Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.
Each building has an Oxygen maintenance cost that depends on the game difficulty.
A buildings can only be placed where it has enough Support from below. If sections providing Support are destroyed or removed the supported building may collapse. When time is paused a building won't collapse without Support. Buildings left without Support will be highlighted red.
You can recycle placed buildings to recover their resources pressing the recycle button below the build menu and then clicking on the buildings you want recycled.
Citadel
Every settlement will begin with a Citadel, which produces 180 Oxygen, stores resources and projects territory around it. It produces 10 Military Capacity and can be upgraded to produce more. It also comes with two towers where buildings may be placed, ideally Air Filters. All buildings need a path to the Citadel to function and will shut down if pieces facilitating this are destroyed or recycled. If the Citadel is destroyed the mission is lost.
The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill from the Book of Insight.
The Citadel produces 10 Citizens on Story difficulty, 8 Citizens on Easy/Normal/Hard difficulty and 6 Citizens on Extreme difficulty.
With the Headquarters Defense skill the Citadel gains an area attack ability that will damage all horrors around it.
Resource Gathering
Resource Gathering buildings are used to produce resources.
Raw Materials
Raw Materials buildings produce workers who carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance the faster resources will be gathered. The buildings come in two levels and can be upgraded for the cost difference once the required Prosperity is reached.
Building
|
Max. Production
|
Cost
|
Build Time
|
Prosperity Level
|
Sawmill
|
15 Wood/min
|
75 Oxygen
|
35 Seconds
|
I
|
Quarry
|
15 Stone/min 15 Minerals/min
|
90 Oxygen 75 Wood 3 Citizens
|
35 Seconds
|
I
|
Warehouse
|
Increases the storage limit of Wood, Stone and Minerals Drop-off point for resources Allows research of resource gathering improvements
|
405 Oxygen 120 Wood 20 Minerals 14 Citizens
|
63 Seconds
|
I
|
Master Sawmill
|
15 Wood/min
|
310 Oxygen 30 Minerals
|
35 Seconds
|
III
|
Master Quarry
|
15 Stone/min 15 Minerals/min
|
395 Oxygen 140 Wood 18 Minerals 3 Citizens
|
35 Seconds
|
III
|
Master Warehouse
|
Increases the storage limit of Wood, Stone and Minerals Drop-off point for resources Allows research of resource gathering improvements
|
540 Oxygen 225 Wood 25 Minerals 14 Citizens
|
63 Seconds
|
IV
|
Air Filtering
Air Filtering buildings produce Oxygen and do not have maintenance costs. They must be placed high to function.
Building
|
Max. Production
|
Cost
|
Build Time
|
Prosperity Level
|
Air Filter
|
180 Oxygen/min
|
48 Wood 2 Citizens
|
35 Seconds
|
I
|
Bulk Air Filter
|
270 Oxygen/min
|
100 Wood 10 Minerals 2 Citizens
|
35 Seconds
|
III
|
Air Silo
|
Increases Oxygen storage limit Allows Oxygen research
|
105 Wood 25 Minerals 270 Oxygen 10 Citizens 2 Mistfuel
|
49 Seconds
|
III
|
Mist Condensing
The Mist Condenser is unlocked at Prosperity level III, produces up to 10 Mistfuel and requires Mist. Cost: 200 Oxygen, 180 Wood, 20 Minerals, 6 Citizens. Build Time: 35 Seconds.
City Buildings
City Growth
Building
|
Effect
|
Cost
|
Build Time
|
Prosperity Level
|
Beacon
|
Expands the settlement's territory in a large radius Favored target of horrors
|
24 Wood 100 Oxygen
|
28 Seconds
|
I
|
Shack
|
Gives 5 Citizens on Story difficulty Gives 4 Citizens on Easy/Normal/Hard difficulty Gives 3 Citizens on Extreme difficulty Comes with a support area on top
|
30 Wood
|
35 Seconds
|
I
|
Air Trader
|
Enables buying Wood and Stone with Oxygen
|
100 Wood 340 Oxygen 15 Minerals 7 Citizens
|
56 Seconds
|
II
|
Masonry Guild
|
Allows researching construction improvements
|
195 Wood 500 Oxygen 25 Minerals 18 Citizens
|
49 Seconds
|
II
|
Homestead
|
Gives 9 Citizens on Story difficulty Gives 8 Citizens on Easy/Normal/Hard difficulty Gives 7 Citizens on Extreme difficulty Comes with a support area on top Can also be upgraded from Shack for the cost difference
|
110 Wood 90 Oxygen 15 Minerals
|
35 Seconds
|
III
|
Military Growth
Military Growth are used to recruit and upgrade units.
Building
|
Trains and upgrades
|
Cost
|
Build Time
|
Prosperity Level
|
Barracks
|
Bowman Lobber Captor
|
225 Oxygen 120 Wood 10 Citizens
|
42 Seconds
|
I
|
Bomber's Workshop
|
Cannoneer Ballista
|
680 Oxygen 240 Wood 40 Minerals 18 Citizens 2 Mistfuel
|
56 Seconds
|
III
|
Elite's Quarters
|
Hunter
|
920 Oxygen 300 Wood 60 Minerals 22 Citizens 8 Mistfuel
|
63 Seconds
|
IV
|
Building Supplements
Building supplements provide bonuses to buildings that are adjacent or underneath them. All of them take 18 seconds to build.
Building Supplement
|
Effects
|
Cost
|
Prosperity Level
|
Home Extension
|
Adjacent Shacks and Homesteads gain +1 Citizen Has a 2x2 construction area on top.
|
10 Wood 5 Minerals
|
II
|
Airtight Insulation
|
Adjacent Shacks and Homesteads gain -20% Oxygen maintenance
|
30 Wood 8 Minerals
|
III
|
Autonomous Pump
|
Adjacent Air Filters and Bulk Air Filters gain -1 Citizen cost
|
15 Wood 8 Minerals
|
III
|
Intake Duct
|
Adjacent Air Filters produce +54 more Oxygen Adjacent Bulk Air Filters produce +81 more Oxygen
|
30 Wood 14 Minerals
|
IV
|
Pieces
Pieces are constructed instantly. If you hold and drag with left mouse button pressed you can build multiple pieces in a straight line.
Pieces made primarily of Stone have a Toughness rating. If there are enough other pieces made primarily of stone underneath or above them their Toughness will upgrade, visibly changing the appearance of the entire column of pieces. Pieces gain x10 health if there are 3 pieces above/below them and x25 health if there are 6 pieces above/below them. Pieces that are in danger of breaking will glow red.
A gap made traversable with wood pieces
Wood Pieces are quick, cheap and require less Support but their health is low. The are perfect for quickly building complex structures and reaching distant places.
Stone Bricks changing appearance as stacked
Stone Pieces are resilient but require more Support.
Advanced Pieces
Doors
Doors are available from the start and allow units to pass through walls. They allow other buildings to be constructed above them.
Door
|
Effect
|
Health
|
Cost
|
Door
|
Allows only human units to pass
|
6
|
15 Stone 24 Wood 4 Minerals
|
Double Door
|
Allows only human units to pass
|
8
|
25 Stone 36 Wood 6 Minerals
|
Arch Doorway (1x1)
|
Allows all units to pass
|
2
|
6 Stone
|
Arch Doorway (1x2)
|
Allows all units to pass
|
3
|
12 Stone
|
Windows
Windows are unlocked at Prosperity level II and boost the range of units behind it. They allow other buildings to be constructed above them.
Window
|
Health
|
Cost
|
Window
|
2
|
8 Stone
|
Wide Window
|
3
|
12 Stone
|
Corner Window
|
2
|
8 Stone
|
Roofs
Tactical Pieces
General Boosts
General Boosts provide benefits to nearby defenses or units next to them.
Tactical Piece
|
Effect
|
Health
|
Cost
|
Prosperity Level
|
Merlon
|
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
|
Scales with wall
|
6 Stone
|
I
|
Merlon (interior corner)
|
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
|
Scales with wall
|
15 Stone
|
I
|
Merlon (exterior corner)
|
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
|
Scales with wall
|
6 Stone
|
I
|
Banner
|
Increases attack damage of adjacent units by 25%.
|
1
|
12 Stone 10 Minerals
|
I
|
Tactician's Nook
|
Reduces the cooldown of special skills Must be placed on a wall
|
Scales with wall
|
25 Stone 25 Minerals 2 Mistfuel
|
IV
|
Grand Banner
|
Increases attack damage of adjacent units by 50%.
|
1
|
12 Stone 10 Minerals
|
IV
|
Traps
Traps can be set up to damage approaching horrors but lose health in the process. Unlike other buildings recycling them does not refund resources.
Trap
|
Effect
|
Health
|
Cost
|
Prosperity Level
|
Spikes
|
Deals damage to any horror walking through it
|
30
|
15 Wood
|
I
|
Reinforced Spikes
|
Deals high damage to any horror walking through it
|
60
|
30 Wood 20 Oxygen 2 Minerals
|
III
|
Decoy
|
Attracts nearby horrors and explodes when destroyed, inflicting Burning on all attacking horrors
|
75
|
120 Wood 12 Minerals 2 Mistfuel
|
IV
|
Specialist Boosts
Specialist Boosts give adjacent units attack bonuses.
Specialist Boost
|
Effect
|
Cost
|
Prosperity Level
|
Fire Arrows
|
Bowman, Hunter and Partisan attacks cause damage over time Can be upgraded into Hell Arrows for the cost difference
|
15 Stone 25 Minerals
|
II
|
Throwing Poison
|
Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed Can be upgraded into Hell Poison for the cost difference
|
15 Stone 25 Minerals
|
II
|
Bomber's Spark
|
Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed Can be upgraded into Hell Spark for the cost difference
|
18 Stone 30 Minerals 2 Mistfuel
|
III
|
Hell Arrows
|
Bowman, Hunter and Partisan attacks cause damage over time Can also be upgraded from Fire Arrows for the cost difference
|
60 Stone 45 Minerals 90 Oxygen
|
IV
|
Hell Poison
|
Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed Can also be upgraded from Throwing Poison for the cost difference
|
75 Stone 50 Minerals 90 Oxygen
|
IV
|
Hell Spark
|
Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed Can also be upgraded from Bomber's Spark for the cost difference
|
81 Stone 58 Minerals 90 Oxygen 2 Mistfuel
|
IV
|