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.mdon 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 (
CombustionPowerGeneratorships 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 (
CurrentHeat0 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)#
Shelter before everything
Pocket kit = 1 Meteor Heart + 100 BBM; know the Habitat/Airlock you will reach within the warning window.
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.
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.
Generator-only outposts
on a shared rail grid keep heat out of the production core.
Rails are pull systems
never hand-feed a machine that has not requested material; retire a building by stopping demand, draining, then deconstructing.
One item per lane
until the multirail bug is fixed; parallel single rails beat a 5-lane bundle.
Big batches for Cargo Dispatchers
(stack 1000 ~ 93-96% efficiency).
Size smelter banks from the deposit tooltip
there is no universal extractor:smelter ratio; purity sets the rate.
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).
Loot ruins in the post-wave window
outside it Vermin respawn endlessly.
Upgrade a Base Core only when the turret ring is ready
the upgrade is the attack trigger; stand at the turrets during the wave.
Build small islands linked by walkways
every placement recalculates electricity/stability over all Mass entities (the big-base FPS cliff).
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#
- 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).
- 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.
- Delayed 2025-08-18 to Early Access 2026-01-06, hit exactly; 500k copies in 11 days, 935k wishlists, #2 global bestseller.
- 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.
- 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.
- 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.
- Branch model is event-driven: a PTB per major update, torn down at release; only
publicexists now. - 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.
- 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.
- 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) |
















