · 100 · 59 · 102
Turret ring not yet built Do not touch a core upgrade; buy headroom instead 33 (capacity) not 102 (upgrade discount)
6 corporations at L4-L6, 10,660 DP banked Next levels cost 17,600 / 37,800 / 69,700 DP each -- the wall the community calls "tens or even hundreds of thousands of Data Points per level" [community] 32 · 101 · 49 · 104
4 Orbital Cargo Launchers, all on Tubes Commissions are his only corporation-reputation engine, and T1 launchers ship 1 item / 6 s 120
Power 370 produced / 355 consumed ~4% headroom; every new machine needs a generator, and every generator needs cooling 99 · 108
1,083 rail-length units, 771 connecting platforms Stability and rail throughput are both real budgets; big bases hit an FPS cliff because "the game has to recalculate electricity and the stability for the WHOLE AREA every time you build or remove something" [community] 121 · 111 · 118
Next goals: Moon L5 (Development Station), Moon L9 (Wind v1), Clever L7 (Dispatcher) The Dev Station is a Quartz Ore sink -- "you need hundreds and hundreds of quartz to unlock things in the Development Station, including Tier 2 rails" [community] 104 · 136 · 63
44 Ruptures survived, between waves at save time The wave has become a calendar appointment; Ignitium (core-upgrade gate) is the scarcest post-wave pickup 125 · 106
Hand-loading the Recipe Station and Base Core at 100/stack "the research and core does not accept rails to transport resources, so you have to manually move resources in stacks of 100" [community] the entire stacks category

Vanilla stack baseline (for judging every multiplier below): ores and most items 100, ammo 300, building materials 1,000 -- "Stack sizes capped at 100 for some items is insanely problematic, considering building MATS are at 1000 and AMMO is at 300" [community]. A Base Core L0→L1 wants 7,200 Helium-3 [community]; at 100/stack that is 72 hand-carried stacks.


1. Decision rules used here#

  1. Gentle beats maximal. A 2x-5x that removes a chore is in; a 10x that removes the chore and the decision behind it is out. Where a mod ships multiple files, the recommendation names the specific file.
  2. Existing-save compatible. Anything the author flags "requires a new game" (16, 20, 64's reward file) is demoted regardless of quality -- Robert is 51 h in.
  3. Post-Update-1 evidence, not boilerplate. "Compatible with Update 1" in a description written in January is not evidence. Evidence is: a file dated after 2026-04-09, or a changelog that names Update-1 content (Powerium, Coralion, Goethite/Titanoferrite/Wolfram Steel, the 0.2.x generator values, the post-U1 corporation ladder).
  4. One owner per asset. Pak mods are byte-level overrides. Two mods editing BasicBuildingMaterial.uasset do not merge -- the later-sorting filename wins silently. Every collision is called out.
  5. Heat is the currency. A power or production mod that raises output without raising heat is a bigger balance change than its multiplier suggests, because it spends the budget that actually binds.

2. Stacks, Inventory & Storage#

2.1 Must-have#

6 — Ore Stack 500 · [catalog] asset-pak · current 0.2.x

  • What: all ore stacks 100 → 500; an optional z_1k_OreStack_P file goes to 1,000 and also covers Hydrobulbs etc. [catalog]
  • Why for this save: ore is what Robert hand-hauls -- to the Recipe Station, to the Base Core, into the Analyzing Station. 5x on ore alone converts 72 stack-trips of Helium-3 into 15 without touching a single crafted-item or building-material value. It is the narrowest possible fix for the loudest complaint. [inferred]
  • Standing: 234 endorsements / 10,021 downloads -- 3rd-highest endorsed mod in a 128-mod catalog, and the highest-endorsed mod that is still being maintained (25, at 209, is discontinued). [catalog] Named in TheGamer's round-up as reducing "trips between base and resources" (thegamer.com, 2026-01-14). [community]
  • Version risk: low. Main file 500OreStack v1.7, 2026-04-22 -- two weeks after Update 1, and the v1.6 changelog note reads "Updated for quartz", i.e. re-derived against the post-Quartz-rework item set. [catalog]
  • Technique / requirements: three loose files into Content\Paks. No UE4SS, no Usmap, no ModLoader. [catalog]
  • Overlaps: 68 (also raises T1 ores -- pick one), 77 (raises everything), 8/78 (ammo only -- no overlap), 48/134 (building materials only -- no overlap).
  • Take the 500 file, not the 1K optional. 500 is the ergonomic fix; 1K starts pushing single-request batches large enough to matter on merge-heavy rails (see §2.5). [inferred]

8 — Ammos Stack · [catalog] asset-pak · current 0.2.x

  • What: all ammo stacks 300 → 999, with a 9,999 optional. [catalog]
  • Why for this save: Robert's turret ring is the next build (Griffits L6). Defense Turret T1 is hand-fed Standard Ammo and is not rail-resuppliable -- only the Tower (L9) is. Every turret in the ring is a manual reload at 300 rounds a trip. The author of the competing mod 78 publishes the arithmetic that makes this concrete: each Defense Tower sharing one v3 rail adds ~8 / 17 / 42 minutes of fill time, so hand-loading at least one full stack per tower is the practical move. [catalog] [inferred]
  • Standing: 259 endorsements / 9,746 downloads -- the highest-endorsed mod in the entire StarRupture catalog. [catalog] TheGamer calls it essential because "spider-like alien enemies attack in swarms" (thegamer.com). [community]
  • Version risk: low. Main file 2026-04-11, post-Update-1. [catalog]
  • Technique: pak, three files, no dependencies. [catalog]
  • Overlaps: 78 (2K ammo -- mutually exclusive, same three I_*AmmoItem assets), 77 (explicitly excludes ammo, so 8 + 77 is a clean pair). [catalog]
  • Take 999, not 9999. 999 is ~3.3x and still forces you to think about ammo logistics; 9,999 removes ammo as a system. [inferred]

48 — Building Materials Stack (2000 file) · [catalog] asset-pak · current 0.2.x

  • What: BBM / IBM / QBM stacks 1,000 → 2,000 (a 5,000 file also exists). [catalog]
  • Why for this save: 771 connecting platforms and 1,083 rail units say Robert builds in bulk, and materials come out of the player's inventory -- there is no construction-bot delivery. Doubling is the difference between one and two return trips per build session, and it leaves the 20,000 that mod 77 imposes well alone. [inferred]
  • Standing: 80 endorsements / 3,347 downloads. Mid-tier but respectable for a single-value mod. [catalog]
  • Version risk: low. Both files re-uploaded 2026-04-10 / 2026-04-22, after Update 1 removed QBM as a building material -- the mod still lists QBM, which is now a dead item but harmless. [catalog] Useful author note: uninstalling mid-game leaves existing >1,000 stacks intact and movable, you just cannot create new ones. [catalog]
  • Overlaps: 134 (same two uassets at 5,000 -- 134 is a strictly worse duplicate, see §4), 77 (sets the same three to 20,000). Disjoint from 6, 8, 68, 78.
  • Take the 2000 file. [inferred]

68 — Basic Resource Stacks to 200 (Tier 2 file) · [catalog] asset-pak · current 0.2.x

  • What: 100 → 200 on 25 resources: the three base ores + bars/blocks, Helium-3, Sulphur, Goethite, Powerium, all the Titanium/Wolfram/Calcium intermediates, Sulphuric Acid, Ignitium, Quartz Ore, Goethite/Titanoferrite/Wolfram Steel Ingot, Refined Oil. A separate file covers 14 map-collectable food items. [catalog]
  • Why for this save: this is the gentle lane's best pick and the only stack mod that covers the exact items Robert hand-carries for the two things rails cannot feed -- Helium-3 and Ceramics for the Base Core, Quartz Ore for the Development Station, Ignitium for both. A flat 2x is small enough that rail request batches barely move. [inferred]
  • Standing: 30 endorsements / 2,087 downloads -- modest, but the changelog is the strongest post-Update-1 evidence in the whole stacks category: v1.2 "added Powerium in T1, and Titanoferrite Ingot and Wolfram Steel Ingot in T2, and Coralion Egg, Vulpir..." -- all Update-1 additions, i.e. the author re-derived the item list against the new build rather than re-uploading. [catalog]
  • Version risk: low. All three main files 2026-04-10. [catalog]
  • Overlaps: collides with 6 on the three base ores and Helium-3 -- run one or the other, not both. Also colliding with 77.
  • Choose 68 over 6 if you want the whole resource spine lifted gently and do not mind 200 instead of 500. Choose 6 over 68 if the pain is specifically ore-hauling volume. [inferred]

107 — Increased Personal Storage · [catalog] asset-pak · current 0.2.x

  • What: Small box 3x6 → 6x6 (18 → 36 slots), Large 6x7 → 12x7 (42 → 84). [catalog]
  • Why for this save: doubling slots per box halves box count, and box count is heat and Mass entities. With five L0 cores at 1,000 cooling each, every building you do not place is capacity you keep. [inferred]
  • Standing: 34 endorsements / 1,575 downloads -- but it is the authorised recreation of mod 26 (132 endorsements, discontinued), and the author states plainly "I keep this up until that mod is updated". Inheriting a discontinued mod with the original author's blessing is the healthiest signal a small mod can carry. [catalog]
  • Version risk: low-medium. File 2026-04-14, "Works with game version 0.2". [catalog] Carry-over hazard from the parent mod: 26 had a confirmed bug where a pre-existing box filled past its vanilla limit showed the extra loot as invisible white slots, recoverable with "take all" but resolved properly only by picking the box up and replacing it. 107 does not mention the bug either way. Empty and re-place your existing boxes after installing. [catalog] [inferred]
  • Overlaps: 39's "Personal Storages" sub-pak (same doubling plus outdoor placement -- pick one), 79 (placement only, no capacity change -- composes cleanly if load order is set).

51 — Better Cargo Receiver (12-slot file) · [catalog] asset-pak · current 0.2.x

  • What: Cargo Receiver 1 → 12 slots; a separate 100-slot file turns it into bulk storage. [catalog]
  • Why for this save: Clever Robotics L7 (Dispatcher/Receiver) is on Robert's shortlist, and Update 1 made the pairing strictly one-to-one, which is exactly what makes a one-slot receiver a bottleneck. The community's own dispatcher math -- "25 second to load the dispatcher plus 10 seconds for it to send 100 every 35 seconds = roughly 171.4/m" on Rail v2, "12.5 to load plus the 10 seconds or 266.7/m" on v3 (Steam) -- shows a fixed ~10 s send cost per batch, so buffering more per delivery is where the efficiency lives. [community] [inferred]
  • Standing: 97 endorsements / 4,459 downloads. [catalog]
  • Version risk: low. Both files 2026-04-16, and the description carries a genuinely useful Update-1 observation: the new UI shows only one slot, but the extra capacity still works underneath. [catalog]
  • Take the 12-slot file. The 100-slot build quietly replaces the Storage Depot as a building class. [inferred]

59 — Decreased Storage Depo Impact · [catalog] asset-pak · current 0.2.x

  • What: Storage Depot v.2 cost 60 → 50 BM, heat 40 → 20; Multistorage cost 250 → 200, heat 60 → 30. Power unchanged at 5 MW each. [catalog]
  • Why for this save: it is a storage-capacity mod disguised as a heat mod. On a cooling-capped multi-core base, the reason you do not consolidate into Depot v.2 / Multistorage is the heat, and the community says so directly: "the footprint of the Storage Depot v.2 (1600 capacity) isn't much less than using four 400-unit depots, and the heat generated against the core is a massive increase -- possibly double" (Steam). Halving that heat is what makes consolidation rational -- and fewer, bigger storage buildings is also the documented FPS fix. [community] [inferred]
  • Standing: 34 endorsements / 1,223 downloads -- low, but the mod is four numbers and the numbers match what independent building databases publish for 0.2.x (Depot v.2 40 temp, Multistorage 60 temp). [community]
  • Version risk: low. File 2026-04-10. [catalog]
  • Overlaps: none in this cluster. Composes with 33/100/102.

2.3 Optional#

77 — 1K Item Stacks · [catalog] asset-pak · current 0.2.x

  • What: every non-ammo stack → 1,000; building materials → 20,000; optional 2K / 5K / 10K files. [catalog]
  • Why it's here and not higher: it is the most maintained stack mod in the catalog (newest file 2026-06-02, i.e. after Hotfix 0.2.8's 06-17 predecessor line, with a documented "Update 1, fixed 4 items" pass) and it is the one-file answer if you want to stop thinking about stacks. [catalog] But 20,000 building materials and 1,000 on everything including crafted intermediates is past "improved" and into "the inventory is no longer a constraint". [inferred]
  • Standing: 109 endorsements / 6,204 downloads. [catalog]
  • The two warnings are the author's own and both are real: 1. "To use this mod, you should delete other mods that modify stack sizes." -- it owns 6, 8's slot, 25, 48, 68, 78 and 134's assets outright. [catalog] 2. "At first use your rails can become jammed depending on your design (e.g. multiple junctions in between with several rails merging into one)." This is not paranoia: the community's clog model is "if the total material needs of the buildings exceeds the rail capacity, the rails will clog up" (Steam), and machine requests scale with input-stack capacity. [community]
  • Verdict: if you take 77, drop 6, 48 and 68 and keep only 8 (77 excludes ammo). [inferred]

78 — 2K Ammo Stack · [catalog] asset-pak · current 0.2.x

  • Alternative to 8, same three ammo assets, mutually exclusive. 2,000 default with 1K and 5K options; 101 endorsements / 5,058 downloads, file 2026-04-14. [catalog] Its 1K optional is the closest match to mod 8's 999 if you prefer this author's maintenance. Its turret-fill-time note (8/17/42 min per tower on a shared v3 rail) is the single most useful practical remark in the stacks category. [catalog]

16 — Bigger Inventory · [catalog] ue4ss-lua + pak · current 0.2.x

  • What: two builds. A plain pak (24 → 56 slots, "5x7" file) and a UE4SS-configurable grid (8x3 up to 11x10) whose pak half disables the corporation inventory bonuses so the config is authoritative. [catalog]
  • Why it's optional, not must-have, despite being excellent: both versions require a new character. Robert is 51 h into Praxis with 8 inventory-slot grants already banked in unlockedInventorySlotsNumber. This is a next-save mod. [catalog] [inferred]
  • Standing: 166 endorsements / 8,313 downloads, and the most recently updated mod in this whole cluster (2026-08-14) -- Caites is still shipping. [catalog]
  • Technique / requirements: the configurable build needs UE4SS (mod 146). That places it on the other side of the dwmapi.dll proxy from AlienX's ModLoader (mod 89), which Robert would want for 125 / timers / WAILA. There appears to be a resolution: one community source describes AlienX's loader chain-loading UE4SS via modloader.ini -- "in modloader.ini, enable UE4SS loading by changing the Enabled to 1, and once the modloader has finished installing plugins, it will also load UE4SS", with the instruction "do not install [the second] dwmapi.dll" (Steam). Single-source and unconfirmed -- the ModLoader GitHub README does not document a UE4SS setting (github.com/AlienXAXS/StarRupture-ModLoader, fetched 2026-08-23). Fallback if it is wrong: use the plain pak build, which needs no UE4SS at all. [community] [inferred]
  • Author-declared conflict: mod 64. [catalog]

79 — PlaceEverywhere Storage Boxes · [catalog] asset-pak · current 0.2.x

  • Removes the habitat requirement on Personal / Big Personal Storage (still needs a platform, not bare ground). Author's pitch is exactly the case Robert hits: "comes in handy when you have clogged rails but your inventory is full", and boxes placed outside are not burned by Ruptures. [catalog] 32 endorsements / 1,092 downloads, files 2026-04-10. Composes with 107 (capacity) since it edits placing conditions rather than grid size -- but load-order it after 107 and check both took. Overlaps 39's Personal Storages sub-pak, which does both jobs in one file.

2.4 Situational#

Mod When it's right Risk
39 — Habitat Everywhere, "Personal Storages" sub-pak only [catalog] You want outdoor boxes and doubled capacity from one file (replaces 107 + 79) The parent mod is the widest conflict surface in the catalog (10 optional paks touching habitats, turrets, solar, wind, teleporter, analyzer, laser drill, dispatcher). Install only the sub-pak you want. Author declares incompatibility with 50. Files 2026-04-13.
134 — 5k Building Materials [catalog] Nothing 48 doesn't do better See §4 -- duplicate
51 — Better Cargo Receiver, 100-slot file [catalog] You want a receiver that is your storage depot Turns a logistics building into a storage building; big balance change, and it collides with nothing so it is easy to over-adopt

2.5 The stacks interaction nobody documents#

Raising stack sizes does not only change your backpack. Two second-order effects, both community-sourced:

  1. Machine request batches scale with input-stack capacity. "Machines can only request up to 100 of an item, they cannot request more than they can hold in the input stacks" (Steam). Raise the stack, raise the batch -- and "if the total material needs of the buildings exceeds the rail capacity, the rails will clog up" (Steam). This is why 77's own author warns about merge-heavy designs, and why the 500/200/2,000 tier above is the safe one on Robert's 1,083 units of existing rail. [community] [inferred]
  2. Cargo Dispatcher efficiency improves with stack size, because each batch pays a fixed ~10 s send cost on top of load time. From the community's own figures (100/stack: 171/min on Rail v2, 267/min on v3), the fixed cost amortises as the batch grows -- which matches the corpus's 171/211/230 (v2) and 266/378/444 (v3) at stacks of 100/300/1,000. Bigger stacks are a genuine throughput buff to Clever L7 logistics, not just an ergonomics change. [community] [inferred]

3. Balance & Economy#

3.1 Cooling and the Base Core — the budget that actually binds#

33 — Better Cooling Capacity — MUST-HAVE · [catalog] asset-pak · current 0.2.x

  • What: x3 cooling capacity at every core level. L0 1,000 → 3,000, L1 2,500 → 7,500, L2 4,000 → 12,000, L3 6,000 → 18,000, L4 10,000 → 30,000, plus rows for hypothetical L5-L7 (25k/60k/100k → 75k/180k/300k). [catalog]
  • Why this is the single best balance mod for Praxis: all five of Robert's cores sit at L0 / 1,000, and the only vanilla route to more headroom is a core upgrade, which triggers a Monolith base attack — with the turret ring unbuilt. The community's advice is blunt: "Unless you like tower defense with many enemies, do not upgrade your cores — use amps to increase cooling capacity instead", and the top base-core guide warns "that initial 1,000 cooling capacity runs out fast… you'll hit capacity way before you think you will" with a single Assembler eating 150 (Steam guide). Update 1 made it worse: "Buildings produce more heat now — even a fairly small starter base produces 2000 heat" [community]. Mod 33 buys the headroom without buying the attack. [community] [inferred]
  • Standing: 119 endorsements / 4,686 downloads. [catalog]
  • Version risk: low, and best-documented in the catalog. The description is a per-changelist compatibility log: 0.2.0 CL117777 → CL118074 → CL118258 → 0.2.1 CL118629 → 0.2.2 CL118961 → 0.2.4 CL119590 → 0.2.5 CL120148 → 0.2.6 CL120722. No author in this catalog tracks builds that carefully. The gap to 0.2.8 / CL-121391 is two hotfixes (0.2.7, 0.2.8, the latter an RTX exit-crash fix), so the capacity table is very unlikely to have moved. [catalog] [inferred]
  • Technique: three files into Content\Paks. No dependencies. [catalog]
  • Mutually exclusive with 102 (same capacity ladder). Stacks with 100 (amplifiers are a different asset). [catalog]
  • On the x3: for a base that has never upgraded a core, x3 at L0 is the difference between "one Assembler and you're done" and "a real production cell". It does not scale past vanilla's endgame — L4 modded (30,000) is 3x the vanilla ceiling, so late-game bases are still budgeted, just at a factory scale rather than a hut scale. This is the gentle end of the cooling mods. [inferred]
  • What: two files. Conservative: Amplifier v1 +20 → +50, v2 +250 → +400. Aggressive: v1 +20 → +200, v2 +250 → +1,200. [catalog]
  • Why: amplifiers are the community's sanctioned answer to heat, and they also shorten post-wave building downtime. Stacks cleanly on top of 33 because it edits the amplifier assets, not the core ladder. [community] [inferred]
  • Gate: Base Core Amplifier v1 is Moon Energy L7; Robert is at Moon L4. This is a mod to have installed before he gets there, not one that pays out today. [catalog] [inferred]
  • Standing: 27 endorsements / 1,389 downloads. File 2026-04-11. The aggressive file has 1,182 downloads vs 208 for the conservative one — most users take the 10x. Take the conservative one. [catalog] [inferred]
  • Supersedes 34 (Swiftsteps' Better Cooler, same assets, January, untouched since) and is mutually exclusive with it. [catalog]
  • ⚠ Data note worth recording: both 100 and 34 read vanilla Amplifier v1 = +20, while the top community base-core guide says v1 adds 50 cooling (Steam guide) and the corpus (doc 07/17) carries "+50 … v2 +20 (?)" with the conflict already flagged. Two independent mod authors reading the same asset agree on 20. Do not silently sync the corpus — flag and verify against DA_* before editing doc 07/17. [catalog] [community]

102 — Better Base Core — OPTIONAL (mutually exclusive with 33) · [catalog] asset-pak · current 0.2.x

  • What: cooling up at every level (L0 1,000 → 1,200; L1 2,500 → 4,000; L2 4,000 → 6,000; L4 10,000 → 15,000), upgrade material costs halved, and fewer cysts on an infected core with fewer enemies per cyst. [catalog]
  • Why not first: at Robert's actual position — five cores, all L0 — 102 gives +200 cooling and 33 gives +2,000. 102 is the mod for a player who intends to climb the core ladder (halved upgrade mats + a softer failure state if the defense fails). Robert explicitly should not climb it until the turret ring exists. [catalog] [inferred]
  • Standing: 36 endorsements / 1,551 downloads, file 2026-04-11. The cyst/infection softening is a real and underrated feature — it is the only mod in the catalog that reduces the cost of losing a base defense. [catalog]
  • Note: the description contains an obvious typo ("Level 4 — Increased from 6000 to 1000"); read it as 6,000 → 10,000. [catalog] [inferred]
  • Switch to 102 over 33 the day the turret ring is up and a core upgrade is the plan.

See §2.2. It belongs to both categories; on the balance side it is a heat-budget mod.

3.2 Progression and the Data Point economy#

  • What: ~x3 (or x6) Data Points from plants / flora / eggs / meteor cores / early items / data items T0-T1 / drone T1 / final-chest T1. All rarer tiers and fauna left at vanilla values, deliberately. [catalog]
  • Why for this save: Robert has 10,660 DP and six ladders whose next rungs cost 17,600–69,700 each; the community's summary of the wall is "corporations start demanding tens or even hundreds of thousands of Data Points per level. At that point, natural progression becomes very slow" [community]. 32 accelerates the grindy bottom of the analyzer table — the plants and meteor cores you pick up anyway between waves — and leaves the high-value salvage (Damaged Energy Storage 2,000, Damaged Local Scanner 3,500) untouched, so ruin-looting stays worth doing. That asymmetry is exactly the "improve, don't trivialise" shape. [inferred]
  • Standing: 150 endorsements / 5,955 downloads — top-12 in the catalog. [catalog]
  • Version risk: low. Both current files re-uploaded 2026-03-30 with the explicit note "Compatible with Update 1. Delete the old folder" — that is a re-derive, not a re-label. (Update 1 shipped 04-09; 03-30 is the PTB window, and the author was tracking it.) [catalog] [inferred]
  • Overlaps: edits AnalyzerItemsDataTable — collides with 70 and 137, which add LEM rows to the same table. Only one of the three can own it. [catalog]
  • Take the 3x file, not 6x. [inferred]
  • What: corporation level costs to 75% or 50% of vanilla; also doubles the Quartz Ore rewards at levels 11/13/14 and raises Griffits War Bond payouts at L5/7/10 by 1.5x. [catalog]
  • Why: the 75% file is the gentlest progression lever in the catalog — a quarter off the ladder, which turns Selenian L7 (69,700) into 52,275 without erasing the decision about which corporation to feed. And Robert needs the Quartz side of it: Quartz Ore is now the Development Station currency and the corporation ladder is one of only two sources. [inferred]
  • Evidence of a real post-Update-1 derive: the Quartz-at-L11/13/14 and War-Bonds-at-Griffits-5/7/10 details are properties of the post-Update-1 reward ladder (caps 15/15/14/14/14). A mod that names them was written against the current table, not the January one. [catalog] [inferred]
  • Standing: 30 endorsements / 1,484 downloads, file 2026-04-11. [catalog]
  • Mutually exclusive with 49. Overlaps 64.
  • What: ~−50% on Development Station upgrade costs — the Quartz Ore sink for every v.1 → v.2 building. [catalog]
  • Why for this save: Moon Energy L5 (Development Station) is Robert's stated next goal, and the Dev Station is where rails go from v.1 (120/min) to v.2/v.3 (240/480). The wall behind it is Quartz, which is hand-mined in caves only, ~5 per deposit, in the few minutes after a Rupture, with "each Underground Cave only has one or two deposits" and "hundreds and hundreds of quartz to unlock things in the Development Station, including Tier 2 rails, tier 2 production machines, tier 2 storage" [community]. Halving that sink is the difference between "rail v.2 is a project" and "rail v.2 is a spelunking career". [community] [inferred]
  • Standing: 31 endorsements / 1,128 downloads, file 2026-04-12, "Compatible with Update 1" from an author whose other 0.2.x mods carry real changelogs. [catalog]
  • Overlaps: none declared; touches the BuildingUpgrades cost tables, not the corporation ladder, so it composes with 101/49. [inferred]
  • The cleaner alternative to a Quartz-yield mod (63 / 136): reduce the demand instead of inflating the supply, so cave-diving after a Rupture stays a thing you do. [inferred]

49 — Corporations Trust Booster — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • −50% DP per corporation level, −65% on the last three or four. Explicitly "compatible with both new and existing saves". 75 endorsements / 3,409 downloads, file 2026-04-01 with the note "Compatible with Update 1 (Delete the old folder)". [catalog] Mutually exclusive with 101 — same ladder. Pick 49 if you want the halving; pick 101's 75% file if you want the ladder to still mean something. [inferred]

12 — Faster Leveling — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • What: character XP x2 early tapering to ~x1.3 near cap on the leveling-requirements table, and LEM slots unlocked ~5 levels earlier. [catalog]
  • Why it's safe: the EA skill cap is 45 per tree with only 3 of a planned 6 LEM slots reachable — "Level 45 is the hard cap for all three skills… the full game will eventually allow 6 slots per tree, but those are locked behind the level 65, 85, and 100 milestones" [community]. A leveling mod therefore cannot overshoot into content that does not exist; it only shortens the walk to a ceiling everyone reaches anyway. The tapering curve (x2 → x1.3) is the mod being deliberate rather than flat-multiplying. [community] [inferred]
  • Standing: 166 endorsements / 6,644 downloads — top-8 in the catalog. [catalog]
  • Version risk: low. File 2026-04-10 (the day after Update 1) and the page states "For StarRupture v0.2.8". [catalog]
  • Overlaps: same leveling-requirements / LEM-slot-grant table as 83; author states compatibility with "anything not affecting leveling requirements table". [catalog]

137 — LEM Rework — SITUATIONAL (low-yield file only) · [catalog] asset-pak · current 0.2.x

  • Adds LEMs to the Analyzing Station at 10k / 25k / 50k DP (High Yield, default) with a Low Yield optional. The author's own warning is the honest one: "This mod can significantly speed up corporation progression, especially on existing saves where you already have a pile of unused LEMs… If you want the slowest intended early-game progression, consider installing this mod after you have already reached the mid-game corporation grind." [catalog]
  • For Robert this is the trivialisation risk in this category. Three spare Greater LEMs = 150,000 DP = two corporation levels bought in one Analyzer session. Only the Low Yield file (14 downloads vs 306) is defensible, and even then it competes with 32 for AnalyzerItemsDataTable. [inferred]
  • 3 endorsements / 320 downloads, file 2026-07-09 — the most recent mod in the category but the least-endorsed. [catalog]

70 — Swiftsteps' LEM Analyzer — SITUATIONAL · [catalog] asset-pak · stale (pre-Update-1)

  • Same idea as 137 at far gentler values: T1 1.5k / T2 3.5k / T3 7k / T4 25k DP. 68 endorsements / 3,088 downloads — better standing than 137. [catalog] But: newest file 2026-02-05, it edits AnalyzerItemsDataTable (which Update 1 touched — mod 32's author re-derived it on 03-30), and the changelog records "the game crashes when downloading" from a bad zip, fixed at v1.0.2/1.0.4. Treat as verify-before-trust. [catalog] [inferred]

3.3 Power#

Robert's grid is 370 produced / 355 consumed — a 15 MW margin. Every new machine needs a generator; every generator needs cooling; and heat is the binding budget. That framing decides the ranking.

  • What: raises output on all four generators, with the biggest boost at the low end (the v1 Solar), and raises build cost and heat proportionally (at a slightly lower ratio than the power gain). The author's stated goal is explicitly footprint, not free power: "the main reason to use this (in my opinion) is to decrease the footprint of power buildings, especially the v1 solar panel." [catalog]
  • Why this one over 108: it is the only power mod in the catalog that raises heat on purpose. That keeps the interesting decision alive — the community's whole power argument is MW-per-cooling-point (Wind v1 ~10.0, Solar v1 ~2.0), and "one wind turbine replaces 20 solar panels" / "fifteen Wind Turbine V1s deliver 3,000 MW… with far less thermal pain" [community]. A no-heat power multiplier deletes that argument; 99 preserves it while fixing the thing that is genuinely tedious, which is carpeting a hillside in v1 solar panels. [community] [inferred]
  • Standing: 9 endorsements / 412 downloads — the weakest standing of any pick in this document. It is recommended on design merit and author track record (astroboy314 also authored 48, 59, 68, 100, 101, 102, 105 — a consistent, restrained, post-Update-1 catalog), not on popularity. [catalog] [inferred]
  • Version risk: low-medium. File 2026-04-10; no per-CL log. [catalog]
  • Mutually exclusive with 23, 108, and 39's Solar/Wind sub-paks. [catalog]

108 — Increased Power Output (Balanced 5x-cost file) — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • What: 5x output on every generator; the "Balanced" file also multiplies build cost by 5. Publishes its 0.2.x values: Solar 10→50, Solar v2 140→700, Wind 1200→6000, Wind v2 3200→16000, CombustionPowerGenerator 8200→41000, PressurePowerGenerator 1000→5000. [catalog]
  • Standing: 45 endorsements / 1,741 downloads, file 2026-04-15, and it credits V1V0La directly as the author of the original idea (mod 23) — the healthy pattern of a maintained successor. [catalog]
  • Why it's optional not recommended: (a) 5x with no heat increase is a much larger balance change than 99 on a heat-bound base; (b) it edits CombustionPowerGenerator and PressurePowerGenerator, which ship in 0.2.8 as assets with no unlock path — buffing them changes nothing you can build, so two of its six numbers are decorative. [catalog] [inferred]
  • ⚠ Number discrepancy worth flagging: 108 reads Wind v1 at 1,200 while the corpus and community both put Wind Turbine v1 at 200 MW (Solar v1 10 MW, "one wind turbine replaces 20 solar panels" [community]) and Wind v2 at 2,000 (108 says 3,200). The mod's Solar figures (10 / 140) match; the Wind figures do not. Either the raw asset field is not the display MW, or one side is wrong. Do not import 108's numbers into the planner dataset without a datamine. [catalog] [community] [inferred]
  • Mutually exclusive with 23, 99, and 39's generator paks.

3.4 Production, recipes and rail throughput#

  • What: doubles inputs and outputs on machine recipes at unchanged cycle time. Same throughput per resource — half the machines. Extractors, hand-crafting and Food Station recipes are untouched; an optional file doubles extractor output too. [catalog]
  • Why this is the smartest balance mod in the catalog for Robert specifically: it is resource-neutral by construction — a Smelter now needs 4 ore to make 4 bars instead of 2 for 2. What it buys is building count, and building count is the documented FPS cliff: "the game has to recalculate electricity and the stability for the WHOLE AREA every time you build or remove something", with players reporting "lag of 5-10 seconds whenever buildings are built or removed" and "as the number of rail connections increases, calculation time lengthens" [community]. Robert has 2,711 Mass entities and 771 connecting platforms, and is building a base/factory planning tool — halving the machine count of every production cell is a design-space change, not a cheat. It also halves the cooling draw of a given throughput, which is the budget that binds. [community] [inferred]
  • Author's honest downsides, both true: "Might make power handling a bit too easy" and "Rail might become a challenge for recipes that needs or produces a large amount of items." The second is the reason to pair it with 111. [catalog]
  • Standing: 19 endorsements / 1,085 downloads. Low, but the mod is recent (main 2026-04-27, optional file 2026-05-24) and its idea is unique in the catalog. [catalog]
  • Mutually exclusive with 19. Do not take the "DoubledResources" optional — the author says it plainly: "this effectively make you need same space as vanilla again", i.e. it undoes the mod's entire purpose while doubling your income. [catalog] [inferred]
  • What: across the rail tiers, ~2x speed, ~3x drone stack, ~2x lower stability cost. Range deliberately not touched: "I did not include ranges, since those were causing bugs." [catalog]
  • Why for this save: 1,083 rail-length units and 771 connecting platforms mean stability is a live constraint (base platforms are Strength 100 sources; every connecting platform costs 10 and decays strength by 10 per hop). Halving rail stability cost buys reach without more pillars — which is also fewer entities, which is FPS. And rails are only "120/240/480 throughput, which can be a limiting factor" [community], so 2x speed is the answer to 121 making rails the bottleneck. [community] [inferred]
  • Standing: 42 endorsements / 1,883 downloads, file 2026-04-16. Written explicitly because mod 24's author stopped updating — "I made this for myself, since the original author didn't seem to be planning to update it". [catalog]
  • Honesty signal: the author says outright "All rails should be affected, but I haven't been able to test them all yet." Robert is on v.1 rails (Clever L5) heading to v.2/v.3 — test v.2 behaviour after the Development Station unlock. [catalog] [inferred]
  • Collides with 24 (superseded) and with 118 via 111's archived "Drone Roundabout" file — use 111's main file only, and let 118 own the roundabout. [catalog]
  • Does not fix the Multirail 3/5 collapse bug. See §6.
  • What: forces the Roundabout Rail Connector's speed from 300 to 5,000 and removes its stability cost. [catalog]
  • Why it is a real fix, not a buff: the Roundabout (Clever L8, an Update-1 addition) uses its own speed regardless of the rails feeding it — "when elements complete their rotation on the roundabout rail connector, they are very slow compared to the V3 rails on the base, which slows down the entire distribution process" [community]. 118 makes it behave like every other junction. The author's own known-issue note is candid: the roundabout still merges lanes worse than a normal junction, and can stall if the exits clog. [catalog] [community]
  • Standing: 32 endorsements / 1,060 downloads, file 2026-04-24 — after Update 1 shipped the Roundabout. [catalog]
  • Load order: the author tells you what to do — "If you have other mods editing the roundabout files, rename the 3 files by adding zzzz in the start of the filenames." Do that so 118 sorts after 111. [catalog]
  • Not yet relevant — Roundabout is Clever L8 and Robert is at Clever L5. Install it with 111 so it is already in place. [inferred]
  • What: the T1 launcher sends stacks of 5 per 6 s instead of 1 (5x), and its stability cost is removed. The author frames the ceiling himself: "still more than 5 times slower than the maximum on tier 2 version, which is 100 per 20 seconds." [catalog]
  • Why for this save: Robert runs four Orbital Cargo Launchers, all currently exporting Tubes, and commissions are the only way corporation reputation moves. A 5x on his export rate is a direct 5x on the pace of every corporation ladder — while still leaving the T2 launcher a meaningful upgrade. That is unusually well-judged for a one-value mod. [catalog] [inferred]
  • Standing: 14 endorsements / 701 downloads — small, but it is a single targeted edit by the author of 118 and 121, whose pages consistently state what they changed and what the tradeoff is. [catalog]
  • Version risk: low-medium. File 2026-04-25, post-Update-1. [catalog]
  • Load order: rename to sort last if combined with any other exporter mod. [catalog]

3.5 Gathering and world resources#

  • What: Ignitium yield 2/3 → 6/9 per pickup, and the post-wave spawn duration roughly 3x longer. [catalog]
  • Why for this save: Ignitium gates every Base Core upgrade (10 / 30 / 90 / 150 across L1-L4) and it only exists in the Scorched Earth window after a Rupture. The community says it got worse: "Ignitium are so damn rare now, barely find any if at all after rupture, very big difference after patch, also meteors spawning less" [community], and there is a Steam thread titled "Need more Ignitium and a longer burned period" — which is precisely, line for line, the two things this mod changes. [community] [inferred]
  • Standing: 71 endorsements / 2,297 downloads, file 2026-04-13, "Compatible with Update 1". [catalog]
  • Overlaps: 136 also doubles the Ignitium window — run one, not both. [catalog]
  • The right multiplier: 3x on a resource that only exists for a few minutes every ~54 minutes converts "farm Ignitium for six waves" into "farm it for two". It does not remove the wave-window mechanic, which is the interesting part. [inferred]
  • What: x5 (or x10) on all 13 gatherables, with the per-item table published: Serpent Root 1→5, Hydrobulb 1→5, Star Tears 1→5, Polifruit 1→5, Prickler 2→5, Purplant 1→5, Glowcap 2→5, Grubbler 3→5, Sulheart 3→5, Prism Herb 2→5, Oxallop 1→5, Coralion Eggs 2→4, Fox Egg 1→5. [catalog]
  • Evidence of a post-Update-1 derive: Coralion and the Vulpir/Fox eggs are Update 1 wildlife additions — a January mod could not name them. File 2026-05-19, and it is the authorised recreation of xTz2's original ("xTz2 for creating the original mod and allowing me to upload my updated version"). [catalog]
  • Why: plants are Robert's Analyzer feedstock (5-15 DP each) and his Food Station input, and picking them is the between-waves chore. Note the deliberate asymmetry: the ones vanilla already gives 2-3 of get the smallest relative boost. [catalog] [inferred]
  • Standing: 29 endorsements / 1,542 downloads. [catalog]
  • Collides with 135 and 7 (same gatherable plant data). [catalog]
  • Pairs with 32 rather than duplicating it — 124 raises how many plants you get, 32 raises what each is worth. Running both is a ~15x on plant-derived DP. Pick one. [inferred]

136 — 2x Ore Mining — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • Doubles hand-mineable ore yield, doubles the Ignitium harvestable window, doubles Quartz yield — three chores in one 2x file, file 2026-07-08. [catalog] It is the single gentlest option in this sub-section and the natural pick if you want one mod instead of 106 + 63 + a mining mod. Downside: 8 endorsements / 463 downloads, no per-value table, and it overlaps 106 (Ignitium), 63 (Quartz) and 7. [catalog] [inferred]

135 — 2x Gathering — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • Doubles plant gathering yields; the gentle alternative to 124's x5. File 2026-07-08, 7 endorsements / 413 downloads. Author states plainly: "Not compatible with other mods that edit the same gatherable plant data" — so it is 135 or 124 or 7, never two. [catalog]

63 — More Quartz — SITUATIONAL · [catalog] asset-pak · stale (pre-Update-1)

  • Quartz nodes give 25-50 instead of 5 (a 5-10x), and the page names the exact asset — StarRupture/Content/Chimera/Environment/MineableOre/Meteorite/BP_QuartzOre. 84 endorsements / 3,923 downloads. [catalog]
  • The tension: Quartz's role changed at Update 1 — it stopped being a building material and became the Development Station currency — which makes the mod more relevant, not less, given the community's "hundreds and hundreds of quartz" [community]. But the file is 2026-01-23 and versioned 0.1.2.113401, eight changelists before the current build. A stale pak overriding a re-serialised asset is the classic crash source. [catalog] [inferred]
  • Verdict: verify it loads on 0.2.8 before trusting it, and prefer 104 (halve the demand) or 136 (2x the supply) as the lower-risk answers to the same wall. A 5-10x on Quartz would remove cave-diving from the game entirely. [inferred]

3.6 Pacing#

125 — Wave Randomiser — SITUATIONAL (but the most interesting mod here) · [catalog] ModLoader plugin · current 0.2.x

  • What: rolls the calm period between Ruptures from a configurable range (default 33-43 min, truncated-normal or uniform). PreWave, the wave itself, fadeout and growback stay exactly vanilla. [catalog]
  • Why for this save: Robert has survived 44 Ruptures. The author's framing is his situation: "Vanilla StarRupture waves arrive like a train timetable… Once you've memorised the schedule, 'wave incoming' stops being a threat and starts being a calendar appointment." It restores tension without touching a single balance number, and it deliberately omits countdown values from its logs so you cannot spoil yourself. [catalog]
  • Note the default is a nerf, not a buff: 33-43 min is shorter than the measured 53 m 45 s vanilla cycle, so out of the box you get less time between waves. Widen the range in Plugins\config\FrilWaveRandomiser.ini (e.g. 45-62) if the goal is unpredictability rather than pressure. [catalog] [inferred]
  • Technique / requirements: a .dll into Binaries\Win64\ModLoader\Plugins. Requires AlienX's Mod Loader (mod 89) ≥ v1.12.0 — the Nexus requirements field is empty but the description makes it mandatory. This is the only mod in this cluster that is not a pak override, which makes it the only one whose failure mode is "plugin doesn't load" rather than "cooked asset mismatch". [catalog] [inferred]
  • Standing: 4 endorsements / 195 downloads — the lowest in this document. File 2026-06-20, which is after Hotfix 0.2.8 shipped (06-17) — the only mod in this cluster that can be said to have been published against the current build. [catalog]

11 — Player Tweaks — OPTIONAL · [catalog] asset-pak · current 0.2.x

  • +25% sprint/walk/crouch, −50% stamina drain, +50% stamina regen; an optional "No Needs" file disables hunger and thirst (requires a new game — skip it). [catalog]
  • Page states "For StarRupture v0.2.8"; main file 2026-04-17; 154 endorsements / 7,316 downloads (top-10). [catalog] A movement/stamina mod matters more in StarRupture than in most factory games because there are no vehicles — everything is on foot, Ziplines or Teleporter pads. [inferred]
  • It owns the player-character lane: author's compatibility note is "should be compatible with anything not affecting player character blueprint", which puts it against 21, 9, 20, 40, 57. Pick exactly one player mod. [catalog]

4. Rejected / avoid#

# Mod Why not
25 (Discontinued) Crafted Item Stack x500 Discontinued — author retired it and offered it for adoption; every file is ARCHIVED, newest 2026-01-16 (0.1.3-era). 209 endorsements is history, not maintenance. Do not install on 0.2.8.
26 (Discontinued) Bigger Personal Storage Boxes Discontinued, and carries a confirmed invisible-loot bug on pre-existing boxes. Recreated with permission as 107.
134 5k Building Materials Duplicate. Edits BasicBuildingMaterial.uasset + IntermediateBuildingMaterial.uasset — exactly what 48's 5,000 file already does, with 4 endorsements vs 80 and no QBM coverage. Byte-level collision with 48 and 77.
7 Better Tool Stale + broad blast radius. x5 mining/harvest, Quartz x10, plus a bundled "better cooling system" nobody asked for. Untouched since 2026-01-27. 105 is the maintained mining-tool equivalent; 124/135/136 cover harvesting. Collides with 30, 45, 105, 124, 135, 136, 63.
19 3X Production Highest-risk stale mod in the catalog. x3 extractor output / x3 cost & power / ⅓ craft time across production buildings, single file 2026-01-08, targeting 0.1.0. Update 1 rebalanced recipes wholesale, so this pak overrides re-serialised CR_*/DA_* data. Superseded in intent by 121, which is mutually exclusive with it.
20 Better Initial Stats Requires a new game (irrelevant to a 51 h save) and newest file 2026-01-13 — the "Compatible with Update 1" line is boilerplate, not evidence. Player-attribute collision with 11, 21, 40.
23 More Electricity Superseded. x5 generators / x5 cost, single file 2026-01-08. 108's author credits V1V0La directly as the successor. Collides with 99, 108, 39.
24 Drone Rail Upgrade Superseded by 111, whose author wrote it precisely because 24 stopped being updated. 24's own page admits "Haven't tested high-tier rails yet"; single file 2026-01-08. Overlapping DA_DroneRail* overrides cannot coexist with 111 or 118.
34 Swiftsteps' Better Cooler Superseded by 100 and mutually exclusive with it (same amplifier assets). Untouched since 2026-01-13.
64 Unlock (Almost) Everything Stale and wrong-table. Update 1 reset every corporation to L1 and raised the caps to 14-15; this pak rewrites a reputation table that no longer has the same shape. Also the exact "trivialise it" shape to avoid — one file sets every level's requirement to 1. Author-declared conflict with 16.
83 Unlock LEM Slots at Level 1 Stale (2026-02-06) and written as a workaround for a multiplayer progression bug, not a balance mod. Same grant table as 12, which is maintained and gentler.
69 Swiftsteps' LEM OverHaul Stale (2026-02-09, 0.1.3), buffs nearly every LEM chip, and adds author-invented T4 LEM items with custom icons and string tables. Modded descriptions only render on the vanilla English pack. Hard requirement for 82.
82 Buildable T3-T4 LEM (Recipes) Stale, recipes only, split across 5 paks used one at a time, and hard-requires 69. The author's own note — "Due to StarRupture's hard-coded recipe system, creating new recipes is extremely difficult" — is a useful planning signal for our own mod work, and a reason not to run this one.
84 Swiftsteps' Better Loot Stale (2026-02-10, 0.1.3). Rewrites enemy drop tables toward War Bonds and high-DP data items, feeding the same Data Point economy 32 already handles with a post-Update-1 derive.
53 Emergency Shelter Stale (2026-01-19) and rewrites the Habitat/Airlock/Item Printer recipes (Small Habitat for 2× Titanium Ore) — a big, load-bearing change to survive a problem the vanilla pocket-kit doctrine (1 Meteor Heart + 100 BBM) already solves. Author notes missing resource icons. Overlaps 36 and 39.
56 Less Fall Damage Dedicated-server-specific (extends the fall-damage velocity curve 3500→4500 to stop lag-spike "sudden death") and stale (2026-01-21, 6 endorsements). Irrelevant to single-player; server-side install affects all players.
60 Bigger Stronger Bugs Combat cluster, and stale (2026-01-22, 0.1.3, 4 endorsements). Rewrites the same enemy configs 37 changes counts on.
37 More Enemies Belongs to the combat cluster, not this one. Current (file note 2026-04-06) and fine on its own terms; listed here only because it appeared as a candidate. Collides with 60.
40 Shield Regen Player-attribute / combat cluster, and stale (2026-01-20, 0.1.1). Collides with 11, 21, 20.
39 Habitat Everywhere (as a whole) Not rejected outright — rejected as a bundle. Ten optional paks with the widest conflict surface in the catalog (habitats, turrets, solar, wind, teleporter, analyzer, recipe module, personal storage, laser drill, dispatcher), overlapping 76, 79, 61, 107, 129, 108, 99, 23, 26, 54, and author-declared incompatible with 50. Install a single sub-pak or none.
137 LEM Rework (High Yield file) The default file's 10k/25k/50k DP per LEM will skip a corporation tier on a save with a LEM pile — the author says so. Only the Low Yield optional is defensible, and it still fights 32 for AnalyzerItemsDataTable.
63 More Quartz Not rejected, but verify-before-trust: 5→25-50 is a 5-10x, the file is 0.1.2.113401 from January, and Quartz's role changed at Update 1. Prefer 104 or 136.
70 Swiftsteps' LEM Analyzer Gentler than 137 and better-endorsed, but pre-Update-1 on a DataTable Update 1 touched, with a crash-on-bad-zip incident in its own changelog. Verify before trusting.

Order Mod File Owns
1 33 Better Cooling Capacity v0.2 (CL120722) core capacity ladder
2 100 Better Base Core Amplifier conservative (+50 / +400) amplifier assets
3 59 Decreased Storage Depo Impact v1.1 Depot v.2 + Multistorage cost/heat
4 6 Ore Stack 500 500OreStack v1.7 ore item stacks
5 8 Ammos Stack 999 main ammo item stacks
6 48 Building Materials Stack 2000 file BBM / IBM / QBM
7 107 Increased Personal Storage v0.2 storage box grids
8 51 Better Cargo Receiver 12-slot file receiver slots
9 32 Better Items Analyzer 3x file AnalyzerItemsDataTable
10 101 Lowered Corporation Research 75% file corporation cost ladder
11 104 Cheaper Building Upgrades v1.00 Dev Station upgrade costs
12 106 More Ignitium v1.00 Ignitium yield + window
13 121 Doubled Recipes DoubledRecipes main only machine recipes
14 111 Drone Rail System Enhanced v1.1 main only DA_DroneRail*
15 118 Roundabout Enhanced rename zzzz_ to sort after 111 roundabout connector
16 120 OCL T1 Enhanced v1.0, rename to sort last exporter data
17 99 Power Rebalanced v1.1 generator output/cost/heat
18 124 Increased Harvesting x5 file — or 32, not both at full strength gatherable plant data

Not in the set but installed later: 125 (needs ModLoader ≥ 1.12.0), 16 (next new character), 102 (swap for 33 when the turret ring is up and a core upgrade is planned).

Before installing anything: snapshot C:\Program Files (x86)\Steam\userdata<id>\1631270\remote\Saved\SaveGames\Praxis\ (all .sav + .met + SaveData.dat) to data/save-snapshots/<date>/, and consider disabling Steam Cloud for app 1631270 — modded-save corruption traced to cloud sync is the single most-reported failure mode for this game [community]. Empty and re-place personal storage boxes after installing 107.


6. Gaps — what players ask for that no mod covers#

These are the first-mod candidates for this project. Each is a documented community complaint with no Nexus mod addressing it as of the 2026-08-23 snapshot.

  1. Rail-feedable Recipe Station and Base Core. The top logistics complaint in the game — "the research and core does not accept rails to transport resources, so you have to manually move resources in stacks of 100" [community], against a Base Core L0→L1 bill of 7,200 Helium-3. Mod 61 removes the Recipe Station's placement restriction; nothing removes the hand-feed restriction. This is the highest-value unbuilt mod in the cluster.
  2. The 100-item machine request cap. "Machines can only request up to 100 of an item, they cannot request more than they can hold in the input stacks" [community]. Every stack mod raises what you can carry; none raises what a machine will ask for, which is where rail throughput actually lives. A mod that lifts the per-request cap (or makes it track the modded stack size) would do more for factory throughput than any rail-speed mod.
  3. A configurable stack-size system. Every stack mod is an all-or-nothing byte edit of the I_* assets, so six mods collide on the same files (6, 8, 25, 48, 68, 77, 78, 134) and mod 77's author has to tell people to delete the others. A UE4SS or ModLoader plugin exposing per-item stack size in an .ini would replace the entire sub-category and survive patches better than any pak.
  4. The Multirail 3/5 collapse-to-one-lane bug. Multirails collapse to 5-in/1-out after save/load in 0.2.8 and the community confirms "they are bugged currently and don't work as intended" [community]. Mod 111 explicitly does not fix it; mod 80's related fix is deprecated and now crashes the game on start. A ModLoader plugin re-registering the lanes on load is the obvious shape.
  5. Storage building capacity. Mods 59 and 51 lower storage cost and heat; 107/39/79 change personal boxes. Nothing raises the Storage Depot v.1 400 / v.2 1,600 / Multistorage 2,500 per-item caps, which is what players actually run out of.
  6. A cooling-budget overlay. Heat is the binding budget and there is no in-game view of what each building contributes to it. WAILA (122) shows building info; Production Stats (127) tracks items. No mod shows per-core cooling spend, which is exactly the data a base planner needs.
  7. Commission control. Commissions never expire and never reroll — they refresh only on level-up. No mod lets you choose or reroll a commission, which makes the OCL export loop (Robert's four launchers) rigid.
  8. Inventory slots on an existing character. Mod 16 is excellent and requires a new game, both builds. Nothing raises slots mid-save. Given unlockedInventorySlotsNumber is a plain integer in the save JSON, this is arguably a save-editor feature rather than a pak mod — a legitimate niche for our own save tooling.
  9. Turret ammo auto-supply. The Defense Tower (Griffits L9) is rail-resuppliable; the Defense Turret T1 (L6) is not. Mods 54 and 39 rebalance turret stats; none makes the T1 turret a rail consumer. With 78's fill-time arithmetic in hand, this is a well-specified mod.
  10. Quartz automation. Quartz Ore is the Development Station currency and is hand-mined in caves only, ~5 per node, in the minutes after a Rupture. Mods 63 and 136 inflate the hand yield; nothing extracts it. (An extractor may be deliberate design — but the community pressure is real.)
  11. Post-wave building downtime. Recovery is shortened only by core level and Base Core Amplifiers. No mod touches the downtime curve directly, so 100 is currently the only lever on the single most disruptive post-Rupture mechanic.
  12. A pak-merge tool for this game. Everything in §4's collision list exists because pak overrides do not merge. A tool that reads two mods' I_*/DA_* edits and emits a combined pak would retire half the conflict warnings in this document — and is squarely in the project's existing datamine/tooling track.

7. Known data conflicts surfaced by this review#

Recorded, not synced — per the drift-stop rule these need verification against the cooked assets before any corpus doc is edited.

Value Corpus / community says Mod pages say Notes
Base Core Amplifier v1 capacity +50 (doc 07/17 and the top Steam base-core guide) +20 (mods 34 and 100, independently) Two mod authors reading DA_* agree on 20. Doc 07 already flags this as a conflict.
Wind Turbine v1 output 200 MW (corpus; community "one wind turbine replaces 20 solar panels", Solar v1 = 10) 1,200 (mod 108) 108's Solar figures (10 / 140) match the corpus exactly; only the Wind figures diverge. Do not import 108's numbers into the planner dataset.
Wind Turbine v2 output 2,000 MW (corpus / community); a post-U1 PTS report says ~1,000 / 250 heat 3,200 (mod 108) Third distinct value for the same building.
Ammo vanilla stack 300 (community, and TheGamer's "300 → 999") consistent Confirms mod 8 is ~3.3x, not 10x.
Base Core cooling ladder 1,000 / 2,500 / 4,000 / 6,000 / 10,000 mods 33 and 102 both publish the identical ladder Three-way agreement (corpus + two mods + Steam guide). Treat as confirmed.

Sources#

MOD

Mod Curation -- Building Restrictions, Exploration & Map, Early-Access Unlocks

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Game anchor: Early Access 0.2.8 (Hotfix 0.2.8, 2026-06-17), build ++Earth20+Release-CU1-CL-121391, UE 5.6.1, Update 1 content line. No Update 2 shipped as of 2026-08-23.

Save anchor (Praxis, 2026-08-22): 51.1 h · 44 Ruptures survived · 5 Base Cores, all L0 (1,000 cooling each) · 2,711 Mass entities · 771 connecting platforms · power 370 produced / 355 consumed · Training L5 · Future Health L6 · Selenian L6 · Griffits Blue L5 · Moon Energy L4 · Clever Robotics L5 · 10,660 Data Points · 15 recipes unlocked / 140 locked · Forgotten Engine Inactive, RadiationBorders.level 0.

Every verdict below is tagged [catalog] (from the Nexus snapshot), [community] (external, cited) or inferred (my judgement).


0. Read this first -- five facts that decide half the list#

# Fact Consequence for the picks
1 🪤 Six of the "obvious" mods are gated behind corporation levels Robert does not have. Base Core Amplifier = Moon L7 (he is L4) · Development Station = Moon L5 · Defense Turret = Griffits L6 (he is L5) · Zipline = Clever L6 · Roundabout = Clever L8 · Cargo Dispatcher = Clever L7 · Teleporter = Clever L9 (all he is L5) Mods 100, 59, 129, 118 and half of 91 are correct picks that do nothing yet. They are tiered "optional/situational -- premature", not "recommended". inferred, from save + doc 11
2 ⚙️ dwmapi.dll is a single slot. AlienX ModLoader (89) and UE4SS (146) both proxy it. Only one can own the filename without renaming. The whole ModLoader plugin family (110, 115, 91, 133, 126, 143, 145) sits on one side; StarCheat (92) sits on the other. ModLoader has 18 dependent mods in the catalog; UE4SS has effectively one. Pick ModLoader. [catalog + doc 15 §7.1]
3 🔥 All five cores are L0. Cooling capacity 1,000 each, and heat combines where core radii overlap. Upgrading a core triggers a Monolith attack -- and Robert cannot build a turret yet. The one lever that buys headroom without triggering an attack is a cooling-capacity pak, and at L0 the two candidates are not equivalent: 33 gives 1,000 → 3,000; 102 gives 1,000 → 1,200. For this save 33 wins by 2.5×. [catalog]
4 🚫 Nothing in the catalog unlocks the soft-locked machines. Zero mods touch DA_DroneRailT4/T5, Cooler (Active/Passive), CRC_WaveFreezer, CRC_WaveSmelter, CRC_Synthetizer(Tier2), CombustionPowerGenerator as buildables. Mod 108 proves the Combustion generator carries live values (8,200 MW) -- it edits the number and still cannot place the building. "EA unlocks" in practice means 143 Continue (a genuinely re-enabled shipped feature) and 126 Better Cheats (a re-implemented debug surface). Everything else is a gap -- §8. [catalog + doc ref/shadow-install §5]
5 ⚠️ Update 2 will invalidate every asset-pak in this list. Precedent is in the catalog: mod 80 carries the note "DEPRECATED; Update 1 fixed this issue. You have to delete this mod from your directory, else the game will crash at start." Strip all .pak/.utoc/.ucas before installing Update 2. ModLoader plugins fail soft (loader refuses them); paks fail hard (boot crash). [catalog + doc 15 §7.4]

1. Building restrictions -- placement, base-core requirement, stability#

Community standing for the category as a whole is unambiguous: stability is one of the loudest complaints on the Steam forum, with threads titled "Get rid of the awful stability system NOW!", "Building Stability.. BE GONE!" and "Building not Stable is too time consuming." One thread reports that after the Update 1 change "even a 3-stack of support beams can only place 2 squares outward from it" (Apr 10, 2026) [community, steamcommunity.com/app/1631270/discussions/0/796714946157251661/]. Hotfix 0.2.5 (2026-05-18) partially walked it back by decreasing platform stability cost.

Tier Mod Verdict
✅ Recommended 39 Habitat Everywhere The only current (April 2026, Update-1-tagged) mod that removes core/habitat placing conditions, and it is modular
⚠️ Situational 103 No Stability Needed Does exactly what the forum asks -- but writes modified stability into the save
⬜ Optional 79 PlaceEverywhere Storage Boxes · 107 Increased Personal Storage Small, current, surgical; redundant if you take 39's storage pak
⏭ Premature 129 Simple Mobile Turrets · 59 Decreased Storage Depo Impact Correct mods for content Robert has not unlocked
🔴 Rejected 36, 76, 53, 61, 52, 26 See §7

✅ 39 -- Habitat Everywhere · asset-pak · current 0.2.x · axbhub#

What it does [catalog]: ten independently-installable optional paks. Small/Large Habitat placeable without a Base Core (base-core check, low-ground check and habitat check all disabled); Turret T1 silent + faster locking; Solar v1 ×5 / Solar v2 ×2 / Wind generator buffs; Teleporter at −50% electricity, cooling and resource cost; Outpost Analyzers (Analyzing Station + recipe module outside a Habitat); Personal Storages outside a Habitat at double capacity; Others (Laser Drill + Cargo Dispatcher base-core check removed). Newest files 2026-04-22, all tagged "Compatible with Update 1".

Why it is the best choice here inferred: it is the only mod in the placement-restriction family whose files post-date Update 1 and whose author shipped a per-feature pak rather than one monolithic override. For a 2,711-entity save you do not want a blanket "unlock all placing conditions" pak fighting five cores' worth of already-serialized buildings -- you want two specific paks. Take Outpost Analyzers (the Recipe Station / Analyzing Station indoor gate is the game's top logistics complaint -- players are "tired of running back and forth to your Habitat just to check recipes" [community, nexusmods.com/starrupture/mods/61]) and Others (the Cargo Dispatcher core check, which matters the moment he reaches Clever L7). Skip the generator paks -- his grid is at 370/355 MW and the balance is another curator's category.

Standing [catalog]: 67 endorsements / 4,143 downloads; 10 files, 26 file versions, continuously revised Jan → Apr 2026. Mid-pack by raw numbers but the highest revision cadence of any placement mod.

Risk vs 0.2.8 inferred: medium. Asset-pak overrides of APC_* placing-condition assets survive until Update 2 re-serializes them. Author declares "no known incompatibilities" but the sub-paks collide with 50 (author-declared), 76, 79, 61, 107, 129, 108, 99, 23, 26, 54 -- install only what you need.

Technique / requirements: three files per sub-pak into StarRupture\Content\Paks. No UE4SS, no ModLoader, no .usmap (usmap is an authoring dependency, not a runtime one).

⚠️ 103 -- No Stability Needed · asset-pak · current 0.2.x (0.2.4 stated) · Commando#

What it does [catalog]: zeroes the stability requirement. Platforms float unsupported when disconnected from a pillar. Small and large Habitats are additionally made core-free "for compatibility reasons."

Why it is tempting [community/inferred]: 771 connecting platforms in the save, each costing 10 stability and decaying strength by 10 per hop. The community verdict on the system is scathing (threads above), and the fix that veterans give -- "you can absolutely still make multiple story bases ... but I had to change the construction layout" [community, steamcommunity.com/app/1631270/discussions/0/796714946157251661/] -- is exactly the tax a base/factory designer tool is meant to remove.

🆘 The save flag, and it is the biggest one in this document [catalog + inferred]: the mod page states verbatim -- "Also, the buildings you have place down will keep their modified stability." Stability is a persisted budget: doc 20 / ref/shadow-install.md §6.1 record stabilitySubsystemState plus a per-entity CrMassBuildingStabilityData fragment inside the save's Mass block. So every platform placed while the mod is active bakes a zeroed stability value into Praxis. Uninstalling the pak does not restore vanilla values on those entities; it leaves a base whose saved graph disagrees with the rules the game will re-evaluate on the next placement (and every placement recalculates electricity/stability across all Mass entities). Update 2 re-running that math over baked-zero entities is an unmodelled state. The author's own caveat -- "I only have tried it for about 20 minutes so far" -- does not cover it.

Verdict inferred: ⚠️ situational. Fine on a throwaway save used to prototype layouts for the planner. Not on Praxis without a dated snapshot per doc 15 §6.4, and not at all if Update 2 is close.

Standing [catalog]: 55 endorsements / 2,969 downloads, four file revisions in two days (2026-04-12 → 04-13). Overlaps 36 and 76, which it supersedes.

⬜ 79 -- PlaceEverywhere Storage Boxes · asset-pak · current 0.2.x · stelzerr#

[catalog] Personal / Big Personal Storage placeable outside a Habitat; still needs a platform, cannot sit on bare ground. Files refreshed 2026-04-10, "Works with game version 0.2". 32 endorsements / 1,092 downloads. Why inferred: the page names the actual mechanic that makes it worth it -- "Unlike discarded items, storage boxes placed outside won't be burned by ruptures." With 44 waves survived and a hub-and-spoke layout, an outdoor drop-box at a remote extractor is a real Rupture-survival primitive. Overlaps 39's Personal Storages pak (take one) and 107.

⬜ 107 -- Increased Personal Storage · asset-pak · current 0.2.x · stelzerr#

[catalog] 18 → 36 and 42 → 84 slots (3×6 → 6×6, 6×7 → 12×7). The maintained recreation of discontinued 26, credited on the page. 34 endorsements / 1,575 downloads. ⚠️ Flag [catalog]: mod 26's page carries an author-confirmed bug -- filling a pre-existing box past its vanilla limit makes the loot invisible until you pick the box up and replace it. Robert's save has boxes already placed. Empty and rebuild boxes before/after installing; never uninstall with the extra slots full.

⏭ 129 -- Simple Mobile Turrets · asset-pak · current 0.2.x · Ottavio Miele#

[catalog] Turret T1 placeable outside a Base Core with no power draw. Deliberately not an early unlock: "no early unlocks, no improved stats, no immunity to infections, nothing. You still need to bring Basic Building Material and Standard Ammo." Red Zone still blocked. Written explicitly as the Update-1-safe replacement for stale 50. Why it is premature here inferred: the Defense Turret is Griffits Blue L6; Robert is at L5. The mod removes the placement restriction, not the licence -- so it does nothing until he buys L6. Once he does, this is the pick for the pending turret ring: mobile T1s let him wall the Monolith border away from the core before he ever upgrades one. 📚 Independent value inferred: the page prints the exact two-asset edit -- BD_TurretTier1 → Import Data → CrActorPlacingConditionsData → ObjectName APC_StandardBuildingsCoreOutside; DA_TurretTier1 → Export 4 (CrElectricityTrait) → ECrMassElectricityAgentType Value 2 → Producer. That is the single best reproduction recipe in the entire 128-mod catalog and the template for any per-building placement mod this project writes (§8, gap 8). Standing [catalog]: 5 endorsements / 179 downloads -- low, but it is two months old and solves a problem whose incumbent (50, 76 endorsements) is stale.

⏭ 59 -- Decreased Storage Depo Impact · asset-pak · current 0.2.x · astroboy314#

[catalog] Storage Depot v2: cost 60 → 50, heat 40 → 20. Multistorage: 250 → 200, heat 60 → 30. Power unchanged at 5 MW each. 34 endorsements / 1,223 downloads, refreshed 2026-04-10. Why premature inferred: Storage Depot v2 comes from the Development Station (Moon Energy L5) and Multistorage from Clever L12. At Moon L4 / Clever L5 neither exists in Robert's save. File it for the moment he takes Moon L5 -- halving the heat on the two storage buildings is genuinely the right shape of fix for a cooling-capped base, it just is not this month's fix.


2. Building -- the cooling / heat budget#

This is the category that matters most for Praxis, because heat -- not power, not materials -- is the budget that runs out first post-Update-1, and Robert's escape hatch (upgrade a core) is closed by a missing turret.

Community consensus is precise on the mechanics: over-capacity is not a shutdown -- "Going over that is fine. It will just extend the overheat time of the buildings after a rupture" (Pokked!, Apr 19) -- and the recommended play is exactly Robert's situation: "Use amps to increase cooling capacity" rather than upgrade, because "unless you like tower defence with many enemies, do not upgrade your cores" [community, steamcommunity.com/app/1631270/discussions/0/800093528412742927/]. The same thread confirms the overlap trap: heat concentrates on one core where radii overlap, which is why a 5-core base can stall on a single core.

Tier Mod Verdict
🎯 Must-have 33 Better Cooling Capacity 3× capacity at the level all five of his cores actually sit at
⚠️ Situational 102 Better Base Core Mutually exclusive with 33; better later, much weaker now
⏭ Premature 100 Better Base Core Amplifier Blocked behind Moon Energy L7
🔴 Rejected 34 Swiftsteps' Better Cooler Stale 0.1.3; superseded by 100

🎯 33 -- Better Cooling Capacity · asset-pak · current 0.2.x (0.2.6 / CL120722 stated) · cemu1907#

What it does [catalog]: ×3 Base Core cooling capacity at every level. L1 1,000 → 3,000 · L2 2,500 → 7,500 · L3 4,000 → 12,000 · L4 6,000 → 18,000 · L5 10,000 → 30,000, plus rows to a hypothetical L6-L8 (25,000/60,000/100,000 → 3×) that do not exist in 0.2.8.

Why it is the single best building mod for this save inferred: all five cores are L0 -- the first row of that table. 33 turns each into a 3,000-capacity core, taking the base from 5,000 total to 15,000, without buying a single corporation level and without triggering the Monolith attack that a core upgrade fires — which is the whole point, because Griffits Blue L6 (Defense Turret) is one level away and the turret ring is not built. It is the only mod in the catalog that raises the ceiling at the exact level he is standing on.

Head-to-head with 102 [catalog]: at L0/L1 the ladders are 3,000 (mod 33) vs 1,200 (mod 102). Mod 102 back-loads its gains (its best row is 10,000 → 15,000, a maxed core). They edit the same capacity ladder and are mutually exclusive. For Praxis today, 33 by a factor of 2.5.

Standing [catalog]: 119 endorsements / 4,686 downloads -- the most-endorsed cooling mod in the catalog. More importantly it carries the most disciplined compatibility log of any mod in the snapshot: a per-changelist verification line for 0.2.0 CL117777, CL118074, CL118258, 0.2.1 CL118629, 0.2.2 CL118961, 0.2.4 CL119590, 0.2.5 CL120148, 0.2.6 CL120722. Nobody else in 128 mods documents like that.

⚠️ Version risk inferred: that log stops at 0.2.6 / CL120722. The installed build is 0.2.8 / CL121391 -- one hotfix and ~670 changelists beyond the author's last verified point, with no file uploaded since 2026-03-31. It is a data-only DA_BaseCore property edit, which doc 15 §7.4 rates medium-low fragility (survives until the DataAsset schema changes), and 0.2.7/0.2.8 were a crash hotfix line rather than a content pass -- so it very probably still applies. Verify on first load by reading the core's capacity bar, not by assuming.

Technique / requirements: pak/utoc/ucas into StarRupture\Content\Paks. No loader, no UE4SS. Collides with 102 only.

⚠️ 102 -- Better Base Core · asset-pak · current 0.2.x · astroboy314#

[catalog] Cooling capacity up at every level (L1 1,000→1,200 · L2 2,500→4,000 · L3 4,000→6,000 · L4 6,000→10,000 · L5 10,000→15,000), upgrade material costs halved, and fewer cysts on an infected core with fewer enemies per cyst. 36 endorsements / 1,551 downloads, 2026-04-11. When to switch to it inferred: the moment the plan changes from "hold at L0" to "climb the core ladder". Halved upgrade costs against doc 17's reported L1 bill (30 Meteor Hearts + 7,200 He-3 + 1,800 Ceramics + 10 Ignitium) is enormous, and the cyst reduction directly de-risks the attack that a core upgrade triggers. Until then it is a +20% mod pretending to be a cooling mod. Mutually exclusive with 33 -- pick one, per save era.

⏭ 100 -- Better Base Core Amplifier · asset-pak · current 0.2.x · astroboy314#

[catalog] Amplifier v1 +20 → +50 or +200; v2 +250 → +400 or +1,200 (two builds, pick one). 27 endorsements / 1,389 downloads, 2026-04-11. Edits different assets from 33/102 so it stacks with either. Why premature inferred: Base Core Amplifier v1 is Moon Energy L7. Robert is Moon L4 -- three levels and roughly 262,000 cumulative reputation away. The community's preferred no-attack cooling lever is unavailable to him, which is precisely why 33 has to carry the category. Install 100 the same day he claims Moon L7; it is the maintained replacement for 34 and mutually exclusive with it.


3. Building -- construction drone and build ergonomics#

🎯 115 -- Better Drone Plugin · modloader-plugin · current 0.2.x (ModLoader v1.17.x, plugin v0.14.0) · AlienXAXS#

What it does [catalog]: building-drone SpeedPerSec (max 4,000 cm/s), MaxRadius, MaxHeight and MaxRailLength, all live-editable in the ModLoader F2 menu with no game files touched and applied without a restart. Also lets the drone open building UIs as if you were on foot, and rescales the warning indicators to match your configured limits. Client-side only.

Why it is the pick over the more-endorsed pak inferred: the drone-range complaint is the loudest build-ergonomics thread on the forum -- players report the range "relative to the player's position to be restrictive and annoying", with some avoiding the drone entirely, and there is no in-game upgrade path for it [community, steamcommunity.com/app/1631270/discussions/0/742664166129762474/]. Robert has the Building Drone (Clever L4 ✓, unlockedFeaturesFlags 111 includes buildingDrone) and 5 cores spread over a 2,711-entity base. 115 changes zero game files, so it survives an Update 2 pak purge, and the F2 slider means he can dial range up while laying a rail run and back down for precision work -- something a fixed pak cannot do. The drone-opens-building-UIs feature is the sleeper: it removes the walk back to a machine to change its recipe, which is the exact ergonomics tax a base designer is meant to eliminate.

Standing [catalog]: 56 endorsements / 2,533 downloads, 13 file versions Apr → Aug 2026, current release 2026-08-05 against the live loader line. The author credits CrazyCovin's pak (27) as predecessor -- run one or the other, never both.

Technique / requirements: requires 89 AlienX's Mod Loader (dwmapi.dll proxy in StarRupture\Binaries\Win64\). Copy the plugin into ModLoader\Plugins. ⚠️ Cannot coexist with UE4SS (146) on the same dwmapi.dll.

⬜ 27 -- Better Construction Drone · ini-in-pak · current 0.2.x (0.2 / Update 1 stated) · CrazyCovin#

[catalog] The most-endorsed mod in the entire catalog: 265 endorsements / 10,774 downloads. Edits DefaultAuActorPlacement.ini shipped inside a pak. Two builds: Balanced (drone range ≈ base-core protection radius, slight speed bump) and Unlimited (10 km range, big speed bump — "great for scouting the map for new base locations"). Page states dedicated-server compatible and safe to add to an existing save. Appears in essentially every community round-up [community, nexusmods.com/starrupture/mods/27; round-up mentions at lootbar, YouTube "Top 15 Best StarRupture Mods 2026" -- both aggregator-grade, low evidentiary weight]. Why it is the alternative, not the pick inferred: it is the right mod for anyone not running the ModLoader. Robert should run the ModLoader (fact 2 above), and 115 supersedes it with live tuning. Do not run both -- they fight over the same drone limits, and 27 additionally collides with anything else touching that ini.

⬜ 43 -- Silent Drone · asset-pak · current 0.2.x · axbhub#

[catalog] Drone motor sound off, drone camera FOV 90 → 100. 24 endorsements / 747 downloads. Pure comfort for long drone-building sessions; no mechanical effect. Author states Update 1 compatible, no known incompatibilities. Note 39's Turret pak from the same author also strips a loop sound -- same house style.

⬜ 71 -- Air Drone - HUD Disable · asset-pak · stale-pre-Update-1 (2026-01-28) · MiiChaN7#

[catalog] Hides the drone HUD. Author's stated reason is exactly Robert's use case: "While constructing complex drone lines, I found these HUDs distracting." 16 endorsements / 347 downloads. Pre-Update-1 file with no compatibility claim -- ⚠️ a UI-widget pak is the most likely category to have been re-serialized. Try last, uninstall first if the HUD misbehaves.

⏭ 118 -- Roundabout Enhanced · asset-pak · current 0.2.x · Nostrada#

[catalog] Forces the Roundabout Rail Connector's hard-coded speed 300 → 5,000 so it behaves like other junctions, and removes its stability cost. Documents a residual lane-merge weakness honestly, and gives the install-order workaround (rename the three files to sort last) if another rail mod is present. 32 endorsements / 1,060 downloads. Why premature, and why it will be superseded inferred: the Roundabout is Clever Robotics L8; Robert is L5. And the August 2026 dev blog previews a Drone Roundabout overhaul in Update 2 -- so this mod is on a collision course with the patch that fixes the same thing in the base game. Skip for now; revisit only if he reaches Clever L8 before Update 2 lands. Collides with 111 and 24.


4. Exploration -- movement, travel, survivability outdoors#

Robert's travel situation is the worst it will be all playthrough: Ziplines are Clever L6, Teleporter is Clever L9, and he is Clever L5. Everything is on foot. That maps onto a well-documented community grievance -- a thread titled "Game seems like a massive walking simulator. Does it get better?" opens with "I spend a ton of time backtracking or moving between bases" after 15-20 h (Mar 5, 2026), and a separate thread argues "a base increase in player movement speed would significantly benefit gameplay" [community, steamcommunity.com/app/1631270/discussions/0/798963496102574523/, steamcommunity.com/app/1631270/discussions/0/570415028155662277/]. The community's own workarounds -- sliding ("We just Slide everywhere its amazing how far you can Slide"), powered walkways to cut stamina drain, riding rail carts -- are all confirmations that vanilla foot travel is under-tuned.

⚠️ The player-blueprint rule. 9, 11, 20, 21, 40, 57 and (partly) 73 all edit the core player blueprint. Mod 11's author says "compatible with anything not affecting player character blueprint"; mod 21's author is blunter -- "NOT compatible with other mods that modify core player blueprint." Run exactly one.

Tier Mod Verdict
🎯 Must-have 11 Player Tweaks The maintained player-movement mod; +25% speed, −50% stamina drain
✅ Recommended 29 Less Environmental Damage (Balanced build) Buys survivable margin in the Scorched-Earth window
⬜ Alternative 21 My Player Enhancements Richer traversal feel; hard conflict with 11
⚠️ Situational 29 (No Environmental Damage build) · 145 Camera Control Removes the game's core threat / manipulates wave state
🔴 Rejected 9, 20, 40, 56, 57, 73, 85 See §7

🎯 11 -- Player Tweaks · asset-pak · current 0.2.x · Caites#

[catalog] Sprint / walk / crouch speed +25%, stamina (energy) drain −50%, stamina recovery +50%. Optional "No Needs" pak disables hunger and thirst (requires a new game -- not applicable to Praxis). Page header reads literally "For StarRupture v0.2.8"; main file v1.4 dated 2026-04-17.

Why it is the pick inferred: it is the only player mod in the catalog whose page names the current game version rather than "Update 1", and its author (Caites) also maintains 16 Bigger Inventory (updated 2026-08-14) and shipped the 146 UE4SS repack on 2026-08-14 -- the strongest active-author track record in the snapshot. The stamina half matters more than the speed half for Robert: with no Ziplines and no Teleporter, the limiter on a between-waves expedition is energy regen, not top speed, and −50% drain / +50% regen roughly doubles his effective range per Rupture cycle. Take the main pak only; skip "No Needs", which needs a fresh save.

Standing [catalog]: 154 endorsements / 7,316 downloads, six file versions, sustained Jan → Apr 2026 maintenance. Second-most-endorsed mod in my whole cluster after 27.

Risk inferred: medium. Player-blueprint paks are the classic breakage on a re-cook; the mitigation is that this one has already survived the Update 1 transition once (v1.2 Jan → v1.3/v1.4 April).

⬜ 21 -- My Player Enhancements · asset-pak · current 0.2.x · axbhub#

[catalog] Exploration +20% traversal, combat +40% dash length / −40% cooldowns / +30% regen, better climbing, air control, higher jumps, improved sliding; optional separate paks for camera shakes and for removing the dash voice effect. Main file v2.1 "Compatibility update: EA Update 1 (Hotfix)", 2026-04-16. 83 endorsements / 3,525 downloads across 10 file versions. Choose this instead of 11 if inferred: the pain is terrain, not distance. Robert's expansion axis is N/NE over rugged ground, and sliding is a real community traversal technique (quote above) -- 21 is the only current mod that improves slides, air control and climbing together. Choose 11 if the pain is stamina. Hard conflict with 11, 9, 20, 40, 57.

✅ / ⚠️ 29 -- Less Environmental Damage · asset-pak · current 0.2.x (Update 1 file, 2026-04-06) · axbhub#

[catalog] Stretches the damage tick interval per channel rather than removing damage. Balanced: Heat 2 s, Radiation 2 s, Corrosion 5 s, Toxicity 5 s, Infection 2 s, Drain 2 s, Hydration 10 s, Calories 15 s. OP: Heat/Radiation 5 s, Corrosion 10 s, Toxicity 9 s, Infection 12 s, Drain 6 s, Hydration 24 s, Calories 40 s. No Environmental Damage (Update 1) (v4.00, 2026-04-06) disables damage entirely and strips the radiation HUD effect. Separate optional paks strip the radiation VFX cloud and audio, and remove fall damage. 84 endorsements / 4,705 downloads. Required by one other mod (47) -- the only "required by" edge in this cluster.

Why the Balanced build is recommended inferred: doc 05 records corrosion (Sulheart farming without resistance) as the top veteran death cause, and Robert is at Future Health L6 farming for the Glass / Synthetic Silicon chain. Stretching the corrosion tick from ~2.5 s to 5 s is the difference between a bad sulfur pocket costing shield and costing the run. It does not make him wave-proof -- the Fire Wave still kills, the shelter doctrine still holds.

⚠️ Why the No-Damage build is situational inferred: it makes the Fire Wave survivable outdoors, which deletes the game's master clock — the one system the whole base model is scheduled around. Install it only as the enabling half of the Killbox pair (§6). Note also that with damage off the behaviour changes but the save's survivalData channels still tick; nothing corrupts, but the playthrough stops being the playthrough this corpus documents.

⚠️ 145 -- Camera Control · modloader-plugin · current 0.2.x (plugin v0.1.0) · AlienXAXS#

[catalog] Turns the game into a keyframe camera timeline: free-fly camera (WASD+QE, boost, crawl, roll, live FOV), keyframes with per-frame speed / ease / FOV / focus distance / aperture, spline path drawn in-world with camera frustums and selectable handles, ripple editing, playback mode with countdown, JSON projects under Plugins\CameraControls\Projects — plus timeline cues that start, pause, resume, cancel and manipulate Rupture events during playback. Author warns: "Please ensure you have a save backed up before using it on one." Why it is here at all inferred: the free-fly camera is a legitimate exploration and survey tool -- for a base/factory designer it is the cleanest way to capture reference imagery of a 2,711-entity layout, and it does not touch game files. 🆘 Save flag inferred: the Rupture cues are the problem. EnviroWave / EnviroWaveTimer are persisted state (numWaves 44, nextWaveTimer, per-stage effect flags), and doc 20 established that gatherable respawn keys off wave stage (waveStagesToRespondTo) while depleted-node records persist. Cancelling or forcing waves from a timeline edits the clock that regrowth, Vermin respawn, sulfur availability and cave access all read from. Use free-fly only; never fire a Rupture cue on Praxis. 0 endorsements / 11 downloads -- effectively untested by anyone.


5. Map and markers#

Vanilla gives no minimap, a map UI unlocked at Moon Energy L3 (Robert has it), fog of war cleared by walking and by Geo Scanner antennas (he has encountered 19-20), and a map on which every base core reads "Base Core". The catalog answers this in two different technical registers -- HUD plugins (client-side, no game files) and map-asset paks.

Tier Mod Verdict
🎯 Must-have 110 Compass Plugin The only mod that surfaces caves, obelisks, antennas and abandoned bases as live directional markers
✅ Recommended 91 MapExtension Live browser map + rupture timeline; half its features dormant until Clever L7
⬜ Optional 133 Better Map · 62 LEM Fog-of-War Radius Small wins, both with an expiry date
🔴 Rejected 141 Grid Map · 95 PingMod Post-campaign-only / co-op-only

🎯 110 -- Compass Plugin · modloader-plugin · current 0.2.x (plugin v0.14.0) · AlienXAXS#

[catalog] A Satisfactory-style HUD compass bar with six independently toggleable categories, each with its own render distance: Players, Base Cores, Map Markers (antennas, abandoned bases, caves, obelisks), Foundables (dead bodies, drones), Enemies, Custom Pins. Configured via Plugins\config\Compass.ini (position, width, scale, line colour, per-category render distance; 0 = unlimited). Client-side only.

Why it is the map must-have for this save inferred: it is the only thing in 128 mods that answers Robert's four actual navigation problems at once. Caves open for only minutes after a Rupture and are the sole Quartz Ore source -- and Quartz Ore is the Development Station currency he needs the moment he takes Moon L5; a compass that points at cave mouths converts the post-wave window from a hunt into a route. Obelisks/Monoliths are the spawner that will attack his base when he finally upgrades a core -- knowing which direction the nearest one lies is the input to the turret-ring placement he is planning (doctrine: spawn position keys off the player's position on the monolith-core line). Base Cores solves five-core navigation. Dead bodies solves corpse recovery, which matters more since Update 1 made carried weapons lost on death.

Standing [catalog]: 73 endorsements / 3,242 downloads, 13 releases Apr → Aug 2026 (v0.1.0 → v0.14.0), current file 2026-08-05, authored by the ModLoader's own developer with a public GitHub changelog per release. The best-maintained mod in my entire cluster.

Risk vs 0.2.8 inferred: low-to-medium. Native plugins are the most patch-fragile tier (doc 15 §7.4) -- but this one is versioned against the loader on a weekly cadence and the loader is versioned against the game. It fails soft: a mismatched plugin is refused by the loader, it does not crash the game the way a stale pak does. Client-side, so nothing enters the save.

Technique / requirements: requires 89 AlienX's Mod Loader. Copy into StarRupture\Binaries\Win64\ModLoader\Plugins, launch once, then set Enabled=1 in Compass.ini. ⚠️ ModLoader is flagged Trojan:Script/Wacatac.B!ml by Windows Defender heuristics -- the author documents this as a known false positive inherent to DLL-proxy injection and publishes full source [catalog, mod 89 page].

✅ 91 -- MapExtension · modloader-plugin · current 0.2.x (ML-v1.17.3-v0.5) · Mralexandresys#

[catalog] Serves live game data over local HTTP endpoints into a bundled browser page (MapExtensionViewer.html + a map-image folder): Cargo Dispatchers and Receivers with the links between them, items currently in flight, teleporter positions, player positions, and a rupture-cycle timeline that reacts to phase changes immediately and self-recovers after a world load. Dedicated-server sync supported. 23 endorsements / 1,468 downloads, 36 file versions Mar → Aug 2026 -- the most relentlessly re-versioned plugin in the catalog. Why recommended-not-must-have inferred: two of its three headline features are dormant on Praxis. Cargo Dispatchers are Clever L7 (he is L5) and Teleporters Clever L9, so the cargo-network view and teleporter layer have nothing to draw. What does work today is the rupture-cycle timeline -- and with 44 waves behind him and a 3,225 s world-time cycle, a browser-side second monitor showing the countdown is a genuine safety instrument. Reassess to must-have the day he claims Clever L7. Project note inferred: this plugin is prior art for rupture.salvo.host. It already proves the pattern of "game process → local HTTP → browser view"; the corpus's own niche (doc 16) is the save-file side of the same idea. Worth reading its endpoint shape before designing the planner's live mode.

⬜ 133 -- Better Map · modloader-plugin · current 0.2.x (plugin v0.5.0) · AlienXAXS#

[catalog] Prints each Base Core's custom name under the generic "Base Core" map marker, live-updating on rename, by hooking the game's map-marker creation. Client-side. 5 endorsements / 392 downloads, 6 releases Jul → Aug 2026. inferred Low value today: his save's custom names (LAUNCHER # 1-4, WEAPON STATION, via CrBuildingCustomNameSubsystem) are on launchers, not on the five cores -- he would have to name the cores first. And ⏳ it has a hard expiry date: Creepy Jar's Update 2 preview states that "custom names of Teleporters and Base Cores will be visible on the map" [community, bisecthosting.com/blog/starrupture-roadmap-2026-updates-features-content-fixes] -- this mod is a preview of a shipped feature and becomes redundant the day Update 2 lands. Take it only if he names his cores now and Update 2 is far.

⬜ 62 -- LEM Shard - Fog Of War Radius · asset-pak · stale-pre-Update-1 (2026-01-24) · axbhub#

[catalog] Scales the fog-of-war reveal radius of the LEM shards: mild (+50/100/200%), Bigger (+200/300/400%), Even Bigger (+600/800/1000%), plus Whole Map T1 and Whole Map T3 variants that reveal the entire map from one shard. Author warns to unequip the shard after revealing, for lag. 68 endorsements / 3,064 downloads. inferred ⚠️ Stale: last file 2026-01-24, "Compatible with Update 1" is a page claim on a January file, and Update 1 added an entire uncatalogued outer region the mod's author never saw. Also partly redundant -- Robert has walked most of the inner map over 51 h and 20 antennas. Its real use is after the Forgotten Engine opens the outer region, at which point the mod's provenance is two content updates old. Situational at best. Note that 69 Swiftsteps' LEM OverHaul deliberately excludes fog-of-war LEMs so the two coexist [catalog].


6. Early-Access unlocks -- content the devs built and soft-locked#

This is the section the brief cares most about, so it needs a clean line drawn through it.

"Unlocks what the devs already built" = the asset ships in pakchunk0, the code path exists, and something (a licence table, an enum value, a border volume) prevents you reaching it. "Creative / god-mode cheat" = the mod fabricates capability the game does not have (flight, invulnerability, spawned items, edited generators).

By that line the catalog contains exactly one true unlock -- and it is a beautiful one.

🎯 143 -- Continue · modloader-plugin · current 0.2.x (targets 0.2.8.121391-S, plugin interface 60) · AgenticalMods#

What it does [catalog]: adds a working CONTINUE entry to the main menu that loads the most recent save in one click, focused by default so Enter resumes. Vanilla needs three screens (LOAD GAME → pick a world → pick a save).

Why it is the flagship of this section inferred: the page states it plainly -- "The game already ships this feature, disabled." UCrUW_MainMenuWidget::NativeConstruct walks a LeftButtons array and skips entry 0 because that slot holds ECrMenuType::Continue (0, the pause menu's resume value) instead of ECrMenuType::ContinueGame (12, the main menu's load-last-save value); the test al,al branch that skips zero also clears the byte ButtonClicked requires before it will act on index 0. The plugin writes 12 into the slot the game's own handler is already waiting for and sets the byte the handler tests. "Nothing is hand-drawn; everything visible is produced by the game itself."

That is the exact technique this project would need to re-enable anything else the build ships disabled -- and it is the only documented instance of it in 128 mods. Save-discovery runs at plugin init, before login, walking the registry → Steam userdata → every *.met under SaveGames\ — which is the same .met sidecar the corpus's save reader already parses (ref/shadow-install.md §6).

Risk inferred: the lowest in this document. It touches the main menu only, writes nothing to the save, changes no game file, and its author pinned it to the exact installed build string 0.2.8.121391-S. If Update 2 moves the widget it fails to load and the menu is vanilla.

Standing [catalog]: 0 endorsements / 55 downloads -- statistically invisible, three weeks old. Judge it on the page instead: it is the most technically precise write-up in the catalog, versioned against a plugin interface number, with a public GitHub changelog per release. Standing is low; quality is the highest in the snapshot.

Technique / requirements: requires a ModLoader build exposing plugin interface 60 -- i.e. the current v1.17.x line, not an older loader.

✅ 126 -- Better Cheats Plugin · modloader-plugin · current 0.2.x (plugin v0.13.0, 2026-08-13) · AlienXAXS#

[catalog] F10 in-game menu, single-player worlds only, with categories: World (environment and wave controls), Player (attributes, movement, teleportation, building, skills, tools, weapons, item spawning), Machinery (crafting, power, logistic drones, rail drones), Enemies, Power (edit every generator and consumer), Misc. Cheats stay active after the menu closes (stat locks, power overrides, world modifications persist), and settings are saved per save game and restored on load. Config at Plugins\config\BetterCheats.ini. Author states it is actively developed and not every option is finished.

Why it earns "recommended" rather than "avoid" inferred: it is the closest thing the community has to the debug surface Creepy Jar cooked into the build (Content/Chimera/Cheats and Content/Chimera/Debug ship in pakchunk0 -- ref/shadow-install.md §5 -- with nothing public binding them). For this project specifically it is an instrument, not a crutch: the corpus's biggest hole is numeric (per-building heat output, Cooler capacity, turret range/damage, rail throughput), and doc 10 records that building heat can only be measured mid-wave because CurrentHeat reads 0 on every entity between waves. A menu with World/wave controls plus a Power panel that exposes every generator and consumer is the fastest legitimate route to those numbers on a throwaway save.

⚠️ Flags inferred: (a) "Cheat settings are saved separately for each save game" -- so this plugin does maintain per-save state, and using it on Praxis leaves a residue that outlives the session; keep it to a scratch save. (b) Item spawning covers ungated items, which is how it brushes against the EA-unlock category -- spawning an item is not the same as unlocking the machine that makes it, and none of the soft-locked buildings become placeable. (c) 19 endorsements / 1,491 downloads, 13 releases Jun → Aug 2026 -- young, actively developed, honestly labelled as incomplete.

⬜ 92 -- StarCheat · ue4ss-lua · current 0.2.x (v1.6, 2026-04-22) · Redwood#

[catalog] Four UE4SS Lua modules: Flying (F2, with auto-disable on melee damage / placing / removing structures), GodMode (auto-applied on entering the world, HOME to reapply; per-feature toggles editable at the top of godmode_module.lua; prevents drain on Shield, Health, Calories), DestroyAll, and a localised ItemSpawner covering all in-game locales — whose v1.4/v1.5 changelogs record adding Test-Branch items marked with *, i.e. items that shipped in the container ahead of their release. 59 endorsements / 2,769 downloads. Why it is the alternative, not the pick inferred: it requires UE4SS (146), which owns dwmapi.dll — the same slot AlienX's ModLoader needs. Choosing 92 costs Robert Compass, Better Drone, MapExtension, Better Map, Continue and Better Cheats. That trade is not close. Also note a GodMode wart the author documents: once used, the values it sets "become perminate untill death" — you must respawn to clear them, which on Praxis means dying on purpose and dropping a corpse.

⚠️ 47 -- Killbox Remover (+ 29 No-Environmental-Damage) · asset-pak · stale-pre-Update-1 (2026-01-17) · The1Killer#

[catalog] Removes the instant-death "killbox" volume behind the radiation border. Nexus lists 29 Less Environmental Damage as a formal requirement -- "Not technically required but kind of useless without the Radiation No Damage." 50 endorsements / 1,732 downloads. The author's pitch is the whole category in one line: "LET ME EXPLORE DANGIT!!" What it actually is inferred: the only mod in the catalog that opens the region the Forgotten Engine is designed to unlock. Robert's save has RadiationBorders.level 0 and the Engine Inactive, so this is his campaign's terminal gate. The pairing is community-established -- there is a video circulating titled "We Found Hidden Secrets in the Radiation Zone | Here's the Best Mod For StarRupture!" [community, youtube.com/watch?v=4ciMGztP9rM -- title/description only, single source]. 🆘 Why it is situational and not recommended inferred: the file is 2026-01-17, targeting 0.1.3. Update 1 (2026-04-09) moved the border and added the entire outer region, and Creepy Jar's own forum staff confirmed the gating is progression-driven: "The radiation removal from those areas will be unlocked (after finishing the Forgotten Engine mission) with an upcoming update" (Adam_CJ, developer, Feb 25) [community, steamcommunity.com/app/1631270/discussions/0/764059674954748567/]. A three-month-old volume-removal pak aimed at a border that has since been relocated is the definition of unverified. And skipping the gate is not free narratively -- mission 13 is the Early Access content end. Verdict: throwaway save only, and only to scout. Never on Praxis.

🔴 The four "unlock" mods that are actually save hazards#

Mod What it claims Why it is rejected inferred
64 Unlock (Almost) Everything All corporation rewards at start, or every level's reputation requirement set to 1 Rewrites the corporation reward/reputation tables. Update 1 reset every corporation to L1 and raised the caps to 14-15 -- the table this mod overrides is not the table that exists. Praxis carries six corporations with levelRewardsClaimed state at L4-L6; granting everything on top of that is exactly the mutation class that broke saves in April. Author-declared conflict with 16; overlaps 49, 101, 83.
83 Unlock LEM Slots at Level 1 All LEM slots open at level 1 Written as a workaround for a multiplayer progression bug the author admits he cannot diagnose. Robert plays single-player. Stale (2026-02-06), same grant table as 12.
44 OpenSesame Forgotten Engine entry cost Power Cell → 1 Helium Ore Stale 0.1.3 workaround for a launch-era Power Cell bug. Update 1 reworked the Engine chain. Of all 128 mods this is the one most likely to desync a story gate on 0.2.8 -- it edits the entry requirement of the exact mission Robert has not started.
131 New Game Plus A donor save with a sky base, ammo, Teleporter unlocked and a Power Cell staged at the World Engine Not a mod -- a save folder you drop into ...\1631270\remote\Saved, replacing save files. 0 endorsements / 112 downloads. Combined with the community's documented Steam-Cloud-versus-modified-save corruption pattern [community, steamcommunity.com/app/1631270/discussions/0/682992000386003784/], this is the only mod in the cluster that can destroy 51 hours in one paste.

7. Rejected / avoid -- one line each#

Mod Reason
9 Speed Boost Stale (2026-01-07, 0.1.0); superseded by 11; collides with 11/21/57 on the player blueprint.
20 Better Initial Stats Stale (Jan), requires a new game, player-blueprint collision. Irrelevant to a 51 h save.
26 (Discontinued) Bigger Personal Storage Boxes Author-discontinued; known invisible-loot bug on pre-existing boxes; recreated with permission as 107.
34 Swiftsteps' Better Cooler Stale 0.1.3; superseded by 100, which edits the same amplifier assets (mutually exclusive).
36 Swiftsteps' Less Building Restriction Stale 0.1.3. Zeroes building weight and all placing conditions in one blanket pak; page itself warns the game's per-building cost cap still applies and excess parts are destroyed without refund. Superseded piecemeal by 103 (stability) and 39/129 (placement). Absorbed mod 52.
42 Better Med Tool Stale January file carrying a boilerplate Update-1 claim; out-of-cluster consumable cheat.
44 OpenSesame Stale story-gate edit -- highest desync risk in the catalog. See §6.
50 Swiftsteps' Mobile Turret Stale 0.1.3; author-declared incompatible with 39; 129 says in its own description that it exists because 50 was never updated for Update 1.
52 Swiftsteps Prospector's pack Discontinued; merged into 36; sole file archived. Do not install.
53 Emergency Shelter Stale 0.1.3; rewrites Habitat/Airlock/Item Printer recipes (2× Titanium Ore for a Small Habitat) rather than placement; author notes missing resource icons; overlaps 36 and 39.
56 Less Fall Damage Built for dedicated-server desync deaths; Robert is single-player. Stale January file.
57 Swiftsteps' Slide Rework Stale 0.1.3; player-blueprint collision with 11/21; 11 endorsements.
61 Swiftsteps' Recipe Station Right idea, stale execution (0.1.3). Superseded by 39's Outpost Analyzers pak, which does the same thing with April files.
62 LEM Fog-of-War Update-1 claim on a January file; written before the outer region existed; largely redundant on an already-walked map. (Listed optional in §5 for post-Engine use, with that caveat.)
64 Unlock (Almost) Everything Overrides a corporation table Update 1 replaced. See §6.
73 Swift Building Tool Stale 0.1.3; same movement-speed field family as 46/72 → collides with player mods; 16 endorsements.
76 Unlock Forbidden Build Areas Stale (2026-02-01, "Compatible with EA 0.1.3"); strips the BP_BuildingExcluder class wholesale; superseded by 103 + 39's targeted paks.
83 Unlock LEM Slots at Level 1 Multiplayer-bug workaround, stale, irrelevant single-player.
85 Flight Mod Not a mod -- a Cheat Engine .CT table, address-bound, published 2026-02-13 and four hotfixes stale. Author states it does not work online. 4 endorsements. 92 or 126 do this properly.
95 Nhimself's PingMod Raises ping raycast TraceLength 100 m → configurable (default 500 m, hard cap 2 km). Co-op only -- pings mark targets for other players. Robert plays solo. 2 endorsements / 172 downloads.
123 StarRupture Build Hotkeys Backslash+1..0 build-favourite hotkeys -- genuinely useful, but tested against ModLoader v1.9.0 / plugin interface v25 / game build 119405. The live loader is v1.17.5 on interface 60 and the build is 121391. Eight loader generations behind; the plugin most likely to be dead on a current install.
131 New Game Plus Destructive save-folder replacement. See §6.
141 Grid Map Overlays a 26×26 grid on the map -- but the author states it edits only the post-Forgotten-Engine map asset, so it does nothing until the campaign is finished. RadiationBorders.level is 0. Revisit post-Engine. 0 endorsements / 75 downloads.
92 StarCheat Not bad -- incompatible with the chosen stack. Requires UE4SS on dwmapi.dll, which forfeits the six ModLoader plugins recommended above.
27 Better Construction Drone Not bad -- superseded for this stack by 115, whose author credits it. Run one, never both.
102 Better Base Core Not bad -- mutually exclusive with 33, and 2.5× weaker at the L0 level all five of Robert's cores sit at. Revisit when he starts upgrading.

8. Gaps -- what players want that no mod covers#

Candidate first-mods for this project, ranked by (community demand × technical tractability). The .usmap files in the catalog (5 for 5.6.1-112941, 98 for 0.2.5) plus the shipped 2.51 GB PDB and the unsigned single-chunk container mean the authoring barrier here is unusually low.

# Gap Evidence it is real Tractability
1 🚫 Nothing unlocks the soft-locked machines. DA_DroneRailT4/T5, Cooler (Active/Passive), CRC_WaveFreezer, CRC_WaveSmelter, CRC_Synthetizer(Tier2), CRC_Burner, CRC_MaterialCrafter, CRC_DroneAssembler, CRC_DeuteriumExtractor all ship in pakchunk0 with no unlock path. 128 mods, 750 files, zero hits on any of those identifiers [catalog grep]. Rail v.4/v.5 are named as unreleased in the corpus's own stale-value table. High. Mod 129 publishes the exact placing-condition + electricity-trait edit recipe; the same two-asset pattern plus a corporation-reward table entry is the shape of the fix.
2 🚫 No Cooler. The community explicitly reaches for coolers as the overheating answer, and the Cooler building folder exists -- but every "cooling" mod in the catalog instead inflates Base Core or Amplifier numbers. Steam thread advice is "build separate coolers ... once you unlock them" while the same thread's substantive replies only ever name cores and amps [community, steamcommunity.com/app/1631270/discussions/0/800093528412742927/]. High, same technique as #1. Highest player-facing value in this list.
3 🚫 No generator unlock. CombustionPowerGenerator and PressurePowerGenerator carry live values -- mod 108 edits them (8,200 → 41,000 MW and 1,000 → 5,000 MW respectively, with cost rows in IBM/BBM) -- and neither is placeable. A mod can already balance a building nobody can build. Mod 108 description, verbatim [catalog]. High. The cleanest possible demonstration that "shipped ≠ reachable".
4 🚫 Nobody has opened Content/Chimera/Cheats or Content/Chimera/Debug. Both directories are cooked into the retail build. Every "cheat menu" in the catalog (126, 92) is re-implemented from scratch against the SDK. ref/shadow-install.md §5; doc 15 §4 ("what binds them is UNVERIFIED; opening those folders in FModel is a high-value first datamining task"). Medium. 143 Continue is the proof-of-technique: find the disabled path, write the value the game's own handler already waits for. Nobody has pointed that method at the debug content.
5 🚫 No layout blueprint / copy-paste designer. "Blueprint" in StarRupture is an unlock token, not a template. Update 2 previews only parameter copying between buildings, not layout capture. Corpus doc 07 / Update 2 preview list; 122 WAILA does recipe copy/paste between buildings and stops there [catalog]. Low-medium as a mod; high as the rupture.salvo.host planner feature. This is Robert's stated project and the catalog confirms nobody occupies it.
6 🚫 No map overlay for the Base Core envelope or heat. Nothing draws the 200 m build cube, the cooling radius, or where two cores' radii overlap -- which is the exact confusion the forum keeps re-litigating. Overlap-concentrates-heat is the accepted answer in the overheating thread; 91 draws the cargo network, 110 draws POIs, neither draws the envelope [community + catalog]. Medium. A ModLoader plugin (like 110) or a planner feature. Natural bridge between the mod track and the site track.
7 🚫 All placement mods are all-or-nothing. 36/76/103 zero out entire condition classes; only 129 does a single, surgical, named building. Catalog: no per-building-class placement mod other than 129. High. A "placement unlock pack" with one pak per building, built on 129's recipe, would supersede three stale mods at once.
8 🚫 No maintained border / outer-region mod for 0.2.x. 47 is the only killbox mod and it is 0.1.3, written before Update 1 relocated the border. §6; developer confirmation that the border is progression-gated [community, Adam_CJ Feb 25]. Low. Fights the campaign's terminal gate; better solved by playing mission 13.
9 🚫 No early Zipline / Teleporter licence mod. 39's Teleporter pak halves cost; the Clever L9 licence gate is untouched, and no mod moves Ziplines below Clever L6. Catalog; travel is a documented forum grievance [community, walking-simulator thread]. Medium. Corporation-reward-table edits are the same class as #1 but touch progression -- write it as a level-move, never as 64's blanket unlock.
10 🚫 The Multirail 3/5 save-load collapse is unfixed. The ModLoader ships a "Rail Junction Fixer" for placement defects [community, steamcommunity.com/app/1631270/discussions/0/764059964738181505/], but the documented 5-in/1-out collapse after save/load has no mod. Corpus doc 09; consensus-level bug. Medium-high. Adjacent to the logistics cluster, but a save-side fixer is squarely in this project's competence -- the save format is fully known.
11 🚫 No mod surfaces the 92 shipped *Blueprint item classes as findable. 140 of Robert's 155 recipes are blueprint-gated; blueprint hunting is a production activity with no in-game index and no mod-side map layer. CrCraftingRecipeOwner.lockedRecipes gates by item; Research/BuildingBlueprints (86 assets) ships [ref/shadow-install §5]. 138 Codex browses recipes but not blueprint locations. High for the site: the save already names which blueprint each locked recipe wants. A save-driven blueprint checklist is unoccupied ground (doc 16).

9. Install order and hygiene for Praxis#

  1. 📁 Snapshot first. Copy the whole Praxis profile folder -- .sav + .met sidecars + SaveData.dat -- to data/save-snapshots/<YYYY-MM-DD>/. A .sav without its .met is not a complete save (doc 15 §6.4).
  2. ⚙️ Disable Steam Cloud for app 1631270 while modding. The save directory is the cloud remote folder; modified-save-plus-cloud is the community's documented corruption pattern [community, steamcommunity.com/app/1631270/discussions/0/682992000386003784/].
  3. 🤖 Install 89 AlienX's Mod Loader (Client build, v1.17.5) into StarRupture\Binaries\Win64\. Expect a Defender heuristic hit; the author documents it as a false positive with published source. Do not also install 146 UE4SS -- same dwmapi.dll.
  4. 🔌 Plugins into ModLoader\Plugins, enabling each in its .ini: 110 Compass → 115 Better Drone → 143 Continue → 91 MapExtension (optional) → 133 Better Map (optional).
  5. 📦 Paks into StarRupture\Content\Paks (or Paks\mods), one at a time, launching between each: 33 Better Cooling Capacity → 11 Player Tweaks → 29 Less Environmental Damage (Balanced) → 39 Habitat Everywhere (Outpost Analyzers + Others only).
  6. 🧪 Verify on first load, not by assumption: core capacity bar reads 3,000 (33), sprint feels faster and stamina lasts (11), the Analyzing Station previews outside a Habitat (39). If a pak does nothing, it was re-serialized -- remove it rather than stacking another.
  7. 🩹 After any load, read the log. %LOCALAPPDATA%\StarRupture\Saved\Logs\StarRupture.log. A bad edit surfaces as UCr*Subsystem::OnSaveLoaded failed, Missing object with Guid .... Ignore the LogCrInventory ... ItemPtr was null spam -- that is pre-existing vanilla noise (1,553 lines in a normal session).
  8. 🆘 Before Update 2: strip every pak. ModLoader plugins fail soft; a stale pak crashes the game at boot (the mod-80 precedent). Snapshot again first -- Update 1 rolled corporations back to L1 without warning, and there is no reason to assume Update 2 is gentler.
  9. ⚖️ Legal footnote, unchanged: Creepy Jar's EULA (§10 of doc 15) prohibits modification, derivative works, data-extraction tooling and reverse engineering. Non-enforcement is observed, not granted.
MOD

Frameworks & Tooling · Combat & Defense · Multiplayer / Server Compatibility

✅ confirmed📊 community consensus❓ unverifiedconfirmedreportedinferredfirst-handUNVERIFIED

Game anchor: StarRupture Early Access 0.2.8 (Hotfix 0.2.8, 2026-06-17) on the Update 1 line, build ++Earth20+Release-CU1-CL-121391, UE 5.6.1, buildid 23761620. No 0.2.9, no Update 2. Catalog anchor: data/nexus/starrupture-mods.md, snapshot 2026-08-23 08:39 UTC -- 128 mods, 750 files. Nexus 403s automated fetchers, so every per-mod fact below is [catalog] from that snapshot; external commentary is [community] with a URL; my judgement is [inferred]. Player anchor (save Praxis): 51.1 h, 44 Ruptures survived, between waves, 6 corporations at Training L5 / Future L6 / Selenian L6 / Griffits L5 / Moon L4 / Clever L5, 10,660 Data Points, 5 Base Cores all at L0, 2,711 Mass entities, 771 connecting platforms, 370 MW produced / 355 consumed, 15 recipes unlocked / 140 locked. Building a base/factory designer at rupture.salvo.host.

Two facts from that baseline drive most of the ranking:

  1. The turret ring is not built and the Defense Turret is not unlocked. Griffits Blue is L5; the Defense Turret is L6 and the Defense Tower is L9. Every core is still L0, and upgrading a core is what triggers a Monolith attack. So turret mods here are pre-purchases for the next 5-10 hours, not fixes for a current problem -- and the correct install order is: turret mods in, then Griffits L6, then the ring, then the first core upgrade.
  2. The save is large and old. 2,711 entities across 5 cores and 44 waves is exactly the profile the two performance plugins (130 Better Wave Optimiser, 114 Better Saving) were written for. Those are the mods that will change how the game feels today, before a single combat mod does.

0. The framework decision: only one mod can own dwmapi.dll#

This is the load-bearing conclusion of the whole document.

Both native frameworks inject by DLL proxy hijack on dwmapi.dll, dropped into <install>\StarRupture\Binaries\Win64\:

Framework id Ships Path Verdict
AlienX's Mod Loader 89 dwmapi.dll + ModLoader\ StarRupture\Binaries\Win64\ ✅ Canonical
UE4SS for StarRupture 146 dwmapi.dll + ue4ss\ StarRupture\Binaries\Win64\ ⚠️ Mutually exclusive with 89

Windows resolves exactly one dwmapi.dll in that directory. They cannot coexist unmodified [catalog + doc 15 §7.1].

The ModLoader wins, decisively. [catalog]

Signal ModLoader (89) UE4SS repack (146)
Endorsements / downloads 132 / 9,893 0 / 65
Required by 18 other mods 0 (used by 2: mods 16, 92)
Releases in catalog ~100 builds since 2026-03-06, newest v1.17.5 (2026-08-09) 1 file, 2026-08-14
Client + dedicated-server builds ✅ both client only
Plugin ecosystem in this catalog 22 plugins 2 consumers
Auto-updater, in-game F2 config UI, -console server commands ✅ ✗

What you give up by not running UE4SS: exactly two catalog mods. 16 Bigger Inventory configurable variant (its non-configurable 5x7 pak works fine without UE4SS), and 92 StarCheat (a UE4SS Lua cheat tool, last updated 2026-04-22 -- functionally superseded by 126 Better Cheats Plugin, a ModLoader plugin updated 2026-08-13). Both replacements are pak or plugin. [catalog + inferred]

If you ever genuinely need both: UE4SS 3.0.x can be compiled against an alternate proxy DLL (-DUE4SS_PROXY_PATH=/Path/To/DLL.dll; dwmapi is only the default, xinput1_3 is the other common target) -- but the Nexus repack ships stock dwmapi, so you would have to build it yourself, and no tested StarRupture recipe exists [community: https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/v3.0.0 , https://docs.ue4ss.com/ ]. A now-archived predecessor loader (Wilhelm-af/StarRupture-ModLoader, archived 2026-03-02 in favour of collaborating with AlienXAXS) documented loading UE4SS.dll as a generic Mods/ entry via mod.json -- that recipe does not transfer, because AlienX's loader loads plugins against its own Plugin SDK interface, not arbitrary DLLs [community: https://github.com/Wilhelm-af/StarRupture-ModLoader + inferred].

The Plugins\ path discrepancy (real install gotcha). [catalog] AlienX's own plugin pages say to copy into StarRupture\Binaries\Win64\ModLoader\Plugins; three third-party plugin pages (94 RuptureTimer, 95 PingMod, 119 Confirm Hotkey) say StarRupture\Binaries\Win64\Plugins. The ModLoader README is the authority: dwmapi.dll next to the exe, ModLoader\ folder beside it, plugin DLLs in ModLoader\Plugins\ [community: https://github.com/AlienXAXS/StarRupture-ModLoader ]. If a plugin does not appear in the F2 menu, that is the first thing to check.

Antivirus: the ModLoader page pre-empts a Trojan:Script/Wacatac.B!ml ML false positive -- proxy injection, in-memory execution and MinHook trip heuristics. Source is MIT on GitHub and buildable [catalog].

Usmap is not a runtime dependency. 5 and 98 are .usmap mapping files for UAssetGUI -- author-side tooling only. 98 (0.2.5) supersedes 5 (0.1.1 / CL112941), and its author states plainly that 0.2.5 mappings will not open 0.2.4-or-earlier assets correctly and vice versa [catalog]. There is no 0.2.8 usmap in the catalog -- see Gaps.


1. Frameworks & Tooling#

Tier: must-have#

89 — AlienX's Mod Loader [framework]

What it does [catalog] Plugin-based native mod loader. dwmapi.dll proxy injection (no game files modified), MinHook for hooking, Dumper-7-generated UE5 SDK, nlohmann/json. Separate Client and Server builds -- "client plugins only load on a client, server plugins only on a dedicated server" [community: https://github.com/AlienXAXS/StarRupture-ModLoader ]. In-game F2 config UI, per-plugin auto-update from a .json manifest, and on a dedicated server -console gives plugins / reload / load / unload / rescan / stop without a restart. Linux/Proton needs WINEDLLOVERRIDES="dwmapi=n,b" %command%. Why it is right for this playthrough Everything else worth installing at 51 h -- the wave-freeze fix, the async save, the rupture overlay, the production dashboard, the recipe browser -- is a plugin of this loader. It is also the only mod-side surface that survives patches gracefully: v1.17.5 landed 2026-08-09, two months after the 0.2.8 hotfix, on a ~100-release cadence. Nothing else in the catalog has that maintenance profile. Community standing 132 endorsements / 9,893 downloads; required by 18 mods; hosts 22 catalog plugins [catalog]. Headline community-facing features per the author's own Steam thread: a 3x/5x rail placement fix (applies to newly placed track; existing rails need a separate Junction Fixer), server keepalive, and Source RCON + Steam A2S + a remote-vulnerability patch [community: https://steamcommunity.com/app/1631270/discussions/0/764059964738181505/ ]. Version risk vs 0.2.8 🟢 Low. Native AOB/SDK hooking is the most patch-fragile technique in principle (doc 15 §7.4), but this is the one project in the ecosystem that actually re-ships within days of a patch, and the retail build ships a 2.51 GB PDB, which makes offset recovery cheap. Technique / requirements Native DLL proxy. Needs no UE4SS, no Usmap. Claims dwmapi.dll. Overlaps 146 (UE4SS) -- mutually exclusive.

130 — Better Wave Optimiser [framework, performance]

What it does [catalog] Spreads the wave-start entity pass across multiple ticks instead of one frame. The author: during heat waves the game "can process tens of thousands of entities in a single frame, causing severe stuttering or multi-second freezes on larger worlds." Client and server builds. Why it is right for this playthrough This is aimed squarely at Robert's save shape: 2,711 Mass entities across 5 Base Cores, 44 waves survived, and a Rupture arriving every 53 m 45 s of world time. The corpus already records the big-base FPS cliff as a known cause (every placement recalculates electricity/stability over all Mass entities). Of everything in this document, this is the mod most likely to be noticed within one wave cycle. [inferred] Community standing 8 endorsements / 335 downloads -- low, but it is a June-2026 AlienX plugin in a catalog where his plugins are the maintained tier; the numbers reflect age and niche, not quality [catalog + inferred]. Version risk 🟢 Low -- v0.7.0, 2026-08-05, post-0.2.8. Technique / requirements ModLoader plugin. Requires 89. Client + server variants.

114 — Better Saving Plugin [framework, performance]

What it does [catalog] Moves serialization, compression and Steam Cloud writes off the game thread. Author's figure: "a save that normally takes ~10 seconds may take around ~1.5 seconds." Optional client widget shows Queued → Compressing → Writing → Done/Failed. No longer flagged experimental since v0.3.0. Client and server. Why it is right for this playthrough Autosaves fire on a ~15-minute rolling counter (AutoSave187 at inventory time) and Robert's 9.sav inflates 530 KB → 5.95 MB. Every one of those is currently a game-thread stall. It also indirectly reduces the window in which a save write races Steam Cloud -- the documented cause of modded-save corruption for this title [catalog + doc 15 §6.4]. Community standing 40 endorsements / 1,763 downloads; second-most-endorsed AlienX plugin after Compass [catalog]. Version risk 🟢 Low -- v0.14.0, 2026-08-05. Technique / requirements ModLoader plugin (installs to ModLoader\Plugins; the Nexus page lists "none" under requirements, which is a page-metadata error). Requires 89 [catalog + inferred].

144 — AlienX's Rupture Timer [framework, qol]

What it does [catalog] HUD overlay for the wave cycle: current state (Pre-Wave / Moving / Fadeout / Growback / Calm), active substage (Fire Wave, Burning, Regrowth), countdown with progress ring, stage timeline, next state, and network role + data freshness. Explicitly multiplayer-aware -- the server reads wave state and syncs to clients -- and it refuses to guess: unknown countdowns render --:-- with a reason. Why it is right for this playthrough Robert's own save is the reason this matters: the Rupture is 3,225 s of world time and the world clock ran at ~0.82x real time in his sample, so no wall clock or phone timer converts cleanly. The state names this plugin exposes map 1:1 onto the save's EnviroWaveTimer constants (preWaveDuration 60 s, explosion 58.1 s, fadeout 20 s, burning 60 s, growback 600 s) -- which makes it a live oracle for the save-reader track, not just a HUD. Between-waves is exactly when he loots ruins and hunts Redleaf keycards; this is the mod that tells him how much window is left. Community standing 4 endorsements / 341 downloads (published 2026-08-02, so young) [catalog]. The demand is well-evidenced: a Steam thread asking for an in-game clock has players answering "i am using timer on my phone, and i am very happy with the freedom to plan activities right", against others arguing a timer "would make the whole star rupture gimmick absolutely boring" [community: https://steamcommunity.com/app/1631270/discussions/0/695376132937164064/ ]. Version risk 🟢 Low -- v0.4.0 client+server, 2026-08-09. Technique / requirements ModLoader plugin. Requires 89. Overlaps 94 Nhimself's RuptureTimer (different niche -- see below), 116 StarRuptureTimer (superseded).

94 — Nhimself's RuptureTimer [framework, tooling]

What it does [catalog] Writes a JSON file every second that external tools (StreamDeck, overlays, scripts) can read, plus an optional plain-text HUD overlay. Tracks Next Rupture / Planet Status (Stable, Warning, Burning, Cooling, Stabilizing + wave type) / Wave Timer. Documents three accuracy modes: local/listen server reads phase progress directly; dedicated-server client takes phase name from a replicated actor and timing from the server timestamp; fallback infers phase from jumps in the server timestamp. Why it is right for this playthrough The JSON export is the interesting half. rupture.salvo.host needs a live wave clock, and the corpus currently derives the 53 m 45 s period from a static save. A file-on-disk tick is the cheapest possible bridge from the running game into Robert's tooling -- no hooking, no save parsing, no HTTP. Install this one for the project, and 144 for the eyeball. Community standing 33 endorsements / 2,246 downloads; newest file TimerMod v1.10.0, 2026-08-01, explicitly "Supporting release AlienX ModLoader 1.x.x" [catalog]. Source on GitHub [community: https://github.com/Nhimself/starrupture_timermod ]. Version risk 🟢 Low. Technique / requirements ModLoader plugin. Requires 89. Note: its page says Binaries\Win64\Plugins; use Binaries\Win64\ModLoader\Plugins. Overlaps 144, 116.

127 — Production Stats (ProductionViewer) [framework, tooling]

What it does [catalog] Live dashboard (default hotkey P) tracking production and consumption across the whole factory: per-item totals, rates per minute, live graphs, search/filter, item icons, time ranges. Client and server builds. Why it is right for this playthrough This is the single most valuable mod in the catalog for the planner project. Doc 17's weakness is explicitly "missing numbers" -- per-recipe throughput and machine rates are unpublished, and the in-game items/min display is an Update 2 feature that has not shipped. ProductionViewer measures the real thing on a real 0.2.8 build. Point it at Robert's 4 Orbital Cargo Launchers and his Tube chain and you get empirical rates to validate the planner's model against, instead of wiki numbers of unknown provenance. [inferred, high confidence] Community standing 8 endorsements / 587 downloads [catalog] -- again young (2026-06-15) and analytical rather than flashy. Version risk 🟢 Low -- v0.9.0, 2026-08-09. Technique / requirements ModLoader plugin. Requires 89.

138 — Codex [framework, qol, tooling]

What it does [catalog] In-game recipe browser (default N): search any item or recipe, see inputs/outputs side by side with icons, quantities and crafting rates, click an ingredient to jump to the recipe that makes it, click an output to see every recipe that consumes it. Author notes it "provides math equations much like Satisfactory." Why it is right for this playthrough 15 of 155 recipes unlocked and 140 locked means Robert spends real time asking "what feeds what." Codex answers that in-game and -- because it reads the game's own recipe graph -- it is a cross-check on the corpus's 75-of-237 documented recipes. The 42 CRC_* station types and 237 CR_* assets are the ground truth; Codex is the closest thing to a public reader for them. [catalog + inferred] Community standing 4 endorsements / 379 downloads; v0.4.0 2026-08-05 [catalog]. Version risk 🟢 Low. Technique / requirements ModLoader plugin, client-only. Requires 89.

122 — WAILA (What Am I Looking At?) [framework, qol]

What it does [catalog] Raycast HUD readout for whatever is under the crosshair -- crafters (recipe, progress), storage (contents, capacity), power (generation/consumption state) -- with configurable detection distance and optional building descriptions. Also does recipe copy/paste between buildings. Why it is right for this playthrough Two reasons. First, recipe copy/paste is a previewed Update 2 feature ("copy buildings with parameters") that has not shipped -- this delivers it now, across a 2,711-entity base. Second, the per-building power readout is direct instrumentation for the 370/355 MW margin Robert is running on, and for the cooling-budget model the planner needs. [catalog + inferred] Community standing 22 endorsements / 902 downloads; v0.13.0 2026-08-09 [catalog]. Version risk 🟢 Low. Technique / requirements ModLoader plugin, client-only. Requires 89 (page metadata says "none listed" -- wrong; it installs to ModLoader\Plugins).

98 — Usmap 0.2.5 [framework, author-tooling]

What it does [catalog] A freshly dumped .usmap mappings file so UAssetGUI can parse cooked .uasset property trees. Drops into %USERPROFILE%\AppData\Local\UAssetGUI\Mappings\. Why it is right for this playthrough Not a game mod at all -- it is step 0 of the datamine track that unblocks doc 17's missing numbers and any pak mod Robert writes himself. Pair it with 109. Community standing 5 endorsements / 183 downloads -- irrelevant for a tool with an audience of maybe twenty people [catalog + inferred]. Version risk 🟠 Medium-specific. Keyed to 0.2.5, and the author warns that 0.2.5 mappings will not open 0.2.4-or-earlier assets correctly and vice versa. Whether 0.2.5 mappings parse 0.2.8 assets cleanly is unverified -- if property names come out garbled in UAssetGUI, dump a 0.2.8 usmap rather than fighting it [catalog + inferred]. Technique / requirements Author-side file. No runtime dependency, no proxy DLL. Overlaps Supersedes 5 (0.1.1 / CL112941).

109 — How To Mod StarRupture [framework, documentation]

What it does [catalog] A PDF walkthrough of the pak-mod loop: retoc to unpack the IoStore container → UAssetGUI to edit properties → repack → drop in Paks. Carries the correction that made it version 0.2: you must copy the matching .uexp alongside the .uasset. Why it is right for this playthrough It is the catalog's clearest first-hand save-corruption datapoint: the author lost five hours of progress (Forgotten Engine run, new blueprints, first real factories) to a bad roundabout-rail pak. That is the concrete argument for the snapshot discipline in doc 15 §9 step 0 before Robert ships his own pak. Credits retoc / UAssetGUI / FModel / UE4SS. Community standing 18 endorsements / 512 downloads [catalog]. Version risk 🟢 Technique-level, not build-level -- the toolchain is unchanged for 0.2.8. Technique / requirements Documentation. Pairs with 98.

Tier: optional#

id Mod What it does [catalog] Why / caveat Numbers Risk
115 Better Drone Plugin Building-drone speed, horizontal/vertical range, max rail length; lets the drone open building UIs; all live-editable in the F2 menu Robert has the Building Drone (Clever L4, unlockedFeaturesFlags 111) and is laying rails across 5 cores. Plugin config beats the old pak mod because you retune without repacking. Drone still dies if it goes out during a Rupture 56 / 2,533 · v0.14.0 2026-08-05 🟢
110 Compass Plugin HUD compass bar: players, base cores, map markers (antennas, abandoned bases, caves, obelisks), foundables (bodies, drones), enemies, custom pins -- per-category toggles and render distances Best-endorsed plugin in the ecosystem. Directly serves the blueprint-hunting phase (Redleaf's four keycards); "obelisks" on the compass is Monolith awareness before a core upgrade 73 / 3,242 · v0.14.0 2026-08-05 🟢
133 Better Map Shows a Base Core's custom name under the generic "Base Core" map label; updates live on rename Robert has 5 cores and already names buildings (CrBuildingCustomNameSubsystem, "LAUNCHER # 1-4", "WEAPON STATION"). Another shipped-early Update 2 preview feature 5 / 392 · v0.5.0 2026-08-05 🟢
119 Confirm Hotkey Binds a key to the single confirm button in interior UIs (Analyzer, Recycler) so you stop mousing back and forth after staging items He has 10,660 Data Points earned one Analyzer claim at a time. Pure RSI relief. Note the Plugins vs ModLoader\Plugins path wording 13 / 333 · v0.8.0 2026-06-17 🟢
91 MapExtension Local map viewer served through built-in HTTP endpoints + a bundled MapExtensionViewer.html: cargo dispatchers/receivers, links between them, items in flight, teleporters, players, rupture timeline The HTTP endpoint is the hook for rupture.salvo.host -- a live, structured read of the cargo network without touching the save. Third-party (Alexandresys), but tracks the loader version in its own version string (ML-v1.17.3-v0.5) 23 / 1,468 · 2026-08-08 🟢
143 Continue Adds a CONTINUE entry to the main menu that loads the most recent save in one click (vanilla needs three screens) Built explicitly for 0.2.8.121391-S, which is Robert's exact build string. Trivial, but he reloads a lot while measuring 0 / 55 · v1.2.1 2026-08-12 🟢
142 NoIntro-AutoStart Pak part removes the three logo screens (no loader needed); plugin part skips PRESS (SPACE) TO START Same author/build target as 143. Requires ModLoader plugin interface 60 -- i.e. a recent loader 0 / 36 · v1.1.0 2026-08-08 🟢
123 StarRupture Build Hotkeys Direct hotkeys for build-favourite slots 1-10; auto-equips the building tool and starts placement; default key Backslash Useful during a turret-ring build-out. Last touched 2026-05-06 and self-declares "Tested with ModLoader v1.9.0 / build 119405" -- two loader minors and one game build stale 7 / 375 🟡

Tier: situational#

id Mod When it applies Notes [catalog]
112 Server Utility Plugin Mandatory the moment Robert hosts a dedicated server See §3 -- it patches an unauthenticated remote code execution flaw in the game's built-in HTTP server, and adds command-line server config, Source RCON, Steam A2S, and an Admin API. Server-side only. 2 endorsements / 82 downloads -- the standing numbers are irrelevant next to the security function
113 Server Keep Ticking Plugin Dedicated server that should keep producing while empty Vanilla servers pause when the last player disconnects (0.2.2 behaviour). Author caveat from the Steam thread: aliens continue spawning, unresolved. 6 / 231 · v0.13.0 2026-08-05. Server-side only
95 Nhimself's PingMod Co-op only Removes the 100 m ping raycast limit (configurable max). 2 / 172 · v1.5.0 2026-06-03. Client-side
126 Better Cheats Plugin Testing, or restoring after a bad pak In-game cheat menu: world/wave controls, player attributes, teleport, item spawning, machinery, power-generator editing, enemies. Single-player only. Many cheats persist after closing the menu. 19 / 1,491 · v0.13.0 2026-08-13. This is the sane replacement for 92 StarCheat
145 Camera Control Making capture material for the site Turns the game into a keyframe timeline video editor: free-fly camera, spline paths, animated FOV/DoF, and timeline cues that start/pause/cancel Rupture events. Author's own warning: back up your save first. 0 / 11 · v0.1.0
146 UE4SS for StarRupture Only if the configurable 16 grid or a Lua mod is worth losing the ModLoader Stock RE-UE4SS v3.0.1 with a fitting AOB signature set and config, nothing else changed. Two catalog defects: the install path in the description is a copy-paste error (...\Binaries\Win64CorsairCove\Binaries\Win64 -- the real target is StarRupture\Binaries\Win64), and the description says "stock v3.0.1" while the file note says "Stock experimental UE4SS" -- upstream only advertises UE 5.6 in experimental-latest. 0 / 65 · 2026-08-14
116 StarRuptureTimer -- Superseded; see rejected

2. Combat & Defense#

Read this section against the fact that Robert cannot build a Defense Turret yet (Griffits L6 pending). Install order matters more than the individual picks.

Tier: must-have (for the turret ring, install before Griffits L6)#

54 — Enhanced Turrets [combat]

What it does [catalog] Edits DA_TurretTier1 and DA_TurretTier2. Two mutually exclusive builds -- Enhanced (more range, damage and patrol speed, lower rate of fire so it burns less ammo, net DPS still above vanilla) and OP (everything up) -- plus 2x (Enhanced) or 10x (OP) turret resistance to infection, plus two optional audio paks (quieter / fully silent) that stack with either. The author publishes the full before/after stat spreadsheet as an image, with calculated fields greyed and changed fields yellowed. Why it is the right pick here Three reasons specific to this save. (1) Ammo economy is the actual constraint, not damage. The Enhanced build deliberately trades rate of fire for range and per-shot damage -- that is the correct direction when turrets are hand-fed Standard Ammo and rail resupply cannot keep up (see §2 evidence below). (2) Infection resistance is the failure mode Robert has not met yet. A failed defense leaves an infection cloud and blue cysts on the Base Core; 2x resistance buys the turret ring time it does not have in vanilla. (3) The audio pak matters at 6-10 turrets in a ring around a Habitat you live in. [catalog + inferred] Community standing 109 endorsements / 5,520 downloads -- the best-supported turret mod in the catalog by an order of magnitude (next is 50 at 76/3,305, then 129 at 5/179) [catalog]. It is also the only turret mod that shows its work. Version risk 🟢 Low-for-a-pak. Every current file is dated 2026-04-09 -- Update 1 release day -- and the page states it is "Updated and should work with the game Update 1." Turret data assets were not touched by 0.2.1-0.2.8 patch notes [catalog + inferred]. Technique / requirements Asset pak into Content\Paks. No UE4SS, no ModLoader, no Usmap. Overlaps / collisions ⚠️ Author warns it "may not work if used with other mods that change defensive turret stats." Collides with 50, 129 (both edit DA_TurretTier1), and the Turret sub-pak inside 39 Habitat Everywhere. Pick one turret-data mod.

78 — 2K Ammo Stack [combat, stacks]

What it does [catalog] All ammo stacks → 2,000, with 1K and 5K optional paks. Installs to ...\StarRupture\Content\Paks\mods. Why it is the right pick here The author's own practical note is the whole argument, and it is aimed exactly at Robert's next task: "I recommend filling v2 turrets manually with at least one stack, because each turret connected to the same v3 rail will add about 8/17/42 minutes of loading..." A defense ring is a hand-loading problem, and stack size is the only lever a pak mod has on it. Bigger stack = fewer trips = a ring you can actually top up in one between-waves window. Vanilla Standard Ammo stacks ~300 [catalog + doc 09]. Pair it with 77, not with 8. Same author (stelzerr) built 77 1K Item Stacks to cover everything except ammo (and Building Materials → 20,000), so 77 + 78 is a designed, non-overlapping pair. 8 Ammos Stack covers the same ammo assets as 78 and would collide with both [catalog + inferred]. Community standing 101 endorsements / 5,058 downloads; current files 2026-04-14, page says "Works with game version 0.2" [catalog]. 8 Ammos Stack is the most-endorsed mod in the entire catalog (259 / 9,746, updated 2026-04-11) -- if you prefer raw community mandate over granularity, take 8 instead and drop 77. Version risk 🟢 Low -- post-Update-1 files, and the author of 77 notes he deliberately raised stacks for items "that are not available yet" to make it update-proof. Technique / requirements Asset pak. Nothing else. Overlaps 8, 77, 48 (Building Materials Stack), 68, 134, 25 (discontinued). ⚠️ Read before installing: the 77 page carries a genuine warning that applies to Robert's 1,083 units of rail: "At first use your rails can become jammed depending on your design (e.g. multiple junctions in between with several rails merging into one)." With a 5-core, multi-junction network and the known Multirail 3/5 save-load collapse bug, raise stacks between waves, on a snapshotted save, and watch the first drone cycle.

129 — Simple Mobile Turrets [combat, building]

What it does [catalog] Lets Tier 1 Turrets be placed outside a Base Core envelope with no electricity draw -- and nothing else. No early unlock, no stat buff, no infection immunity; you still carry Basic Building Material and Standard Ammo, and Red Zones are still blocked. Why it is the right pick here Robert's base is 5 cores, all L0, 200 m cubes, and the wave spawn position keys off the player's position on the Monolith-core line. A turret you can drop where the fight is -- at a chokepoint, at an antenna you are charging, on a Redleaf keycard run -- is a tactical tool the vanilla envelope forbids. And it is balanced: it changes placement, not power. [catalog + inferred] The reproduction recipe is the real value. The page prints the exact two-asset edit: in BD_TurretTier1, set the CrActorPlacingConditionsData import ObjectName to APC_StandardBuildingsCoreOutside (and the matching Package path); in DA_TurretTier1, Export 4 → CrElectricityTrait → Parameters → ECrMassElectricityAgentType value 2 → Producer instead of Consumer. That is the cleanest worked example of a StarRupture pak mod anywhere in the catalog, and it is a ready-made exercise for doc 15 §9 step 7 [catalog]. Community standing 5 endorsements / 179 downloads -- weak on paper, but it was written 2026-06-29 explicitly as the Update-1-safe replacement for 50, whose author stopped updating in February. The author commits to maintaining it "as long as I'm playing," and pre-emptively documents the fix so you can redo it yourself [catalog]. Version risk 🟢 Low by date (post-0.2.5, pre-0.2.8 by three weeks, no relevant patch since). Technique / requirements Asset pak. Overlaps ⚠️ Edits DA_TurretTier1, so it collides with 54 and with 50 and 39's Turret pak. If you want both stat uplift and free placement you must merge the two edits yourself -- 129's page tells you exactly how.

35 — Better Weapons [combat]

What it does [catalog] One coherent pass over all four guns plus separate attachment packs. Pistol/Rifle/Shotgun: damage +50%, range +25%, spread -25%, crouched spread -20%, shot interval -50%, reload -25%, recoil -10%, magazines to Pistol 24 / Rifle 90 / MG 90 / Shotgun 14, shotgun headshot multiplier +50%. Machine Gun: damage +50%, holster -60%, horizontal sway -50%, vertical recoil -50%. Plus Rifle Mods, Shotgun Mods and Machine Gun Mods packs (e.g. ExtendedMag 20→60, Piercing 2→4, CQB sight 0.75→5). Why it is the right pick here Robert holds War Bonds from Griffits L5 and the corpus records that no public damage/fire-rate/magazine numbers exist for these weapons -- this mod page is, incidentally, one of the few places the vanilla values are visible at all. More practically: he is doing between-waves ruin looting where Vermin respawn endlessly, and every other weapon mod in the catalog is a single-gun January pak. This is the only maintained, whole-arsenal option. [catalog + inferred] Community standing 11,457 downloads -- the highest in the entire catalog -- and 174 endorsements [catalog]. Version risk 🟡 Medium. Main files are v1.32, 2026-04-12 (post-Update-1), and the changelog shows real maintenance including "Removed sounds FX as they were causing c[rashes]" -- a live example of doc 15 §7.4's "stale pak overriding a changed base asset is a common crash source." The attachment packs are older (Shotgun Mods 3.00, 2026-01-18; MG Mods 4.10, 2026-02-12) -- install the core pak first, add attachment packs one at a time. Technique / requirements Asset pak. Overlaps ⚠️ Same weapon data assets as 46 (Hand Cannon), 72 (Rifle), 75 (Machine Gun). Mutually exclusive with all three.

105 — Better Mining Tool [combat, improvement]

What it does [catalog] Two builds. Base: mining damage 130 → 325 (2.5x), enemy damage 5 → 6, range 35 → 40, tick 0.05 → 0.04. OP: mining 130 → 520 (4x), enemy damage 5 → 10, range 35 → 50. Why it is the right pick here Quartz Ore is hand-mined in caves that open for minutes after a Rupture, and Quartz Ore is the Development Station currency -- which is Robert's stated next goal (Moon Energy L5). Mining tool throughput converts directly into Development Station budget inside a hard time window. The combat half is a bonus for cave Vermin. [catalog + inferred] Community standing 40 endorsements / 1,870 downloads -- lower than the January alternatives, but the author states the reason he uploaded it plainly: "There are other mods that change the mining tool but they haven't been updated so thought I'd upload mine." Same author as 54 Enhanced Turrets, and his files are dated 2026-04-12 [catalog]. Version risk 🟢 Low. Technique / requirements Asset pak. Overlaps ⚠️ Collides with 7 Better Tool, 30 Weaponized Mining Tool, 45 Mining Tool Platinum -- all three are January/0.1.x and all three declare mining-tool mods mutually exclusive. 105 is the maintained pick.

Tier: optional#

id Mod What it does [catalog] Why / caveat Numbers Risk
41 Better Grenade Infinite charges with base damage 3,300 → 6,600 and ~50% more range/shot delay; or a -50% cost build; or an April "Double Force" variant (half range, double force damage) Grenade is Griffits L3, already unlocked. Infinite charges is the cheap answer to Exploder/Spitter clusters during a Monolith wave. Balance warning: infinite charges removes a resource decision entirely -- the -50%-cost file is the honest version 152 / 5,361 🟡 main files are January 2026 (page says "Compatible with EA 0.1.1"); only the optional Double Force pak is dated 2026-04-28
37 More Enemies 5x and 10x spawn presets across BaseCore (75/150 units), AbandonedBases (35), MegaMachine (10) and WorldExploration (100 across 24 presets), with reworked attack-wave duration and cooldowns; plus a separate No Enemies -- Exploration Mode The No Enemies file is the interesting one for this playthrough: it strips world-exploration and base combat while leaving Monoliths, antennas and outposts hostile -- a clean way to do a long blueprint sweep or a base-photography pass without a 51-hour save being at risk. The 5x/10x files are the opposite trade 21 / 1,272 🟢 all current files 2026-04-01 → 04-06, marked " Compatible with Update 1 " -- the only post-Update-1 spawn mod in the catalog
40 Shield Regen Instant full regen / 2x regen (10 units instead of 5) / Custom Shield (35% less effective than vanilla, for harder combat) -- and it mutes the repetitive regen SFX, modularly The 2x file is a reasonable middle. The muted SFX is genuinely nice 74 / 2,609 🔴 January 2026, "Compatible with EA 0.1.1", player-attribute pak; collides with 11 Player Tweaks, 20 Better Initial Stats, 21 My Player Enhancements

Tier: situational#

id Mod When it applies Notes [catalog]
84 Swiftsteps' Better Loot If ruin-and-corpse looting has stalled Rewrites enemy drop tables toward Armory Tokens and Data items: T3 melee 100% → Frame Memory Module (7k DP), T2 ranged 50% → Damaged Local Scanner (3.5k DP), T1/T2 ranged and exploders 10% → Damaged Energy Storage (2k DP). A variant excludes T0/T1 melee. ⚠️ This is a Data Point printing press -- 10,660 DP is Robert's current total and a single T3 kill would add 7k. It distorts the same DP economy the corpus models. Feb 2026 / 0.1.3. 50 / 2,231
67 MonolithBuffs Deliberately brutal defense runs on a small save 5 waves per core level, scaling by +5 per level, optional 5x spawns. The author measured ~700 enemies in a single level-1 core wave and reports extreme frame drops at 2,000 on a high-end machine. Declares compatibility with 37. On a 2,711-entity save this is a hard no. Jan 2026. 8 / 303
60 Bigger Stronger Bugs Variety, not difficulty 3x or 10x enemy HP with up to 2.5x size, or a mixed "BigBugsVariety" build (T0 small/squishy, T2 big/slow/tanky). Jan 2026 / 0.1.3, 4 endorsements. Rewrites the same enemy configs 37 counts on -- treat as colliding with 37 and 67
56 Less Fall Damage Dedicated server only Server-side logic mod -- explicitly "No Client Download Needed: only the host needs this file." Written to stop instant-death fall damage caused by server desync/lag spikes: vanilla max velocity 3,500 = 200 damage (instant death); extended to 4,500 with new stages at 4,000 and 4,500. Jan 2026, 6 / 282 -- but it is one of the very few mods in the catalog that documents its multiplayer install side

3. Multiplayer / Dedicated-Server Compatibility#

StarRupture co-op is 4 players (host + 3), listen server or the experimental Windows dedicated server (app 3809400, StarRuptureServerEOS.exe -Log -port=7777). Progression -- corporations, recipes, waves -- is session-scoped; inventory and slot unlocks are per player. No anti-cheat, unsigned containers.

3.1 The install-side matrix#

Technique Install where Both sides? Evidence
Asset / balance pak (Content\Paks, ~mods, mods) -- turret stats, ammo stacks, weapons, enemy spawns, localization Server for authoritative data "Currently, it is not necessary to install mods on both the player and the server side. It is sufficient if they are installed on the server." [community, single-source: https://www.4netplayers.com/en/wiki/starrupture/install-mods/ ] A second host wiki hedges: "Some StarRupture mods may also need to be installed locally on the client" [community: https://zap-hosting.com/guides/docs/starrupture-mods/ ] ⚠️ Neither source distinguishes which mods. [inferred] Treat visual/UI paks (fonts, HUD, weapon models) as client-side, and anything the server simulates (turret stats, enemy counts, stack limits, recipes, drop tables) as server-side; installing the same pak on both is harmless and is the safe default
ModLoader plugin -- client build (ModLoader\Plugins) -- Compass, WAILA, Codex, ProductionViewer(client), BetterMap, BetterDrone, BetterCheats, ConfirmHotkey, PingMod, CameraControls Client only "client plugins only load on a client, server plugins only on a dedicated server" [community: https://github.com/AlienXAXS/StarRupture-ModLoader ]; individual pages say "Client-side only -- no server install required" [catalog] No server coordination needed. Other players are unaffected
ModLoader plugin -- server build -- ServerUtility, KeepTicking, LessFallDamage(pak) Server only Same Players need nothing
ModLoader plugin -- both builds shipped -- BetterSaving, WaveOptimiser, RuptureTimer(144), ProductionViewer, MapExtension Install the matching build on each side you want the effect on [catalog] -- these ship distinct Client and Server archives 144 is explicitly "multiplayer-aware -- the server reads the wave state and synchronises it to connected clients", and 94 documents three distinct accuracy modes for local / dedicated-client / fallback [catalog]
UE4SS (dwmapi.dll + ue4ss\) Client n/a Cannot coexist with the ModLoader on either side

Rule of thumb for Robert: everything he actually wants (89 + the plugin stack) is single-player-safe and does not require anyone else to install anything. If he ever hosts, the pak mods go on the server and the HUD plugins stay local.

3.2 Server-side security -- this is not optional if you host#

112 Server Utility Plugin patches an unauthenticated remote code execution flaw in the game's own built-in HTTP server. The vulnerability affects dedicated servers only and is exploitable when the Remote Control web interface is reachable over TCP; the plugin's Remote Vulnerability Patch is enabled by default and allows through only the messages the in-game Server Manager needs [community: https://github.com/AlienXAXS/StarRupture-Plugin-ServerUtility ; announcement summarised at https://wiki.starrupture-utilities.com/en/dedicated-server/Vulnerability-Announcement -- SPA, body not directly fetchable ]. The ModLoader Steam thread confirms it shipped alongside Source RCON and Steam A2S [community: https://steamcommunity.com/app/1631270/discussions/0/764059964738181505/ ].

The plugin also removes the need for DSSettings.txt entirely -- server identity and cadence move to launch flags:

StarRuptureGameSteam-Win64-Shipping.exe -SessionName="My Server" -SaveGameInterval=600 -RconPort=27015 -RconPassword=secret

...and it auto-handles AutoSave0.sav creation/loading, which is the server-side save-naming constraint that trips people migrating a single-player save. Config lives at Plugins\config\ServerUtility.ini; RCON self-disables with no password set; the Admin API is opt-in (AdminPanelEnabled=1 + ApiKey) [community: same GitHub README].

Historical note: 55 Dedicated Server Auto Installer (Feb 2026) already shipped -RCWebControlDisable and -RCWebInterfaceDisable in its launch arguments as a security changelog entry [catalog] -- i.e. the community knew about the RC web surface six months before the plugin patched it properly.

3.3 Known multiplayer pain the mods do and do not fix#

Pain [corpus doc 14] Covered?
Dedicated server pauses when empty ✅ 113 Server Keep Ticking (caveat: aliens keep spawning)
No server browser / no A2S ✅ 112 adds Steam A2S query
No admin commands documented ✅ 112 adds Source RCON + HTTP Admin API
Unauthenticated RCE in the built-in HTTP server ✅ 112
Save freezes on large worlds ✅ 114 (both sides)
Wave-start freezes on large worlds ✅ 130 (both sides)
Fall-damage instant death from desync ✅ 56 (server-side pak, Jan 2026)
100 m ping limit ✅ 95
~5-hour geometry desync ❌ nothing
~5-minute rollback on disconnect ❌ nothing
No host migration ❌ nothing
Single-digit FPS on large contiguous platforms ❌ nothing (130/114 fix events, not steady-state)

4. Localization#

For Robert this whole category is inert -- he plays English, and the game ships English audio and UI. It is documented here for completeness and because the technique split matters to anyone writing a translation mod.

Two techniques, two very different risk profiles [inferred, from catalog + doc 15]:

  • Font-only paks replace a typeface asset. They do not touch string tables, so an Update that adds 40 new items cannot desync them. Low patch risk.
  • .locres string overrides replace translated strings. They freeze the translation at the day they were built, and every subsequent official string change is silently reverted or left stale. High patch risk -- and Update 1 (2026-04-09) added 40+ items, renamed materials (Quartz stopped being a building material) and reworked the Cargo Dispatcher UI.

Doc 15 records that loose-pak .locres layering works for this title (the Ukrainian translation is distributed as a Steam guide, not on Nexus) [community: Steam guide "Українізатор (v0.3.4)" https://steamcommunity.com/sharedfiles/filedetails/?id=3455536808 -- single-source, not verified as StarRupture-specific by fetch ].

18 — Italian translation [localization]

What it does [catalog] A pakchunk9999-Windows locale override installed at the game root. Its distinguishing design choice, in the author's own words: the updated version "does not replace German but uses the system language" -- so the options screen also shows Italian default keys instead of German ones, which is what the earlier release did. Why it stands out It is the only fan translation in the catalog kept current past Update 1: v0.18 dated 2026-04-22, with v0.17 on 2026-04-09 (Update 1 day itself) and three revisions in March. Every other translation or locale-editing mod here stopped in January. Community standing 4 endorsements / 307 downloads -- tiny, but the update cadence is the signal, not the count [catalog]. Version risk 🟡 Medium by technique (.locres freeze), 🟢 low by maintenance. Technique / requirements Locale pak. No framework. Overlaps Any other locale-slot mod.

Tier: situational#

id Mod Language What it does [catalog] Verdict
2 Replace Korean Font KO Korean font swap, in two builds (plain replacement, and replacement + 20% size increase). Installs to Paks\~Mods (create the folder if absent; Paks root also works). Author: install only one font mod The lower-risk Korean option [inferred]: font-only, so Update 1's string churn cannot break it. 0 endorsements / 464 downloads, 2026-01-07. Collides with 4
4 Swiftsteps' Korean Font Fix KO DoHyeon-Regular → NotoSansKR, +20% font size, plus a .locres retranslation: fixed awkward Korean, de-overlapped UI, translated leftover Polish strings in audiolog subtitles, renamed the weapons (MAR-9 "Phantom" → 저승사자, M175 "GRIM" → 사신), corrected Base Core Amplifier V.1/V.2 name swap The better-executed but higher-risk Korean option. 9 endorsements / 922 downloads, newest file V.1.1.4 2026-01-12 -- pre-Update-1, so its string layer predates 40+ new items and the Quartz rework, and it will actively override any Korean strings Creepy Jar has fixed since January [catalog + inferred]. Collides with 2
22 Japanese Font Replacement JA NotoSansJP for both UI and subtitles. Paks\~mods Font-only, so low risk despite the date. 7 endorsements / 201 downloads, 2026-01-08

5. Rejected / avoid#

id Mod Why
5 Usmap Superseded by 98. 0.1.1 / CL112941 mappings; the 98 author states cross-version mappings misparse assets
50 Swiftsteps' Mobile Turret Superseded by 129, which says so explicitly. Feb 2026 / 0.1.3; also grants an early unlock and Fabricator ammo crafting (balance drift), and the author declares it incompatible with 39 Habitat Everywhere
46 Swiftsteps' Hand Cannon - Piercing Jan 2026 / 0.1.3. Same weapon assets as 35, which is maintained and covers all four guns
72 Swiftsteps' Rifle Jan 2026 / 0.1.3, single gun, damage unchanged (55). Collides with 35
75 Swiftsteps' Machine Gun Jan 2026 / 0.1.3, single gun. Collides with 35
30 Swiftsteps' Weaponized Mining Tool Jan 2026 / 0.1.3. Author states it does not stack with other mining-tool mods. Superseded by 105
45 Mining Tool Platinum Its "Compatible with Update 1" claim sits on a 2026-01-18 file -- the file predates Update 1 by three months. Also disables mouse-wheel weapon selection, an unadvertised control change. Superseded by 105
7 Better Tool Jan 2026, bundles mining/harvesting and a cooling-system change in one pak -- opaque scope. Superseded by 105
60 Bigger Stronger Bugs Jan 2026 / 0.1.3, 4 endorsements. Rewrites the same enemy configs 37 and 67 touch
67 MonolithBuffs Jan 2026. Author-measured ~700 enemies in a single L1 core wave and extreme frame drops at 2,000 -- unusable on a 2,711-entity, 5-core save
84 Swiftsteps' Better Loot Feb 2026 / 0.1.3. Prints Data Points (T3 melee → 7k DP item at 100%), distorting the exact economy the corpus and the planner model
40 Shield Regen Jan 2026, page states "Compatible with EA 0.1.1". Player-attribute pak that collides with 11 / 20 / 21
8 Ammos Stack Not bad -- the catalog's most-endorsed mod (259) -- but redundant with 78 and it collides with the 77+78 pair. Pick one lane
92 StarCheat Requires UE4SS, so installing it costs you the ModLoader and its 22 plugins. Last updated 2026-04-22. Superseded by 126 Better Cheats Plugin
116 StarRuptureTimer Superseded by 144. Its own newest file (0.2.0, 2026-06-17) was uploaded by AlienX after the original author handed over write access -- effectively a maintenance transfer to 144's author
55 Dedicated Server Auto Installer Feb 2026 batch-script wrapper around SteamCMD. Superseded by 112, which does command-line server config properly and patches the RCE its launch flags only worked around. Keep the page bookmarked for its port-forwarding checklist (UDP 7777 game, UDP 27015 query)
31 Turkish Localization Hijacks the German locale slot -- you must select Deutsch in-game, which breaks the game for any German-speaking co-op partner. Single file, 2026-01-12, 0 endorsements / 92 downloads
146 UE4SS for StarRupture Not bad as a repack -- but on a 0.2.8 install it costs you the ModLoader. Also ships a broken install path in its description and disagrees with itself on stock-vs-experimental. Situational only
80 FIX 5to1 Rail Modulator Listed here as a warning: the author states "DEPRECATED; Update 1 fixed this issue. You have to delete this mod from your directory, else the game will crash at start." The canonical example of a stale pak crashing a patched build
25 / 26 / 52 Crafted Item Stack x500 / Bigger Personal Storage Boxes / Prospector's pack Author-declared discontinued or merged. 25 has zero files left on its page

6. Gaps -- what players want that nothing covers#

Ranked by value to this project. Several of these are first-mod candidates.

  1. No 0.2.8 .usmap. The newest mapping in the catalog is 0.2.5 (mod 98, 2026-05-18) and its author explicitly warns that mappings do not read across versions. Dumping a 0.2.8 usmap is a small, self-contained job that unblocks every property read in doc 17 (237 CR_* recipes, 361 DA_* buildings, 363 I_* items) and every pak mod written after it. Highest value-per-hour item in this document. [catalog + inferred]
  2. No UE4SS build that coexists with the ModLoader. An alternate-proxy UE4SS for StarRupture (built with -DUE4SS_PROXY_PATH against xinput1_3.dll or similar) would let the Lua/LogicMods tier and the 22-plugin tier run together. Upstream supports it; nobody has shipped one for this game. [community + inferred]
  3. No turret ammo-supply fix -- the loudest unmet defense complaint. Players quantify it: "the T2 turret shoots like 600rpm and reloads 60rpm... it runs empty far too quickly", and separately, defense towers hooked to rails "won't resupply until you turn the tower off and on" (pressing E on the tower is the community workaround) [community: https://steamcommunity.com/app/1631270/discussions/0/742664166129807322/ , https://steamcommunity.com/app/1631270/discussions/0/742664495215680394/ ]. Every turret mod on Nexus edits damage/range/RoF; none raises the tower's internal ammo buffer or its rail request rate, which is the actual bottleneck. A DA_TurretTier2 buffer-size pak is a two-property edit with an obvious audience.
  4. No mod unlocks Standard Ammo with the turret. Unlocking the Defense Turret does not unlock Standard Ammo -- you must buy the rifle blueprint at the Equipment Upgrade Station, so a player who took the shotgun or LMG cannot use turrets at all [community: https://steamcommunity.com/app/1631270/discussions/0/682992000385955650/ ]. This applies to Robert directly at Griffits L6. A recipe-gate pak fixing it would be tiny.
  5. No new defense content, only stat edits. Players ask for energy walls and gates, powered laser turrets, mines, and deployable combat drones [community: same "More defences please" thread]. Every combat mod in the 128-mod catalog is a data edit to existing assets. Adding a building is a LogicMod/Game Feature problem nobody in this ecosystem has attempted.
  6. Nobody has unlocked the shipped-but-locked content. DA_DroneRailT4 / DA_DroneRailT5, Cooler (Active/Passive), WaveFreezer, WaveSmelter, Synthetizer/SynthetizerTier2, CombustionPowerGenerator and ChimeranPowerGenerator all ship as assets in pakchunk0 with no unlock path [shadow-install §5]. 64 Unlock (Almost) Everything only unlocks corporation rewards, not these. A pak that grants Rail v.4/v.5 or the Cooler alone would be the highest-demand mod on Nexus, given that heat -- not power -- is the binding budget post-Update-1.
  7. No save-aware anything. Four save editors exist (Chr0nos CLI, adubry75 GUI, the browser editor, AlienX's utilities) and zero of them talk to a planner, a progression tracker, or the recipe/blueprint gate graph (lockedRecipes{} with blueprint-item gates, 140 locked for Robert). No planner reads a .sav. That is the project's declared niche and it is still empty.
  8. No base/factory layout designer, at all. "Blueprint" in StarRupture is an unlock item, not a layout template, and Update 2 only previews parameter copying. 122 WAILA delivers recipe copy/paste today; nothing does layout. Given 25 modular foundation sizes, 11 typed sockets, 17 placing-condition classes, a 200 m cube envelope and a cooling budget, this is a genuine design tool waiting to be built -- and Robert is already building it.
  9. No client/server compatibility matrix exists anywhere. Host wikis assert server-side install is sufficient [community: 4netplayers] while hedging that "some mods may also need to be installed locally" [community: zap-hosting], and no mod page except 56 Less Fall Damage states its multiplayer side explicitly. §3.1 above is, as far as this research found, the most complete such matrix published for StarRupture.
  10. No maintained enemy-difficulty ladder. 37 More Enemies is the only post-Update-1 spawn mod; 60 and 67 are January and mutually colliding. Nothing offers graduated, save-safe difficulty for a large base -- which is exactly what a 5-core, 2,711-entity save wants before its first Base Core upgrade.
  11. The Rupture-timer stack ends at the game window. 94 writes JSON every second and explicitly names StreamDeck and overlays as consumers -- but no second-screen or web companion that reads it exists. A 100-line reader that renders the wave clock on a phone is a weekend build and would slot straight into rupture.salvo.host.
  12. No pak-mod merge tool. 35, 54, 129, 39 and 8/77/78 all collide in predictable, documented ways (same DA_*/BD_* assets). Every collision in this document is resolved today by "pick one." A merge helper on top of UAssetGUI/retoc -- the exact toolchain 109 documents -- would let a player run Enhanced Turrets and Simple Mobile Turrets, which is the single most obviously desirable combination in the combat category.

Sources#

Catalog (all [catalog] claims): C:/star-rupture/data/nexus/starrupture-mods.md (snapshot 2026-08-23 08:39 UTC, 128 mods / 750 files) · C:/star-rupture/data/nexus/starrupture-mods.json

Corpus: docs/COMPREHENSION.md v1.0.0 · docs/15-modding-technical-internals.md v1.1.0 · docs/ref/shadow-install.md §5, §9

External (all accessed 2026-08-23): - https://github.com/AlienXAXS/StarRupture-ModLoader -- install path, dwmapi.dll proxy, client vs server plugin loading, auto-update, -console commands - https://github.com/AlienXAXS/StarRupture-Plugin-ServerUtility -- RCON / A2S / command-line config / unauthenticated-RCE patch, server-only, ServerUtility.ini - https://steamcommunity.com/app/1631270/discussions/0/764059964738181505/ -- AlienX's ModLoader thread: rail fix, server keepalive, RCON/A2S, vulnerability patch - https://steamcommunity.com/app/1631270/discussions/0/742664166129807322/ -- "More defences please": T2 turret 600 rpm vs 60 rpm reload; requests for walls, gates, laser turrets, combat drones - https://steamcommunity.com/app/1631270/discussions/0/742664495215680394/ -- defense-tower resupply glitch and the press-E workaround - https://steamcommunity.com/app/1631270/discussions/0/682992000385955650/ -- turret unlock does not unlock Standard Ammo; rifle blueprint required - https://steamcommunity.com/app/1631270/discussions/0/695376132937164064/ -- demand for a Rupture timer ("i am using timer on my phone") - https://www.4netplayers.com/en/wiki/starrupture/install-mods/ -- "not necessary to install mods on both the player and the server side" (single-source) - https://zap-hosting.com/guides/docs/starrupture-mods/ -- "Some StarRupture mods may also need to be installed locally on the client" - https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/v3.0.0 · https://docs.ue4ss.com/ -- proxy-DLL system, -DUE4SS_PROXY_PATH, dwmapi default - https://github.com/Wilhelm-af/StarRupture-ModLoader -- archived 2026-03-02 predecessor loader; documented loading UE4SS.dll via mod.json (recipe does not transfer to AlienX's loader) - https://github.com/Nhimself/starrupture_timermod -- source for mod 94 - https://wiki.starrupture-utilities.com/en/dedicated-server/Vulnerability-Announcement -- vulnerability announcement (SPA; body not fetchable, summarised via search index) - https://www.thegamer.com/starrupture-best-mods-installing/ -- launch-era (2026-01-14) mod round-up; useful only for the Paks install path - YouTube round-ups (titles only, watch pages not fetched): "Top 15 Best StarRupture Mods 2026" https://www.youtube.com/watch?v=cssOe48_QmA · "Top 25 Best StarRupture Mods (Gameplay, QoL, Builds & More)" https://www.youtube.com/watch?v=3hWcVEFHY3U - https://steamcommunity.com/sharedfiles/filedetails/?id=3455536808 -- "Українізатор (v0.3.4)" Steam guide (single-source, unverified as StarRupture-specific)

Never fetched, per project protocol: nexusmods.com (403 to fetchers -- all mod facts come from the snapshot, and no Nexus comment thread was read), supercraft.host (tarpit), starrupture.net / starrupture.org / xmodhub.com / magicgameworld.com (confirmed AI/SEO fabrication for this domain). help.bisecthosting.com returned 403 and was abandoned.