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Sandustry Buildings Overview

Sandustry buildings overview for Early Access: shakers and refiners, conveyors, filters, launchers, fluid handling, and how each building role fits the dig-refine-automate loop.

3 min read · 7 sections

Exact building names, recipes, and unlock order change in Early Access. Use roles here; verify numbers on the official Hooded Horse wiki and Steam patch notes.

How to read this page

Steam markets Sandustry as a pixel-physics factory sandbox: dig sand, refine value, then automate with belts, filters, fluids, and deeper tech.

This page groups buildings by job — not by a fake complete item checklist. When in doubt, open the official wiki for patch-sensitive tables.

Pair this hub with Automation (layout patterns), Water Basics (floods), and Slag & Processing (byproducts).

Extraction & terrain

Your dig tools and terrain interaction are the first “building” layer: every factory starts as a hole in sand.

Keep dig faces small until logistics exist — collapsing tunnels and flooded rooms are the #1 early save killer.

Designate a buffer pit near the refinery so mixed dig output has somewhere to land before sorting.

Refining & value

Early value usually flows through shakers / refine paths shown in the Steam trailer and demo — wet sand toward gold is the marketed hook.

Refiners starve when input is unsorted or when output has no sink. Treat refine buildings as part of a line, not standalone ornaments.

When a refiner clogs, fix the junction behind it before adding another copy.

Logistics buildings

Conveyors and launchers move bulk; filters split streams; storage buffers absorb dig spikes.

Automate the step that currently wastes the most walking — usually horizontal haul or mixed-ore sorting.

See the Automation guide for belt layout patterns, overflow fixes, and rebuild discipline.

Fluids & hazards

Water and other fluids can erase hours of work if pipes and pumps are placed before you understand flood paths.

Read Water Basics before routing fluids under active dig sites.

Slag and byproduct chains get their own bottleneck page — do not ignore side outputs.

Mid / late tech (EA roadmap)

Steam’s Early Access notes promise more buildings, resources, chains, quests, and technologies over roughly a year.

Drones and deeper production chains appear in marketing — treat them as expansion goals after a stable early refine + belt core.

Revisit this page after major patches; rename or merge sections instead of cloning outdated lists.

Buildings FAQ

Where is the full building list? Official Hooded Horse wiki — we link it from the footer; this fan page stays role-based.

Demo vs EA buildings? Demo validates the core loop; EA adds breadth. Check both Steam app pages before assuming feature parity.

What should I unlock first? One refine path + one belt path that removes hand-carrying — details in Beginner Guide.

Up next: Sandustry Beginner Guide

Keep moving through the wiki instead of bouncing on one page.

Up next: Sandustry Beginner Guide