This Hull Rupture beginner guide explains how a run works in the Steam and PC game by Konfa Games, which launched on November 4, 2026. The game is a single-player base-management tower-defense roguelite set on a living spaceship. It is brand new, so this page sticks to what the developer's posts and previews say. Nobody here has played it yet. For the wider picture, see the Hull Rupture wiki.
Hull Rupture Beginner Guide: What a Run Is
You play Despot, a tyrannical AI steering a living ship. The default setup is one ship in Classic Mode, which has 20 alien waves. The developer frames them as 20 days Despot needs to decode Galactic Union communications. The run is lost when Despot reaches 0 HP.
Other modes exist, but the exact list is not confirmed. Our Hull Rupture ships page tracks the modes and ships the sources name.
How a Wave Works
Enemies arrive in drop pods on the outer hull and walk toward the airlock. Internal corridors add extra routes and choke points. The number and types of foes are shown before each wave. The Wand preview saw a wave about every three minutes, though the full game may differ.
Combat runs at the same time as production, so your economy keeps working while the fight goes on. The developer has not published an enemy list yet. For the details, see Hull Rupture turrets and Hull Rupture humans.
Humans, Modules and Weight
Humans are both a resource and your workforce. They work modules, repair the ship, become fuel, or act as Fencers, Punishers and meatshields. A previewed energy generator only produces energy, every 20 seconds, while humans are assigned to it. A Reproducer makes more humans.
- Every module adds weight. That slows travel and raises engine and fuel needs, and staffed engines counter it.
- Adjacent modules can boost each other.
- Despot's Chamber boosts its neighbors and also supplies module kits.
- Since the demo, modules can go in any empty slot.
Galaxy Map and Shop Basics
The galaxy map has about 15 star types and fog of war. Random-event stars are the main source of modifiers. Black Markets sell turrets, and some turrets never appear there. After a battle the shop offers themed crates such as Defense, Humans and Rare, each holding several recipes of one category. The full write-ups are the Hull Rupture galaxy map and Hull Rupture shop guides.
Defeats and progress tokens unlock artifacts for later runs. If you tried the free demo, read the Hull Rupture demo page, since only the completed tutorial and Trade Mode carry over. We will extend this Hull Rupture beginner guide as the sources fill in.
What to Do First
This section is our reasoning from the facts above, not tested play.
- Finish the tutorial, then start a first run in Classic Mode, the default setup.
- Check the foes shown before each wave and build defenses to match.
- Staff your producing modules with humans early, and keep a way to make more.
- Watch module weight, because heavy ships travel slowly.
- Open Hull Construction to shape the enemy route. The Hull Rupture tips page covers it.
The achievements give a loose set of goals too: see the Hull Rupture achievements list. Wondering about the price? Read is Hull Rupture worth it, or browse all Hull Rupture guides.
Hull Rupture Beginner Guide FAQ
How long is a Classic run?
Classic Mode has 20 waves. The Wand preview saw waves roughly every three minutes in its build, but the developer has not published a total run length.
What makes me lose a run?
The run ends when Despot reaches 0 HP, according to the developer's launch post.
Does the game support controllers?
Controller support is not listed on the Steam page. Check the Hull Rupture system requirements page for the specs that are listed.
Do I need to know the earlier Despot games?
No. The game shares a universe with Despotism 3K and Despot's Game, but the developer says no prior play is needed.