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:
| 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.
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:
| Path | Non-sexual gain | Sexual gain |
|---|---|---|
| Eager Submission | 5 | 5 |
| Willing Devotion | 4 | 4 |
| Hollow Submission | 3 | 3 |
| Reluctant Compliance | 3 | 2 |
| Cautious Trust | 2 | 2 |
| Fearful Obedience | 1 | 1 |
| Defiance | 0 | 0 |
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.
| 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 on itch.io.