Systems over levels
There is no character level. The asteroid punishes a broken loop, not a slow duplicant. Fix the system first.
Read the trend
Watch oxygen and food over time. A falling line means a loop leaks, and digging will not fix it.
Scale the loops
Each new duplicant doubles demand. Grow life support before you grow the population.
Come back cleaner
A failed colony teaches the missing loop. The next one builds it from the start.
Separate the heat
Deep biomes run hot. Seal hot rooms so the warmth does not cook your food chain.
Build to scale
The building database lists the kit to grow loops. Add it before the new duplicant arrives.
Count the mouths
Every duplicant is a new drain. Hatch them only when the loops can feed them.
Expect the bad gas
Deep digging opens hostile gases. Vent them fast or the whole base slows.
Track the species
The critter database shows what the deeper biomes hold. Plan ranches for the ones worth taming.
Count each mouth
Every duplicant is a fresh drain. Hatch them only once the loops can feed the added body.
Brace for gas
Deep digging frees hostile gases. Vent them fast or the whole base crawls to a stop.
Note the species
Deeper biomes hide useful critters. Plan ranches for the ones worth taming from the start.
Buildings that scale loops
- Printing Pod (cat Buildings, effect Light Range: 5 tiles)
- Plumbing (Building)
- Decor
- Cell of Interest
- Stations (Building)
- Rocket
- Base (Building)
- Utilities (Building)
- Power (Building)
- Building
- Refinement (Building)
- Overheating
- Radiation Sensor
- Rocketry (Building)
- Piping
- Ventilation (Building)
- Furniture (Building)
- Great Monument (cat Buildings)
Critters of deeper biomes
- Shine Bug
- Critter
- Drecko
- Plug Slug
- Hatch
- Egg
- Critter Morphs
- Pacu
- Puft
- Gassy Moo
- Morb
- Shove Vole
- Pokeshell
- Slickster
- Pip