Systems decoded

Game Mechanics Deep Dive

Game Version: 0.1.2 — Last verified: 2026-03-07

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.

Survival model: 11 tracked statsGenerators: 15 producer typesCorporations: 7 factions

How to Use Game Mechanics Deep Dive

Scan the critical systems quickly, then drill into the tables for exact values.

Data source: All values on this page are extracted directly from Star Rupture game files (version 0.1.2) using FModel. Last verified: 2026-03-07. Numbers change with patches—check back after major updates.

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

How the systems mesh

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

Vitals & hazard caps

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.

  • Calories

    Max 120 · Min 0 · Character energy reserves, replenished through eating

  • Health

    Max 100 · Min 0 · Character health points, death occurs when reaching 0

  • Hydration

    Max 120 · Min 0 · Character hydration level, requires regular water intake

  • Oxygen

    Max 100 · Min 0 · Oxygen needed for breathing, depletes rapidly in low-oxygen environments

  • Heat

    Max 1000 · Min 0 · Weapon heat level, causes overload when too high

Power spine

Generators by output

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.

  • Wind Turbine v.2

    2000 MW · Footprint 4x4

  • Chimeran Power Generator

    2000 MW · Footprint 6x6

  • Solar Generator v.2

    1000 MW · Footprint 3x3

  • Pressure Power Generator

    1000 MW · Footprint ?x?

  • Wind Turbine v.1

    200 MW · Footprint 4x4

Logistics rails

Drones and cargo lifts

Drone rails automate item transport between buildings without visible belts. For long-distance bulk shipping, cargo dispatch/receiver pairs teleport entire inventory slots instantly.

  • Rail Pole 2x2

    Type Transport · Category Interior

  • Big Rail Node 2x2

    Type Transport · Category Interior

  • Rail Junction 2x2

    Type Transport · Category Interior

  • Rail Junction 2x2

    Type Transport · Category Interior

  • Rail Node 2x2

    Type Transport · Category Interior

Temperatures & hazards

Thermal, radiation, infection, toxicity

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

Vitals, decay caps, and mitigation

Check attribute ranges before long expeditions. Knowing your caps helps you pack the right amount of consumables and protective gear.

AttributeRangeCategoryNotes
Calories0 - 120survival

Character energy reserves, replenished through eating

Health0 - 100survival

Character health points, death occurs when reaching 0

Hydration0 - 120survival

Character hydration level, requires regular water intake

Oxygen0 - 100survival

Oxygen needed for breathing, depletes rapidly in low-oxygen environments

Heat0 - 1000combat

Weapon heat level, causes overload when too high

Infection0 - 100combat

Wound infection level, requires medical treatment

Shield0 - 50combat

Energy shield value, absorbs damage

Energy0 - 150utility

Energy required for tools and equipment usage

Radiation0 - 10environmental

Accumulated radiation level, causes continuous damage when too high

Temperature-3000 - 400environmental

Character body temperature, extreme values cause damage

Toxicity0 - 100environmental

Accumulated toxins in body, requires antidotes to remove

Hazard damage values

Attribute decay & damage per tick

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.

AttributeDecay periodMax damage/tickNotes
Calories45s / tick15 HP/tick

Zero calories deals 15 HP damage per tick; keep above 0 at all times

Hydration33s / tick10 HP/tick

Dehydration deals 10 HP damage per tick

Radiation20 HP/tick

Max radiation (10) deals 20 damage per tick—the highest flat hazard damage in the game

Toxicity40 HP/tick

Toxicity damage scales non-linearly—damage doubles between 75 and 100. Avoid stacking toxic consumables

Infection10 HP/tick

Infection at max deals 10 HP/tick. Clears slowly without treatment

Temperature25 HP/tick

Safe zone is -1000 to +1000. Both cold and heat waves push temperature to lethal extremes (-3000 / +3000)

Heat15 HP/tick

Weapon heat caps at 1000. Sustained fire will overheat weapons and deal 15 HP/tick until cooled

Corrosion15 HP/tick

Max corrosion (10) deals 15 HP/tick. Corrosive environments degrade equipment durability simultaneously

Drain15 HP/tick

Drain at max deals 15 HP/tick

Aggro mechanics

Enemy aggro generation by action

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.

Player ActionAggro ValueNotes
Shot Fired5

Moderate aggro

Walk (per second)0.8

Low aggro

Sprint (per second)1.4

Low aggro

Jump6

Moderate aggro

Double Jump12

High aggro — avoid near enemies

Dash Start8

Moderate aggro

Damaged Enemy12.5

High aggro — avoid near enemies

Killed Enemy20

High aggro — avoid near enemies

Slide (per second)1.5

Low aggro

Use Building Tool20

High aggro — avoid near enemies

Defense structures

Turret comparison

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.

TurretDetect rangeDamage / ROFBuild cost
Defense Turret

Stability 15 · Friendly fire 6 HP/shot

3500 u30 dmg @ 5/s200 BBM
Defense Tower

Stability 70 · Friendly fire 3 HP/shot

5000 u15 dmg @ 20/s220 BBM

Power grid

Generator lineup

Listed by power output. Combining high-capacity fuel generators with renewable sources keeps your grid stable during bad weather and nighttime.

GeneratorOutput (MW)FootprintStability cost
Wind Turbine v.2

More advanced power generator. Converts wind into electric energy with higher efficiency.

20004x480
Chimeran Power Generator

The most powerful energy generator. Can make energy from the interdimensional-quantum-alien-darkmatter bulbulators [PLACEHOLDER].

20006x665
Solar Generator v.2

More advanced power generator. Creates energy using higher efficiency photovoltaic cells.

10003x370
Pressure Power Generator

Placed on geysers to produce energy. Converts the liquid pressure from geysers into electrical energy.

1000?x?0
Wind Turbine v.1

Basic power generator. Converts wind into electric energy.

2004x480
Chemical generator

Advanced power generator. Burn chemicals from the atmosphere creating electricity.

1802x260
Interior Power Generator

Can create energy inside the habitat. Due to its' placement, it's immune to star waves.

100?x?0
Solar Generator v.1

Basic power generator. Creates energy using photovoltaic cells.

102x260
Basic Item Printer

Can create some basic stuff

1?x?0
Decoy

Decoy baits incoming enemies

01x130
Entry Terminal

0?x?0
Basic Item Printer

Can create some basic stuff

0?x?0
Food Station

Can create some basic stuff

0?x?0
Forgotten Engine Item Pritner

Can create some basic stuff

0?x?0
Forgotten Engine Control Station

0?x?0

Logistics spine

Drone rail & cargo fixtures

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.

StructureCategoryFootprintNotes
Rail Pole 2x2Interior2x2

Connection for Drone Rails. Used to support long Rails.

Big Rail Node 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail Junction 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail Junction 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail Node 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail Support 3 Lanes 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail Support 5 Lanes 2x2Interior2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail SupportLogistic1x1

Connection for Drone Rails. Used to support long Rails.

Rail v.1Logistic?x?

Core component of the rail system. Allows drones to transport items between buildings. Transfers 120 Items per minute. Conducts electricity.

Cargo DispatcherLogistic4x4

Allows long distance transportation of selected items. Requires Cargo Receiver to operate.

Rail Modulator 3Logistic1x1

Connection for Drone Rails. Allows spliting or merging up to 3 Rails.

Rail v.2Logistic?x?

Core component of the rail system. Allows drones to transport items between buildings. Transfers 240 Items per minute. Conducts electricity.

Cargo ReceiverLogistic4x4

Allows long distance transportation of selected items. Requires Cargo Dispatcher to operate.

Rail Modulator 5Logistic1x1

Connection for Drone Rails. Allows spliting or merging up to 5 Rails.

Rail v.3Logistic?x?

Core component of the rail system. Allows drones to transport items between buildings. Transfers 480 Items per minute. Conducts electricity.

Drone JunctionLogistic1x1

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail ConnectorLogistic1x1

Connection for Drone Rails. Allows spliting and expanding their paths.

Cargo DispatcherLogistic4x5

Allows long distance transportation of selected items. Requires Cargo Receiver to operate.

Cargo ReceiverLogistic4x5

Allows long distance transportation of selected items. Requires Cargo Dispatcher to operate.

Multirail 3Logistic1x1

Connection for Drone Rails. Used to support long Rails. Can connect up to 3 Rails.

Multirail 5Logistic1x1

Connection for Drone Rails. Used to support long Rails. Can connect up to 5 Rails.

Drone StationTest3x3

Sends drone workers to handle transportation of resources via rail connections

TEST - DroneRailConnectionTest1x1

Connection for Drone Rails. Used to support long Rails.

TEST - DroneRailConnection 2x2Test2x2

Connection for Drone Rails. Used to support long Rails.

Rail v.4Test?x?

Core component of the rail system. Allows drones to transport items between buildings.. Transfers 900 Items per minute. Conducts electricity.

Railing WalkwayTest?x?

Walkway with railing

Radial Rail ConnectorTest2x2

Connection for Drone Rails. Allows spliting and expanding their paths.

Rail v.5Test?x?

Core component of the rail system. Allows drones to transport items between buildings. Transfers 1500 Items per minute. Conducts electricity.

BD_DroneInvisiblePoleUnknown?x?

Logistics element

Progression

Professions, skills, and reputation

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

Blueprint analysis system

Advanced structures require blueprint analysis first. Once analyzed, you can construct that building type. Analysis times vary depending on complexity.

Building TypeCategoryResearch TimeUnlock Benefits
Acid ExtractorProductionMedium

Extract acid from deposits for advanced chemistry recipes

Combustion Power GeneratorPowerMedium

High output fueled generator (180 MW) for stable power during nights

CrafterProductionShort

Basic crafting station for components and consumables

FurnaceProductionShort

Smelt ores into refined metals and alloys

Gas ExtractorProductionMedium

Harvest gases for fuel and advanced manufacturing

Laser DrillExtractionMedium

High-tier mining tool for deep deposits and rare ores

Liquid ExtractorProductionMedium

Extract liquids from pools and underground sources

Military AssemblerCombatLong

Craft ammunition, turrets, and defensive structures

Pressure Power GeneratorPowerLong

Specialized generator using pressure differentials

SmelterProductionShort

Refine raw materials into usable forms

Solar Power GeneratorPowerMedium

Renewable energy from sunlight, scales from 10 MW to 1000 MW (T2)

TeleporterLogisticsLong

Instant transport between paired pads across the map

Logistics backbone

Belt, rail, and cargo dispatch mechanics

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

Automated item transport

Rails automatically ferry items between connected buildings—no manual routing needed.

  • Rail nodes attach directly to producer and consumer buildings for automated pickup and delivery.
  • Connect nodes with rail segments. Drones patrol the network continuously without player input.
  • Rails transmit power too—a single network handles both item logistics and energy distribution.

Cargo dispatch

Long-range bulk moves

Instantly move full inventory loads to distant pads—ideal for bulk ore or fuel shipments.

  • Pair a Cargo Dispatcher at your source location with a Cargo Receiver at the destination point.
  • Each dispatch cycle moves 16 inventory slots (4x4 grid)—great for ore, fuel, or component batches.
  • Both ends need power; unlike rails, no physical connection is required between dispatcher and receiver.

Belt basics

Traditional conveyors

Traditional belts show item flow visibly between adjacent buildings.

  • Good for short, direct connections when you want to watch items move physically.
  • Belts can jam if input exceeds output capacity—use splitters to distribute load evenly.
  • Most players switch to rails by mid-game for cleaner, more flexible layouts.

Alien infestation

Infection cysts and spread mechanics

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

Locate infection sources

Purple corruption zones mark cyst locations on your map.

  • Cysts appear as purple markers. Exterior variants spawn outside your base perimeter.
  • Your infection stat climbs whenever you enter corrupted areas or take hits from infected enemies.

Combat

Clear cysts safely

Engage from range—close proximity accelerates infection buildup.

  • Cysts have multiple damage stages. Concentrated fire destroys them faster and reduces exposure time.
  • Immune cysts resist specific damage types. Switch weapon mods or attachments if your current loadout isn't working.

Mitigation

Reduce infection levels

Manage infection with medical supplies and proactive base decontamination.

  • Anti-infection meds gradually reduce your infection level. Stock up before exploring infested zones.
  • Contaminated buildings can be manually deinfected. Use the deinfect ability early to prevent structural damage from reaching critical levels.

From entry to mastery

Practical tiers: basic, advanced, expert

Here's a progression framework covering early, mid, and late-game approaches to the same systems—showing what changes as you advance.

Basic

Stabilize the run

Focus on keeping your character alive and securing a basic power source before branching out.

  • Maintain hydration and calories above 30-40% before leaving your base on resource runs.
  • Build a Solar Generator v.1 near your base core for a steady 10 MW supply—enough to power early machines.
  • Place Rail v.1 nodes and Rail Poles to automatically feed ammunition into your first defensive turret.

Advanced

Harden the grid

Combine renewable and fueled power sources. Automate logistics to reduce manual hauling.

  • Install Solar v.2 (1000 MW output) alongside a Chemical Generator (180 MW) to handle nighttime demand.
  • Set up Drone Rail junctions that loop ammunition and fuel automatically without belt clutter.
  • Grind corporation reputation to unlock first-tier generators and logistics parts—most corps have around nine levels.

Expert

Optimize & buffer

Maximize power output, establish redundant logistics routes, and proactively counter environmental hazards.

  • Deploy Chimeran Power Generator or Wind Turbine v.2 (2000 MW each) as your primary backbone power source.
  • Set up mirrored cargo dispatcher/receiver pairs linking distant mining pads to your main base—eliminates downtime.
  • Max out profession skills to tier 4. Equip environmental shields and filters before hazard attributes hit their caps.

Common misconceptions

What the game files actually say

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.

Myth

Oxygen drains at a constant rate like calories

Reality

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.

Source data:GE_OxygenInfiniteDecrease.json: period=1.0s, only applied in O2-deprived zones
Myth

Radiation caps at 100 like infection and toxicity

Reality

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.

Source data:DT_InitRadiationAttributesData: max=10; Curve_Radiation_Damage: 10 = 20 dmg/tick
Myth

Toxicity damage scales evenly—half toxicity means half damage

Reality

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.

Source data:Curve_Toxicity_Damage_Table: 0=0, 25=5, 50=10, 75=20, 100=40
Myth

Energy recovers slowly like health

Reality

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.

Source data:GE_EnergyInfiniteIncrease: period=0.005s, +1/tick | GE_SprintDrain: period=0.014s, -1/tick
Myth

Any positive temperature reading means you are overheating

Reality

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.

Source data:Curve_Temperature_Damage_Table: -1000 to +1000 = 0 dmg; -3000 = 25 dmg/tick; +3000 = 25 dmg/tick
Myth

Crouching eliminates all enemy aggro

Reality

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.

Source data:DA_PlayerAggroEventsDefinition: Walk=0.8/s, Sprint=1.4/s, Slide=1.5/s, DoubleJump=12.0
Myth

Conveyor belts are always faster for item transport than drone rails

Reality

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.

Source data:BD_CargoDispatcher.json, BD_CargoReceiver.json: no physical cable required between paired units
Myth

The Defense Tower (Tier 2 turret) deals more damage per shot

Reality

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.

Source data:DA_TurretDesignParams T1: dmg=30, ROF=0.2s | T2: dmg=15, ROF=0.05s, detection=5000