First room
Wood and Stone become walls, door, bed, light, and storage.
Wiki / Items
A practical lookup for materials, room kits, stations, transport parts, and relief valves: where the thing comes from, what it builds, and why it matters to the route.
Wood and Stone become walls, door, bed, light, and storage.

Garden Beds, Rain Barrels, and Ore Sorters add capped morning help.

Dock and boat progress turn coastal landmarks into returnable travel.

Late transport parts belong to launch yard, Moon, and orbit chapters.

| Item | Where | Used for |
|---|---|---|
| Trees, early home routes | First room, doors, beds, benches, early kits | |
| Rocks, quarry, caves | Walls, stations, Ore Sorter input, stronger rooms | |
| Crates, Survey Niche, Ore Sorter output | Stations, rail pieces, launch pieces, utility upgrades | |
| Meadow routes, Garden Beds, wet yard helpers | Lights, homestead pieces, mid-route kits | |
| Caches, Bureau routes, Survey Niche | Requests, signs, route notes, Field Book flavor | |
| Crafting, caches | Cave visibility, route safety, lighting projects |
| Piece | Unlock | Purpose |
|---|---|---|
| Available from the start | Sleep, morning loop, home identity | |
| No unlock needed | Linked storage and nearby crafting support | |
| No unlock needed | Crafting reach and mining rhythm upgrades | |
| Complete Welcoming Yard | Morning Resin helper, capped and ambient | |
| Complete Welcoming Yard | Wet-morning Resin support tied to Garden Beds | |
| Complete Welcoming Yard | Turns Stone into Scrap in the morning helper loop |
| Kit | What it adds | Why it matters |
|---|---|---|
| Small sealed room | Turns route progress into a real home expansion | |
| Yard shop footprint | Extends station crafting and home utility | |
| Facade/frontage | Makes the starter home look less temporary | |
| Trackside stop | Supports railhead and field-spur routing | |
| Launch yard | Builds a launch pad of your own for rocket routes | |
| Late-route relay | Connects Moon/orbit progression back to home |
| Source | Role | Player read |
|---|---|---|
| Runs the Bureau Commissary: buys surplus and sells missing goods | Day hours only, near the meadow road; use when a build is one ingredient short | |
| Shows project needs | Points at the next useful home or route goal | |
| Optional supplies | Reward exploration without skipping progression | |
| Cave micro-secret | Stone, Scrap, Torch, and Paper, with no gold shortcut | |
| Route flavor supplies | Small help that keeps a region readable | |
| Morning ambient output | Small capped payoff, not a factory economy |