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Vault management

Field dossier

Quick facts

Type
Base management
Room Access
Breach Charges
Purifier Output
2, 5, or 10 Water per day
Cell Capacity
8 cells
Training Room
Core, Agility, and Combat progression
Published
Updated
Author
Drako Productions

Overview

Vault management in Renegades Vault combines room breaching, quest-driven restoration, purifier upgrades, training room progression, resource planning, and recurring captive assignments.

Core management loop

The Vault map tracks access to individual rooms, installed upgrades, and occupied cells. Most locked rooms require one Breach Charge to open. Breaching is permanent for that save and reveals the room’s map button and any upgrades assigned to it.

Room access and room upgrades are separate systems. Opening a room does not automatically repair its machinery, and an upgrade can also require resources, an earlier upgrade tier, or quest progress.

Power restoration

The reactor is restored through The Vault’s Heart quest rather than a normal purchasable room upgrade. The current objective chain sends you to the Reactor Room, requires a Circuit Board, and has you install it before completing the reactor cold start.

Completing the quest marks the Vault as powered. This state is saved and can be used by room scenes to switch their lighting and machinery from an unpowered to a powered presentation.

Purification Chamber

After power is restored, The Vault’s Thirst introduces the Purification Chamber. Its quest requires a Breach Charge, a Water Filter Part, and the first purifier upgrade.

The purifier converts Toxwater into an equal amount of clean Water at day-end:

TierUpgradeCurrent costDaily conversion cap
1Manual Filters10 Scrap Metal and 1 Water Filter Part2
2Automated Filtration30 Scrap Metal and 1 Water Filter Part5
3Advanced Hydration180 Scrap Metal in the current data10

Each tier requires the previous tier. The conversion amount is the lower of the tier’s cap and the Toxwater currently in storage, so a tier-three purifier with 6 Toxwater produces 6 Water, not 10.

Water consumption is processed before purification. This means water produced by the purifier is recorded after that day’s rationing rather than being available to cover the consumption step that already ran.

Cells and security

The Vault supports eight numbered cells. Cell 1 is accessible without breaching; Cells 2 through 8 must each be opened before they count as available. A cell is available only when it is both accessible and unoccupied.

Each cell has a Reinforced Restraints upgrade. It currently costs 50 Scrap Metal and subtracts 10 percentage points from the escape risk of that cell’s occupant.

Breached rooms, unlocked upgrades, purifier status, reactor power, occupants, and cell assignments are all persisted in save data.

Training Room

The Training Room has become more important in v0.25. It now supports player stat progression, room-state visuals, and a broader training economy around slave skill growth.

Player vault training uses accumulated effort rather than instant stat points. Early levels cost 100 effort each, while higher levels use bracketed threshold growth. Strength and Endurance remain standard vault training activities, and Agility is now a player training activity with its own station, 100 effort per session, and a 30 stamina cost.

Combat training has also been added. It is gated by the G-1 Sparring Cage upgrade and grants Combat training effort through sparring drills. Combat training also grants Endurance effort equal to 20% of the session’s Combat effort. Combat XP from winning fights is separate and does not require the Sparring Cage.

Agility now has combat implications. Evasive defensive reads can grant small Agility effort through combat-practice spillover, with extra effort when an Agility save succeeds or a naturally good defensive read occurs. The daily spillover cap is 28 effort, and the current GDD notes that this applies to player Agility in dialogue combat and arena combat, not proxy slave stats.

Slave training uses a separate path-based outcome model. v0.25 notes that NPC training was too fast, and the current guide lists lower base gains by path before any Training Room facility bonus:

PathNon-sexual gainSexual gain
Eager Submission55
Willing Devotion44
Hollow Submission33
Reluctant Compliance32
Cautious Trust22
Fearful Obedience11
Defiance00

G-1 room upgrades apply a smaller multiplier to slave skill gains: 1.00x with no upgrade, 1.15x at Reclaimed, 1.25x at Sparring Cage, and 1.35x at Apex Training Suite. Player vault stat training uses a separate room-output multiplier: 1.00x base, 2.00x at Reclaimed or Sparring Cage, 3.00x at Apex Training Suite.

Daily assignments

Vault captives default to Rest and can be placed on a recurring assignment. A changed assignment starts the following day and continues until changed again. Active work is scheduled from 09:00 to 15:00, and low compliance can cause some work orders to be refused.

AssignmentImplemented result
RestLeaves the captive at rest instead of sending them to active work
Water HaulingProduces Toxwater; output is floor(1 + Strength x 0.1)
ScavengingProduces Scrap Metal; output is floor(1 + Scavenging x 0.1)
Sex WorkResolves client sessions and produces Credits, with stat and event consequences

Training can delay a new assignment. When training finishes, the queued assignment is applied. Assignment results are then included in day-end processing alongside water use, recovery, health effects, and other daily events.

Exact costs and balance values may change while the game is in alpha.

See the latest vault systems in the current build on itch.io.