Preparing your builds…
Add from screenshot
- Choose, drop or paste a screenshot below for a preview. Click Copy prompt.
- Open a normal ChatGPT chat (free or Pro), paste the screenshot and prompt, and ask for the JSON reply.
- Paste that reply below. Click Review JSON, correct quantities or manually map unmatched names.
- Review the checked rows, choose Set or Add, then press Apply selected. Undo reverses the last import.
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Current counts below mean material allocated to unfinished builds only, not a separate stash. Imports distribute materials across unfinished builds in existing tracker order. Built/spent allocations, cash and unchecked or omitted materials never change. Values are capped to remaining build needs; excess is shown but not added. Set replaces only selected, explicitly detected materials; missing items are never assumed to be zero.
Paste JSON to prepare a review. Nothing is applied automatically.
| Apply? | Material | Current count | Detected | New value |
|---|
Where to find materials
Community reports, not yet checked in-game. Verify them as you play.
All material totals
Assign each item to one build only. Materials used for finished builds remain counted here.
| Material | Allocated / total | Remaining | Used for |
|---|
Check build requirements
Set your ranks to see which builds you can finish. Unlock rules are community estimates: check in-game too.
Sources & notes
Data model & known gaps
36 documented builds · 15 modules · 3 rooms · 331 material units + $340,000. Materials agree across two community planners, not an official recipe export. Consumable production recipes are excluded.
Not a certified full-hideout bill: room upgrade gates/costs and all task requirements are not fully verified. Capability gates are single-source; computed unlocks are provisional. Both sources skip Ventilation level 2. No missing costs have been invented.
Sources, model and important gaps
Each build links to its GZW Hideout recipe and the Zone Intel cross-check. Grants accumulate for every built step; power draws accumulate too (18 kW at the documented maximum). That interpretation is unverified against the game. You must confirm a build's real in-game requirements before marking it built.
Zone Intel lists player rank 1 and Lab Rat 2 for all rooms, plus Artisan 2 for Workshop. GAMES.GG also says Utility is available from the start, so Utility access is disputed. No additional task/rank gate being listed is not proof that none exists. Official notes describe three room upgrade levels, while individual devices have variable level counts. Missing room-wide upgrade costs are not included.
The 5 November patch changes rewards, production/disassembly times, material weight/size and spawn rates, but does not enumerate recipe-count changes. Check your in-game screen if it differs. Community planners may share upstream data.
- MADFINGER · launch changelog 0.5.0.1 · 22 October 2026
- MADFINGER · Rogue Ops feature devlog · 18 October 2026
- MADFINGER · patch 0.5.1.0 · 5 November 2026
- Zone Intel · all listed construction recipes & reputation gates
- GZW Hideout · per-level materials & capability requirements
- GAMES.GG · early recipes & contradictory Utility access wording
- GamesHorizon · level-one corroboration
Research snapshot: 8 November 2026 (Europe/Sofia). Community information can differ from the current game. Check recipes and unlocks in-game.
Field guide
Rooms, builds and materials in one place. Community reports are unconfirmed; check them in-game.
Rooms & modules
Material guide
Collected means assigned to a build, including materials already used by finished builds.
