BASICS
Buildings
Buildings sit in fixed slots on the Crawler and cap at level 6. The Barracks gates the rest, so it is nearly always the right thing to raise first.
| Building | Max | What it does |
|---|---|---|
| Barracks | Lv 6 | Crawler operations and troop command hub. Gates every other facility and expands training capacity. |
| Armory | Lv 6 | Outfits commanders with equipment, skill cards, and combat loadouts. Lv3 adds a second weapon and augment slot. Lv4 adds a third attacking squad. Lv5 unlocks a second Citadel squad march. Lv6 unlocks Commander Ascension. |
| Workshop | Lv 6 | Craft skill cards and materials. Lv2 unlocks Signal Conduits. Lv4 unlocks Tech Core fabrication. Lv5 unlocks Catalyst Synthesis. |
| Hospital | Lv 6 | Heals wounded troops. Higher levels increase fast-triage capacity; overflow enters cryostasis. |
| Generator | Lv 6 | Refines Crude into Fuel. Powers shields and crawler systems. |
| Scrap Yard | Lv 6 | Refines Scrap into Metal. |
| Grow Plot | Lv 6 | Refines Raw Food into Rations. Feeds your army. |
| Datacenter | Lv 6 | Burns Fuel to mine $ato. Switch it on or off at any time. |
| Marketplace | Lv 6 | Signal Exchange access. Levels reduce AMM fees, unlock advanced pools, and raise daily volume. |
| Garage | Lv 6 | Select Crawler frames and advance technology. Garage level gates maximum research level. Lv6 unlocks advanced research. |
Armory milestones
The Armory opens a second weapon slot and a second augment slot on every commander at level 3, a third attacking squad at level 4, a second Citadel march at level 5, and Commander Ascension at level 6.
Garage milestones
Each Garage level lets research reach that same level, up to level 5. Garage level 6 opens the advanced research tier.
Upgrade timers
Every upgrade is a timer, and every timer in this game can be shortened with Temporal Catalysts. A wait you cannot boost is a bug, not a design choice.