Architect tab

Guides

Starter bases, killboxes, freezers, wealth, weapons, traits, mods, DLC and Randy survival.

GU-01

Best Starter Base Designs

Starter bases should be small, fire-safe and easy to defend.

Core rooms / Freezer
GU-02

Best Defensive Layouts

Defense layouts are about pathing, cover, fallback points and raid variety.

Killboxes / Open defense
GU-03

Wealth Control Guide

Wealth control keeps raid difficulty close to actual colony readiness.

Stockpiles / Floors
GU-04

Advanced Killbox Designs

Advanced killboxes handle sappers, breachers, mechs and fire better than simple corridors.

Pathing / Turret bait
GU-05

Efficient Freezer Setups

Efficient freezers preserve food without draining the grid or slowing cooks.

Double walls / Airlocks
GU-06

Mid-Game Survival Guide

Mid-game survival is about avoiding wealth spikes while building real defenses.

Research / Armor
GU-07

End-Game Colony Guide

End-game colonies survive by redundancy, specialists and raid-specific answers.

Spacer tech / Marine armor
GU-08

How to Survive Randy Random

Randy survival means preparing for event clusters without assuming fairness.

Stockpiles / Medical backup
GU-09

Best Traits Tier List

Traits should be ranked by job value, mood impact and colony risk.

Industrious / Jogger
GU-10

Best Weapons Tier List

Weapon tiers change by target, range, armor and production quality.

Assault rifle / Charge rifle