Tools

Sandustry Research Checklist

Tick-box unlock path from Refining 1 through Drones — aligned with the priority tier list.

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Sandustry Research Checklist

Gold spends faster when you click research without a plan. This research checklist mirrors Research Priority Tier List in markdown you can follow in-game — open on a second screen or phone, tick mentally after each purchase, and stop when the next node does not fix your bottleneck. Single-player demo and Early Access (2026-08-13) use the same branch names in public builds; costs may shift slightly at launch.

How to use this checklist

  1. Complete the core loop once manually (How to Play).
  2. Follow Phase order below — do not skip ahead unless a biome forces it (Tools Priority).
  3. After each unlock, build something that uses it before buying the next node.
  4. Cross-link to Buildings when unsure what a node enables.

Phase 1 — Income exists

  • Refining 1 — Unlocks Shakers
  • Built diagonal shaker row (How to Get Gold)
  • Stable Sand + WaterWet Sand supply
  • Slag collection habit (piles saved for later)

Phase 2 — Logistics scale

  • Logistics 1Conveyors + Launchers
  • Conveyor spine from mine/mixer to shakers
  • Launcher test with Shift skip (Build Modes)
  • Manual hauling no longer the main bottleneck

Phase 3 — Stream quality

  • Filters — Split mixed belts before refineries
  • Pipes / Pumps / Vents — Reliable mixer water (Water Management)
  • Overflow plan for steam/water pools

Phase 4 — Slag economy

  • Tools → Flamethrower (often earlier if ice/slag blocks you)
  • Burn lane: SlagBurnt Slag
  • Refining 2Kinetic Slag Press
  • Press fed continuously (Slag Processing)

Phase 5 — Exploration support

  • Lights — Before deep S descents (Dig Deeper)
  • Grappling Hook — Vertical mobility
  • Vacuum — Cleanup / retrofit speed
  • Cryoblaster — If hot/freezing biomes demand it
  • Guns — Combat-gated areas only

Phase 6 — Automation luxury

  • Drones — Digger
  • Drones — Hauler
  • Drone routes do not starve conveyors
  • Planter Boxes — Optional side systems

OrderNodeWhy
1Refining 1Shakers = gold
2Logistics 1Belts scale input
3FiltersClean streams
4PipesStable water
5Tools (Flamethrower)Slag + ice
6Refining 2Slag press
7Lights / GrappleDepth
8DronesLate automation

Full rationale: Early Game Unlocks and Research Priority.

Branch notes

Refining — Gates shakers and press; never defer Refining 1.

Logistics — Gates belts and launchers; defer only if shakers do not exist yet.

Filters — Skip until mixed materials appear on one belt.

Pipes — Skip until mixers starve while sand is plentiful.

Tools — Flamethrower is half exploration, half slag processing.

Guns — Combat optional for factory purists.

Drones — Buy when Production Ratio Helper shows human time is the limiter, not machine count.

Planter Boxes — Completion / side loops; lowest priority for gold rush.

Demo vs Early Access checklist

Demo reliably covers Phases 1–4 partially and 5 lightly. EA may expose all phases on day one. If a checkbox node is missing in demo, note it and continue — Demo Review explains scope. Modded saves (Custom Maps) may pre-unlock or lock nodes; vanilla checklist still helps planning.

After you finish the checklist

Transition from unlock chasing to layout optimization:

FAQ

Frequently Asked Questions

Quick answers to the most common Sandustry questions.

What is the first checkbox on the checklist?

**Refining 1** and a working diagonal **Shaker** line. Nothing else generates scalable gold first.

Can I skip Logistics 1?

Only while manual hauling keeps shakers fed. Once walking is the bottleneck, unlock **Logistics 1**.

When should I tick Flamethrower?

Phase 4, or earlier if **ice** or **slag clutter** blocks progress — see [Tools Priority](/tier-list/tools-weapons-priority/).

Are Drones on the checklist early?

No. Phase 6 — after belts and slag economy work without constant babysitting.

Does the checklist match the tier list?

Yes. Same order as [Research Priority](/tier-list/research-priority/) in tick-box form.