A Hull Rupture run is four layers stacked in a fixed order: hull blocks create space, modules occupy that space, humans and power make the modules run, and defence keeps the first three alive.

Almost every build mistake is a mistake about that order — expanding before production, or adding defence before deciding the route the aliens will take.

  • Systems Reference — module jobs, the resource chain, the rooms that decide whether a run continues, defence layers, and the ship / mode / difficulty axes.

Power is the binding constraint

Slots are limited by hull blocks and modules are limited by kits, but both are useless without generation. A build that adds capacity without adding power stalls in place while looking finished.

Where to start

Read the reference page in the order the layers stack: hull blocks, then modules, then power and crew, then defence. If a run already stalls, go straight to power and the resource chain — capacity without generation is the usual cause. A single system that grows past a section of the reference page, like weapons or enemy routes, gets its own guide linked from the navigation.