Hull Rupture guides
There is no official walkthrough. The studio's devlogs still describe the four jobs players ask about: opening a run, finishing Classic, holding the hull, and growing the economy.
Use the pages below in that order. Numbers for damage and recipes were not published, so these guides stay at sequence and rules.

The four tasks
- Beginner guide: staff the generator, then population, then one mineral line, then one turret.
- Wave 20: Classic clear rates from the achievement list.
- Defense: hull path, turrets, airlock units, repair.
- Economy: humans, energy, and the twelve named resources.
Rules that changed at 1.0
Modules can be built in any empty slot. In the demo, a new slot opened only beside a finished module. Mark that difference before you follow an older video.
Removing a module returns resources and does not return the kit. Turrets can be moved for free, but the move takes a long time and the turret is down while it moves.

FAQ
Is there a tier list?
No ranked tier list. Turret roles live on the turret table, with a source count instead of an S rank.
Where are Trade and Endless?
On the game mode table, not as separate thin guides.
Which video matches the release rules?
The 4 Nov 2026 launch trailer. Older demo films still show the neighbor-slot rule.
Sources
Checked 2026-11-07.