Research is conducted at an Enclosed Research Station that must be fully enclosed with walls, corners and a working door — any gap halts output entirely. The consensus priority chain is Hunting Processing → Repair Stand → Metalworking. Days 1–7 keep settlers alive, gear functional, and food stable; Days 8–14 bring the Ore Refining and Blacksmithing Suite power spike; Day 15+ unlocks Advanced Alchemy, Ward Enchantments and Steel/Alloy Forging for boss-floor gear.

Days 1–7 — survival-first research

PriorityTechWhy it matters

1

Hunting Processing

Unlocks the Hunter's Workshop for turning dungeon carcasses into meat, hide and bone.

2

Repair Stand

Keeps degrading gear functional during real-time combat.

3

Bone Swords and Bone Bows

Better base damage than starting gear.

4

Hide Armor and Wooden Helmets

A real bump to max HP beyond Floor 1.

5

Basic storage and crop beds

Stabilizes food and material supply.

Days 8–14 — equipment power spike

PriorityTechWhy it matters

1

Ore Refining and Blast Furnace

Converts raw iron into usable ingots.

2

Organized Warehousing

Prevents haulers from being buried by loot.

3

Anvil and Blacksmithing Suite

Unlocks platemail and steel weapons — the game's power spike.

Day 15+ — late-EA tech

PriorityTechWhy it matters

1

Advanced Alchemy Station

Counters bleed, poison and burn effects on deeper floors.

2

Ward Enchantments

Passive protection against settlement events.

3

Steel and Alloy Forging

Best gear in Early Access.

4

Relic Attunement

Slots magical relics from boss chambers into party members for tactical synergy.

What delays a Research Station

A gap in the enclosure (any missing wall, corner, or unclosed door halts output); a low-Intelligence settler (assign the highest-Intelligence member to the Research Station); or a material shortage (unlocking a tech node still requires physically gathering the corresponding materials — wood, bone, hides, ore — from dungeon runs).