Research Tiers and Unlock Requirements
You know the scene: the Shaker is wearing a hat made of Residue, the Water feed has quietly dried up, and Research still shows a gray node even though you have Gold. Do not build another Shaker yet. A gray node usually means the Factory Tier is too low, a named prerequisite is missing, or the required currency or progression counter is short.
Gold buys the main Research nodes. Fluxite buys upgrades for tools, weapons, and drones. Conservatory Tickets buy the separate critter and logic tree. Late Aura research opens through Auralite and Aura/Crystal progress. Artifacts are not spent as Research currency; recovering them advances the separate Augment system.
The main progression chain is Sand + Water → Wet Sand → Shaker → Gold + Residue. Later, it grows into Residue → Burnt Residue → Kinetic Press → Seed → Wet Seed → Flower → Amethelis → Florinol → Energy → Aurixite → Auralite → Aura. Each Factory Tier tests part of that chain. The sand pile is becoming an industrial life-form. We merely keep its organs unclogged.
How to Read the Research Tree
The Factory Tier or late-game progression gate is the prerequisite for every node in that group. When a row names another Research node, you need that node as well. Branch labels show where a node sits in the tree; they do not create an extra prerequisite by themselves.
The Gold-priced nodes total 92,450 Gold: Tier 1 costs 1,200, Tier 2 costs 5,550, Tier 3 costs 14,450, Tier 4 costs 15,250, Tier 5 costs 33,500, and the three Gold-priced Tier 6 nodes cost 22,500.
Tier 1 — Start the Gold Engine
| Research | Branch and prerequisite | Exact cost | Unlock |
|---|---|---|---|
| Shaker | Refining; Tier 1 | 20 Gold | Shaker for Wet Sand → Gold + Residue. |
| Logistics | Logistics; Tier 1 | 30 Gold | Conveyor Belt and Launcher. |
| Hover | Exploration; Tier 1 | 50 Gold | Hover mode. |
| Map | Exploration; Tier 1 | 100 Gold | Map and Minimap. |
| Flare Gun | Lighting; Tier 1 | 150 Gold | Flare Gun. |
| Sprint Boost | Exploration; Tier 1 | 200 Gold | Held sprint boost. |
| Filter | Logistics; Tier 1 | 250 Gold | Basic Filter for one selected solid material. |
| Wall Light | Lighting; Tier 1 | 400 Gold | Wall-mounted light. |
Progression buy: Take Shaker first, then Logistics. Add the Filter when Gold and Residue share a route and the unwanted pile starts pushing back into the Shaker.
Tier 2 — Burn and Press the Waste
| Research | Branch and prerequisite | Exact cost | Unlock |
|---|---|---|---|
| Flamethrower | Excavation; Factory Tier 2 | 400 Gold | Burns Residue, melts Ice, and vaporizes Water. |
| Burner Belt | Heat; Factory Tier 2 | 500 Gold | Ignites burnable matter when supplied with heat. |
| Kinetic Press | Refining; Factory Tier 2 | 500 Gold | Turns Burnt Residue dropped from at least 25 blocks into Gold and Seed. |
| Flashlight | Lighting; Factory Tier 2 | 600 Gold | Aimed light. |
| Conveyor Portal | Logistics; Factory Tier 2 | 750 Gold | Paired portals for crossing material lines. |
| Sweeper Drones | Tools; Factory Tier 2 | 800 Gold | Drones that collect loose material. |
| Cryoblaster | Tools; Factory Tier 2 | 1,000 Gold | Produces Snow for freezing, cooling, and Water recovery. |
| Thermal Buffer | Heat; Factory Tier 2 | 1,000 Gold | Stores and distributes heat to nearby thermal machines. |
Progression buy: Flamethrower plus Kinetic Press. Burn Residue first, then give the surviving Burnt Residue a fall of at least 25 blocks. A shorter drop leaves it sitting on the Press like a tiny, highly specific paperweight.
Tier 3 — Seeds, Flowers, Fluids, and Better Digging
| Research | Branch and prerequisite | Exact cost | Unlock |
|---|---|---|---|
| Activity Heatmap | Exploration; Factory Tier 3 | 700 Gold | Activity overlay on the Map. |
| Clearing Frame | Logistics; Factory Tier 3 | 1,000 Gold | Moves matter inside the frame, including floating Wet Seed. |
| Fluids | Fluids; Factory Tier 3 | 1,250 Gold | Pipe, Pump, and Liquid Vent. |
| Aerokinetic Fan | Logistics; Factory Tier 3 | 1,500 Gold | Moves petals and powders through open air. |
| Gun | Excavation; Factory Tier 3 | 1,500 Gold | Ranged digging tool. |
| Planter Box | Refining; Factory Tier 3 | 2,000 Gold | Grows Wet Seed into Flowers that yield Gold and Amethelis. |
| Pyro Dispenser | Heat; Factory Tier 3 | 2,000 Gold | Fires flame bursts when an adjacent Thermal Buffer supplies heat. |
| Vacuum | Tools; Factory Tier 3 | 2,000 Gold | Collects material into an internal tank. |
| Digger Drone | Excavation; Factory Tier 3 | 2,500 Gold | Autonomous digging drone. |
Progression buy: Planter Box. Wet each Seed with Water, deliver the Wet Seed to the box, and keep room for the Flower to form.
Tier 4 — Florinol and the Anomaly
| Research | Branch and prerequisite | Exact cost | Unlock |
|---|---|---|---|
| Corraller | Tools; Factory Tier 4 | 1,250 Gold | Captures critters and opens Conservatory progression. |
| Advanced Filter | Logistics; Factory Tier 4 | 1,500 Gold | Filters solids, liquids, or gases. Each filter still uses one selected material. |
| Rocket Launcher | Excavation; Factory Tier 4 | 2,000 Gold | Explosive excavation tool and a prerequisite for Drill. |
| Drying & Condensing | Refining; Factory Tier 4 | 2,500 Gold | Steam Dryer and Condenser. |
| Logistics Mk. 2 | Logistics; Factory Tier 4 | 2,500 Gold | Conveyor Belt Mk.2 and Launcher Mk.2. |
| Recon Drone | Exploration; Factory Tier 4 | 2,500 Gold | Controllable scouting drone. |
| Hauler Drone | Logistics; Factory Tier 4 | 3,000 Gold | Automated pickup-to-drop-off transport. |
Progression buy: Drying & Condensing. Run Amethelis → Steam Dryer + Steam → Dry Amethelis → heat → Florin gas → Condenser + Snow → Florinol. Florin rises, so seal its route before the purple cloud goes sightseeing.
Tier 5 — Power, Void Tech, and Hard-Material Tools
| Research | Branch and prerequisite | Exact cost | Unlock |
|---|---|---|---|
| Energy Connector | Electricity; Factory Tier 5 | 1,000 Gold | Passes Energy between compatible power structures. |
| Energy Siphon | Electricity; Factory Tier 5 | 1,000 Gold | Transfers Energy between stores. |
| Florinol Battery | Electricity; Factory Tier 5 | 1,500 Gold | Converts stored Florinol into Energy; prerequisite for Drill and Copper Mold. |
| Copper Mold | Electricity; Smelter + Florinol Battery | 2,000 Gold | Casts Liquid Copper into Power Bricks. |
| Flux Emanator | Alien; Factory Tier 5 | 2,000 Gold | Converts Voidbloom into renewable Fluxite. |
| Drill | Excavation; Rocket Launcher + Florinol Battery | 2,500 Gold | Powered tool for hard material. |
| Snowmaker | Refining; Factory Tier 5 | 2,500 Gold | Uses Water and Energy to make Snow. |
| Locator | Alien; Factory Tier 5 | 3,000 Gold | Uses Void Juice to point toward the nearest hidden artifact. |
| Smelter | Heat; Factory Tier 5 | 3,000 Gold | Uses heat to turn valid solids into liquid forms. |
| Steam Turbine | Electricity; Factory Tier 5 | 3,000 Gold | Automated Energy generation. |
| Void Rift | Alien; Factory Tier 5 and Anomaly progression | 3,000 Gold | Produces Void Seed for the Void material chain. |
| Recall Shard | Alien; Factory Tier 5 | 4,000 Gold | Teleports you to a Voidbloom-powered recall portal. |
| Laser | Excavation; Factory Tier 5 | 5,000 Gold | Sustained powered excavation through hard material. |
Progression buy: Florinol Battery, Steam Turbine, and Energy Connector. The 100,000-Energy goal checks actual Energy reached, not empty storage capacity.
Tier 6 — Synthesizer and Aura Research
| Research | Branch and prerequisite | Exact cost or trigger | Unlock |
|---|---|---|---|
| Synthesizer | Refining; Factory Tier 6 + secure the Stratacore | 7,500 Gold | Energy-powered material conversion, including Florinol → Aurixite. |
| Aura Extractor | Alien; Synthesizer path | Produce 1,000 Auralite | Forms Auralite Crystals and uses nanobots to mine them for Aura. |
| Swarm Capacity I | Alien; Aura Extractor active | 367 Aura/Crystal progress | Raises nanobot capacity. |
| Prismite Well | Alien; Aura Extractor active | 1,407 Aura/Crystal progress | Unlocks the Prismite Well. |
| Spiral Swarm | Alien; Aura Extractor active | 2,018 Aura/Crystal progress | Adds the orbiting swarm behavior. |
| Swarm Capacity II | Alien; Aura Extractor active | 4,005 Aura/Crystal progress | Raises nanobot capacity again. |
| Void Gun | Alien; Aura branch active | 10,000 Gold | Void Juice-powered excavation tool. |
| Swarm Strikers | Alien; Aura Extractor active | 5,451 Aura/Crystal progress | Adds striker nanobots. |
| Swarm Zoning | Alien; Aura Extractor active | 7,657 Aura/Crystal progress | Makes nanobots seek new crystal formations automatically. |
| Prismaline Well | Alien; Aura Extractor active | 10,000 Aura/Crystal progress | Unlocks the Prismaline Well. |
| Volcanizer | Alien; Aura branch active | 5,000 Gold | Produces Lava. |
Tier 6 is the current v0.5.7 endpoint. Filling the 10,000-Aura circle completes the visible objective, but it does not guarantee an unreleased tier or future technology.
Every Factory Level Gate
| Current tier | Exact gate | How to satisfy it | Result |
|---|---|---|---|
| Factory Tier 1 | Shake 4,000 Wet Sand | Keep Wet Sand touching active Shakers and clear both outputs. | Factory Tier 2 becomes available. |
| Factory Tier 2 | Press 3,000 Burnt Residue | Burn Residue, then drop Burnt Residue at least 25 blocks onto an unblocked Kinetic Press. | Factory Tier 3 becomes available. |
| Factory Tier 3 | Grow 4,000 Flowers | Wet Seeds with Water and deliver the Wet Seeds to Planter Boxes with room for growth. | Factory Tier 4 becomes available. |
| Factory Tier 4 | Condense 10,000 Florin into Florinol and investigate the Anomaly | Complete both the Florinol counter and the marked Anomaly objective. A Drill is not required to reach the Anomaly. | Factory Tier 5 becomes available. |
| Factory Tier 5 | Reach 100,000 peak Energy | Build enough storage, connect generation, and charge the system until the actual Energy total reaches 100,000. | Factory Tier 6 becomes available. |
| Factory Tier 6 | Produce 10,000 Aura | Produce 1,000 Auralite, unlock the Aura Extractor, direct its nanobots onto formed crystals, and fill the Aura circle. | Completes the current v0.5.7 Factory Level objective. |
Conservatory Research
Buy the Corraller for 1,250 Gold at Tier 4, then capture new critter species. New discoveries award Conservatory Tickets; collecting more copies of a species does not replace a missing discovery.
| Research | Exact cost | Prerequisite and unlock |
|---|---|---|
| Coloring Tool | 1 Ticket | No extra node; unlocks block painting. |
| Critter Fence | 1 Ticket | No extra node; unlocks the critter-blocking fence. |
| Doors | 1 Ticket | No extra node; unlocks signal-ready doors. |
| Glass Foundation | 1 Ticket | No extra node; unlocks transparent foundations. |
| Grappling Hook | 5 Tickets | No extra node; unlocks the mobility tool. |
| Precision Tools | 5 Tickets | No extra node; unlocks Caulk Blaster, Precision Laser, and Prefabulator. |
| Signal Devices | 5 Tickets | No extra node; unlocks Signal Switch, Signal Lamp, Buffer, Signal Sensor, and Signal Linker. |
| Signal Controls | 5 Tickets | Requires Signal Devices; unlocks Toggle, Signal Button, Pulse Sensor, and Presence Sensor. |
| Logic Gates | 5 Tickets | Requires Signal Controls; unlocks AND, OR, NOT, NAND, NOR, XOR, and XNOR gates. |
| Wall Tool | 10 Tickets | No extra node; unlocks wall editing. |
| Retro Console | 20 Tickets | No extra node; unlocks Retro Console and Game Controller. |
The full Conservatory tree costs 59 Tickets.
Fluxite Upgrades With Exact Displayed Costs
No Fluxite upgrade is required to raise Factory Level. Fluxite improves tools and drones after their base items exist. These are the exact costs retained here:
| Item and upgrade | Exact Fluxite cost | Effect |
|---|---|---|
| Grabber — Material Scanner | 10 | Shows material information while hovering. |
| Grabber — Hydro Sponge | 300 | Lets the Grabber pick up liquids. |
| Shovel — Digging Speed I–II | 100 / 500 | Adds 15% digging speed per level. |
| Shovel — Broader Shovel | 400 | Widens the digging area. |
| Flamethrower — Extended Range I–II | 100 / 300 | Adds 25% range per level. |
| Flamethrower — Vapor Blast I–II | 200 / 400 | Expands Water and Snow vaporization by one cell of radius per level. |
| Gun — Rapid Fire I | 150 | Shortens the firing cooldown. |
| Gun — Tracer Rounds | 400 | Adds a visible tracer trail. |
| Gun — Velocity Rounds | 500 | Raises projectile speed. |
| Cryoblaster — Permafrost Surge I–II | 100 / 500 | Adds two Snow particles per shot per level. |
| Digger Drone — Drone Fleet I–II | 500 / 1,000 | Adds one active Digger per level. |
Artifact Augments use their own progression. Recover Artifacts to advance that system, then choose or equip the unlocked Augments. An Artifact is a progression reward, not a coin fed into Research.
If the Next Tier or Machine Is Still Locked
- Read the active objective. Gold cannot replace a missing production or exploration milestone.
- Check the exact counter. The gates count processed Wet Sand, pressed Burnt Residue, grown Flowers, condensed Florinol, actual peak Energy, or Aura progress.
- Trace one stage backward. Stop the feed, clear the machine input and output, then restart with a small batch.
- Check the Tier 5 split gate. You need both 10,000 Florinol and the Anomaly investigation.
- Check the Tier 6 sequence. Reach 100,000 peak Energy for the promotion, then secure the Stratacore before buying the Synthesizer.
- Check named prerequisites. Drill needs Rocket Launcher and Florinol Battery. Copper Mold needs Smelter and Florinol Battery. Signal Controls and Logic Gates have ordered prerequisites.
- Confirm the purchase. Reopen Research, check that the currency was deducted, and look in the matching building, tool, drone, or Conservatory tab.
- Refresh a stale interface. Save and reload after the requirement and purchase are visibly complete. Stop unstable feeds first; loose material has never met a problem it could not make wider.

Comments will load when you reach this part of the walkthrough.