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.

BuildingMaxWhat it does
BarracksLv 6Crawler operations and troop command hub. Gates every other facility and expands training capacity.
ArmoryLv 6Outfits 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.
WorkshopLv 6Craft skill cards and materials. Lv2 unlocks Signal Conduits. Lv4 unlocks Tech Core fabrication. Lv5 unlocks Catalyst Synthesis.
HospitalLv 6Heals wounded troops. Higher levels increase fast-triage capacity; overflow enters cryostasis.
GeneratorLv 6Refines Crude into Fuel. Powers shields and crawler systems.
Scrap YardLv 6Refines Scrap into Metal.
Grow PlotLv 6Refines Raw Food into Rations. Feeds your army.
DatacenterLv 6Burns Fuel to mine $ato. Switch it on or off at any time.
MarketplaceLv 6Signal Exchange access. Levels reduce AMM fees, unlock advanced pools, and raise daily volume.
GarageLv 6Select 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.