Are you struggling to fully understand the game mechanics of SteamWorld Build? Do you feel like there are certain aspects of the game that weren’t thoroughly explained? Are you getting stuck and unsure of how to progress? This guide is here to help! We’ll break down the game mechanics and provide tips and tricks to improve your gameplay. Let’s get started!
Starting out
But it is worth noting that the set rotate binding is “press the scroll wheel”? Maybe you didn’t even realize you could do that.
It’s also worth noting that the in-game tutorial along with the Notebook option from the menu does a good job at explaining most of the game’s mechanics and features.
When you pick your first game you get some settings to configure. DLC, Destination, Theme, Difficulty and Options.
First off you get the choice to activate downloaded DLCs or just play classic.
Then you pick a destination. Each destination will unlock a reward for all upcoming games when you complete a game in it(more on that later).
The theme will decide the music, looks of the train, trees, tumbleweeds etc and if there’s a weather effect. (You can also change this in Options > Graphics.)
Then you pick a game mode/difficulty. Sandbox, Casual, Balanced and Difficult (called Hard in the achievement).
These are the explanations in game about the different difficulties;
Sandbox: A Relaxing experience. Unlimited building resources and an easier time. Can’t earn achievments or unlock Landmarks in this mode.
Casual: A casual way to play. Resources are plentiful, costs are low and enemies are easily defeated.
Balanced: The suggested way of playing the game for first timers. You will have to manage your resources as well as fight enemies that provide a challenge.
Difficult: Stay on your toes to keep your town thriving. Resources must be managed carefully. Aggressive, numerous enemies and no refunds when destroying buildings.
Then the options where you can toggle the tutorial on/off, the story cutscenes on/off and whether or not you would like to have a randomized mine.
-I would recommed using the tutorial during your first playthrough and the random mine is always a good idea. If you’re an experienced gamer then the Difficult Challenge would be a suitable challenge without being too difficult to be honest.
With all that set, it’s time to get going to actually play the game. Not much else to say in this section so let’s move on to explain some of the core mechanics of the game that you will need to manage.
Core Mechanics – City
The same road can support plenty of buildings though, so once you get the hang of it it really isn’t much of an issue.
Before we can get anything fun done we need Civilians. They are generated when you have a Residence for them to live in. Each type of civilian has their own type of residence,
The more civilians of a certain type you have – the more buildings of that type can be running and more building options will be made available. The game will tell you how many you need for the next “tier” of available buildings (this is connected to Milestones mostly.
If you click on a Residence you will see if it has all its Needs fulfilled or not. Needs change over time as you get access to more options. As you fulfill more needs you generate more Money and Civilians of that type for each residence. When the satisfaction level is 100%, you can upgrade the residence to the next civilian type.
Aside from Residentials there are also Refineries and Services.
Refineries produce items with the number of seconds it takes being displayed when clicked on. For example the Forester produces logs, and the Lumbermill takes logs and makes planks.These kinds of buildings requires a certain type and number of civilian to work and has an upkeep cost. Meaning that for it to function you need to have enough civilians and money. You can always pause a refinery if you need the civilians or resources somewhere else.
Like refineries Service buildings have an upkeep but does not require civilians for it to function. Instead of producing items, they have residential benfits for all residents that are close enough to it to fulfill its need. Meaning, as you build a service building close enough to your residents, you get the bonuses listed. Which are also listed in the residential if you click it.
Remember to place these smart so that the roads lead to the residentials that need it. Also, by upgrading the road you extend that range.
The last kind of basic building is Warehouses. These are important for you refineries. All produced resources needs to be delivered to your warehouse to be added to your total. All of your refineries that “craft” resources from other resources needs to deliver an item from the warehouse to the building.
All warehouses share the same pool/storage. Even if an item is added to a warehouse in the top edge, it can be delived to a refinery from the warehouse in the bottom left corner of the map.
Certain civilian types will have different kinds of needs. Mostly the needs are services, meaning that certain buildings need to be built nearby.
At other times the civilians want there to be more of a resource than the upkeep for the number of civilians. Cactus Water and Coal for example need to be in your warehouse for your civilians to consider the need fulfilled. Therefore, you don’t need to build most refineries anywhere near your residentials. you can build them anywhere you want.
When you reach a milestone that adds a new “citizen tier” you can upgrade a residential to the next tier. Keep in mind that by doing this you will lose civilians of the previous kind. So make sure to build new residentials if you have a lot of refineries that uses that civilian type.
After clicking the icon for the upgrade all residentials will light up and an icon will appear above if you can upgrade it or not. Only a residential with 100% satisfaction can be upgraded.
Keep in mind that the needs may change between different civilian types and you can simply move it somewhere else after upgrading it.
The game’s progress is measured in Milestones. If you hover your mouse over the bar it will tell you what you need to do to reach the next one. This is mostly about advancing in the mine, building certain buildings or having a certain amount of citizens of a certain type.
As the Milestone is reached, you get a message and access to additional build options.
Core Mechanics – Mine
There are two unique resources only found in the mine stuck in blocks and gained once the blocks are destroyed. This is Gold and Ruby.
Gold is solely used in the Mining partion of the game while Rubies are used in some constructions (Lightning Turret) and Trading in the Trade Station.
Aside from that there are more resources to find to transport up to the city.
But the main goal here isn’t just the resources. Each level of the mine (there are 4) holds 2 pieces of the rocket that you need to locate and unearth. There is also a mineshaft leading to the next floor of the mine. When you have all the parts, the game is complete. So this is where most of the game plays out eventually.
In order to get workers you need Gold (and some other resources such as planks), place the worker quarters on tiles to gain workers of that kind. To start you will need 9 tiles connected to get 1 worker. Then each 6 additionally connected tiles will get you 1 more up to a maximum of 20(?).
Once you have your workers they will start doing their own thing according to type. Some aren’t needed straight away such as the guards so expand your quarters when needed.
Miners will mine. You can mark blocks for digging though so you have some control of them. But they will also clear rubble to make tiles avaiable to walk and build on. And they will also reinforce the walls, although I have no idea what the point of that is.
Prospectors will interact with resource nodes to deliver generated resources to the Mineshaft (so that they are added to your storage).
Mechanics will build automatic extractors and turrets as well as moving, repairing and reviving.
Guards will search out threats and attack them to protect your extractors, defenses and workers in the Mine.
The mine is a tile-based location and each tile can be occupied by certain things. See those big square blocks? Those can be mined. There is Dirt, Sandstone, Granite, Brittle Bedrock that you can mark with your dig tool to make your miners on the floor go there and dig it apart. In order to break Sandstone you will need to have the Pickaxe resource. To break Granite you need the Drill resource.
As you dig your way through you’ll also find blocks with Gold, Rubies and Tools in them that reward you with said resource when they break.
There are also nodes of resources called veins. Some can be mined directly when discovered such as Scrap Veins. Your prospectors can be assigned to these with the dig tool to gather resources and carry them to the mineshaft. You can also build extractors next to or on these nodes to gain the resource, or gain it faster.
Then there are other nodes that you need to build an extractor on first such as Dirty Water. The Prospectors can’t be assigned to these until you’ve built the correct extractor.
So in order to progress you need to get miners, dig blocks to discover new areas of the mine and gather the resources from the veins so that your city can use those resources to make other resources that benefit the mining.
There are also some simple puzzles to solve (mostly levers), gaps that you can build bridges across with Sheet Metal and later on some more dangers and enemies as you get further down the floors.
Dig and explore, find resource veins and find the Rocket Parts as well as the Mineshaft to the next level to progress!
Aside from the basic required Miners and prospectors there are ways to automatize and improve your mining floors. By the time you have cleared a floor and moved on to the next you will probably just let the previous ones be since they are already under control.
But there are some things that you can build that makes your initial exploration or handling of the floor easier. These are under the second tab “Facilities”.
Radar
Like other things in the mine you first need 9 connected tiles of Surveillance Facility. Then you can build a Radar which, when clicked on, will send out a signal and locate nearby veins and other things. This will also show up in number so you know for example how many Scrap Veins you can find on the floor if you click on the Surveillance Facility.
Keep in mind that the Radar itself can be placed just about anywhere to cover an area. But you only have a single Radar capacity for every 9 tiles of SF.
Workshop
With 9 initial tiles of Workshop you have the capacity for 1 machine. You can expand on this for every 4 tiles of Workshop you attach to it. With this you can build extractors. With a type of extractor chosen, it will also highlight discovered veins on your minimap to make it easier to find them. Some extractors are needed to get the resource in the first place like Water. Others just speed up the process (Scrap).
When building an extractor it will function like a refinery producing resources at a set interval and having an upkeep cost and requires civilians to work (5 Engineers). Just like in the city, someone needs to come and pick up the generated resources and deliver them (Prospectors who takes it to the mineshaft in this case).
Infrastructure
Aside from quarters and facilities there are also a tab for Infrastructure. This adds fancy ways to deal with things.
Pillars are needed to prevent cave ins, but can also be used to wall of an area from enemies.
Bridges can fill in gaps to make a passable tile, you can build on this tile or just use it to get around a problem.
There are also chests with blueprints on each floor that unlocks more infrastructure such as the:
Speed Vent that gives workers a speed boost as they walk on it in the mine for a couple of seconds.
The conveyer belts that can be drawn between an extractor and a mineshaft to remove the need for prospectors to gather the resources. Once produced, they will move towards the mineshaft and your storage.
Last but not least, the teleporters can instantly move your workers from one place to another. These are two-way teleporters so you may place them two at a time and it makes a connection. You may want to place a few pairs in the last floors that leads towards different important places into the middle where you probably have your quarters. Or to just speed up the delivery of resources.
Armory
This is also under the facility tab together with the radar and workshopLike the others this needs to cover a set amount of tiles and will increase your capacity. But for “turrets”, or defensive machines instead. For every 2 more tiles you connect you increase your max capacity by 1. These are needed to solve some hazards underground to make certain paths safe for your workers.
More about the machines in the “Mine Defense” section.
More Mechanics!
Once you repair the Train Station the train will drop by the city at a set interval (5 min). This will also refresh the Items avialable for purchase and complete any trades that you have set.
Trading means that you choose a number of a certain of your resources you want to offer. And then pick what you want in return from another list of available goods. In general, you’re at a disadvantage here as you will always offer up more than you get. But it’s a good way to get certain resources that are currently scarce. And also a good way to sell your surplus resources for money for example.
Is your storage maxed out on Planks or Tools? Sell them. Or trade them, you can’t produce any more of them until you spend them.
You can add a total of 5 different trades. And they will be completed once they train stops (which is a few seconds after the message says the train arrived). Remember that you need to click “update trade offer” if you want to edit your trades. It’s not enough to change it and exit the window.
Also, if you don’t have enough of the offered resource you’ll get a notice that you “Could not complete all trades”. And the game will round down to the closest possible trade instead.
Items can be bought from the Train Station with its stock refreshing every time the train arrives. However, most of these (if not all) also require Rubies, which are found in the mine, or from tumbleweed. Or you can find items in chests in the Mine.
Items in the city and mine works a bit differently but in both cases will add some sort of functionality bonus to the thing it is attached to.
City
For buildings only a single item can be equipped to each building. You can use the item tool from the UI or click on a building to choose one from the infformation menu.
Different building types each have their own batch of different Items that can be attached to the buildings.
Mine
Each of the different working quarters have thier own items in the mine. Also keep in mind that each level of the mine has their own worker quarters so remember to move the items when you start exploring a new level.
Each of these has their own “recruitment bonus +3” which just means that if you currently have 2 Miners, then equipping this let’s you have 5 miners running around. The rest of the items depends on the type
All items are presented in the section called “Items list”
To help you on you city management quest there is also the resource balance. Aside from seeing how much of each resource that you have (like the trade window in the train station) it also shows what is in demand and how fast you are producing them.
You will see a Balance marked red or green wether or not you produce more or less than the demand, and also a seperate tab for production and demand on their own. This will help you figure out what needs balancing when you play the game.
Now, the production and demand here is measured in average per minute, or cycle. Which is a bit weird as it is not the time same as when the train arrives (5 minutes) nor the time it takes for your money income to generate (10 seconds). So, a cycle is 1 minute and based on some quick observations the numbers seem to add up. If the resource balance says that you produce 1.2 Pickaxes per cycle then you would have gotten 6 after 5 cycles.
Let’s say you have a lot of civilians that want Moonshine (demand 4,5). But currently you are producing less Moonshine than the demand (produce 2,0). The balance will be negative.
Now you may build another building that produces Moonshine and the balance evens out and becomes positie (balance is 0,8).
Then suddenly it goes negative again. Why? Well because you now ran out of glassware which is a component of Moonshine, so you need to build another building for that. And so on.
Around the city map you can find Tumbleweed tumbling around until they get stuck on some building or object. They are a grey spherical shape that shimmers in the default theme.
Click on these and you get random resources, mostly money or rubies. But other general building resources (the ones always shown on the top UI) can be found as well.
There are only a few farms in the game for City, in both of these cases you must, after placing the building, click on the building and choose to place the actual farms related to the building adjacent to it for it to do anything. That’s it, no need to refresh it or anything.
There are two types of things to grow in the Mine. In both of these cases it’s just like the other Mine buildings that you need at least 9 connected tiles of the farm to make it do anything. In this case it must be placed on darker tiles called “Fertile Soil”. Once built the resource will grow until a Prospector comes to pick it up.
Once you reach the Aristocrat level you can build the Steam Furnace, when placed near your refineries these will boost the production at the expense of water and coal.
Like other service buildings the range is related to the road that connects it to the other buildings. Its a great addition to your City but remember to expand water and coal production if you decide to build several of these.
Not really, but eventually you will get buildings that requires resources from other buildings to function. Instead of adding every single building in the UI, the designers decided to make them part of a lovely chart to make it easier to tell what building or resource you will need for it to function. If you ever need to know what you need for your buildings – it’s there.
Roads, Landmarks etc.
All your buildings need to be connected to the trainstation by roads. Roads also connects your buildings to other nearby buildings. Any side of the building is considered a valid connection point for the road aside from the diagonals on the corners.
Your residentials need to connect to your service buildings by road.
Your refineries need to connect to your warehouses to make delivieries.
So roads are essential for playing the game and making things efficient.
There are 3 tiers of roads in the game and each one has a different speed bonus and coverage. Basically meaning: The more expensive the road: the better it is.
This is not to be taken for granted, it may seem expensive at the start of the game but it’s well worth it.
Below are some gifs that compare the benefits of the different roads in coverage.
When you complete a destination you also unlock its landmark for all future runs (and existing saves), this means that in the landmark tab you will find an additional building to pick. When built, this will grant your game the related bonus.
The building can be built anywhere, doesn’t have an upkeep and basically just costs planks for the sake of it. Keep in mind that you can’t remove it once built though.
The game does a pretty good job at being clear about what these do in-game so no need to explain them here I believe.
Mechanized (DLC)
- This is currently the only DLC for the game.
- It adds a new Mine unit, the Mech, for your use as well as new enemies and dangers along with it.
- There is also a new building to build in the city which is used to add passive effects to your Mechs.
- The mining section is generated differently to use the mechanics of the Mechs.
- You will need to start a new game to get the Mechs
The new unit is the Mech, the Mech is controlled unlike the other mine units that are doing their own thing. The mech can clear rubble and such, as well as moving most blocks from one spot to another. Thus allowing you to remove obstacles but also place and shape the area around you. The mech can also fight enemies, and since you can control where it goes you can get it to deal with a threat that the Guards AI aren’t handling.
At the beginning of the game you can only control one mech, but as you get further in the mine you’ll find more of them and can control more of them.
There is also a new building that when interacted with in the City allow you to spend resources to upgrade your mechs. What you have available is tied to your overall Milestone tier. The upgrades uses a new currency or resource that is only found in the mine. Usually as a result for solving one of the puzzles involving the mechs. (yes there will be enough of these to get all upgrades)
Remember all those Brittle Dirt blocks? Mostly gone, instead they are replaced with lava blocks that once exposed will explode and clear out the area around it. Even Bedrock to create more space once you reach “that part” of the map. Likewise a lot of the levers that you previously had to find and click now needs a Mech to pull, letting go of the lever will close whatever it opened again.
In addition to that Mechs can move blocks which allows you a different way to progress aside from getting Pickaxes (Sandstone) and Drills (Granite). One feature related to that is the Crate block which when lined up with 2 or more of its kind will burst and give you some resources.
Another addition is the “pylons”, blocks in red, purple or green that grants a bonus to things nearby (and also opening up secret crystal passages of the same color).
Aside from cool things there are now also more dangerous things, there are some hazards that only mech can deal with such as the Burrrow that also motivates you to build the radar a bit more often. There are a few new enemy types that are supposed to be combated with your mechs and overall the game balances out with the fact that you now have access to this new unit with its capabilities.
Overall, a great expansion to the game since the added complexity of the mine makes it feel like you have options instead of making it linear. Also player agency since you can now decide where to put your mechs and what upgrades to invest in.
Mine Defense
And if you want to try the more difficult modes you’ll have to be prepared for sturdier enemies as well.
Here are some pointers on what you can do to make the spawning enemy waves easier to deal with.
You gain guards by expanding the Guard quarters on the mine floor of your choosing. The more tiles you have connected, the higher number of guards you have available. Keep in mind that you can build several of these to base your guards in a certain area. And each quarter can have their own items equipped. Luckily, the items for the Guards are rather straightforward, It’s all about weapons.
Basic
Your guards have a pickaxe and will hit the enemies with it. If you ever have more guards than items in the quarter then the remaining guards will have this.
Revolver
You guards now have a ranged attack, no need to get into punching range of enemies.
Rifle
Your guards now have even longer range, so they stay even further back but can attack.
Flamethrower
Short range but seems to be able to hit several enemies at the same time when they are close together. These are also used to “solve” creeper vine hazards.
Shovel and Shield
They will taunt the enemies to draw aggro, and have more hp, but will hit enemies in close combat.
As you build the Arsenal tiles you gain access to different defences you can place. These don’t need to be placed anywhere near your arsenal, but it will require Mechanics to build, move and repair them. If you plan on having a lot of these, also ensure that you have plenty of mechanics with speed boost and improved repairing.
Thumper
These will cover a large area and pass through walls, they deal minor damage to enemies and slow them down. These are also used to “solve” worm hazards.
Grenade Turret
Your main damage dealers. These will rotate 360 degrees to shoot at anything within its area. They are kinda slow and also break down quite easily. But you can place these on the other side of a gap or somehing if you want.
Flame Turret
Your main “tank” defense. These will pop out of the ground and spread fire within range at the enemies. They have more health and enemies will stop to punch it leading to them standing in the fire.
Lightning Turret
Expensive but useful. Like the grenade turret it will rotate slightly to hit enemies and does so with a shock of lightning that appears to damage everything in the cone of its attack. The info states that it can shoot through walls if the target is in radar range, I have yet to see this happen.
Adding to this with the DLC additions.
With the DLC the frequency of enemy waves has increased and there is one or two new enemy types that show up often that are a bit more difficult to take down. But with added challenge there is also added tools at your disposal.
Mechs
The mechs are controlled by you unlike everything else in the game, when a threat shows up you can move them there to be ready to act. There are plenty of upgrades for these which makes them suitable defense units when needed. Just remember to direct them away from danger when they start smoking and burning or they’ll break down and be inactive for a period of time.
Red Pylon
The red pylon will boost the damage of nearby units (Guards, Turrets, Mechs). This means pretty much everything. If the unit has a red glow, then it’s being affected, the range is approximately 4 tiles. This can be picked up and moved with your mech.
Green Pylon
The green pylon will regenerate lost health on nearby units (Steambots, Machines, Mechs). This is similar to what happens when guards etc returns to their quarters or the healing factor of the mechs. Like the red pylon the range seems to be about 4 tiles. This can be picked up and moved with your mech.
At the beginning of the game you can tell where enemies will appear (enemy blocks), later there will be waves of enemies spawning at set intervals. This is when you may want to invest in your defenses to make them able to deal with it on their own without your attention.
– Funnels, a classic bottleneck will force your enemies to take the path you want them to. Meaning, into range of your defenses. It’s the typical tower defense strat.
– Barricades, rememeber that your units can move through your defenses , but the enemies want to attack them. So blocking the path with Fire Turrets or Pillars will still allow your Guards to get into the action.
-Nothing to hit, you may want to place your ranged turrets in places with no real path from where the enemies are coming. Gaps and holes in the floor, or the other side of a chasm might be a good place to put them if you have problems with the enemies breaking them down.
– Thumper time, these will slow enemies down and affect enemies through walls. So placing these near the enemy spawn will ensure that your other defenses can deal with some of the enemies before they even reach your defenses.
– You can never have too many turrets. Turrets have a low upkeep, they don’t require civilians to function. Aside from the cost of building them and the capacity from the armory feel free to go overboard. On Classic, 4 grenade turrets and 2 fire turrets are able to keep most waves at bay when backed by your guards.
– Teleporters, place teleporters that go to the area where the waves spawn, that way your guards can get there straight away once the action starts instead of needing to run the entire way.
– Medic! Mechanics can revive downed guards and others. They will also repair turrets when they break down. They will however flee if enemies get too close.
– Narrow down the spawn, in the DLC you can move blocks with the Mechs and cut off parts of the spawning areas to ensure that enemies only come from a certain direction that you have covered.
– Pylon up, in the DLC, you can strategically place the pylons to boost your defenses, bunker these up to build a neat little fortress.
Tips and tricks
*You can build roads across the railroad track wherever you want.
*You can move buildings however you like after placing them.
*You can move the Launch pad, but you can’t move the train station.
*You can rotate buildings by pressing TAB when placing them or moving them.
You can press Spacebar to pause the game, and again to play it at double speed. Or once more to go back to default speed.
*You don’t need related buildings next to each other. All warehouses share the same storage, so as long as there are warehouses near two buildings they can use eachother’s resources.
*You can click on the tumbleweeds on the surface to get a few resources or money. This is also an easy way to get rubies at times.
*You can click on the notification messages in the top left to direct your camera to the place where, whatever it is, is happening.
*Your refineries will stop production if you have reached the cap of your maximum storage. If you can have a maximum of 75 Planks, and you already have 75 planks then no more planks will be delivered or produced from the buildings.
*Your trades will likewise not complete if the resource your are trading for is already maxed out.
*If you have less of the resource that you are offering in a trade the game will attempt to get as close as possible to the trade you have entered. So no real loss.
*You can quickly switch between city and the different levels of the mine with the number keys.
*In the mine when selecting an extractor to build, the minimap will highlight possible nodes that you have discovered to help you out.
*This is also true for the Radar.
*You can freely move a residential away from buildings after being upgraded. Not all Worker buildings are Needs for Engineers for example.
*Likewise, remember that Refineries that produce a resource don’t need to be near your Residentials. Try to build Residentials and Service buildings in one spot, and Refineries and such in another if your city gets crammed.
*In the mine, each quarters of the different classes can only equip up to 3 upgrade items. But you can stack those upgrades unlike the City. So the same Prospector quarters could have 2 different items of which 3 identitcal “Recruitment + 3” for a total of +9.
*As you get access to better roads it not only speeds up delivery time between warehouses but also allows your different service buildings etc. to reach further.
*You can use a “lower workforce by xx%” if your citizen balance gets screwed up to free some citizens. There are plenty of Refineries that only require 15 citizens, but later there are some that needs 35 or 60 to function.
*In the DLC, you can move Mechs up and down through the levels by directing them to the mineshafts on the level.
*In the DLC, you can use the Mech to supress a lot of the hazards.
*In the DLC, Creeper Vines won’t show up, but there will be Burrows instead.
*In the DLC, you can find a Crystal passage by looking for the colourful shimmer effect that happens every once in a while.
Items list
One of the landmarks allow your city buildings to equip more than 1 item for example which changes things.
Quarters for your workers can have up to 3 different items/equipment attached to them. But can also stack the ones that they have for greater bonuses.
Warehouse Deliveries: Simultaneous deliveries +1
Warehouse Deliveries +: Simultaneous deliveries +2
Warehouse Expansion: Global storage +25, Simultaneous deliveries +3
Production Speed: Production speed +40%, Delivery speed 100%
Production Speed +: Production speed +80%, Delivery speed 200%
Production Chance: Production bonus chance +15%.
Production Chance +: Production bonus chance +25%.
Workforce Reduction: Lower workforce 50%
Workforce Reduction +: Lower workforce 90%
Service Income: Tax bonus +75%
Service Income +: Tax bonus +150%
Service Inhabitants: Citizen bonus +3
Service Inhabitants +: Citizen bonus +5
Recruit Bonus Miners: Recruitment +3
Gold Scavenging: Periodically gives you Gold
Debris Bonus: +200% debris clearing speed, +33% movement speed.
Reinforcing Bonus: +200% reinforce speed, +33% movement speed.
Diggin Bonus: +200% dig speed, +33% movement speed.
Recruit Bonus Prospectors: Recruitment +3
Tools Scavenging: Periodically gives you Tools
Prospector Speed: +66% movement speed.
Recruit Bonus Mechanics: Recruitment +3
Sheet Metal Scavenging: Periodically gives you Sheet Metal
Steambot Revival Bonus: +200% revive speed, +66% movement speed.
Machine Reparation Bonus: +200% repair speed, +66% movement speed.
I’ve already presented these before, but hey, let’s do it again to ensure everything can be found in the same place.
Recruit Bonus Guards: Recruitment +3
Revolver: Good ranged damage.
Rifle: Great ranged damage.
Shovel and Shield: Taunts enemies, +150% health bonus.
Flamethrower: Burns creep and enemies.
Achievements
Here you go:
https://steamcommunity.com/sharedfiles/filedetails/?id=3110209291
And that wraps up our share on SteamWorld Build: Steamworld Build Game Mechanics Explained and tips and tricks. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by prpl_mage, who deserves all the credit. Happy gaming!