S Sandustry Wiki
Research guide

Sandustry Research Order: What to Unlock First

The Research tab unlocks every building and tool in the game by spending Gold, Energy, or Auralite. The costs below come straight from the official research tree, so you can plan your spending instead of guessing what each node costs.

Six tiers Exact Gold costs Official tree
Verified against v0.5.5 on 2026-08-20 Official source
Quick answer

A sensible early unlock order

  1. Shaker (20 Gold) - your first Gold producer
  2. Logistics (30 Gold) - Conveyor Belt and Launcher
  3. Flamethrower (400) + Kinetic Press (500) - the second Gold payout
  4. Planter Box (2000) - grow Flowers for Amethelis
  5. Drying & Condensing (2500) - Steam Dryer for Dry Amethelis and the Condenser for Florinol

Two Separate Systems, Often Confused

Before spending, know which currency you are looking at. They unlock different things and mix-ups waste both currencies.

Research

Gold unlocks buildings and tools

The Research tab spends Gold, Energy, or Auralite to unlock each node. Every node here is a new building or tool entering your menu - Shaker, Launcher, Kinetic Press, and so on.

Upgrades

Fluxite strengthens what you already have

Upgrades are a different line, paid for with Fluxite, and they improve the tools, weapons, and drones you already own rather than adding new machines. Keep the two currencies apart. For the recommended spend order, see the Upgrade Priority guide.

Unlock the Tree Node by Node

The order below is this site's suggestion, built from the official costs and how each node feeds the next. It is a recommendation, not a game rule.

First (20G)

Shaker

The Shaker splits Wet Sand into Gold and Residue, so it is the whole point of the opening hour. Nothing else matters until this 20-Gold node is bought.

Checkpoint: Gold drops out of the first Shaker once Wet Sand reaches it.

Second (30G)

Logistics

One cheap purchase grants both the Conveyor Belt and the Launcher, ending the hand-carrying phase. It is the most efficient 30 Gold in the tree.

Checkpoint: a Conveyor Belt carries material forward without your hand on it.

Third (400+500G)

Flamethrower + Kinetic Press

The Flamethrower burns Residue into Burnt Residue, and the Kinetic Press turns that into a second Gold payout plus Seeds. Together they roughly double what your Wet Sand is worth.

Checkpoint: Residue stops piling up and Gold comes out of the Press.

Fourth (2000G)

Planter Box

Wet Seeds planted on a Planter Box grow into Flowers that drop Gold and Amethelis, opening the renewable farming branch that digging alone cannot provide.

Checkpoint: a wet Seed planted on the Box grows into a Flower.

Fifth (2500G)

Drying & Condensing

This Tier 4 node unlocks two machines: the Steam Dryer, which presses Amethelis into Dry Amethelis, and the Condenser, which condenses a gas like Florin into the liquid Florinol that feeds the Energy system.

Checkpoint: the Steam Dryer and the Condenser each turn their input into an output.

The Full Tree by Tier

Every cost below is copied from the official research tree. Where a node has a listed prerequisite, it is noted on the same line.

Tier 1 - 3

Opening and automation

  • Shaker 20 - Logistics 30 - Hover 50 - Map 100
  • Wall Light (cost unpublished) - Flare Gun 150 - Sprint Boost 200 - Filter 250
  • Flamethrower 400 - Kinetic Press 500 - Burner Belt 500
  • Flashlight 600 - Activity Heatmap 700 - Conveyor Portal 750 - Sweeper Drones 800
  • Thermal Buffer 1000 - CryoBlaster 1000 - Clearing Frame 1000
  • Fluids (Pipe/Pump/Vent) 1250 - Gun 1500 - Aerokinetic Fan 1500
  • Pyro Dispenser 2000 - Planter Box 2000 - Vacuum 2000 - Digger Drone 2500
Tier 4 - 6

Late automation and energy

  • Corraller 1250 - Advanced Filter 1500 - Rocket Launcher 2000
  • Drying & Condensing 2500 - Logistics Mk.2 2500 - Recon Drone 2500
  • Hauler Drone 3000 - Energy Siphon 1000 - Energy Connector 1000
  • Florinol Battery 1500 - Flux Emanator 2000 - Copper Mold 2000
  • Snowmaker 2500 - Drill 2500 (needs Rocket Launcher + Florinol Battery)
  • Smelter 3000 - Steam Turbine 3000 - Locator 3000 - Void Rift 3000
  • Recall Shard 4000 - Laser 5000 - Synthesizer 7500 (Tier 6)

Spend With a Plan

Gold is scarce early, so route it through the chain that produces more of itself before splurging on quality-of-life nodes.

Earn first

Get Gold flowing before spending

The Shaker and Logistics nodes pay for themselves, but later tiers assume a working line. A node bought before the income exists just sits there unused.

Fix first

Diagnose before rebuilding

A stalled line wastes every Gold you spend on top of it. Make sure the current chain runs before you unlock the next stage of it.

Scale first

Move material, not just money

Logistics is cheap and instantly removes the manual hauling bottleneck, which is worth more throughput than most expensive machines.

When the Research Order Bites Back

Four ways a spending plan can stall, each with the fix that uses what you have already unlocked.

Bought too early

A node sits idle with no income to feed it

A Shaker bought before Gold flows just waits for material that never arrives. Buy each node only when the one before it is producing, because an idle unlock does not pay for itself.

Wrong currency

Research paid for with upgrade money

The tree spends Gold, Energy, or Auralite, while upgrades spend Fluxite. Placing a purchase in the wrong tab leaves one line strong and the other empty.

Dead line

Gold spent on a chain that has stopped

A stalled line wastes every Golden node built on top of it. Diagnose the current chain before unlocking the next stage, or the new machine just sits behind the blockage.

Bypassed the cheap step

Automation skipped for expensive machines

Logistics is the cheapest automation step and instantly ends the hand-carrying phase. Skipping it makes every later machine harder to feed, no matter how much it cost.

Where to Go Next

With a spending plan in place, these pages extend the same budget and build loop.

Upgrades

Spend Fluxite in order too

The upgrade line is the other half of your menu, paid in Fluxite, with a recommended first-three order.

Movers

See what Logistics unlocks

Conveyor Belt, Launcher, and Filter - the three movers that carry material between your nodes.

Diagnose

Fix a line that stops

Five verified reasons a Shaker stops producing Gold, each with the mechanic behind it and the fix.

Start

Earn the first Gold

The five-step path to your first Gold, built around the Shaker and Wet Sand.