Shelter development is a dependency puzzle: some buildings are available immediately, others require an earlier facility, and several arrive through faction progress. Use the construction cost and prerequisite columns first, then compare staffing, power, and ongoing output.

A facility marked not known at the start becomes relevant later through campaign or faction progress. The table does not assume the order in which you pursue those paths.

Recipes tied to these buildings are listed in the crafting guide.

How to Plan the Shelter

  • Secure power and food capacity before committing workers to comfort or specialist production.
  • Build prerequisite facilities before saving for an advanced upgrade.
  • Treat alliance rewards as route-dependent options rather than part of a single mandatory build order.

Power

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Electric Generator0NoneBuilt at the startNo listed staffing or power costgas powerAn old engine burns gasoline and powers an electrical generator that charges a couple of battery banks. If the power needs increase, so does the fuel consumption.
Hydro Power Plant100NoneUrban Biker Charter allianceNo listed staffing or power costgreen powerUsing the power of the water current, this electrical motor runs in reverse, generating electricity non-stop for free.
Solar Power Panels100NoneNational Guard allianceNo listed staffing or power costgreen powerMilitary grade photovoltaic system, providing unlimited power with the help of the sun and a couple solar panels.
Wind Power Plant100NoneChurch of Second Chance allianceNo listed staffing or power costgreen powerA makeshift windmill coupled with a dynamo is the best way to make use of the usually windy waterfront location of the Shelter.

Food

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Compost Beds100Vegetable GardenChurch of Second Chance faction progressNo listed staffing or power cost10 foodIf you dump organic waste in these compost bins you will have a rich natural fertilizer for your crops.
Dry Ice Cooler100KitchenNational Guard faction progressNo listed staffing or power cost10 foodOne of the best uses of CO2 there are, dry ice will keep your food fresh for longer and save your electricity for consumption elsewhere.
Fishing Lines50NoneKnown at the start1 worker5 foodThese long lines with up to twenty baited hooks would normally hook a lot of fish. But with hardly any fish left in the river, a fat bullfrog is nowadays a good catch.
Greenhouse100Vegetable GardenChurch of Second Chance allianceNo listed staffing or power cost10 foodRepurposed from a HAZMAT containment tent, this greenhouse offers a constant and safe environment for your crops, increasing their yield.
Hydroponics Room100NoneChurch of Second Chance allianceNo listed staffing or power cost10 foodA hydroponic farm grows plants immersed in a nutrient solution, maximizing output and reducing the dependency on a good soil.
Kitchen0NoneBuilt at the start3 power, Foreman: Kimberly Helton5 foodA fully equipped kitchen, designed to feed a couple of resident families for years and struggling to meet the increasing demands nowadays.
Mobile Kitchen100NoneNational Guard allianceNo listed staffing or power cost10 foodA mobile kitchen that comes fully stocked with everything needed to serve hot meals when deployed.
Rodent Farm100NoneNot known at the startNo listed staffing or power cost10 foodWhen all the chickens are gone these coops are perfect for breeding rodents, a source of protein that an impending famine will make you appreciate.
Spice Herbs100Vegetable GardenUrban Biker Charter faction progressNo listed staffing or power cost10 foodA few homegrown herbs can transform even the most rudimentary cuisine into a five star restaurant menu.
Vegetable Garden50NoneKnown at the start2 workers10 foodThese planters and their rows of vegetables provide essential fresh produce for the needs of the community.

Health

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Chemistry Lab100ClinicNational Guard allianceNo listed staffing or power cost10 healthWith Fiona’s know-how and a proper chemistry kit you can finally produce your own medicine, if you have the chemical substances required.
Clinic0NoneBuilt at the start1 power, Foreman: Phillip K. Henderson5 healthDr. Henderson runs this small ad-hoc clinic. It can treat only a limited number of patients and your arrival has put a serious dent in its medical supplies.
Drugs Smuggler0NoneUrban Biker Charter allianceNo listed staffing or power cost10 healthWhen formal supply chains break, there’s always someone who knows someone who’s got what you need…
Garden Showers100NoneChurch of Second Chance faction progressNo listed staffing or power cost10 healthHot water showers, courtesy of the sun, with no running costs and all the benefits of a healthy community.
Pharmacy50NoneKnown at the start1 worker, 1 power, Foreman: Clarence Ramm5 healthA pharmacy allows the patients to pick-up prescribed drugs themselves and keeps the clinic open for serious cases.
Portable Toilets100NoneNational Guard faction progressNo listed staffing or power cost10 healthPortable toilets are essential for keeping the general refugee population from fertilizing the lawn themselves.
Rain Collector100NoneUrban Biker Charter faction progressNo listed staffing or power cost10 healthA piece of plastic tarp, some pipes and a big tank will collect clean rainwater and prevent people from drinking the sewage that goes as river water.
Surgery Room100ClinicNational Guard allianceNo listed staffing or power cost10 healthA portable surgery table complete with precision instruments, designed for military use in campaign hospitals.
Water Filter100Water PumpNot known at the startNo listed staffing or power cost10 healthWith good osmosis filtering, the water pumped is now safe for consumption and personal hygiene.
Water Pump50NoneKnown at the start2 workers, 1 power10 healthA water pumping station makes the river water usable for housekeeping tasks.

Morale

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Alcohol Distillery100NoneUrban Biker Charter allianceNo listed staffing or power cost10 moraleYou can always do the sensible thing and cook a wholesome meal from your crops, but turn them into strong enough booze and nobody will remember hunger.
Biker Bar100NoneUrban Biker Charter allianceNo listed staffing or power cost10 moraleOur biker allies have opened a franchise of their world famous watering hole exclusively for our community.
Cooking Radio Show100Shelter RadioChurch of Second Chance faction progressForeman: Phinneas Ford10 moraleBased on some old tapes of a radio cooking show, Professor Ford’s idea of a summer school for the shelter inhabitants should keep everyone distracted for a while.
Counselor0Reading RoomNot known at the startNo listed staffing or power cost10 moraleA faction counselor focused on stress relief and mental endurance. The methods vary, but all work in their own way
Jail50NoneKnown at the start2 workers, 1 power10 moraleWhen public order beckons, the jail doors open for all willing to spend the night on a hard cell bed and cool off.
Prayer Room100NoneChurch of Second Chance allianceNo listed staffing or power cost10 moraleA holy man from the Church of Second Chance will steer your flock on the right path.
Prepper Radio Show100Shelter RadioUrban Biker Charter faction progressForeman: Phinneas Ford10 moraleBased on some old tapes of a radio survivalist show, Professor Ford’s idea of a summer school for the shelter inhabitants should keep everyone distracted for a while.
Reading Room50NoneKnown at the start1 worker, 1 power, Foreman: Ellen Wells-Carter5 moraleA quiet place for those wanting to relax their nerves reading.
Science Radio Show100Shelter RadioNational Guard faction progressForeman: Phinneas Ford10 moraleBased on some old tapes of a radio science show, Professor Ford’s idea of a summer school for the shelter inhabitants should keep everyone distracted for a while.
Shelter Radio0NoneBuilt at the start1 power, Foreman: Phinneas Ford5 moraleA hot mess of wires and scrapped electronics that’s supposed to be the shelter’s radio station.

Industry

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Army Tactical Truck100Car GarageNational Guard allianceNo listed staffing or power costArmy Tactical TruckIf you want to go big and bad, there’s no other option that a 4 tonne military high mobility vehicle.
Body Armor Tailor100NoneChurch of Second Chance faction progressNo listed staffing or power costcrafting accessA tactical tailoring station that will allow you to manufacture various types of body armor.
Bullet Press50NoneKnown at the start1 worker, 1 powercrafting accessA workshop upgrade that will allow you to manufacture custom ammunition.
Car Garage100NoneKnown at the start1 worker, 1 power, Foreman: Mary Fulton-VineUtility or prerequisite facilityFix and repair select cars to use for squad transport. Comes with a free police sedan.
Explosives Lab100NoneKnown at the startNo listed staffing or power costcrafting accessA blast proof chamber that allows the testing and development of various explosive devices and traps.
Gunsmith Bench100NoneUrban Biker Charter faction progressNo listed staffing or power costcrafting accessA workshop upgrade with all the tools needed for a gunsmith bench that allows you to modify weapons.
Optics Bench100NoneNational Guard faction progressNo listed staffing or power costcrafting accessAn optometry upgrade of the gunsmith bench that will allow development of various optic aides for your weapons.
Prepper SUV100Car GarageUrban Biker Charter allianceNo listed staffing or power costPrepper SUVA SUV made zombie-proof, perfect to traverse zones infested by the undead.
Recycling Workshop0NoneBuilt at the start2 workers, Foreman: Martin Fulton-VineUtility or prerequisite facilityAn old abandoned workshop converted for sorting and recycling raw materials from the scrap the scavengers and your team manage to scavenge.
Refugee RV100Car GarageChurch of Second Chance allianceNo listed staffing or power costRefugee RVAn iconic RV, complete with a mobile kitchen and beds, pefect for the apocalypse survivor.

Defence

FacilityMaterialsPrerequisiteAvailabilityNeedsOutputDescription
Armored Bus Gate100Metal RampartsNot known at the startNo listed staffing or power cost3 shelter pointsAn armored gate, built from heavy steel plates welded on a large bus, impossible to break through without explosives.
Defensive APC100NoneNational Guard allianceNo listed staffing or power cost3 shelter pointsIn case of a wall breach this Army APC can serve as temporary shelter for a few survivors.
Electric Fence0NoneBuilt at the start5 power1 shelter pointsThe primary defence of the Shelter, designed to keep the undead away by delivering a nasty jolt of electricity, pretty much like a cattle fence would.
Metal Ramparts50NoneKnown at the startNo listed staffing or power cost1 shelter pointsA stronger gate, reinforced with solid wood beams, strong enough to withstand a couple of zombies trying to get through.
Minefield100NoneUrban Biker Charter faction progressNo listed staffing or power cost1 shelter pointsA minefield with marked tripwires, pretty easy to avoid for humans but something a herd of zombies would plow through and get annihilated.
Outdoor Gym50NoneKnown at the startNo listed staffing or power cost1 shelter pointsThese are not the times to slack and get out of shape. Everyone must keep fit and be ready to pick up a weapon to defend the shelter.
Shooting Range50NoneKnown at the startNo listed staffing or power cost1 shelter pointsA sharp eye and a steady hand come from practicing your shooting and a target range is the safest way to train.
Soldier Guards100NoneNational Guard faction progressNo listed staffing or power cost2 shelter pointsA small squad of National Guard grunts, with orders to defend the objective with their lives.
Spiked Barriers100NoneChurch of Second Chance faction progressNo listed staffing or power cost1 shelter pointsSharp X crossed beams, designed to impale zombies as they try to push against fences or gates.
Watchtower100Metal RampartsNot known at the startNo listed staffing or power cost3 shelter pointsTall tower with an overhang allowing snipers to cover the gate and walls from a high point.