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Hull Rupture Defense Guide - Turrets, Hull Routes, Airlock
Hull Rupture defense guide from official devlogs: hull turret lanes, Airlock last stand, debuffs, Rat Turret, moving guns, and demolish refunds.
FAQ
Where do aliens land in Hull Rupture?
What is the Airlock’s role?
What does the Rat Turret do?
Can you move turrets without demolishing them?
Do demolishing turrets refund resources?
How does hull defense work in Hull Rupture?
Hull Rupture treats combat as tower defense across the outside of the ship while production and the economy keep running—nothing pauses during attacks (Devlog #2, Jun 18, 2026). If the ship is prepared, official design intent is that you can focus on expansion and resources while turrets handle the fight (Devlog #2, Jun 18, 2026).
Alien drop pods land on the upper and lower hull. Creatures then move toward the Airlock, passing dedicated turret slots you can upgrade or replace (Devlog #2, Jun 18, 2026). Ships can also have internal corridors monsters walk through, creating multiple lanes, choke points, and overlapping fields of fire depending on layout (Devlog #2, Jun 18, 2026).

Because layout drives angles and choke points, Hull Construction and block placement are strategic—not just cosmetic. See hull construction for routes to the airlock and boss landing behavior (Devlog #4, Oct 22, 2026).
What belongs in a defensive build according to Konfa Games?
Devlog #2 (Jun 18, 2026) names three strategic layers (not a tier list of individual turret stats):
- Ship shape and weapon mechanics — long straight hull sections suit long-range weapons that can hit multiple enemies; twisting tunnel layouts suit short-range weapons and ricocheting shots through corridors (Devlog #2, Jun 18, 2026).
- Weapon debuffs — slowing, increased damage taken, poisoning, and similar effects; relying on raw damage alone is described as difficult (Devlog #2, Jun 18, 2026). Not published: a complete debuff list per turret type at retail.
- Artifacts and modifiers — economy-focused artifacts vs combat-focused ones can push you toward expensive turrets or empowered cheap turrets (Devlog #2, Jun 18, 2026).
One documented modifier interaction from the major demo update: giving the Reproducer the Eyes modifier lets all Beam turrets apply the Fragility debuff (Sep 14, 2026 demo update). The Reproducer module page is the module named in that example.

Devlog #4 (Oct 22, 2026) adds placement guidance (architecture, not hard stats): long-range turrets fit open areas or exposed corners; short-range turrets fit small enclosed sections, such as gaps between construction blocks (Devlog #4, Oct 22, 2026).
What changed in the demo update about turrets and the Airlock?
The Sep 14, 2026 demo update states explicit ship-defense goals:
- Tower defense is the main focus for protecting the ship.
- The Airlock and stationed units are the last line of defense—a safety net after turrets.
- Unit-based ship defense was weakened (example: Cheat Code artifact nerfed).
- An Airlock-focused strategy can still work but should not dominate; “Turrets first. Meat shields second.” (major demo update, Sep 14, 2026).
Humans assigned to defense roles (Fencers, Punishers, meatshields) tie into the broader workforce system—see humans and staffing.
What does Demo Patch v0.10.12 add for turrets?
Demo Patch v0.10.12 (Sep 25, 2026) adds the Rat Turret: when it hits an enemy, it turns the target into a rat (Demo Patch v0.10.12). The patch also adjusts shop and Despot’s Chamber randomization so you are more likely to see unseen module kits in a run (same patch notes).
Rocket turret, long-range turret, and other named variants beyond Devlog #2’s generic “long-range/short-range” language are not published as separate stat pages in the sources used here.

Can you move or demolish turrets?
Moving turrets (major demo update, Sep 14, 2026):
- Free to start a move, but takes a very long time.
- Downtime after moving—added so players cannot repeatedly reposition every turret ahead of a boss spawn and again near the Airlock to double-dip damage on the same boss.
- Intended use: shift an underperforming turret off a valuable spot without demolishing it.
Demolishing modules and turrets returns all resources, but the kit is not returned (major demo update, Sep 14, 2026).
Modules could not be moved in that demo update; the post says module moving was unfinished for the demo date (same post). Retail status of module moving is not published in the Nov 2 pre-launch changelog beyond module placement rule changes.
Post-battle shopping sells themed loot boxes containing modules or turrets; pick a turret-themed box when you need stronger defenses (major demo update, Sep 14, 2026). Beginner context for the full loop: beginner guide.
What happens when aliens breach the hull?
Trailer and store imagery show creatures entering through hull breaches near module rooms—consistent with the “hull rupture” fantasy—but step-by-step breach mechanics (HP per wall section, repair rules) are not published in the devlogs summarized here.


Flyers appear in official footage (beam intercept shot above); anti-air targeting rules are not published.
Turret targeting
Not published. The official Steam announcements and devlogs this wiki draws on (checked Nov 5, 2026) do not describe priority targeting, focus fire, or manual turret aim. Any player discussion of “turret targeting” should be treated as Community-reported unless Konfa Games posts a specification.
Sources
- Hull Rupture Steam announcements — Devlog #2 (Jun 18, 2026); Devlog #4 (Oct 22, 2026); major demo update (Sep 14, 2026); Demo Patch v0.10.12 (Sep 25, 2026); Pre-launch post (Nov 2, 2026)
- Steam store page (checked Nov 5, 2026)
Images: official Steam store screenshots and trailer frames (c) Konfa Games / tinyBuild.
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