Hull Rupture artifacts and modifiers are two upgrade layers with different jobs: artifacts you collect and modifiers installed in individual modules. Both can change the rules of a run, but they arrive from different places and affect different things. Knowing which is which prevents the classic mistake of buying a module upgrade when you needed a run-level artifact — or vice versa.
Artifacts vs modifiers
Artifacts are run-level rewards. They are collected, stored (Artifact Storage exists as a module) and can create adjacency synergies with modules. The developer describes artifacts and modifiers as separate systems that can both reshape a build. Modifiers are upgrades installed in an individual ship module — for example, an effect attached to your Reproducer or Mineral Generator.
In practical terms: an artifact changes what the ship can do; a modifier changes what one room does. A modifier is usually easier to exploit because it has a clear host. An artifact can be more powerful because it affects the whole run, but it may require restructuring to use well.
Shop and event pools: two different upgrade paths
Modifiers come from two main sources: shops and narrative events. The developer says the two sources draw from largely different pools. Some shop modifiers never appear in events, and most event modifiers cannot be purchased at all.
This is one of the most important route-planning facts in the game. If your build needs a shop-only modifier, an event-heavy route will not provide it. If you are chasing a rare event modifier, spending all your tokens at shops will not substitute. Your route determines which upgrade pool you can access.
Events are conditional
Event availability can depend on the state of your ship, and individual choices can have requirements. If an event offers to sacrifice 20 humans but your workforce is below that number, the option is unavailable. Keep a buffer if you want access to expensive choices.
Confirmed examples
| Name | Type | Effect | Source |
|---|---|---|---|
| Reproducer Eyes | Modifier | All Beam turrets apply the Fragility debuff. | September update notes |
| Cheat Code | Artifact | Buffed unit-based ship defense before being nerfed in September. | September update notes |
| Mushroom minerals | Modifier | Significantly increases Mineral output while Mystic Goo is below 10 units. | Devlog #3 |
| Fruit vines | Modifier | Every 1×1 module built grants 3 Isotopes. | Preview event “Mysterious Vegetation” |
| Reproducer | Module | Produces humans; a classic design returning from Despotism 3k. | September update notes |
The table is not exhaustive. The roster of artifacts and modifiers is much larger, and the full game adds more combat modifiers that affect turrets directly. The examples show the pattern: a reward is valuable when it changes a decision you are already making.
How to evaluate an artifact or modifier
- What does it attach to? Identify the host module. If you do not own or plan to own it, the reward is theoretical.
- What is the condition? Some modifiers depend on a resource threshold, a module type or a board state. Check whether your build can maintain it.
- What does it replace? A modifier that changes a room’s output may require you to stop producing something else to keep the condition true.
- Does it affect combat? Economy modifiers can become defense multipliers if they boost a module that supports turrets. Reproducer Eyes is the clearest example.
- Can you route to it? If the reward is event-only, you need an event-heavy route. If it is shop-only, you need tokens and a shop stop.
- Is it worth the token or risk? A powerful modifier at the cost of a wave you cannot survive is not a good deal.
Adjacency and the build-around
Artifacts can create adjacency synergies, and the Despot’s Chamber improves neighboring modules. That means a compact layout is not just efficient for workers; it is an upgrade multiplier. When you receive an artifact that rewards adjacency, the correct response may be to stop expanding and rearrange the core.
The developer’s compact-versus-long-route example is the clearest illustration: a compact ship improves artifact adjacency and crew travel, while a spread-out ship improves defensive depth. The artifact you find should influence which geometry you choose. Do not build the same layout every run and then wonder why the rewards do not fit.
Roster and effects can change
The examples above are from official posts and the demo. Effects, names and availability can change at release. The in-game tooltip is the authority; this page records the pattern, not a permanent patch note.
Next step
Read the galaxy map guide to plan around event and shop pools, then the production guide to restructure the economy when a modifier changes the rules.