Hull Rupture does not hide its systems. It hides the order to do them in, and the game is unforgiving about getting that order wrong — production and defence draw on the same resources, combat never pauses the economy, and the ship has to keep moving throughout.
The guide below is written in that order: economy, then corridors, then guns. It covers what Hull Construction actually decides, where modifiers come from, and why most runs die in the middle rather than at the boss.
- Surviving the First Twenty Waves — the build order, the human-resource problem, and the three ways runs actually end.
Read this with the wiki open
The guide assumes you know what a module slot is and what power does. If it is your first hour, the systems reference is the shorter read and the better place to start.
