Update 5.5 "Deck Drop" is LIVE (2026-08-31). Two independent sweeps confirm the public-branch release (Channel37's trailer: "STATUS: DEPLOYED... the seventh Early Access update"); the ShadowPC install read buildid 25056839 first-hand on 2026-09-01 (0.8.5.650920, engine reported 5.8.1 on the beta). The corpus docs still carry the 0.8.0.612251 anchor -- the next-patch batch (shadow-install re-inventory, full re-mine, re-anchor docs 01/03, lift the caveats) is pending Robert's go; every [beta-era] tag now reads as 5.5-era, and the datamined human-growth values in doc 23 are already 5.5 values.
This is the mandatory session pre-read. It is the working fluency layer; the 22 numbered docs in docs/ are the detail layer (routing table in §14). Ground truth for install/engine/save facts: docs/ref/shadow-install.md (first-hand, trusts over any web source). The numbers layer for power and fluids: docs/ref/flow-research/ (five reports) synthesized into doc 10.
0. Spoiler contract (BINDING for every companion session)#
Robert started playing 2026-08-24. As of 2026-09-05 he has restored the Lazarus Complex, racked the first seed, grown a human, flown the first launch ("Ascension"), opened all three Eden Cradle chambers, built Black Vein Station into his oil / diesel / steel / carbon-fibre station and made its first batch, built the first Eden Frame at Pishon and planted the first pear, and grown and launched a full Habitat Care group (four seeds from one Prometheus run, fed to the cookbook's recipes) that is in orbit waiting for the committee -- he is in the committee / Eden / industry era. As of 2026-09-07 he is level 32, has racked a seed for Project Jonah at Platform Omega and is wrangling sharks for the Omega Nursery pens, and plays on a 15-container mod stack (docs/mods/18-installed-mod-stack.md: ten Nexus quality-of-life paks plus the house Matte Black livery, an Enhancer Cap of 150, x10 cables, a 150 kg net, x10 boxes with a 400 m crafting pull) -- every number in this corpus is vanilla unless a doc says otherwise. He remains spoiler-averse for everything he has not yet reached; the contract below is unchanged. (Playthrough state otherwise lives in praxium, never in docs/ -- this status line is the one exception, kept for spoiler calibration.)
- Everything above the SPOILER WALL (§S1+) in this doc is mechanics-grade or officially-marketed information -- safe to use freely in answers.
- Everything below the wall is story: never volunteer it. If Robert asks a question whose answer requires fenced content, say so first ("that crosses into story -- want it?") and reveal only on his explicit yes.
- "What should I do next" answers default to spoiler-light routing: mechanics, preparation, direction -- not quest outcomes, not what a location contains, not who a voice is.
- Docs 04 (lore), 17 (quests), 18 (humans), 20 (achievements) are spoiler-dense; quote from them carefully. Docs 05-13, 19, 21, 22 are mostly safe; doc 11's late sections and doc 12's reveal-map are mild-spoiler.
1. The game in one paragraph (spoiler-free)#
You are the last functioning Caretaker, a humanoid robot on an Earth drowned by a global flood, alone on an open ocean dotted with half-sunken facilities. Your standing mission (openly marketed): recover human seeds, restore the Lazarus Complex, grow humans, and launch them to orbit -- humanity survives only if you keep working. Mechanically it is a first-person survival-logistics game where the survival meter is electric charge, not hunger: you sail a 30-metre boat that is simultaneously your vehicle, base, power grid and workshop; you salvage finite wrecks, restore power to dead facilities by physically running cables, craft through a proximity-based fabricator, fight machine and bio-machine hostiles with real firearms, and push progression through a skill tree + body-upgrade system. Single-player only. Closer to Raft than Subnautica in structure -- surface-first, waypoint ocean, quest-driven -- but its systems are its own.
2. The version story (know this before trusting ANY guide)#
| Update | Version | Depot date | Headline |
|---|---|---|---|
| EA launch | 0.5.0.x | 2025-11-06 | $34.99, Steam+Epic; "at least 12 months" of EA |
| 01 "Last Humans" | 0.6.0.606448 | 2025-12-16 | Drivable Forklift, NVGs, binoculars, compost, basketball; UE 5.6 -> 5.7 migration (broke all mods) |
| 02 "Ocean: The Final Frontier" | 0.6.5.607749 | 2026-02-11 | CS-17 jet ski, Rocky Islands, The Maze, Sonar, 37 paint styles |
| 03 "Curiosity Wakes" | 0.7.0.608982 | 2026-03-18 | Committees (Council of Humanity), 3 new enemies, FELIS companion, ~10% low-end perf |
| 3.5 "Shadow Drop" | 0.7.2.609842 | 2026-04-15 | Off-roadmap; Camera Drone (photo mode), PECO minigame cartridges, storm region north |
| 04 "Below Us" | 0.7.5.610707 | 2026-05-13 | Salvage Gyro (first aircraft), hook cables, drone charging, decoy |
| 05 "New Horizons" | 0.8.0.612115 | 2026-06-24 | Level cap 30->35, Project Eden, committees expansion, samples, music cassettes, Recovery Grinder, Stainless Steel, Gyro Deck, HDR, IT+ES |
| 05 HF1 / HF2 (current public) | 0.8.0.612211 / 0.8.0.612251 | 06-26 / 06-29 | Quest-blocking fixes (rocket reward freeze; Seats of Care) |
| 5.5 "Deck Drop" (LIVE) | 0.8.5.650920 | beta 2026-08-28, public 2026-08-31 | 11 new container modules (portable storage up to a large Bulk Battery, petrol/diesel containers), the MOSES Field Reserve Program questline, new Gyro Towers, 4 new Memories + 38 HoloMemories, a "major fix and balancing pass" (crashes, quests, crafting, rockets, cables, containers); engine 5.7.4 -> 5.8.1 [first-hand: the beta exe reported 5.8.1, and its ray-tracing shaders crashed a 2024 NVIDIA driver until it was updated]. Shadow buildid 25056839 on 2026-09-01; the seventh EA update; corpus re-anchor pending |
Decoder facts: marketing numbers don't track semantic versions -- the 4th field (a monotonic CI counter, ~39/day) is the only reliable ordering key. Channel37 pushes the depot day N, posts land N+1 (depot dates authoritative). Since U05 there's an in-game patch-notes reader (Main Menu -> Patch Notes) -- first-party and better than any URL. Directional balance notes only ("reduced", "improved") -- almost no published numbers, and no developer has ever published a power figure (every kW in circulation is tooltip- or player-derived). Public betas ship as a Steam branch behind a published access code (hence the "Latest Beta Code?" threads).
Stale-guide tripwires (launch-era claims now FALSE): max level 30 · no photo mode · no flying vehicle · storage placement permanent · boat speed bugged · vehicles too expensive to run · 8 enhancers (now 11 -- Equipment Handling is the undocumented eleventh) · 21 skill tiers (a v0.5.0 snapshot; 25 is current) · hardcoded gyro keys (customizable since U05) · CS-17 Skimmer at T13 (datamined T9) · wind turbines at 1-2 kW (a wiki field misread; 5-10 kW) · "carry oil for range" (U05 halved the oil-to-diesel yield). Anything dated before 2026-06-24 is at least one major update stale.
Roadmap state: original six blocks, five shipped (3.5 was a bonus). Block 6 = "The Future / New Frontiers" -- unannounced. No 1.0 date exists ("full launch in 2026" was a launch-day aspiration never restated). The "12 months of EA" elapses 2026-11-06.
3. Systems map -- how everything interlocks#
SALVAGE (finite world objects, wrecks, POIs) RENEWABLES (boat net trickle,
| Dismantle Tool (T2) respawning floaters, enemy drops,
v cocoon ranching, farming since U05)
SCRAP (11 types) --Recycler--> MATERIALS (4 rarity bands)
| |
| v
| FABRICATOR (10 m radius, 3x hand speed, queues)
| |
v v
XP (all three verbs pay XP) PARTS -> MODULES / TOOLS / WEAPONS / VEHICLES
| |
v v
LEVEL (cap 35) --+--> SKILL POINTS -> 25-tier recipe tree
+--> ENHANCER POINTS -> 11 body stats x 100 levels
|
POWER: generation (solar/wind/fuel) -> batteries -> cables (20 m segments, 4 families)
-> boat bus (6 kWh + 14 outlets) -> facility yellow switchboards -> YOUR OWN BATTERY
|
BOAT = vehicle + base + grid + workshop + respawn/backup + storage + net
|
ENDGAME LOOP (mechanical): seeds -> Lazarus Racks (power+water) -> humans -> launches
-> orbit -> capsule drops (farming) -> committees
The load-bearing insight: electricity is the one currency -- your body, your tools, your boat, every facility and the endgame all draw from the same watt economy, and moving charge (cables, sockets, backpacks) is the actual gameplay. The second insight: the world is finite but the game is not soft-lockable -- fixed POIs deplete permanently, while the boat net, floating containers, enemy respawns, cocoon colonies and farming provide an infinite (slow) floor.
4. The numbers that matter (all verified current at 0.8.0 unless tagged)#
| Stat | Value |
|---|---|
| Internal battery | 500 Wh base -> 2,500 Wh max (+20/level Battery enhancer) |
| Idle draw | 250 W base -> 125 W max (Power Management, -0.5%/level, reduces ALL drain) -- stock endurance ~2 h idle. Over-capacity encumbrance raises idle draw (~400 W reported); three players report PM not applying (idle stuck ~260 W) -- bounty, check before sinking 100 points |
| Vitality | drains only when battery hits 0 (or damage); restored ONLY at Heal Station / Charge Injector (+20% vit, -2% energy). No armor system exists |
| Melee cost | 5 Wh (the only published per-action cost); melee is on C |
| Carry | 100 kg base -> 200 kg (Haul Mastery); over-capacity = 25% speed floor + power spike (no hard cap) |
| Dive depth | ~10 m base -> 110 m max (Pressure, +1 m/level); beyond = escalating vitality tick + battery drain, never instant death; no oxygen system at all. Pressure 70 makes a ~45 m dive trivial first-hand |
| Fall damage | real; -50% max (Shock Absorber); ladders negate it; above 500 Wh charge it hits battery not vitality |
| Enhancers | 11 total (the wiki's ten plus Equipment Handling, undocumented anywhere but live in-game first-hand), 100 levels each (150 on Robert's install -- the house Enhancer Cap mod, doc 18); all eleven maxable -- closed by game arithmetic (DATAMINED): leveling grants exactly 700 points (10/15/20/25 by band) + 515 documented quest grants = 1,215 vs the 1,100-point cost of maxing everything; the launch-era "~5 of 10" estimate is obsolete (doc 21). Formulas confirmed exact first-hand (Battery 20 lvls = 0.9 kWh; PM 20 = -225 W displayed -- a display confirmation only, see Idle draw; Haul 10 = 110 kg) |
| Skill tree | 25 tiers, unlock tier N at level N; picks cost 1-4 SP; DATAMINED EXACT (doc 22): the tree costs 267 SP, leveling grants 305 (3-9 rising, flat 10 from L10); XP curve 200 at L1, +150/lvl to L25, +200/lvl to L35 (99,000 to cap; byte-confirmed against Robert's level panel at L5 and L21); 44 further skills are quest/vault-gated; tree completes from leveling alone; no respec -- ordering is tempo, not identity |
| Level cap | 35 (was 30 pre-U05); tiers 26-35: nothing documented |
| Fabricator | 10 m material radius, ~3x hand-craft speed, 100 W idle; multiple fabricators stack throughput |
| Cables | 20 m max per SEGMENT (200 m on Robert's install -- LongerCables10x_P, doc 18; chain depth unlimited -- an extender starts a fresh 20 m); extenders = 4-port junctions with an on/off switch; four incompatible families (electric/fuel/water/gas); cable bandwidth ~1 MW (community) = never the bottleneck; keep segments under ~19 m and put an extender at every corner (reload cable-physics mitigation) |
| Boat | 30 m; 2,000 L diesel tank + 6.0 kWh battery built in; 14 power outlets, 5 diesel, 1 CO2; 2 engines (diesel+electric) x 5 cylinder slots; 4 mooring cables + 2 anchors + stern net. The boat dashboard counts the hull's 6 kWh / 2,000 L; the PECO Grid Scan 2000 does not (built modules only) |
| Generators | Portable 10 kW / Large 30 kW [wiki] -- the 0.8.0 module data reads 33 kW and 66,000 L/h CO2 at the same 6,000 L/h petrol [datamined pass 2; tooltip read pending] (Portable: 1 kW = 200 L/h petrol = 2,000 L/h CO2, calibrated exact; they run demand-driven and STOP when a connected downstream CO2 tank fills); wind [tooltip + mine, byte-exact]: Whisper 2.5 kW, Cyclone 5 kW, Typhoon 10 kW (storm-rated; its two ports are a 50/50 circuit splitter -- one cable carries the full 10 kW; turbines decay and need constant repair, solar has zero upkeep) -- the old 1/2 kW figures were a wiki Capacity-field misread, never production. Solar LumiLite 3 / LumiMid 6 / LumiMax 10 kW peak. Water Purifier 8 kW: 10,000 L/h salt -> 10,000 L/h fresh (0 W idle) [datamined pass 2, calibrated]. Recycler running draw is CONTESTED: REPORTED ~90 kW (one player, 2026-06) vs the module asset's 200 W on / 100 W standby [datamined pass 2] -- a per-operation charge cost ("300+ Wh" per large object) may be what players see; size for the worst case until a tooltip settles it. Hull Stabilizer 8 kW each [datamined, calibrated]. Headlamps Lancer ~2.5 kW / Nebula ~10 kW / Eclipse >10 kW off your own battery |
| Storage | DuraPack 50 kg (T3) / StorTite 100 kg (T6) / FortiHold 200 kg (T11) (x10 on Robert's install, with a 400 m crafting pull -- StorageProximity_P, doc 18); relocatable since U05. Medium Battery 6 kWh (T8) = the only rechargeable buildable; Large Battery 18 kWh [datamined, dormant in 0.8.0 -> the 5.5 beta's Bulk Battery]; consumable batteries (25/100/200 Wh) cost more Wh to craft than they restore |
| Seed handling | The clock is 120 real minutes on the current build (it was 60 before Update 3.5 -- wiki revision 5030 names the change; every one-hour guide is stale, not wrong) and it pauses only inside a powered, watered rack. The Lazarus Pod neither pauses the clock nor hides the seed from Angels (hotfix 0.5.0.581804 fixed exactly that; podded seeds still draw reduced aggro at best). No numeric countdown shows at extraction on 5.5 first-hand, only "needs to be refrigerated or placed in a rack". Doctrine: haul seeds raw (they float, climb ladders and can be re-frozen in any vault slot), pod them at the complex; opening a Seed Reserve arms all four clocks; seeds per trip = empty, powered, watered racks (four). Expiry is still THE only permanent loss. Full doctrine: doc 23 §1 |
| Rocket launch | Per launch: O2 12,000 L + CH4 3,000 L + electricity 60 kWh first-hand, MOSES panel, beta-era; 4 pod berths, payload 1/4 is a valid minimum; Sabatier makes a launch's gas in ~10-15 min from CO2 (a CO2 bank holds a dozen+ launches; O2 tankage is the bottleneck) |
| Human quality | Every human carries a numeric Value (~9 for a T1, rosters average ~11) and a Tier shown on the committee panel; capsules pay by a six-level reward tier [datamined] -- loot rolls 1/1/2/3/4/6, memories returned 1/2/3/5/10/30 (Rare materials from level 2, Artifact from level 3) -- so the memory economy is not closed: capsules give world-loot memories back (never Ash Notebooks or Porcine Vocal Interfaces). Committees need all four seats, age 18 (21 for #9, 22 for #10) and one real day in orbit; only three of the ten issue quests today (Habitat Care first: its quests open Eden). Doc 23 §3 |
| Growing a human | 2 h 20 min to 3 h 10 min, scaling with the load [first-hand: the rack's own estimate reads 2:20 for 11 items and 3:10 for 19; the first human measured 2:48 -- roughly 70 min + 6 min per item; the wiki's minute-scale formula is retired; size the growth bay for three unattended hours]; the rack draws 2.5 kW + 100 L/h fresh water while growing (500 W idle -- and "No Power" on a rack also means no fresh water); you feed from your backpack into the rack's 100 kg hold before BEGIN (a jar is 2 kg, about fifty per load; no draw from storage) and feeding runs live during growth (Memories, food jars, and PECO minigame cartridges as mental inputs); the prediction panel names a profession's gates but hides the values as ?? -- the mined thresholds in doc 23 are the only source, and meeting a threshold reads as qualifying first-hand 2026-09-05 |
| Fuel economy (DATAMINED) | Two organics-fed refineries plus one oil tower [corrected 2026-09-01 -- earlier versions of this row had the Diesel Refinery eating oil]. Bio -> Diesel via the Diesel Refinery (T4/2SP; internal name DieselGenerator, skill asset Oil_Generator -- which is why no "diesel" skill is findable by name; 4 L diesel per organic unit [wiki], 2 kW; the module data reads 5,000 kg/h organics -> 20,000 L/h diesel [datamined pass 2]). Bio -> Petrol via the Portable Petrol Refinery (T5/2SP; 2 L per unit, 2 kW; 10,000 L/h mined). Oil -> fuel only via the Distillation Tower (T20, 60 kW): 20,000 L/h oil -> 10,000 L/h diesel + 3,600 L/h petrol + 100 kg/h plastic [datamined pass 2] = the yield that was halved silently in U05 (2,000 L oil -> 1,000 L diesel + 360 L petrol). Oil comes from the Oil Pump (Black Vein Station, fixed and renewable) and the Recovery Grinder. The tower drinks 20,000 L/h: any oil tank left on its line is diesel within minutes first-hand 2026-09-03 -- keep oil meant for Stainless Steel off the tower line. Petrol feeds petrol cylinders, Rhino Dismantler, Flamer weapons, Skimmer/Gyro; diesel feeds the boat's diesel engine. Separate tanks/barrels/containers per fluid (2,000 L each; Large O2 9,000 L; Methane 6,000 L [datamined]) |
| Autosave | every 10 min (confirmed first-hand); every generation kept in SaveGameBackups with timestamps; 8 manual slots (0-7) confirmed first-hand |
| Day/night | ~20 min day / ~6 min night (community); in-game clock: day = 05:00-23:00 |
5. Opening playbook (the first-session cheat sheet)#
The opening chain is fixed: From Darkness, Light (battery -> outlet -> main switch) -> Where Waters Wait (docking hangar; the Heal Station and Backup Station objectives are optional -- do them anyway) -> Light the Way Home -> Vessel of Tomorrow (wake the boat; 4 of its 5 tasks are optional, only "open dock doors and sail out" is required -- do all five, sailing out unprepared is the classic self-inflicted wound) -> Rags to Riches (Recycler) -> Voyage into the Unknown (Navigation Beacon 49) -> First Light (fabricate tutorial).
The known early blocker: a glowing creature guards a door before you have any weapon. The answer is melee -- the C key (a top Steam-thread stall for new players).
Doctrine, in priority order:
Strip Sanctuary Dock 37 bare before sailing
World objects are finite and never respawn; your starting island is free mass. Dismantle at high durability for the full parts refund -- and the dismantle preview shows the full yield + Wh cost before you commit.
Skill order (consensus)
Dismantle Tool (T2) -> Electric Cable + Extender -> LumiLite solar -> Fuel Cable + Extender -> DuraPack -> a weapon -> Whisper turbine + Consumable Battery -> Diesel Generator. Skip Fabricator/Recycler skills early -- starter locations have them free. (Skimmer is T9, not T13, and mission-gated besides.)
Enhancer order (consensus)
Battery + Power Management first ("electricity is your largest early struggle"), then Scrapper, then Haul Mastery. Vitality low priority early -- once the combat era starts (rifle, getting burst; there is no armor) put 15-20 points in it; Field Medic and Shock Absorber stay fluff.
Craft fluid containers BEFORE collecting fluids
the boat's 2,000 L diesel tank is the only built-in fluid storage in the entire game; liquids/gases can't be dropped loose.
Recharge ritual
plug a cable into any source, step back until the prompt reads "Connect (Self)", press E. If a source won't give, press F on the socket to flip its mode (output / input / equalize).
Meters [settled 2026-08-27..29]
the boat dashboard counts equalize-pooled built storage and the hull's own 6 kWh / 2,000 L (a 6 kWh hull + 3 Medium Batteries reads 24.0/24.0 kWh; storage left in output/input mode is excluded and the gauge under-reports). The PECO Grid Scan 2000 (T15, 2 SP) is the authoritative meter for everything you built -- a zoomable node map with per-node watts, fills and switch states -- but it counts built modules only: hull internals ride outside it, so true totals = scanner + hull. Any generator wattage shows connected load, not capability: a turbine reading 0 W with full batteries is working correctly.
THE map trap: the Y axis is inverted
Negative Y = NORTH. Nothing in the game tells you. Start dock (11,8) is the far WEST; the whole game runs west -> east.
Storms
mooring cables (not anchors alone) hold you at a dock; in open water drop anchor and accept drift, repair after. Night doctrine: sail at night, salvage by day -- POIs spawn night swarms that daylight kills; never arrive at dusk.
Range doctrine (mid-game) -- INVERTED 2026-08-29
carry diesel directly. Update 5.0 silently nerfed the Distillation Tower ~72% (2,000 L oil -> 1,000 L diesel + 360 L petrol; no patch note) -- oil now yields HALF, and the launch-era "carry oil, 2.4x range" rule is retired. Throttle economy (measured): ~50% throttle = 136 L/km; 100% = 281 L/km (2.07x fuel for 1.5x speed) -- cruise untimed legs at half throttle. (A 134-upvote community thread swears by 80%; the curve is probably non-linear -- untested.)
Unstuck
add -ea to Steam launch options -> pause menu gains an "Early Access" section with Relocate character.
Seed runs -- the protocol [rewritten 2026-09-01 from the first run + the seed-logistics research]
the Lazarus Pod (T12, 3 SP) is quest-gated -- it unlocks after the underwater investigation leg of the first seed mission, before extraction. Seeds per trip = empty, powered, watered racks at home (four). The clock is 120 minutes and only a rack stops it: the pod is transport, not refrigeration and not stealth (a dev hotfix made Angels aggro on podded seeds). Run shape: clear and light the Hall, deck and vault (blobs are contagious to racked seeds) -> pallet on deck, manual save, full fuel -> snipe the vault site's Angels from anchor first, power the reserve door with yourself -> extract RAW (opening a Reserve arms all four clocks; cubes float, throw them toward the anchor; under five minutes on site) -> sail straight home (~20 min from Prometheus; a raw cube can be re-frozen in any vault slot on the way, and Reserve 08 sits on the corridor) -> Angels attack on sight of a carried seed or human, patrol outdoors, and must never be provoked at your own complex -> sprint the dock-to-door gap -> pod indoors, manual save, insert, save again + full restart, check the pod screen is not reading "cooling requirement not met" -> feed. Full doctrine in doc 23 §1, procedure in doc 17.
Launches first-hand 2026-09-01
manual save BEFORE pressing STARTUP on the rocket panel, then hands off ESC from ignition until the capsule chain settles -- exiting mid-flight and reloading pulls the launch auto-quicksave and forks the state (a fresh rocket on the pad while the phantom one keeps flying). To rewatch, reload the pre-launch save.
6. Hazards & combat quick reference#
Meters: battery and vitality, nothing else. No hunger/thirst/oxygen/temperature/radiation/toxins -- verified absences. Damage sources are exactly: enemies, falls, battery-empty drain, over-depth pressure.
Death = a save reload, dressed in fiction [settled first-hand 2026-08-27]. "Terminated -> return to a backup" literally rolls back to your last autosave or manual save -- no item drop, no corpse run; you lose only the play time since the save (autosave = 10-min cadence). Practical rule: manual-save before every risky poke (new outpost, dive, night landing) -- it converts death from a setback into a 30-second rewind. Corollary: the rollback undoes ANYTHING since the save, which is also the emergency brake on mistakes.
Enemy families (17 catalogued; full roster + tactics in doc 06): cocoon-spawned bio-swarms (slimes, crawlers, spitters), rogue machines (Roller Boi, Laser Bob), cybernetic sharks (Ram/Talon/Laser), floating Angel/ArchAngel gun platforms (Angels are passive until provoked -- seeing a carried seed or human counts as provocation; they throw slow blue orbs that walls block; never shoot the ones over your own complex; first-hand time-to-kill: ~4-6 Bolt Sniper rounds each. The ArchAngel is the cannon variant: attacks on sight at range, volley-then-reload, drops Bio Flesh 50% -- fight it from cover, ideally the boat deck with the Heal Station behind you). Cocoons are the spawn source and they regrow from intact ROOTS, in the dark first-hand 2026-09-01: destroying the cocoon body is temporary, destroying the roots is the permanent clear -- which is why "cleared" POIs repopulate. Tentacle contact damages you (confirmed). Roller Boi kill-chain: shoot the cannons off -> back off -> rifle the body from range (it explodes on death like a grenade; disarmed units flee the dismantle tool). Laser Shark: the laser is dorsal but concealed, deploying upward before it fires (a telegraph); it drops ~2x a Talon's loot -- shark hunting is the renewable rare-scrap channel. Ammo doctrine: Slam rounds for sharks, Tri rounds for machines.
The attractant economy is the tactics layer: electricity draws Sweethearts · petrol draws Mosquitos (NEVER fight them with fire) · light draws slimes and (since U05) aquatic swarms · sound draws Angels · dropped organics get eaten by scavenging crawlers. Black Vein Station first-hand 2026-09-03: the Angels were the easy part -- the gate was Mosquito swarms from cocoons on the helipad above the dock, unreachable from the boat, with the light-loving slime on the lights and the dark-loving slime in the dark at the same time (in the 5.5 art the light-lover looks red and the dark-lover black -- the wiki's "Pink" and "Red" names are the other way round); what worked was strip to health-and-offense, sprint the base for the nest, and carry a battery for the dead elevator (doc 06 §7.11). Light is also a weapon: night crawlers and red slimes die in intense light or daylight, and the Eclipse headlamp (T18, ~10 kW) kills night crawlers on contact -- light walls plus a lit cocoon colony make a ranchable bio source (doc 06).
Weapons: five families -- Melee, Bolt (firearms), Electric, Flame, Thrown. HARD RULE: only Bolt weapons work underwater. Bolt Pistol T5, Rifle T11, Sniper T17. Electricity backpacks double as energy-weapon magazines (and boost electric-weapon damage).
No lightning-rod mechanic is obtainable (its skill is a "Never" entry; a description string exists -- "protects surrounding modules", nothing about bonus energy). No base raids, no ship turrets; defense is positioning, floodlights (keep leeches off the deck), and the U03 companion units (FELIS, tamed Sweetheart).
7. Vehicles#
| Vehicle | Unlock | Notes |
|---|---|---|
| The Boat | starts docked; woken by the opening chain | The only vessel you'll ever own -- no fleet, no replacement, no second boat. First+third person control. Built-ins: Heal Station, Backup Station, PECO terminal, water pump. Cylinders: electric (T2) -> diesel (T3) -> boosters (T6+) -> petrol grades (T9+; petrol cylinders are Skimmer/Gyro parts, not for the boat's diesel/electric engines). Paint: 37 styles x 4 zones at the cab Customization Table (cosmetic only). Deck generation doctrine: LumiMax = daily driver (10 kW, silent, zero upkeep), Typhoon = storm insurance with a constant-repair tax. |
| CS-17 Courier Skimmer (jet ski) | T9 / 3 SP [datamined -- the launch-era T13 is wrong] + "Rocky Islands" questline (U02); mission-gated in practice (purchase refused until a later quest) first-hand | Single-seat, petrol cylinder + 400 L, tows behind the boat on a 5 m bow cable. |
| Salvage Gyro (aircraft) | T17, rare blueprints via Service Towers (U04) | Petrol-fuelled rotorcraft; Space/Ctrl throttle; 5 of 8 Service Towers are Gyro-only -- it's a hard exploration gate. U05's Gyro Deck makes the boat its carrier; the 5.5 beta adds new Gyro Towers [beta-era]. |
| DONK-Lift 3200 (forklift) | T5 (U01) | Moves heavy cargo + pallets; the seed-hauling workhorse. |
| Camera Drone | skill unlock (U3.5) | Photo mode; battery; short range; community recharges it by rebuild rather than the U04 charging station. |
Boat damage: storms > mines > collisions > ramming enemies. Sinking exists; standing fix "repair, raise net, raise anchors." No autopilot; the boat drifts slowly to port unattended. Electric-only cruising: one 6 kWh battery buys ~3.5 km of hard running at ~20 km/h; a fully boosted electric drive draws 28.5 kW at full throttle (about one Large generator).
8. Power doctrine#
One electrical currency, several un-networked pools (your body, boat bus, standalone batteries, per-facility wiring) -- moving charge is always a physical cable run. Socket modes via F: output / input / equalize (the default, and the only "grid logic" in the game). Equalize levels ABSOLUTE charge per unit, not percentage -- small full batteries pin a big bank at their own Wh level forever; filling a large store past that equilibrium requires Input mode on its connection. Ports are connection-classed (generator outputs cannot link to each other -- route every generator into a battery, extender, boat socket or wall socket); cable bandwidth ~1 MW = never the bottleneck; a per-port ceiling is refuted (60+ kW measured through single ports and extenders). A generator gauge reads connected LOAD, not output -- an unfull Medium Battery is what makes a whole fleet register. Solar = LUMI series [SETTLED 2026-08-29, tooltip + mine agree]: LumiLite 3 kW (T2) / LumiMid 6 kW (T6) / LumiMax 10 kW (T13) peak, gimbal-tracked -- the wiki's 900/4,000/8,000 "Wh optimal" figures are retired. Wind [same evidence] = Whisper 2.5 kW (T3) / Cyclone 5 kW (T8) / Typhoon 10 kW (T14, storm-rated: storms are a power EVENT -- wind spikes above nameplate while solar dies; hybrid generation is the answer). The Typhoon's two ports are a 50/50 circuit splitter (one cable connected = the full 10 kW; both = 5+5 kW to two separate circuits; turbine-to-turbine is refused). Turbines decay (~10%/day launch-era, reduced in 3.5; a Typhoon needs repair on every revisit) while solar has zero upkeep -- hence LumiMax as the daily driver. Fuel = Portable 10 kW (T5) / Large 30 kW (T15), demand-driven (they throttle to the downstream draw); their CO2 output is optional to connect (feeds Sabatier/carbon-fiber chains) but a FULL downstream CO2 tank stops the generator -- leave it unconnected for uptime until you need the chain, and when you do, the Sabatier reactor (60 kW; 60,000 L/h CO2 -> 60,000 L/h methane, plus 5,000 L/h FRESH water -> 120,000 L/h O2 [datamined pass 2] -- feed it purified water, not the salt line) self-relieves through its spare oxygen ports and throttles its own conversion when an output backs up first-hand 2026-09-01. Grid-sizing traps: the Recycler's running draw is contested (REPORTED ~90 kW vs 200 W in the module data -- §4); headlamps are your biggest personal draw (Eclipse ~10 kW = 40x idle); a single low-condition battery caps a whole bank; dismantling a battery deletes its charge.
Meters: boat dashboard = pooled built storage + hull internals; PECO Grid Scan 2000 (T15, 2 SP) = built modules only, by name, with live watts and switch states -- the authoritative infrastructure audit (it also finds the dead hop after a reload). The 0.8.0-era "Lazarus reads 122 kWh with ~62 unaccounted" puzzle is retired: on the beta the scanner accounts every Wh as built (no native facility storage), so treat it as a historical artifact, not a mechanic.
Facility restoration is not a puzzle: every dead structure has one yellow switchboard -- cable power in and the whole site (lights, doors, elevators, terminals) wakes. Repair the site's own rooftop panels/turbines, or run cable up from the boat mooring (extender per floor -- the 20 m rule). Shortage = brownout (things slow, nothing breaks); live loads beat storage charging; no priority config exists. Facility wall receptacles (and the buildable U05 wall sockets, T15-18) are paired pass-throughs, not outlets -- two per wall means two independent lines may cross it. A Lazarus rack that says "No Power" may actually lack fresh water (dev troubleshooting doc); keep salt-water and fresh-water networks separate. Mega-sites (Exodus) need generation and storage in each area -- distant cells unload. Eden Cradle has two grids: the top building feeds the upper floors and the elevator, and the tunnels below have their own inlet console -- run cable down the staircases, not the shaft (doc 12 §7.10.8). Remote production sites (Black Vein: pump ~60 kW reported + tower 60 kW) outrun the boat bank in ~40 min -- bring generation, LumiMax not Typhoon, and a kWh bank sized for the batch (doc 10 §9.6).
Consumable batteries (25/100/200 Wh) are emergency snacks against a 500-2,500 Wh tank -- carry a couple, never rely on them. Full treatment: doc 10 v2.0.0 and the five reports under docs/ref/flow-research/.
9. Crafting & economy#
The three-verb loop: Dismantle (world -> scrap; T2 tool; high-durability targets refund the full parts list; the preview shows yield + Wh cost before you commit) -> Recycle (scrap -> materials; organics are the ONE class the Recycler refuses -- they go to the Soilforge or the Diesel / Petrol Refineries; parts -> recycler -> materials round-trips ~1:1) -> Fabricate (materials -> parts -> everything). All three verbs pay XP -- industry IS leveling. Dismantle-then-recycle equals direct recycling on materials but pays XP twice.
Rarity bands: Common (Copper, Iron, Glass, Plastic, Rubber, Fabric) · Uncommon (Aluminium, Gold, Polyurethane, Silicon) · Rare (Carbon Fiber, Titanium, Stainless Steel [U05] -- not a skill: a Fabricator recipe that appears when an Oil Tank is cabled into the oil port under the Fabricator's panel, 1 Iron + 10 L oil each; an Eden Frame costs 50) · Artifact (Neutronium, Plasma Gel, Quantum Crystal). Hoard Titanium/Carbon Fiber/artifact-tier; stop hauling copper/gold once established. Ore is mineral clusters on the spires and their underwater bases, concentrated in the far north-east Quarantine Stacks; find it by eye from a height (sonar does not mark ore), shoot down what you cannot reach, keep Quantum Crystal as nuggets (doc 12 §7.8, doc 09 §2.3). Build forward Recyclers at salvage sites rather than hauling scrap home. Security-gated rooms hold the top-band scrap density (derelict "Aged Lazarus" vessels dismantle into Ultra Tech Scrap first-hand).
Renewables that actually renew: shark hunting (Laser Shark ~2x loot), ranched cocoon colonies for bio waste, the boat net, floating containers, and -- after the first launch -- the Farming Bed, which eats clean water plus large amounts of bio waste dropped on it as soil. Hoard biowaste from day one; it is soil later.
No conveyor/belt automation exists -- "logistics" means containers, tanks, cables, the forklift and the boat. Unattended converters (Recycler, Soilforge, generators, purifiers, Sabatier, Distillation Tower, U05's Recovery Grinder (T23, 4 SP) = the late-game material transmuter that converts the infinite low-grade stream into depleted rares at an oil cost) are the automation ceiling. Production enhancer modules are 20-charge consumables that attach to a machine (max 2 slots, both deplete per craft) -- attach only before expensive batches.
Building is module placement, not construction: no foundations/walls/terrain; ~54 modules snap to existing surfaces (boat deck, facility floors); green/red ghost; B build menu confirmed first-hand; dismantle = full parts refund (dev-confirmed) scaled by durability -- repair before scrapping. Land "bases" = occupying existing POIs. Storage containers relocate freely since U05; everything else is dismantle-and-rebuild.
10. Progression & the companion protocol#
Two currencies per level-up: skill points (recipe tiers) + enhancer points (body). Almost nothing is story-locked -- the real gates are fuel range, dive depth, carry weight, power, and map knowledge (Navigation Beacons reveal POI clusters; beacons chain the world open). Growing for a seat: doc 23 is the cookbook -- a feed recipe per Council seat computed from the datamined tables (the wiki's profession thresholds are wrong in 21 cells; a gated attribute must reach its threshold (the data tags the check Greater, but two rack screens read 100% with an attribute exactly at its gate first-hand 2026-09-05 -- the recipes keep a +1 margin as insurance); selection takes the highest tier you clear in each family, then rolls among families tied at that tier; a random "Like" adds +50/+20 mental to every human, so keep rival families' gates more than 50 points away). The quest-gated skills that bite in practice (full 15-skill register in doc 22 §3.1): the Lazarus Pod (T12; the only locator-flag gate in the tree -- it unlocks after the investigation leg of the first seed mission, mid-quest, so it cannot be pre-bought), the Skimmer (T9; a later mission, which one is open), Night Sight (T9; "One Before Me"), Abyss Glow (T20; "Mother"), TideRipper Twin Jet (T19; "Still Listening"), Deep Scan-500 (T23; "Signal Chain"), the Telescope ("The Warehouse"), the Gyro Deck (T13; "A Place to Land"), the Farming/Elysium Bed (T19, 1 SP; "Gift from Above", the quest after the first launch), and the Recovery Grinder (T23, 4 SP; gate unnamed). 43+ named quests exist at 0.8.0; only the opening chain is listed spoiler-free in §5. Committee quests (U03+) gate on real-world elapsed time -- "it hasn't triggered yet" is often literally a matter of waiting a day or two; reload/reboot are the standing workarounds for known trigger bugs (HF2 fixed two quest-blockers; if an objective looks stuck, reload before assuming it's broken).
Run length (launch-era community): 20-35 h casual to "done for now"; 40-60+ thorough; sandbox continues after story. EA content currently ends mid-story (expectation-setting: there is no ending yet), then open play.
When Robert asks "what should I do next":
1. Answer from mechanics + preparation first (charge economy, range, storage, skills).
2. Route via doc 13 (strategy) and doc 11's early sections; doc 17 (quest compendium) only when he's AT the quest and wants specifics -- and offer the spoiler gate before objective details.
3. Never pre-reveal what a location contains, who speaks, or why. The map-reveal chain in doc 12/17 is mild-spoiler routing -- use its shape ("powering that beacon opens the next region") without its contents.
4. Log his choices/progress in praxium (decisions/scratch), never in docs/.
11. Interface essentials#
CONFIRMED binds (0.8.0): U skills · I enhancers · B build · C melee · E reload / interact · G inspect · Q cancel (hold: reel a cable in) · F switch ammo / connect cable to equipped weapon / flip socket mode · T hotbar quick-bind/re-equip · Page Down container access-control · RMB item context menu · Space/Ctrl gyro throttle [the first eight from Robert's own screenshots]. REPORTED launch-era (probably still right): WASD boat, Space anchor, Tab player menu, 1-8 hotbar, J clear markers. Grab/cable interactions are contextual across E/F/V and partly hardcoded. Skill tooltips carry an "Added in X.X.X" version stamp -- the UI itself dates content.
Options: 7 tabs (Video, Graphics, Audio, Game, Interface, Mouse, Gamepad). 16 HUD toggles ship, including full HUD-off. Accessibility: colorblind modes, subtitles (on by default), UI scale, hold-vs-toggle sprint/crouch, head-bob removal (U05), per-axis inverts. Controller support "full" per Steam; Deck = Playable (text legibility is the one failing item; U05-HF1 improved handheld UI scale after that rating).
Boat cab = ten dashboard monitors (speed, throttle, compass, coordinates, diesel, electricity, hull %, weather incl. wave height + wind, time). No depth sounder. Remember the dashboard/scanner rule (§5.6). PECO terminals are the game's computer surface: Data Logs, Space, Committee, Quests, Survival Guide, Cameras + a cartridge slot (playable retro minigames + Amiga-tracker music cassettes -- the loose peco-engine.js we found in the install is their engine; the minigame cartridges double as human-growth inputs). The PECO Grid Scan 2000 module renders your grid as a zoomable node map (per-node watts, fills, on/off state). The rocket's MOSES panel runs a sequential checklist (STARTUP -> PROPELLANT -> POWER -> GROUND -> PAYLOAD -> WEATHER -> SYSTEM CHECK -> LAUNCH) with a T-60 s countdown and ABORT.
Performance levers if needed: shadow quality is dominant (sg.ShadowQuality=0); known heavy scenes around the Lazarus Complex; 32 GB RAM recommended is real (HF2 fixed a critical memory issue). Crash lore in doc 15 §crash-table. Beta-era: the 5.8.1 engine's ray-tracing shaders crash on 2024-vintage NVIDIA drivers (nvgpucomp64.dll 0xc0000409) -- update the driver, or launch with -noraytracing.
12. Adjudications & open contradictions (cross-doc, settled here)#
| Question | Ruling |
|---|---|
| "Silent rebuild" flag (doc 01: install dated 2026-08-24 vs build dated 06-29) | RESOLVED -- no rebuild. The 08-24 timestamp is the fresh local install completing that morning (full 16.09 GB download in the appmanifest); buildid 23962331 = the 06-29 hotfix. |
| Death penalty: item-drop respawn vs save-reload | RESOLVED FIRST-HAND (2026-08-27, first death, Roller Boi): death reloads the last autosave / most recent save. Plain state rollback -- no item drop, no corpse run. Doc 13's verifier was right; doc 05's "drop everything not equipped" report is retired. |
| Location census: 78 vs 98 vs 149 | Definition-dependent. Use ~78 primary named POIs (doc 12's verified taxonomy); the wiki Locations space counts up to ~149 with sub-entries. |
| Solar output figures | RESOLVED 2026-08-29 (tooltip + datamine agree): LumiLite 3 kW / LumiMid 6 kW / LumiMax 10 kW peak. Both wiki figure-sets retired (the infobox numbers were a Capacity-buffer field; the lore page was launch-era). |
| Wind turbine output (wiki Cyclone 1 kW / Typhoon 2 kW) | RESOLVED 2026-08-29 (tooltip + datamine): 2.5 / 5 / 10 kW. The wiki numbers were the infobox Capacity field (the template has no output field) -- exactly 1/5 of production on every tier. |
| Lazarus "native storage" (0.8.0 boat dashboard read 122 kWh with ~62 kWh unaccounted) | RETIRED 2026-08-29 as an artifact. On the beta the Grid Scan accounts every Wh as built (92 complex + 42 boat = 134.1); either a dashboard pooling bug fixed in 5.5 or facility hardware removed. Not a mechanic; docs/ref/lazarus-power-research.md keeps the investigation as history. |
| Seed timer: 120 min (wiki/corpus) vs 60 min (TheGamer) | RESOLVED 2026-09-01 (wiki revision history + post-3.5 players): 120 minutes on the current build; 60 was also correct before Update 3.5 (revision 5030, 2026-04-19: "changed... from 1 hour to 2 hours, as of v3.5"). Only a powered, watered rack pauses it -- the pod does not (three wiki pages, TheGamer, eight players; the nag is printed on the pod). |
| Does the Lazarus Pod hide a seed from Angels? | NO -- RETIRED 2026-09-01. Hotfix 0.5.0.581804 (2025-11-10): "Fixed Angel not becoming aggressive when a human seed was stored in a pod." Post-fix reports say reduced, not absent. The 2026-08-30 "pod conceals" consensus was launch-era lore. |
| Wiki profession thresholds vs the mined data | MINED WINS (datamine pass 3, 5.5 build, 23/23 calibration anchors): 21 wiki cells are wrong, including two whole gate columns (Arts & Culture's fourth gate is Empathy, Agriculture's is Leadership), Existential Chancellor Weight 120, Quantum Physicist Intellect 220; the operator is tagged Greater in the data but behaves as meet-or-exceed on the rack's prediction panel (Teacher at Wisdom 10/10 and Lab Technician at Logic 5/5 both read 100% first-hand 2026-09-05; the pod's final pick on an exactly-met gate is the remaining check). The Root-DE calculator and the tools-site dataset agree with the mine on all 40. Doc 23 §2.3. |
| Samples: which tool? (doc 09 v1.4.0 said the PECO Grid Scan 2000) | RESOLVED 2026-09-05 (mined strings): the Replica Scanner (T3) on foot for cave paintings and statues, the Camera Drone for HoloMemory scenes; samples are catalogue entries sent up in the rocket's data container and re-sendable. Doc 12 §4.2, doc 23 §3.4. |
| "Red slime loves light" (first-hand) vs the wiki's Pink = light / Red = dark | RESOLVED 2026-09-04 as colour-naming drift: the wiki's light-loving Pink Slime renders red on 5.5 and its dark-loving Red Slime renders black; the mechanics rows stand, doc 06 carries both names. |
| Is the memory economy closed ("every memory you spend is gone")? | NO [datamined]: capsules return 1 to 30 world-loot memories per launch by reward level; only Ash Notebook, Oath Token and Porcine Vocal Interface never come back. |
| "Craft the Lazarus Pod BEFORE opening a vault" | AMENDED 2026-08-30 / 09-01: the pod is quest-gated but unlocks after the first seed mission's investigation leg, i.e. before extraction -- achievable on run 1. But do not pod at the vault: the pod is transport and growth containment only; haul raw, pod at the complex (doc 23 §1.5). |
| Rocket capacity 3 vs 4 pods | 4 (newer wiki edit, 2026-07-03; confirmed on the MOSES panel: 4 berths, payload 1/4 valid). Extras loadable for capsule rewards but invisible in the PECO Space screen. |
| Skill tiers above 25 | RESOLVED (doc 22, control-tested): no tiers exist above 25 -- a wiki-wide infobox regex for tiers 26-35 returns zero (the same query for 20-25 returns 7, validating the negative). Levels 26-35 are budget levels: points to finish the tree + enhancers. (Caveat: safe for the nav tree; a separate Project Eden surface can't be fully excluded.) |
| Wiki 25-vs-21 tiers conflict | Settled: 21 was a self-labelled v0.5.0 snapshot. 25 is current. |
| Save slots 8 vs observed 4 | RESOLVED FIRST-HAND (2026-08-28): 8 slots (0-7), all observed. |
| CS-17 Skimmer tier (corpus T13 vs item page T9) | RESOLVED (datamined): T9 / 3 SP -- four tiers earlier than the corpus routed it; still mission-gated in practice. |
| PECO Grid Scan tier (T16 vs T15) | T15 / 2 SP (datamined); the T16 figure was a wiki/nav misread. |
| Laser Shark mount: dorsal (wiki) vs head (press) | RESOLVED FIRST-HAND (2026-08-29): dorsal, but concealed in the body and deployed upward above the head when firing -- press saw the deployed position. |
| Cocoon clearing: "destroy tentacles + core = permanent" | AMENDED FIRST-HAND (2026-09-01): bodies regrow from intact roots in the dark; roots are the permanent clear. |
| "Axis of Lint" as a Channel37 developer | RETIRED: no such handle posts on this app; the only official account is Channel37DevTeam. Earlier corpus attributions are downgraded to community. |
Stainless Steel's unlock (mined unlock_method: Never, no tier) |
RESOLVED 2026-09-03 (two Steam threads + wiki; hit first-hand at Pishon): not a quest or vault grant -- a Fabricator recipe that appears only when an Oil Tank is cabled into the oil port under the Fabricator's panel; 1 Iron + 10 L oil. Doc 09 §2.1. |
| Angel weapon ("explosive electrical", UNVERIFIED) vs ArchAngel ("automatic weapon") | RESOLVED 2026-09-03 (wiki Arch_Angel page): Angels throw slow blue orbs that explode on impact and are blocked by walls; ArchAngels carry twin rapid-fire cannons and attack on sight at range. Whether Black Vein's flock is the ArchAngel is open (doc 06 bounty 12). |
| Ore nodes: "fixed, do not regenerate" (doc 09) vs respawn-on-load (Steam, 2026-05) | OPEN conflict, registered 2026-09-03. One thread reports Quarantine Stack Amen's in-water deposits respawning on every save load. Test with a save / quit / continue cycle. |
13. Corpus health (what to trust, what's thin)#
Verification: all 20 swarm docs fact-checked in place (12-31 claims each, ~230 corrections; doc 08's verifier died on a transient API error mid-swarm and was re-run separately -- 17/18 clusters verified exactly, one aggregator-derived cable recipe corrected). The verifiers' systemic finding: the corpus's defect classes were real but bounded -- roadmap-as-shipped, launch-era-as-current, community-numbers-as-official, a handful of fabricated names -- all corrected, residuals fenced as UNVERIFIED in each doc. Since then: docs 21-22 (builds, skill tree) added 2026-08-24; fold-in batches 2026-08-27 (8 first-hand items) and 2026-09-01 (the mega batch: ~20 first-hand items + the flow-research reports folded across docs 05-22; doc 10 rebuilt as v2.0.0). Then 2026-09-03: the Eden Cradle / Black Vein companion batch (Stainless Steel's source, the tower intake trap, Angel TTK + the ArchAngel, the Black Vein hazard profile and site, Eden Cradle's two grids, NDNS huts, the ore district; docs 06 v1.4.0 / 09 v1.4.0 / 10 v2.1.0 / 12 v1.2.0 / 17 v1.2.0 / gas.md v1.0.2). Then 2026-09-05: the rack-screen batch -- two calibration screens reproduce the mined growth tables to the point, the requirement operator is meet-or-exceed on screen, the 100 kg rack hold and item masses, load-scaled growth time, backpack feeding, samples via the Replica Scanner and Camera Drone, the Seats of Care / The Forbidden Fruit objectives from the mine, Black Vein Station as built, the slime colour drift (docs 06 v1.4.1 / 09 v1.4.1 / 10 v2.2.0 / 12 v1.2.1 / 17 v1.3.0 / 18 v1.2.0 / 23 v1.1.0; the Council Cookbook page's watch-outs now read "do not add ... also qualifies as").
Systemic blind spots (all from source 403s, not laziness): SteamDB (no buildid history), Nexus Mods (mod scene is snippet-level -- ~167 mods reported), Reddit (only reachable when Robert pastes a thread -- which is how the Typhoon two-port question was settled), PCGamingWiki. The U05 endgame (Project Eden, committees' mechanics, quests 36-43) is thin everywhere -- the wiki lags the live build by one update; five U05 quests are wiki redlinks. Robert's playthrough is now the first-hand documentation for the growth and launch era.
The wiki (thelastcaretaker.wiki.gg) is canonical and alive (594 articles, edits within days of content) but broad-and-shallow: 52% stubs, a database not a guidebook, no controls page, no power/cables mechanics page, one patch-notes page. Its Cargo API does NOT exist (action=cargoquery returns an internal MWException -- probed 2026-08-24 by the doc-21 researcher); the machine-readable paths are per-page ?action=raw and the core MediaWiki revisions API. Struck as sources: the aggregator sites last-caretaker.com and thelastcaretakergame.org (stale, interpolated, falsely attributed -- electricity report §5.13).
Datamine (data/datamine/): pass 1 (2026-08-25) mined the skill tree, XP curve and point economy EXACT (no usmap needed -- retoc + exe-string-pool method; re-run recipe in the REPORT); pass 1.5 (2026-08-29) decoded the module assets by tooltip calibration (Large Battery 18 kWh, tank capacities, the solar ladder, purifier row); pass 2 (2026-09-01) decoded every module data asset byte-exact without a usmap (the property map's FName keys are in the package name table; 27 of 31 calibration anchors hit; parsed/modules-mined.json + tools/modules_parse.py): Large generator 33 kW / 66,000 L/h CO2, Sabatier 60,000 L/h + 5,000 L/h fresh water, purifier rates in L/h, Distillation Tower 20,000 L/h oil -> 10,000 diesel + 3,600 petrol, stabilizer 8 kW, Recycler/Fabricator standby draws, ExtraLarge petrol tank 10,000 L already in 0.8.0 data, plus crafting recipes for 70 assets (doc 09 fold pending). Still open: enhancer ladders and the Lazarus Rack's draw (both Blueprint Kismet), engine cylinders (outside the module set), barrels and pumps (no resource data), the save GVAS property tree beyond the naive scan (shadow-install §6.1). Flow-research fleet (2026-08-29): five reports under docs/ref/flow-research/ (electricity, fuel, water, gas, transfer-layer) are the numbers layer for everything that moves through a cable; doc 10 v2.0.0 is their synthesis. Growth-research fleet (2026-09-01): three reports under docs/ref/growth-research/ (seed-logistics, quality-and-committees, food-chain) plus datamine pass 3 (humans-mined.json: 41 professions, 15 foods, 59 memory items, mutations, likes, capsule reward tiers, 32 loot tables, byte-exact on the 5.5 build) are the human-growth layer; doc 23 is their synthesis and doc 18's tables are superseded where doc 23 §2.3 says so.
Mod track (2026-09-05..07): docs/mods/ is a second corpus -- all 176 Nexus mods downloaded, fingerprinted and classified (00-mod-library.md), five technique cores and twelve domain guides (01-17, each with a starter template under templates/mods/), the unified MODDING-FRAMEWORK.md v1.0.0 (decision tree, pipeline, methodology; reviewed 2026-09-07) and the house toolchain tools/mods/ (the tlcmod library, validated by rebuilding the shipping mods byte-identically). What is actually mounted on the Shadow, with its crash bisect and rollback, is 18-installed-mod-stack.md. Trust order inside that corpus: file evidence ([file]) > first-hand in-game reads > [catalog-only] Nexus text.
Refresh triggers: any new buildid on the Shadow -> re-run inventory + re-anchor docs 01/03 and the mod post-update drill (doc 18 §7: every pak is suspect until re-verified); Update 06 announcement -> doc 03 + roadmap sections. 5.5 stable release -- FIRED 2026-08-31 (buildid 25056839 on the Shadow): the next-patch batch is pending Robert's go -- shadow-install bump, full datamine re-run (retoc 0.1.5 with --version UE5_7 reads the 5.5 container; the beta exe identifier pool is already regenerated, closing the pass-2 blocker), verify the 11 new containers + Bulk Battery against the mined dormant content, re-anchor docs 01/03, lift the beta-era caveats. First death, first seed run and first launch -> settled (§12).
14. Doc Index (the routing table)#
| Doc | Title | Read when |
|---|---|---|
ref/shadow-install.md |
Ground truth install/engine/saves | any install/technical/save question -- TRUMPS web claims |
ref/flow-research/electricity.md |
Line & Flow Research -- Electricity (1,270 lines) | any wattage, cable, socket-mode, port or generator question -- the evidence behind doc 10 |
ref/flow-research/transfer-layer.md |
Sockets, extenders, cables, modes | how a line actually works (20 m rule, extenders, equalize semantics, wall sockets) |
ref/flow-research/water.md / fuel.md / gas.md |
Water / fuel / gas lines | purifier + pump rates, oil/diesel/petrol yields + throttle economy, CO2/O2/CH4 chain + launch bill |
ref/lazarus-power-research.md |
The Lazarus power investigation (history) | the retired 62 kWh puzzle -- hypotheses superseded, kept as method |
ref/growth-research/seed-logistics.md / quality-and-committees.md / food-chain.md |
The human-growth research layer (2026-09-01) | multi-seed hauling doctrine; the Value score, capsule levels, committees, Eden, cartridges, the 18 costly mistakes; every food ingredient's source and cost |
data/datamine/REPORT.md |
Datamine report + re-run recipe (pass 1 skills/XP, pass 1.5 + 2 modules, pass 3 humans) | before any datamine pass; parsed/modules-mined.json and parsed/humans-mined.json hold the exact values with confidence labels |
| 01 | Game Overview | orientation, reception, platform/price facts |
| 02 | Development History | studio, timeline, communication channels, EA plan |
| 03 | Patch Notes & Changelog | version questions, stale-guide arbitration, what shipped when |
| 04 | Lore & Narrative ⚠SPOILERS | story questions (gate per §0) |
| 05 | Caretaker Systems & Survival | meters, enhancers, charge, death, diving |
| 06 | Ocean, Weather, Hazards & Threats | enemies, storms, combat, environmental rules, cocoon ranching |
| 07 | Ships, Vehicles & Seafaring | boat/skimmer/gyro operation + specs, stabilizers, throttle economy |
| 08 | Building & Construction | module placement, restoration, storage, cables |
| 09 | Items, Resources & Crafting | economy, recipes, rarity, renewables, salvage tables, backpacks |
| 10 | Power & Infrastructure (v2.0.0) | generation/storage/distribution numbers, the equalize law, meters, the launch depot reference build |
| 11 | Progression & Objectives | leveling, unlock gates, quest skeleton (mild spoilers late) |
| 12 | World, Map & Exploration | coordinates, POI taxonomy, navigation, site interiors (Black Vein, Eden Cradle's two grids, NDNS huts, the ore district) (reveal-map = mild spoiler) |
| 13 | Strategy & Optimization | doctrine, priorities, efficiency -- the companion's main routing doc |
| 14 | Multiplayer & Co-op | the "is there co-op" answer (no) + CaretakerMP |
| 15 | Modding & Technical | mods, crashes, performance, save paths |
| 16 | Community, Tools & Resources | wiki/maps/calculators/guides landscape |
| 17 | Quest Compendium ⚠SPOILERS | per-quest procedure when Robert is AT one; the seed-run and launch protocols in full |
| 18 | Humans, Memories & Professions ⚠SPOILERS | growth economy when he reaches it (first-hand growth datum) |
| 19 | Interface, Controls & Settings | keybinds, HUD, options, dashboards, the Grid Scan and rocket panels |
| 20 | Achievements & Secrets ⚠SPOILERS | completion hunting, on request |
| 21 | Player Builds & Enhancer Leveling | build archetypes + point-spending scripts; corrected the maxability meta (all 10 maxable) |
| 22 | Skill Tree & Progression Paths | the 25-tier tree (datamined exact) + quest gates + selectable pick orders |
| 23 | Seed Logistics & the Council Cookbook (mild spoilers: committee/profession names) | the seed-run doctrine and a feed recipe for every Council seat (datamined thresholds, two routes per seat, the 40-seat allocation, the quality/capsule/committee system, the ingredient chain, 21 costly mistakes) -- read before any seed run or grow |
mods/MODDING-FRAMEWORK.md |
The Modding Framework v1.0.0 | any "can we mod X" question: the decision tree from goal to technique, assets and template; the pipeline; the methodology; the go-gated backlog |
mods/18-installed-mod-stack.md |
Installed Mod Stack | what is mounted on the Shadow right now, what each container changes, verification status, crash triage, rollback, the post-update drill -- read before any install and before answering about a modded number |
mods/00-mod-library.md |
Mod Library (176 Nexus mods) | which mod does what (file evidence), status on 5.5, tier, conflicts, the coverage gaps |
mods/01-05 |
Technique cores | pak data assets · textures & materials · UE4SS Lua · LogicMods & Blueprint patches · frameworks, install, load order & patch survival |
mods/06-17 |
Domain guides | visuals · UI/HUD · weapons · storage · power · vehicles · crafting/QoL · enhancers · humans/seeds · world/enemies/weather · audio · cheats/tools/saves -- each with the asset map, the reference mods and its starter template |
tools/mods/README.md |
The toolchain | the tlcmod library API, the house builders and recipes, the extract -> inspect -> patch -> pack -> install -> rollback pipeline |
Companion tools worth handing Robert when relevant: the1killer.github.io/LastCaretakerMap (open-source interactive map -- best in class), thelastcaretaker-tools.com (human growth calc + save import), turvarya's Steam guides (human growth), Caldason's range guide (oil doctrine -- pre-U05 numbers, doctrine now inverted).
---#
The story layer sits below the wall
Everything past this point reveals the world's truth, the late-game structure and the secrets. The manual works fine without it.
☢ Below the spoiler wall
Everything below reveals story, late-game structure, or secrets. Do not surface any of it unprompted. Robert: don't read past here until you're ready.
S1. Story primer [HEAVY SPOILERS -- world truth, characters, the voice]#
- The flood: methane hydrate destabilisation beneath the ocean -- modelled by Dr. Elias P. Rowan (Woods Hole) on 1950-09-12. This is an alternate history: MOSES logs run 1950-1951, the MOSES Directives 1962-2000, and the final year on Earth is 2094.
- MOSES is the orbital-exodus programme ("a lifeboat for humanity", approved 1951) that became the governing authority; it commissioned the Caretakers, the Angels (Advanced Peacekeeping Unit Talon 74-A -- containing authentic human spinal/nervous tissue, per the ANGEL log), and classified biology programmes. PECO is the 1962-founded corporation whose Model 7X terminals you read logs on ("A MOSES Partner in Progress" -- with contractual surveillance).
- The voice guiding you is (community-corroborated reading) a consciousness derived from Anna, the terminally ill daughter of Dr. Olena Kurova, who built the AI hologram Dolly for her, and in 2094 built "something not flesh... not machine either." Anna dies Day 366; Day 375 Olena whispers "Alive." Her grandmother's log: "in every caretaker that follows, something of her remains."
- Roth's Anomaly: a sentient filamentous organism from under Antarctic ice; MOSES cultivated it ("Cocoon Initiative"), deployed it into a deep-sea vent, lost control; Dr. Markus Roth sealed himself in cryo as tendrils breached his station. The enemy bio-swarms map onto MOSES's own escaped products. U05's Research Outpost Theta-9 was built to study the anomaly.
- Narrative delivery: 52 Data Logs (unlocked by collecting Memories, read at PECO terminals), an unnamed guiding voice, HoloMemories (U04), environmental scenes. No living NPCs -- the entire human cast is archival. The first launch's voice line: "Humans ascending again... We've reached hope!"
- Current terminus: the main line ends at the "Mother" questline (marble statue, final voiceline) -- then sandbox. No ending exists at 0.8.0. The elapsed time since evacuation is genuinely disputed (700+ years vs ~20 -- never assert either).
- Naming register is deliberately biblical: Moses, Lazarus, Exodus, Eden, Angel, Jonah, Canticle. Most-quoted community reading: "you are not bringing back humanity that was -- you are ushering in something that never previously existed."
S2. Late-game structure [mechanical spoilers]#
- At least 85 Human Seeds exist, finite: the wiki's 5 at Seed Vault Prometheus + 4 in each of 20 Seed Reserves -- but the wiki contradicts itself on Prometheus (5 vs 9; players say 8-9) and Eden Cradle (~36 seeds, three chambers, no diving) is in no published total; one player finished 41 launches with 40+ spares. 16 reserves reveal via The Last Listener Station's array; 4 need deep sonar. The 120-minute clock (§5.11) is the only permadeath in the game. The first seed mission is two-leg: an underwater investigation (Norfolk Grave, ~45 m) unlocks the Lazarus Pod, then Prometheus. Later runs are four-seed raids with the pods waiting at home, not pod-stealth runs -- the pod hides nothing. An "Empty Human Seed Container" world actor (grab-carry class, accepts a power cable) sits in the Lazarus overlook office -- purpose unresolved.
- Growth economy: 10 kWh + 10,000 L fresh water per human; Food feeds the 5 physical attributes (incl. Intellect -- food-only!), Memories feed the 10 mental ones; >200 total in any attribute decays hard (~8.8:1 at the top). Two Ash Notebooks (10 of the 11 are in The Maze) put every mental stat at exactly the 200 cap -- 61% of the world's memory points are in that one item. First-hand: the first human took ~2 h 48 min; feeding runs live during growth and PECO minigame cartridges are mental inputs (Focus/Creativity/Communication first, Patience/Adaptability appearing later); attributes compound visibly. Datamined (5.5): every human draws a random Like (+50 and +20 on two mental attributes) and rolls four 1% mutations (Height/Weight/Intellect x1.2, Life Expectancy +50); a 16th attribute, StarChild, is granted by one memory and gates the Star Child profession; the Oath Token (+50 to all ten, one in the world, reportedly reusable) and 18 cartridges (not 13) exist; selection is the highest tier you clear per family, then a coin flip between families tied at that tier; thresholds are strict (exceed). Doc 23 §2.
- 40 professions map 1:1 onto 40 committee seats (10 committees x 4) -- filling all committees is an exact-cover problem needing one of each profession; 45 seeds of slack. Profession assignment is random among qualifying matches, weighted to higher tiers.
- Launches: Exodus Station (125,48), 4 pods nominal per rocket (methane + oxygen + power: 12,000 L O2 + 3,000 L CH4 + 60 kWh per launch; a "Yellow Platform Omega" handshake precedes the first launch). "Ascension" = the first launch; completing it starts "Gift from Above": a capsule descends, sail to the Drop Pod -> +200 XP, +20 enhancer points, the Farming Bed unlock, then the Council of Humanity chain; capsule contents scale with the launched human's quality. Launched humans age in real time in orbit (~1 year per real day; they arrive at 18-20); committees need all four seats, age 18 (21 for committee #9, 22 for #10) and one real day in orbit, assign automatically (only the top-listed profession counts, duplicates are dead weight, no re-seating), and at 0.8.0/5.5 only three of the ten issue quests -- Habitat Care (True Choices, The Forbidden Fruit), Cognitive Resilience (Echoes for Orbit), Culture & Memory (Before the Archives) -- which are the key ring for Eden. Every human carries a numeric Value (rosters average ~11) and capsules pay by six reward levels (§4 Human quality). Launch-reload bug: never exit mid-flight (§5.12).
- Project Eden (U05): the loop inverts -- restoration seeds come back DOWN: Human -> Pear (one per tier), Pear -> Birch, HoloMemory -> Pine, Cave Painting -> Cherry (holos and paintings re-send forever); Eden is "a pyramid built to receive life from orbit" at Pishon; Eden Frames (50 Stainless Steel each) + Farming Platforms (8); the Stainless Steel chain (silo blueprints -> Recovery Grinder -> oil -> steel, ~58 for the first install) gates it. Farming does not feed the food chain -- it grows trees and pears for orbit. Wiki documentation is nearly nonexistent (one-update lag). 5.5 beta questlines: "MOSES Field Reserve Program" (grants the 11 new containers; Warehouse Alpha 66,22) and "Memory for Aron".
- Steam funnel reality check: only 40% of owners ever grow one human; 29% deliver one; the achievement set (15, all EA-launch-era, none missable) tops out at ~1.1% full completion (a basketball minigame bounds it).
S3. Secrets shortlist [for when he asks]#
- Mother Under the Sea (2.5%): the Mother Statue is ~200 m under the STARTING dock (Sanctuary 37) -- pipe entrance left of the main door.
- Secret of the Maze (7.4%): hidden room in The Maze (Transposium, 111,22 -- revealed by Nav Beacon 32); exact room location undocumented anywhere.
- The Maze also holds 10 of the 11 Ash Notebooks + the Accept The Rules quest; its loot reads puzzle-relevant (x10 notebooks, x9 teddy bears).
- Survival Dollars: 45 of the ~100 needed are at the starting location; 95 units total documented.
- Music cassettes are real Amiga demoscene tracker music (Jogeir credited); PECO Athletics minigames (100m Dash, Javelin, Triple Jump) run on the engine sitting loose in the install -- and feed grown humans' minds.
- Confirmed dev jokes: "Jesus Paint 1", the salt-water container note, the DONK safety-incident log, U03's literal sharks-with-laser-beams (Dr. Evil, not anyone else).
