Tier List

Sandustry Tools and Weapons Priority

Flamethrower, Vacuum, Cryoblaster, Grappling Hook, and guns — ranked for vanilla progression.

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Sandustry Tools and Weapons Priority

Research in Sandustry is not only Refining and Logistics. The Tools and Guns branches unlock handheld gear that reshapes digging, hazard removal, and slag processing. This tier list ranks Tools and weapons for single-player demo and Early Access runs, assuming you follow core factory advice in Research Priority. Gear uses gold like any other node — prioritize items that unblock income or depth, not novelty.

Tools tier list

S-tier — Flamethrower

Primary early tool pick. Converts Slag to Burnt Slag for the Kinetic Slag Press line, melts Ice blocking digs, and clears flammable hazards faster than waiting for Lava routing. Many players unlock Flamethrower soon after Logistics 1 or even alongside Pipes if slag piles clog the factory. Synergy: Slag Processing, How to Play burn step.

A-tier — Vacuum

Relocate loose piles — sand, slag, debris — without conveyor rebuilds. Strong when retrofitting floors or cleaning after shaker expansions. Buy when your layout is mature enough that manual shoveling hurts; weaker than Flamethrower if slag is still your main waste product.

A-tier — Grappling Hook

Vertical mobility for Dig Deeper sessions. Rises in priority when S descend outpaces your ability to return goods to the surface. Pair with Lights research before long underground trips.

B-tier — Cryoblaster

Freeze water and hazards in hot biomes or chaotic pipe failures. Situational counter to overheating zones; less universal than Flamethrower in typical sand/water factories. Elevate if puzzles or terrain require freezing (Artifacts and Puzzles).

Guns tier list

B-tier — Sidearm / primary gun nodes

Combat and remote destruction for enclosed ruins. Factory-first players defer Guns until exploration gates artifacts. Not needed to complete a surface refinery. Useful when enemies interrupt conveyor lines underground.

C-tier — Advanced gun upgrades

Luxury DPS after baseline factory and Tools cover slag/ice/movement. Buy when gold income exceeds research needs elsewhere — rarely true in first demo hours.

Combined priority order (typical)

  1. Flamethrower — Slag burn + ice
  2. Vacuum — Cleanup and retrofit speed
  3. Grappling Hook — Deep mine logistics
  4. Cryoblaster — Biome-specific
  5. Basic Guns — Combat gates
  6. Gun upgrades — Post-automation luxury

Cross-check with Research Checklist so Tools nodes are not skipped accidentally while chasing Drones.

Tools vs factory buildings

Tools complement — never replace — Shakers, Conveyors, and Presses. Flamethrower feeds the slag chain but does not shake wet sand. Vacuum moves piles but does not automate steady input. Use Production Ratio Helper for machine counts; use this tier list for player-held gear.

Control synergy

Tools assume fluency with S descend, R build modes, X remove (Keyboard Shortcuts). Grappling especially punishes players who have not mapped descend and jump routes. Practice on Build Modes platforms before hooking into unstable caverns.

Biome-based overrides

SituationMove up
Ice layers block sand accessFlamethrower
Deep vertical shaftsGrappling Hook, Lights
Hot steam / lava pocketsCryoblaster, Pipes
Enemy rooms near beltsGuns
Messy retrofit mid-gameVacuum

Mod and custom map notes

Custom Maps may spawn hazard-heavy terrain where Cryoblaster or Guns jump tiers. Vanilla campaign pacing still favors Flamethrower first for slag economy. Mod installs: Fluxloader.

What not to buy early

  • Gun upgrades before Refining 2 if slag income is untapped.
  • Cryoblaster before solving basic water routing (Water Management).
  • Grappling Hook before you have a surface refinery worth returning to.
FAQ

Frequently Asked Questions

Quick answers to the most common Sandustry questions.

Should I unlock Flamethrower early?

Yes in most runs — it burns **Slag**, melts **Ice**, and accelerates the path to **Burnt Slag**. Top of the Tools tier list.

Vacuum or Grappling Hook first?

**Vacuum** if retrofitting messy floors; **Grappling Hook** if depth is your bottleneck. Both rank A-tier after Flamethrower.

Are guns necessary?

Not for basic refinery loops. B-tier for combat pockets and artifact routes.

Do tools replace Drones?

No. **Drones** automate dig/haul; tools solve hazards and cleanup. Drones rank lower early on [Research Priority](/tier-list/research-priority/).

Where are Tools in the research tree?

Separate branch from Refining/Logistics. Track nodes on [Research Checklist](/tools/research-checklist/) and [Buildings](/buildings/) gates.