Hull Rupture economy guide
Power, people, and production are one loop. Energy is produced over time by people you assign. Humans come from the Reproducer. Minerals are the common build material.
Info Mode shows each resource per minute. The studio says that figure is the current rate, not a prediction of the next minute.

Levers that are actually written down
Despot's Chamber raises the efficiency of adjacent modules and also produces free kits from assigned people. Adjacency still matters for modifiers even though a new module no longer needs a finished neighbor to exist.
More modules make the ship heavier and slower. Engine count and engine level set speed. That trade is why a ship that can build everything can fail to reach the next map node.
Bioreactor Auto sends two people at a time and refills one when the queue has a single person left. Scrapping a module returns resources and does not return the kit.
I am not printing a recipe such as minerals per minute per generator. Those rates are not in the announcements or the achievement text. The stock thresholds that do exist, such as 300 humans or 40,000 energy, are on the resource table.

Spelling that disagrees
Achievements say Mystic Goo and Adamantium. A trainer page says Mystery Goo and Adamantite. Both spellings stay on the resource page. I did not pick a winner.
Biofuel shows up on a competing wiki and on neither the achievement list nor the trainer list, so it is not in our table.
FAQ
What should I fix when production stalls?
Check power staffing, then population, then whether the ship is too heavy to reach a market. Info Mode tells you the current rate.
Does scrapping refund the kit?
No. The 14 Sep 2026 note says resources come back and the kit does not.
Where is the full resource list?
Twelve names with stock achievements are on the resources wiki page.
Sources
- Steam announcements for Hull Rupture
- Steam store page for Hull Rupture
- XMODhub trainer page
- Steam achievement list
Checked 2026-11-07.