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
- Published
- Updated
- Author
- Drako Productions
- Verified
- Game version v0.23
Overview
Vault management in Renegades Vault combines room breaching, quest-driven restoration, purifier upgrades, 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:
| Tier | Upgrade | Current cost | Daily conversion cap |
|---|---|---|---|
| 1 | Manual Filters | 10 Scrap Metal and 1 Water Filter Part | 2 |
| 2 | Automated Filtration | 30 Scrap Metal and 1 Water Filter Part | 5 |
| 3 | Advanced Hydration | 180 Scrap Metal in the current data | 10 |
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.
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.
| Assignment | Implemented result |
|---|---|
| Rest | Leaves the captive at rest instead of sending them to active work |
| Water Hauling | Produces Toxwater; output is floor(1 + Strength x 0.1) |
| Scavenging | Produces Scrap Metal; output is floor(1 + Scavenging x 0.1) |
| Sex Work | Resolves 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.
Related topics
See the latest vault systems in the current build.