Buildings and Upgrades
Select a team member, press BUILD and pick a spot. The nearest selected person walks over, pays the supplies when they arrive and builds from inside. Right-click cancels placing a building. Some missions only allow some buildings.
| Building | Cost | Build | HP | Use | |
|---|---|---|---|---|---|
![]() | Base Camp - | 20 | 13 s | 200 | Where supplies and eggs are delivered. Double-click it to recruit team members. Build it first, close to supplies and away from hunting trails. |
![]() | Base Camp Level 2 Base Camp + Tool Shed upgrade | 20 | instant | 400 | Bought at the Tool Shed: the camp is upgraded on the spot, no building work. Doubles its HP and unlocks the Electronics Shed, Hardened Shelter, High Hide and Science Lab. |
![]() | Tent Base Camp | 3 | 4 s | 30 | Room for one team member, who is safe from attack inside and heals 1 HP every 26 s (every 2 min outside). Double-click the tent to bring them out. |
![]() | Shelter Base Camp, Tool Shed | 7 | 5 s | 60 | A sturdier tent for one: heals 1 HP every 13 s. |
![]() | Hardened Shelter Base Camp Level 2, Tool Shed | 15 | 8 s | 120 | The strongest shelter, for one: heals 1 HP every 8 s. |
![]() | Artificial Nest Base Camp | 12 | 6 s | 25 | Hatches eggs from your inventory. Double-click it to choose a species. |
![]() | Incubator Base Camp, Tool Shed | 25 | 10 s | 75 | Hatches eggs twice as fast as the nest. |
![]() | Tool Shed Base Camp | 25 | 10 s | 150 | First upgrade shop: vision, armour, speed and carrying, plus the Base Camp Level 2 upgrade. |
![]() | Electronics Shed Base Camp Level 2 | 35 | 13 s | 250 | Second shop: better vision, speed and carrying, and the first damage upgrade. |
![]() | Science Lab Base Camp Level 2, Electronics Shed | 50 | 13 s | 200 | Top shop: the best armour and damage upgrades. Top damage also adds 2 tiles of range. |
![]() | High Hide Base Camp Level 2, Tool Shed | 10 | 5 s | 75 | A lookout for one. The person inside is safe from attack and the hide sees twice as far as they do (no faster healing); it keeps that view after they leave. Double-click it to bring them out. |
![]() | Fire Barrier Base Camp | 15 | 9 s | 35 | Wild and hunter-owned dinosaurs keep away from it (hunters will still attack it). Build them around your camp. |
Cost is in supplies. Build time is at normal game speed with one builder. Second line = what must be built first. To repair, select a team member, press REPAIR and click the building.
Upgrades
Double-click a shop to buy an upgrade for one named team member who is on the map. Upgrades belong to the person, not the unit, so they carry over to every later mission. Each one adds its level to the raw stat: a +2 upgrade replaces a +1, it does not stack on it, and you can buy the +2 without ever buying the +1. Research Assistants cannot be upgraded. Every upgrade a person owns makes them dearer to recruit, by that upgrade's shop price.
Some missions also hide equipment: a supply crate (or a supply-plane drop) that the mission file names after an upgrade, for example speed2. It is placed by the mission, not random. Whoever picks it up gets the supplies, and you choose which team member gets the equipment: it sets that stat to the equipment's level (+1 or +2, never added on top), so only someone with a lower level can take it. Damage +2 equipment also adds 2 tiles of range. The Mission Archive lists where each piece is.
| Upgrade | Shop | Cost | Effect | |
|---|---|---|---|---|
![]() | Vision +1 | Tool Shed | 2 | sees 1 tile further |
![]() | Armour +1 | Tool Shed | 5 | 1 less damage from every hit |
![]() | Speed +1 | Tool Shed | 5 | speed +1 (moves 1 pixel further each tick) |
![]() | Carry +1 | Tool Shed | 3 | 1 more supply per trip |
![]() | Damage +1 | Electronics Shed | 7 | +1 to both damage numbers, so +1 to every hit |
![]() | Vision +2 | Electronics Shed | 4 | sees 2 tiles further |
![]() | Speed +2 | Electronics Shed | 10 | speed +2 |
![]() | Carry +2 | Electronics Shed | 6 | 2 more supplies per trip |
![]() | Armour +2 | Science Lab | 10 | 2 less damage from every hit |
![]() | Damage +2 | Science Lab | 14 | +2 to every hit and 2 tiles of range |
Hatching
Carry an egg to the Base Camp, then double-click the Artificial Nest or Incubator and choose the species. Eggs you don't hatch stay in your inventory for later missions and add to your score (not on EXTINCTION).
| Species | Nest | Incubator |
|---|---|---|
| Tyrannosaurus Rex | 79 s | 40 s |
| Velociraptor | 48 s | 24 s |
| Triceratops | 63 s | 32 s |
| Stegosaurus | 63 s | 32 s |
| Dilophosaurus | 24 s | 12 s |
| Parasaurolophus | 32 s | 16 s |
| Pachycephalosaurus | 40 s | 20 s |
| Compsognathus | 16 s | 8 s |
Directory
Field clearance




















