Depots & Base
Base BuildingConfirmed

Depots & Base

Depots are where dust becomes money. Once the basic loop pays for itself you start building: foundations, belts, splitters, mergers and processing machines that turn your haul into something worth more. Several of these are now named officially.

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Exact build costs and spacing limits are not published by DragDrop Games. Every building named on this page appears by name in official patch notes; anything we describe beyond that is labelled as reported rather than confirmed.

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What a Depot Does

A depot is your drop-off point: fill your storage, bring it here, and launch the shipment to get paid. Without a depot nearby, dust stays dust — you can't cash it in.

The v1.0.3 patch made the drop-off honest. Payment now matches the amount displayed on its screen, and dust or stone delivered by conveyor is paid when it arrives rather than later. If your payout looked short at launch, this is why.

Buildings Named Officially

These structures appear by name in DragDrop Games' patch notes, which is the strongest confirmation currently available:

BuildingConfirmed detailSource
Capsule CatcherCapacity increased to 100 kg; glass shows collected dustv1.0.4 notes
Supply wallWhere helmet lamp upgrades are now purchasedv1.0.4 notes
Pressure chamberCan span multiple foundations, sits on square onesv1.0.3 notes
Stone pressCan span multiple foundations, sits on square onesv1.0.3 notes
GarageRecalls, stores and upgrades owned vehicles; survives demolitionv1.0.3 notes
SplitterSnaps directly port to port with mergersv1.0.3 notes
MergerSnaps port to port; now alternates between its inputsv1.0.3 / v1.0.4
Conveyor beltsDelivered dust and stone is paid on arrivalv1.0.3 notes
FoundationsPlaceable next to ramps since v1.0.4v1.0.4 notes

Reported, not officially named: coverage of the game describes solar panels as part of the building set, and a processing chain that turns lunar dust into sand and then combines sand with dust into stone for a higher sale price. The existence of a pressure chamber and a stone press fits that picture, but the recipes themselves have not been published in official notes — verify in your build before committing a factory layout to them.

Placing Depots

  1. Set up your first depot near where you actually sweep.
  2. As you clear an area, push the next depot outward so trips stay short.
  3. In co-op, give each assigned sector its own depot to avoid cross-traffic.
  4. Once robots are running, keep Capsule Catchers within easy reach of the sectors they clean — inserts and pickups are what limit output.

Belts, Splitters & Mergers

Belts are how you stop carrying things by hand. Since the launch patches: splitters and mergers snap port to port, mergers alternate between their inputs instead of starving one side, and any crewmate can add parts to anyone else's belts.

The full breakdown — including why the merger change matters for production layouts and where the reported dust-to-stone processing chain fits — is on Automation & Belts. Robot supply and Capsule Catcher placement are on J.O.O.N.A.S. Cleaning Robots.

Growing the Operation

Depots are the backbone of scale. As your earnings and coverage grow, you add more of them, run belts into processing, and eventually put cleaning vehicles and J.O.O.N.A.S. robots to work across the expanded operation (see Cleaning Vehicles & J.O.O.N.A.S.). v1.0.4 cut save times for large bases from up to half a minute to a fraction of a second, so big layouts no longer cost you real time to save.

Still Unpublished

Exact build costs, placement limits, spacing rules and machine recipes are not released. We pin these down only once they are verifiable in-game or published officially.

Last updated: 2026-10-27. Building names, the 100 kg Capsule Catcher and the snap rules below are quoted from official v1.0.3 / v1.0.4 patch notes. Recipes and costs remain unpublished.

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