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Hull Rupture Hull Construction - Blocks, Routes, Modules
Official Hull Construction guide: 15 random blocks, placement rules, alien routes to the airlock, costs, skip rules, and demo-to-retail module slots.
FAQ
When can you use Hull Construction?
How many hull blocks exist and how does randomization work?
Can you rotate or remove a placed hull block?
What does hull placement affect?
Did module slot rules change after the demo?
What is Hull Construction in Hull Rupture?
Hull Construction is the current way to expand your ship and control alien routes through it (Devlog #4, Oct 22, 2026; Pre-launch post, Nov 2, 2026). Konfa Games describe it as blending RNG offers with player-controlled layout decisions, leaning into the tower-defense loop (Devlog #4, Oct 22, 2026).
Enter the mode at any time during a run; it automatically pauses flight while you choose where to place a randomly offered block that includes empty module slots (Devlog #4, Oct 22, 2026).

Demo announcement trailer frame (Demo-era footage).
How does the block pool and randomization work?
Devlog #4 (Oct 22, 2026) states:
- 15 different construction blocks are available.
- They appear in a randomised order.
- No repeating the same block until the entire set of 15 has been cycled through—so each pick matters across the cycle (Devlog #4, Oct 22, 2026).
Not published: individual block shapes, names, or slot counts per block type.
What are the placement rules?
Hard rules (Devlog #4, Oct 22, 2026):
- Placed blocks cannot block the airlock or engine.
- Blocks cannot be destroyed once placed.
Demo-era placement details (major demo update, Sep 14, 2026)—still useful for understanding corridors; confirm in retail if UI changed:
- The offered block cannot be rotated.
- It can attach to any side of the hull.
- You may place it a short distance away on “stilts,” forming a corridor aliens can walk through (major demo update).
Outer hull visual elements were still being polished before launch; Devlog #4 notes they do not influence alien routes but add style (Devlog #4, Oct 22, 2026).

Demo announcement trailer frame.
What should you think about when placing a block?
Devlog #4 highlights two linked questions: module kits you have or want, and enemy routes.
Module space: Match blocks to kits you hold or plan to buy—otherwise you can limit future builds accidentally (Devlog #4, Oct 22, 2026). Example from the same post: long-range turrets on open corners; short-range turrets in tight enclosed gaps between blocks (Devlog #4, Oct 22, 2026). Turret placement context: turret defense guide.
Alien routes:
- Drop pods land across most of the outer surface; a longer route around the ship spreads pods farther apart (Devlog #4, Oct 22, 2026).
- Bosses always land on the far left, uppermost part of the ship, furthest from the Airlock—giving them more distance can reduce pile-ups at the Airlock (Devlog #4, Oct 22, 2026).
- Layouts with adjacent modules shorten human travel and help artifact adjacency; elongated paths create longer enemy routes and firing angles (Devlog #4, Oct 22, 2026).
Pre-launch copy summarizes retail intent: the route to the airlock can be as long, indirect, and turret-filled as your layout allows (Pre-launch post, Nov 2, 2026).

Demo announcement trailer frame.
What does Hull Construction cost, and can you skip a block?
From the major demo update (Sep 14, 2026):
- Building hull blocks costs resources: Energy at first, then Plasteel later in the game.
- If the offered block does not fit your plan, you can skip it—skipping also costs resources (“freedom of choice” is not free) (major demo update).
Not published: exact Energy/Plasteel numbers per block or skip fee at retail balance.
How did Hull Construction replace the Shipyard?
Devlog #4’s history (paraphrased with care):
- Early combat was Airlock-only; tower defense on the hull came later.
- Expansion once relied on traveling to a Shipyard; waiting to build out was frustrating in feedback.
- Hull Construction replaced that as the primary expansion path, giving control over enemy routes and construction slots (Devlog #4, Oct 22, 2026).
Store screenshots still show galaxy map shipyard nodes (e.g. minor shipyard expansion text)—exploration can include shipyard stops, but between-wave expansion during flight is Hull Construction’s role in dev descriptions (Devlog #4; galaxy routes).

Early gameplay trailer frames showed Shipyard blueprint selection (“Blaster” hull blueprint)—that pipeline predates Hull Construction in public posts and is historical, not the retail default loop (early gameplay trailer; superseded by Devlog #4, Oct 22, 2026).
Demo vs retail: module slots on hull blocks
Demo Hull Construction text still said module slots opened via adjacent completed modules (major demo update, Sep 14, 2026)—use that only when describing demo-era behavior.
For the wider run loop (20 waves, economy), see beginner guide.
What is confirmed vs not published?
| Topic | Status |
|---|---|
| 15-block cycle without repeat until full set | Confirmed (Devlog #4, Oct 22, 2026) |
| Cannot block airlock/engine; no demolition | Confirmed (Devlog #4, Oct 22, 2026) |
| Energy then Plasteel costs; skip costs resources | Confirmed (demo update; retail balance not re-listed Nov 2) |
| Stilts/corridors; no rotation (demo update) | Stated in demo update; retail UI not re-confirmed Nov 2 |
| Per-block names, shapes, slot maps | Not published |
Sources
- Hull Rupture Steam announcements — Devlog #4 (Oct 22, 2026); Pre-launch post (Nov 2, 2026); major demo update (Sep 14, 2026)
- Steam store page (checked Nov 5, 2026)
Images: official Steam store screenshots and trailer frames (c) Konfa Games / tinyBuild.
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