
An entrance to one of the procedural wrecks of the main map.
Procedural wrecks are a special type of wreck which, unlike ordinary wrecks, do not possess a fixed structure and are procedurally created the moment a player enters them.
Prior to version 1.102, these types of wrecks could only be accessed via a Portal Generator and they were located in special areas not connected to the main map. With the Explosive Update, four procedural wrecks are now included in the main map.
Locations on the Main Map[]
The entrances of the wrecks on the main map are all blocked by destructible boulders, which can be removed using Explosives.
Region | Coordinates | Picture |
---|---|---|
The Highlands northwest corner |
1923:80:2355 | ![]() |
Grasslands north cliff towards the east |
2701:118:689 | ![]() |
Central Plateau east end north of Aluminium Hills |
1180:16:-209 | ![]() |
Gate Desert south of the southmost sinkhole |
583:92:-941 | ![]() |
Structure[]
A procedural wreck consists of a maze of rooms and corridors on several floors, with stairs leading up and down. Within the wreck, there will be deconstructable metal trestles and explodable boulders blocking the way.
Regular crates and small
canisters with
access cards in them can be found.
A procedural wreck has one single vault room, which needs 0 to 3 access cards to enter, depending on the difficulty. Generally speaking, the player will find at least twice as many cards inside the wreck itself, as needed to open the vault room. Inside it, up to five
safes are located.
Difficulty | ![]() |
![]() |
1 | 0 | 1 |
2 | 0 | 2 |
3 | 1 | 3 |
4 | 2 | 4 |
5 | 3 | 5 |



Recommended Gear[]
The player should prepare to explore the wrecks. Therefore they should bring the following gear with them, while, at the same time, leaving enough room for loot:
- Enough food, oxygen and water to survive a long and complicated way in and out.
- A
microchip for deconstructing debris blocking the player's way.
- A
torch, as the wrecks are completely dark inside.
- Some
explosives, as boulders are blocking the way.
- Some
flares, to mark corridors for easier pathfinding.
- Some
magnesium, to build
signs for easier pathfinding.
- Some
access cards, to open the vault room, either from previous wrecks or found inside the wreck itself.
- A
Fusion Energy Cell is needed to power the
Fusion Reactor.
Exploration[]
Higher-difficulty wrecks can be extremely complex, and it is very easy to get lost. It is recommended to apply a "left-wall-hugging" or "right-wall-hugging" maze traversal strategy; both work fine.
"Left-wall-hugging" means that the player always takes the left corridor first when arriving at an intersection. After exploring this left part of the maze first, the player will automatically return to this intersection and then explore the other options, thus exploring the whole maze—in theory.
This works perfectly well with tree-like structures, but unfortunately procedural wrecks are not like that. They contain loops in which the player loops back to the same point over and over again. In this case, the path has to be cut by building an artificial "wall." Then, the wall-hugging works again.
To make this process easier and to avoid walking the same paths multiple times, it's a good strategy to mark already explored passages by activating flares and dropping unneeded items. The player can also build
signs to mark already visited passages or to point out a shortcut to the exit, but it's not possible to build anything else.
If you are using the wall-hugging strategy it is recommended to always place your flares or other markers along the side of the hallway you are following. That way if you retrace your steps keeping your markers on the opposite side it will always quickly lead you back to the entrance.