- 01Inspect joints/hazards
- 02Choose a cut
- 03Separate and sort
- 04Audit recovered/lost value
Disassembly and salvage value
Disassembly yields parts, but unsafe cuts or destructive handling reduce recoverable value.
The player's decision
Safely isolate the core or take a quick destructive shortcut?
Original scenario
Original: a pump has a battery, pipe and shell; disconnect power before removing its core to preserve the battery.
Start with this prototype
Build six connected parts, two tools and one hazard. Click joints, track material destinations and recover the core under a loss limit. Reset freely; omit fracture simulation.
Change one variable
Vary safe-cut time to compare complete versus quick recovery.
What to observe in a playtest
Prevent double salvage and update dependent parts after disconnection.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Unsignaled hazards encourage memorization and reloads.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Hardspace: Shipbreaker
Developer copy links cutting and moving salvage with decompression/electrical hazards and profit.
- TerraTech
Scavenged, crafted and purchased vehicle blocks show the downstream value of recovered parts.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build six connected parts, two tools and one hazard. Click joints, track material destinations and recover the core under a loss limit. Reset freely; omit fracture simulation.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.