How to Use Game Mechanics Deep Dive
Scan the critical systems quickly, then drill into the tables for exact values.
Systems decoded
Breaking down the intertwined systems that keep you alive on Arcadia-7. This covers survival mechanics, power infrastructure, automated logistics, reputation pathways, and profession builds—all drawn from actual gameplay values.
Scan the critical systems quickly, then drill into the tables for exact values.
Survival attributes
11
Calories, hydration, oxygen, heat, radiation, infection, toxicity, shields, more
Max generator output
2000 MW
Wind Turbine v.2
Professions & nodes
4 / 44 skills
Four trees, tier cap 4
Reputation ladder
7 corps
Average 9.0 levels each
Core loops
Each system pulls from the others—your survival stats drain constantly, which forces you to automate supply chains using generators and drone rails. Meanwhile, reputation with corporations gates access to better equipment, and profession perks let you specialize your approach. Everything connects, but nothing works in isolation.
Survival math
You're juggling multiple bars—hydration caps at 120, calories at 120, oxygen at 100, and weapon heat at 1000. Miss one and things fall apart fast.
Max 120 · Min 0 · Character energy reserves, replenished through eating
Max 100 · Min 0 · Character health points, death occurs when reaching 0
Max 120 · Min 0 · Character hydration level, requires regular water intake
Max 100 · Min 0 · Oxygen needed for breathing, depletes rapidly in low-oxygen environments
Max 1000 · Min 0 · Weapon heat level, causes overload when too high
Power spine
Generators range from small solar units to massive fueled plants. Smart players mix renewable sources with backup fuel generators to handle day-night cycles and weather fluctuations.
2000 MW · Footprint 4x4
2000 MW · Footprint 6x6
1000 MW · Footprint 3x3
1000 MW · Footprint ?x?
200 MW · Footprint 4x4
Logistics rails
Drone rails automate item transport between buildings without visible belts. For long-distance bulk shipping, cargo dispatch/receiver pairs teleport entire inventory slots instantly.
Type Transport · Category Interior
Type Transport · Category Interior
Type Transport · Category Interior
Type Transport · Category Interior
Type Transport · Category Interior
Temperatures & hazards
Environmental hazards operate within defined ranges. Temperature swings between -3000 and 400, radiation peaks at 10, and both infection and toxicity accumulate in separate pools. Plan your gear around these caps before venturing into hostile zones.
Thermal band
-3000 – 400
Temperature varies by biome; use this to gauge suit and shelter needs
Radiation band
0 – 10
Radiation accumulates outdoors; it stacks with temperature exposure
Infection pool
100
Let infection build too high and debuffs start piling up
Toxicity pool
100
Toxic zones spike this instantly—always carry air filters
Survival systems
Check attribute ranges before long expeditions. Knowing your caps helps you pack the right amount of consumables and protective gear.
Character energy reserves, replenished through eating
Character health points, death occurs when reaching 0
Character hydration level, requires regular water intake
Oxygen needed for breathing, depletes rapidly in low-oxygen environments
Weapon heat level, causes overload when too high
Wound infection level, requires medical treatment
Energy shield value, absorbs damage
Energy required for tools and equipment usage
Accumulated radiation level, causes continuous damage when too high
Character body temperature, extreme values cause damage
Accumulated toxins in body, requires antidotes to remove
Hazard damage values
Real numbers pulled from game files. Attribute decay rates tell you how fast each vital drains; damage values show how quickly you die when they hit their limits. Radiation at max (10) hits harder per tick than full infection or max toxicity at 75.
Zero calories deals 15 HP damage per tick; keep above 0 at all times
Dehydration deals 10 HP damage per tick
Max radiation (10) deals 20 damage per tick—the highest flat hazard damage in the game
Toxicity damage scales non-linearly—damage doubles between 75 and 100. Avoid stacking toxic consumables
Infection at max deals 10 HP/tick. Clears slowly without treatment
Safe zone is -1000 to +1000. Both cold and heat waves push temperature to lethal extremes (-3000 / +3000)
Weapon heat caps at 1000. Sustained fire will overheat weapons and deal 15 HP/tick until cooled
Max corrosion (10) deals 15 HP/tick. Corrosive environments degrade equipment durability simultaneously
Drain at max deals 15 HP/tick
Aggro mechanics
Every player action generates a specific aggro value. Aggro maxes at 150. At 30+ aggro nearby enemies enter alert state. Building activity (20 aggro per use) and combat are the highest generators—stealth players should minimise double-jumping near enemies.
Moderate aggro
Low aggro
Low aggro
Moderate aggro
High aggro — avoid near enemies
Moderate aggro
High aggro — avoid near enemies
High aggro — avoid near enemies
Low aggro
High aggro — avoid near enemies
Defense structures
Tier 1 hits harder per shot but at a slower rate. Tier 2 fires four times faster at half the per-shot damage—resulting in significantly higher total DPS, a wider detection radius, and drone rail ammo resupply. Accidental player damage is noted: keep yourself out of the fire cone.
Stability 15 · Friendly fire 6 HP/shot
Stability 70 · Friendly fire 3 HP/shot
Power grid
Listed by power output. Combining high-capacity fuel generators with renewable sources keeps your grid stable during bad weather and nighttime.
More advanced power generator. Converts wind into electric energy with higher efficiency.
The most powerful energy generator. Can make energy from the interdimensional-quantum-alien-darkmatter bulbulators [PLACEHOLDER].
More advanced power generator. Creates energy using higher efficiency photovoltaic cells.
Placed on geysers to produce energy. Converts the liquid pressure from geysers into electrical energy.
Basic power generator. Converts wind into electric energy.
Advanced power generator. Burn chemicals from the atmosphere creating electricity.
Can create energy inside the habitat. Due to its' placement, it's immune to star waves.
Basic power generator. Creates energy using photovoltaic cells.
Can create some basic stuff
Decoy baits incoming enemies
Can create some basic stuff
Can create some basic stuff
Can create some basic stuff
Logistics spine
Rails handle item movement and power transmission simultaneously. Cargo dispatch systems bypass distance entirely—useful for moving ore and fuel between remote mining outposts and your main base.
Connection for Drone Rails. Used to support long Rails.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Used to support long Rails.
Core component of the rail system. Allows drones to transport items between buildings. Transfers 120 Items per minute. Conducts electricity.
Allows long distance transportation of selected items. Requires Cargo Receiver to operate.
Connection for Drone Rails. Allows spliting or merging up to 3 Rails.
Core component of the rail system. Allows drones to transport items between buildings. Transfers 240 Items per minute. Conducts electricity.
Allows long distance transportation of selected items. Requires Cargo Dispatcher to operate.
Connection for Drone Rails. Allows spliting or merging up to 5 Rails.
Core component of the rail system. Allows drones to transport items between buildings. Transfers 480 Items per minute. Conducts electricity.
Connection for Drone Rails. Allows spliting and expanding their paths.
Connection for Drone Rails. Allows spliting and expanding their paths.
Allows long distance transportation of selected items. Requires Cargo Receiver to operate.
Allows long distance transportation of selected items. Requires Cargo Dispatcher to operate.
Connection for Drone Rails. Used to support long Rails. Can connect up to 3 Rails.
Connection for Drone Rails. Used to support long Rails. Can connect up to 5 Rails.
Sends drone workers to handle transportation of resources via rail connections
Connection for Drone Rails. Used to support long Rails.
Connection for Drone Rails. Used to support long Rails.
Core component of the rail system. Allows drones to transport items between buildings.. Transfers 900 Items per minute. Conducts electricity.
Walkway with railing
Connection for Drone Rails. Allows spliting and expanding their paths.
Core component of the rail system. Allows drones to transport items between buildings. Transfers 1500 Items per minute. Conducts electricity.
Logistics element
Progression
There are four professions, and you have 30 total points to allocate across all of them. The tier cap sits at 4. Each corporation has roughly nine reputation tiers, and early unlocks include key machines, logistics components, and high-output generators.
Engineer
11 skills
Highest tier 4
Medic
11 skills
Highest tier 4
Scientist
11 skills
Highest tier 4
Soldier
11 skills
Highest tier 4
Training Corporation
5 levels
Early unlock: BD_Exporter
Future Health Solutions
11 levels
Early unlock: BD_CloningBed
Selenian Corporation
11 levels
Early unlock: BD_Crafter
Griffith Blue Corporation
11 levels
Early unlock: BD_Armory
Research progression
Advanced structures require blueprint analysis first. Once analyzed, you can construct that building type. Analysis times vary depending on complexity.
Extract acid from deposits for advanced chemistry recipes
High output fueled generator (180 MW) for stable power during nights
Basic crafting station for components and consumables
Smelt ores into refined metals and alloys
Harvest gases for fuel and advanced manufacturing
High-tier mining tool for deep deposits and rare ores
Extract liquids from pools and underground sources
Craft ammunition, turrets, and defensive structures
Specialized generator using pressure differentials
Refine raw materials into usable forms
Renewable energy from sunlight, scales from 10 MW to 1000 MW (T2)
Instant transport between paired pads across the map
Logistics backbone
Resources flow through your base via three methods: drone rails for flexible point-to-point routing, cargo dispatch/receiver pairs for instant long-distance bulk transfers, or traditional conveyor belts for short visible connections. Rails also double as power transmission lines across your entire network.
Drone rails
Rails automatically ferry items between connected buildings—no manual routing needed.
Cargo dispatch
Instantly move full inventory loads to distant pads—ideal for bulk ore or fuel shipments.
Belt basics
Traditional belts show item flow visibly between adjacent buildings.
Alien infestation
Infection cysts spawn randomly across the map, spreading visible corruption that contaminates nearby buildings and raises your infection attribute. Clearing them yields loot drops and prevents base damage from accumulating.
Infection attribute
100 max
Infection rises near cysts or when attacked by infected creatures
Cyst types
4 variants
Standard, Damaged, Immune, and Exterior types—each behaves differently
Spread radius
~50m
Buildings within corruption zones take gradual damage over time
Loot drops
Random rewards
Destroyed cysts drop resources, rare crafting materials, and sometimes blueprints
Detection
Purple corruption zones mark cyst locations on your map.
Combat
Engage from range—close proximity accelerates infection buildup.
Mitigation
Manage infection with medical supplies and proactive base decontamination.
From entry to mastery
Here's a progression framework covering early, mid, and late-game approaches to the same systems—showing what changes as you advance.
Basic
Focus on keeping your character alive and securing a basic power source before branching out.
Advanced
Combine renewable and fueled power sources. Automate logistics to reduce manual hauling.
Expert
Maximize power output, establish redundant logistics routes, and proactively counter environmental hazards.
Common misconceptions
These are the most frequent player misunderstandings about Star Rupture mechanics, corrected with exact data from game files. Understanding these can change how you build and survive.
Oxygen drains at a constant rate like calories
Oxygen only drains in oxygen-deprived environments (underwater, airless zones). In normal open-air areas, it stays full indefinitely. The 100-second drain time only applies when you are actively depriving yourself of oxygen.
GE_OxygenInfiniteDecrease.json: period=1.0s, only applied in O2-deprived zonesRadiation caps at 100 like infection and toxicity
Radiation caps at just 10, not 100. At max radiation (10), you take 20 HP per tick—the highest flat damage of any hazard attribute. Small numbers don't mean low risk.
DT_InitRadiationAttributesData: max=10; Curve_Radiation_Damage: 10 = 20 dmg/tickToxicity damage scales evenly—half toxicity means half damage
Toxicity damage is non-linear. At 75 toxicity you take 20 HP/tick; at 100 (max) it jumps to 40 HP/tick. The last 25 points double your damage intake. Managing toxicity below 75 is far safer than letting it run to max.
Curve_Toxicity_Damage_Table: 0=0, 25=5, 50=10, 75=20, 100=40Energy recovers slowly like health
Energy regenerates at +200 per second at rest (1 point every 0.005 seconds). A full 150-point Energy bar refills in under a second of standing still. Sprint drains at ~71 points per second, so bursts of sprinting followed by brief pauses are highly efficient.
GE_EnergyInfiniteIncrease: period=0.005s, +1/tick | GE_SprintDrain: period=0.014s, -1/tickAny positive temperature reading means you are overheating
The safe temperature band runs from -1000 to +1000. A reading of +400 (the attribute max you start at) is well inside the safe zone. Only temperatures beyond ±1000 begin dealing damage. Cold waves drive temperature to -3000 and heat waves to +3000—both far outside safe range.
Curve_Temperature_Damage_Table: -1000 to +1000 = 0 dmg; -3000 = 25 dmg/tick; +3000 = 25 dmg/tickCrouching eliminates all enemy aggro
Sprinting generates 1.4 aggro per second vs. 0.8 walking—but crouching and sliding still generate 1.5 aggro per second when sliding. Double jumping spikes aggro to 12.0 in a single action. Movement choice matters significantly for stealth approaches.
DA_PlayerAggroEventsDefinition: Walk=0.8/s, Sprint=1.4/s, Slide=1.5/s, DoubleJump=12.0Conveyor belts are always faster for item transport than drone rails
Drone rails and cargo dispatchers operate independently of physical distance. Cargo dispatch/receiver pairs move 16 inventory slots instantly regardless of map distance. Rails also transmit power simultaneously—belts do neither.
BD_CargoDispatcher.json, BD_CargoReceiver.json: no physical cable required between paired unitsThe Defense Tower (Tier 2 turret) deals more damage per shot
The Defense Turret (Tier 1) deals 30 damage per shot at 5 shots/second. The Defense Tower (Tier 2) deals only 15 damage per shot but fires at 20 shots/second—making its total DPS far higher. The Tower also detects targets at 5000 units vs. 3500 for the Turret.
DA_TurretDesignParams T1: dmg=30, ROF=0.2s | T2: dmg=15, ROF=0.05s, detection=5000