Builds & adventure / 0.1.0
Map, biomes, and resources
Routes, day and night, shops, camps, and progress through three layers.
Exploring a route
The map opens outward from discovered nodes. Completing a node reveals nearby areas. Defeating the layer’s boss unlocks the exit, but you also need to discover that exit to advance. An adventure has three layers, and past layers let you review your completed route.
Viewing a node or rearranging a build does not advance time; completing exploration does. A day passes through day, dusk, night, and dawn, with two exploration steps per phase and eight steps per day.
Biomes and environment
Grassland, Cave, Forest, Desert, Factory, and Town Ruins have different material weights. Biomes affect your battle supply, while initial terrain, daily negative modifiers, and weather add other board conditions and pressures.
The first layer uses only Grassland and Cave. Later layers can use all biomes. Each row below totals 20 base weight; modules and modifiers can still change the final supply.
| Biome | Base material weights |
|---|---|
| Grassland | Grass 7, Stone 5, Hay 2, Wood 2, Sand 2, Water 2 |
| Cave | Stone 8, Ore 4, Iron Block 2, Glowstone 2, Sand 2, Water 2 |
| Forest | Grass 8, Wood 3, Hay 3, Moss 2, Bamboo 2, Water 2 |
| Desert | Sand 8, Stone 6, Cactus 2, Glass 2, Lava 2 |
| Abandoned Factory | Iron Block 3, Redstone Block 3, Lamp 2, Piston 2, Sticky Piston 2, Slime Block 1, Observer 1, TNT 1, Glass 1, Obsidian 1, Sand 1, Water 2 |
| Town Ruins | Brick 5, Stone 3, Glass 4, Wool 2, Glowstone 2, Sand 2, Water 2 |
A new day can add negative modifiers, and enemy base Health grows with the day count. Detours can gain resources, but also cost time.
Shops and rewards
Selecting a module in a shop prepares the purchase. Placing it in the reserve queue completes the purchase and spends coins; a full reserve sends it to overflow. Modifier purchases are confirmed separately. Move an active module to reserve before selling it.
Rewards can offer modules, skills, or modifiers. Related modifiers can add choices or refreshes. Module rewards have their own shape and material cycles rather than freely rerolling every possible module each time.
Camps
In 0.1.0, camps offer rest or a supply search. Rest restores 30% of maximum Health, rounded up and capped at the maximum. Searching supplies gives 20 coins. Rest cannot raise Health above its cap.
Camp choices can also affect hidden routes. Those conditions are collapsed in Hidden content if you prefer to discover them yourself first.