Hull Rupture Modules: Production and Synergy

Hull Rupture module guide: confirmed production rooms, adjacency bonuses, module kits, selling duplicates, and placement rules for a stable ship.

Last Updated: 2026-10-30

Modules are the rooms inside your hull. They produce resources, house humans, convert one material into another, or improve the rooms next to them. Hull blocks decide the ship's shape; modules decide whether that shape generates anything.

The system is deliberately cramped. A module needs a slot, a slot needs an adjacent completed module, and every room needs humans or energy to run. The result is a ship that grows in clusters rather than clean rows, and the clusters are where the real bonuses live.

"Certain modules buff adjacent structures. Despot's Chamber, for example, improves the efficiency of neighboring modules."

— Official source: Hull Rupture Devlog #1

The two systems that decide whether a module pays off are resources and power.

A kit is not a module

The shop sells kits; installing one also costs energy or a material and needs a free slot. Do not buy a kit you cannot install this wave.

Modules, hull, and systems

The game uses three related but distinct building layers:

  • Hull blocks are the physical outline. They are permanent and cannot be rotated.
  • Modules are rooms placed into slots inside the hull. Most can be demolished for a partial refund.
  • Systems are fixed or semi-fixed parts such as the airlock, engine, and Despot's Chamber.

A module is not the same as a hull block. You do not place a "Mineral Generator block" on the outside of the ship; you open a slot with hull, then install the module inside it. That distinction matters when you are planning a layout: the hull is the constraint, the module is the payload.

Turrets sit on the hull and are a separate category. They can be moved for free, but the move takes a long time and leaves the turret with downtime afterward. Modules cannot be moved in the demo. Konfa has said module swapping and removal are planned for the full version, with a cooldown.

Confirmed production modules

Konfa has shown several modules across devlogs and previews. The list below is limited to modules that have appeared in official material or hands-on previews; the full release has more.

Module Input Output Role
Reproducer Energy, time Humans Worker growth
Bioreactor Humans Fuel / goo Population conversion
Mineral Generator Energy, workers Minerals Basic construction
Mystic Goo Generator Energy, workers Mystic Goo Advanced resource
Energy Generator Humans Energy Powers everything
Engine Fuel, workers Travel speed Galaxy map movement
Despot's Chamber Humans Free module kits Economy multiplier

The Reproducer and Bioreactor are a pair: one makes humans, the other spends them. A ship with a strong Reproducer can afford a Bioreactor; a ship without one is trading its future for short-term fuel.

The Mineral Generator and Mystic Goo Generator are the production backbone. Minerals feed hull and module construction; Mystic Goo feeds the stranger, more conditional recipes. Neither works without energy, and energy does not work without humans.

Adjacency and the Despot's Chamber

Adjacency bonuses are the difference between a functional ship and a good one. The Despot's Chamber improves the efficiency of neighboring modules, so the rooms around it should be the ones you want to run constantly.

A practical pattern:

  1. Put the Chamber at the center of a compact block.
  2. Surround it with your highest-throughput production modules.
  3. Put storage, housing, or low-value rooms on the outer ring.
  4. Keep the airlock and repair coverage on a separate axis so a breach does not cut the Chamber off.

Do not put a module next to the Chamber just because the slot is open. If the room is idle most of the run, the bonus is wasted. The Chamber's aura is a multiplier on activity, not a reason to build activity.

Other modules also buff neighbors. The exact adjacency rules are discoverable in-game, and they are one of the reasons the community shares layout screenshots. A room that looks inefficient alone can be correct in a cluster.

A close-up of a Hull Rupture module with its production readout
A close-up of a Hull Rupture module with its production readout

Module kits and duplicates

Modules are acquired as kits, not built from scratch. The post-battle shop sells themed crates that contain module or turret kits, and some modules drop with modifiers already installed.

Three sources matter:

  • The shop. Themed crates (Defense, Humans, Rare in the current build) offer a random kit from a pool.
  • The Despot's Chamber. Humans assigned there produce free random module kits slowly. More workers means more kits.
  • Events and the galaxy map. Some nodes and narrative events award modules, artifacts, or resources.

Duplicates are not useless. A second Mineral Generator can be the difference between affording a hull block and waiting a wave. But a duplicate of a module you cannot staff is a wasted slot, and slots are the scarcest thing on the ship.

Unwanted kits can be sold in the shop. That is the release valve for a bad draw: instead of building a room you do not need, convert the kit into resources and keep the slot open for something better.

Placement rules of thumb

Put production near the Chamber, defense near the airlock. The two clusters overlap, but they are not the same. A turret does not need the Chamber's bonus; a generator does.

Keep the repair path short. If a repair module or repair crew has to cross the entire ship, a breach on the far side becomes a second wave.

Do not stack humans in one room if a second room is idle. A human in an unstaffed generator produces nothing. Moving one worker often beats building a new module.

Leave one empty slot near the Chamber. The deck is random. An open slot lets you install a good kit immediately instead of waiting for hull construction.

Build the Bioreactor after the Reproducer, not before. Converting humans to fuel is powerful, but it is a one-way trade. If the population is not growing, the Bioreactor is eating your workforce.

When to demolish

Demolishing a module returns its resources but not the kit. That makes it a reset of the room, not a refund of the gamble.

Demolish when:

  • The module is redundant and its slot is needed for a higher-throughput room.
  • The room is too far from the Chamber to receive the bonus and too expensive to keep staffed.
  • A modifier or event has made the module's output obsolete.

Do not demolish a production module just because a wave went badly. Repair the breach, replace the humans, and keep the chain running. A temporarily idle room is cheaper than a new kit.

Sources and further reading

FAQ

How many modules are in Hull Rupture? The full count has not been published. The demo shows a subset of production, housing, and conversion modules.

Can modules be moved? Not in the demo. Turrets can be moved for free with a long downtime; module swapping is planned for the full version but is not available yet.

Do adjacency bonuses stack? The game supports adjacency buffs, and the Despot's Chamber is the confirmed example. Exact stacking rules are shown in-game.

What happens to a module when I demolish it? You get the resources back, but not the kit. The slot becomes empty and can be rebuilt with another kit.

Are modules random? Kits are random from crates and the Chamber. The shop's pools are themed, so you can influence the category but not the exact room.

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