Sandustry Maps and Biomes Guide
Every biome, cavern, and underground layer — where to find Fluxite, where lava waits, and how maps affect factory layout.
Sandustry maps are procedurally generated worlds where every pixel is terrain you can dig, drain, or detonate. Unlike grid-locked factory games, the map is the factory floor—where you dig determines what materials you encounter, how water flows, where lava sits, and how far you must haul Fluxite back to the surface. This hub covers surface terrain, underground biomes, cavern types, portal locations, and the artifact rooms that gate late research.
Understanding the map structure
Sandustry generates worlds in vertical layers. The surface is sand and grass above a firm bedrock floor. Digging down reveals distinct biomes separated by transitional dirt bands: cold snow layers, warm lava veins, dense rock sections, and open caverns that breathe differently from packed sand. Each biome has characteristic materials, hazards, and resource density that shape your factory layout.
The world tile is 2D and fully destructible. There are no safe zones you cannot mine through, but some tiles cost more energy or tool durability to remove. Plan your primary digging path before committing to a shaft—rerouting costs hours mid-run.
Surface and starting terrain
The surface layer above the first bedrock floor is your initial mining area. Sandsoil is the primary diggable terrain that yields Sand when mined. Grass tiles on the surface can be cleared for building room. Water pools and small lakes appear on the surface and serve as early wetting sources.
Most starting factories sit on flat surface ground with a lake nearby. Use the surface to prototype your first shaker line before committing to underground expansion. The Getting Started guide covers first-hour map reading habits.
Underground biomes
Snow and Frost layers appear below the surface in cold regions. Snow burns into Water, making snow biomes valuable for renewable water once you have a Flamethrower. Firn is a denser snow variant that must be dug before it burns. Both appear in Snow, Firn, and Frostbed. Snow biome water does not freeze automatically—cold air alone does not turn water to ice.
Lava veins and chambers run through mid-depth rock layers. Lava sits between RedSand and Gold on density charts, which makes lava chambers risky but rewarding for filter-based gold extraction without shakers. Route lava carefully—contact with water creates steam bursts that damage terrain. Lava processing is covered in Lava, Scoria, and Cinder.
RedSand zones appear past the initial sand layers. RedSand is denser than regular Sand and is the primary source of Fluxite through the botanical chain: RedSand + Amethelis to Voidbloom to Flux Emanator to Fluxite. Mine RedSand deliberately and route it to your botanical wing. RedSand and Fluxite has the full chain.
Caverns and open chambers are natural open spaces that require no mining. Some caverns contain artifact rooms with locked puzzles; others are resource-rich voids where lava and water pools coexist. Cavern lighting matters—lava glow is misleading about safe footing. Place Lights before exploring unfamiliar caverns.
Portals and fast travel
Portals connect distant map locations and function as the game’s primary fast-travel mechanic. Portal placement is limited and requires research unlocks. Planning portal locations early—before you discover deep caverns—prevents hours of manual hauling across large maps.
Portal types:
- Surface portals connect two surface locations, useful for splitting your factory across a large map
- Vertical shafts are the budget alternative to portals for moving materials between surface and depth
Artifact rooms and puzzle gates
Deep underground, artifact rooms contain research-affecting items and gated content. Each room has a puzzle mechanic tied to Sandustry physics—water flow puzzles, sand-fill sequences, or temperature-based gates. Solving artifact rooms unlocks anomaly investigation progress that feeds into Factory Tiers. Artifacts and Puzzles covers puzzle mechanics and reward tiers.
Biome resource priority
For factory planning, prioritize map areas by:
- Water proximity — Lakes or snow for wetting pools
- Sand volume — Dense sand areas for long-term shaker supply
- RedSand access — RedSand zones for Fluxite chain
- Lava placement — Lava for filter-based gold and Scoria production
- Artifact room locations — Puzzle gates that unlock tier progress
Dig Deeper covers vertical expansion strategy. Material Ratios benchmarks resource density assumptions across biome types.
Custom maps and mods
The Custom Map Loader mod allows players to load community-created maps with predefined terrain, resource placement, and puzzle configurations. Custom maps override procedural generation entirely and are useful for challenge runs, speedruns, and teaching specific mechanics in controlled environments. See Custom Maps for loader installation and map sources.
Related pages
- Materials Hub — Sand, Water, Lava, RedSand behavior
- Buildings Hub — Shakers, Filters, and Lights for map use
- How to Get Fluxite — RedSand to Voidbloom to Fluxite chain
- Artifacts and Puzzles — Artifact room mechanics
- Dig Deeper — Vertical expansion strategy
- Custom Maps — Community map loader
Frequently Asked Questions
Quick answers to the most common Sandustry questions.
What biomes exist in Sandustry?
Surface sand/grass, Snow/Frost layers, Lava veins and chambers, RedSand zones, and open Caverns. Each has distinct materials and hazards.
How do I find RedSand?
RedSand appears below the initial sand layers. Mine vertically through the surface and first sand band to find it. See RedSand and Fluxite.
Where is lava in Sandustry?
Lava veins and chambers run through mid-depth rock layers. It sits between RedSand and Gold on density charts. See Lava, Scoria, and Cinder.
How do portals work?
Portals are research-unlocked fast travel between two map locations. Plan portal placement early to avoid long hauls later.
What are artifact rooms?
Underground puzzle rooms with physics-based challenges. Solving them rewards research items and unlocks anomaly investigation for Factory Tiers. See Artifacts and Puzzles.
Can I use custom maps?
Yes via the Custom Map Loader mod. See Custom Maps for installation and community map sources.