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
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Electric Generator | 0 | None | Built at the start | No listed staffing or power cost | gas power | An 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 Plant | 100 | None | Urban Biker Charter alliance | No listed staffing or power cost | green power | Using the power of the water current, this electrical motor runs in reverse, generating electricity non-stop for free. |
| Solar Power Panels | 100 | None | National Guard alliance | No listed staffing or power cost | green power | Military grade photovoltaic system, providing unlimited power with the help of the sun and a couple solar panels. |
| Wind Power Plant | 100 | None | Church of Second Chance alliance | No listed staffing or power cost | green power | A makeshift windmill coupled with a dynamo is the best way to make use of the usually windy waterfront location of the Shelter. |
Food
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Compost Beds | 100 | Vegetable Garden | Church of Second Chance faction progress | No listed staffing or power cost | 10 food | If you dump organic waste in these compost bins you will have a rich natural fertilizer for your crops. |
| Dry Ice Cooler | 100 | Kitchen | National Guard faction progress | No listed staffing or power cost | 10 food | One 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 Lines | 50 | None | Known at the start | 1 worker | 5 food | These 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. |
| Greenhouse | 100 | Vegetable Garden | Church of Second Chance alliance | No listed staffing or power cost | 10 food | Repurposed from a HAZMAT containment tent, this greenhouse offers a constant and safe environment for your crops, increasing their yield. |
| Hydroponics Room | 100 | None | Church of Second Chance alliance | No listed staffing or power cost | 10 food | A hydroponic farm grows plants immersed in a nutrient solution, maximizing output and reducing the dependency on a good soil. |
| Kitchen | 0 | None | Built at the start | 3 power, Foreman: Kimberly Helton | 5 food | A fully equipped kitchen, designed to feed a couple of resident families for years and struggling to meet the increasing demands nowadays. |
| Mobile Kitchen | 100 | None | National Guard alliance | No listed staffing or power cost | 10 food | A mobile kitchen that comes fully stocked with everything needed to serve hot meals when deployed. |
| Rodent Farm | 100 | None | Not known at the start | No listed staffing or power cost | 10 food | When 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 Herbs | 100 | Vegetable Garden | Urban Biker Charter faction progress | No listed staffing or power cost | 10 food | A few homegrown herbs can transform even the most rudimentary cuisine into a five star restaurant menu. |
| Vegetable Garden | 50 | None | Known at the start | 2 workers | 10 food | These planters and their rows of vegetables provide essential fresh produce for the needs of the community. |
Health
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Chemistry Lab | 100 | Clinic | National Guard alliance | No listed staffing or power cost | 10 health | With Fiona’s know-how and a proper chemistry kit you can finally produce your own medicine, if you have the chemical substances required. |
| Clinic | 0 | None | Built at the start | 1 power, Foreman: Phillip K. Henderson | 5 health | Dr. 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 Smuggler | 0 | None | Urban Biker Charter alliance | No listed staffing or power cost | 10 health | When formal supply chains break, there’s always someone who knows someone who’s got what you need… |
| Garden Showers | 100 | None | Church of Second Chance faction progress | No listed staffing or power cost | 10 health | Hot water showers, courtesy of the sun, with no running costs and all the benefits of a healthy community. |
| Pharmacy | 50 | None | Known at the start | 1 worker, 1 power, Foreman: Clarence Ramm | 5 health | A pharmacy allows the patients to pick-up prescribed drugs themselves and keeps the clinic open for serious cases. |
| Portable Toilets | 100 | None | National Guard faction progress | No listed staffing or power cost | 10 health | Portable toilets are essential for keeping the general refugee population from fertilizing the lawn themselves. |
| Rain Collector | 100 | None | Urban Biker Charter faction progress | No listed staffing or power cost | 10 health | A 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 Room | 100 | Clinic | National Guard alliance | No listed staffing or power cost | 10 health | A portable surgery table complete with precision instruments, designed for military use in campaign hospitals. |
| Water Filter | 100 | Water Pump | Not known at the start | No listed staffing or power cost | 10 health | With good osmosis filtering, the water pumped is now safe for consumption and personal hygiene. |
| Water Pump | 50 | None | Known at the start | 2 workers, 1 power | 10 health | A water pumping station makes the river water usable for housekeeping tasks. |
Morale
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Alcohol Distillery | 100 | None | Urban Biker Charter alliance | No listed staffing or power cost | 10 morale | You 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 Bar | 100 | None | Urban Biker Charter alliance | No listed staffing or power cost | 10 morale | Our biker allies have opened a franchise of their world famous watering hole exclusively for our community. |
| Cooking Radio Show | 100 | Shelter Radio | Church of Second Chance faction progress | Foreman: Phinneas Ford | 10 morale | Based 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. |
| Counselor | 0 | Reading Room | Not known at the start | No listed staffing or power cost | 10 morale | A faction counselor focused on stress relief and mental endurance. The methods vary, but all work in their own way |
| Jail | 50 | None | Known at the start | 2 workers, 1 power | 10 morale | When public order beckons, the jail doors open for all willing to spend the night on a hard cell bed and cool off. |
| Prayer Room | 100 | None | Church of Second Chance alliance | No listed staffing or power cost | 10 morale | A holy man from the Church of Second Chance will steer your flock on the right path. |
| Prepper Radio Show | 100 | Shelter Radio | Urban Biker Charter faction progress | Foreman: Phinneas Ford | 10 morale | Based 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 Room | 50 | None | Known at the start | 1 worker, 1 power, Foreman: Ellen Wells-Carter | 5 morale | A quiet place for those wanting to relax their nerves reading. |
| Science Radio Show | 100 | Shelter Radio | National Guard faction progress | Foreman: Phinneas Ford | 10 morale | Based 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 Radio | 0 | None | Built at the start | 1 power, Foreman: Phinneas Ford | 5 morale | A hot mess of wires and scrapped electronics that’s supposed to be the shelter’s radio station. |
Industry
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Army Tactical Truck | 100 | Car Garage | National Guard alliance | No listed staffing or power cost | Army Tactical Truck | If you want to go big and bad, there’s no other option that a 4 tonne military high mobility vehicle. |
| Body Armor Tailor | 100 | None | Church of Second Chance faction progress | No listed staffing or power cost | crafting access | A tactical tailoring station that will allow you to manufacture various types of body armor. |
| Bullet Press | 50 | None | Known at the start | 1 worker, 1 power | crafting access | A workshop upgrade that will allow you to manufacture custom ammunition. |
| Car Garage | 100 | None | Known at the start | 1 worker, 1 power, Foreman: Mary Fulton-Vine | Utility or prerequisite facility | Fix and repair select cars to use for squad transport. Comes with a free police sedan. |
| Explosives Lab | 100 | None | Known at the start | No listed staffing or power cost | crafting access | A blast proof chamber that allows the testing and development of various explosive devices and traps. |
| Gunsmith Bench | 100 | None | Urban Biker Charter faction progress | No listed staffing or power cost | crafting access | A workshop upgrade with all the tools needed for a gunsmith bench that allows you to modify weapons. |
| Optics Bench | 100 | None | National Guard faction progress | No listed staffing or power cost | crafting access | An optometry upgrade of the gunsmith bench that will allow development of various optic aides for your weapons. |
| Prepper SUV | 100 | Car Garage | Urban Biker Charter alliance | No listed staffing or power cost | Prepper SUV | A SUV made zombie-proof, perfect to traverse zones infested by the undead. |
| Recycling Workshop | 0 | None | Built at the start | 2 workers, Foreman: Martin Fulton-Vine | Utility or prerequisite facility | An old abandoned workshop converted for sorting and recycling raw materials from the scrap the scavengers and your team manage to scavenge. |
| Refugee RV | 100 | Car Garage | Church of Second Chance alliance | No listed staffing or power cost | Refugee RV | An iconic RV, complete with a mobile kitchen and beds, pefect for the apocalypse survivor. |
Defence
| Facility | Materials | Prerequisite | Availability | Needs | Output | Description |
|---|
| Armored Bus Gate | 100 | Metal Ramparts | Not known at the start | No listed staffing or power cost | 3 shelter points | An armored gate, built from heavy steel plates welded on a large bus, impossible to break through without explosives. |
| Defensive APC | 100 | None | National Guard alliance | No listed staffing or power cost | 3 shelter points | In case of a wall breach this Army APC can serve as temporary shelter for a few survivors. |
| Electric Fence | 0 | None | Built at the start | 5 power | 1 shelter points | The 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 Ramparts | 50 | None | Known at the start | No listed staffing or power cost | 1 shelter points | A stronger gate, reinforced with solid wood beams, strong enough to withstand a couple of zombies trying to get through. |
| Minefield | 100 | None | Urban Biker Charter faction progress | No listed staffing or power cost | 1 shelter points | A minefield with marked tripwires, pretty easy to avoid for humans but something a herd of zombies would plow through and get annihilated. |
| Outdoor Gym | 50 | None | Known at the start | No listed staffing or power cost | 1 shelter points | These 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 Range | 50 | None | Known at the start | No listed staffing or power cost | 1 shelter points | A sharp eye and a steady hand come from practicing your shooting and a target range is the safest way to train. |
| Soldier Guards | 100 | None | National Guard faction progress | No listed staffing or power cost | 2 shelter points | A small squad of National Guard grunts, with orders to defend the objective with their lives. |
| Spiked Barriers | 100 | None | Church of Second Chance faction progress | No listed staffing or power cost | 1 shelter points | Sharp X crossed beams, designed to impale zombies as they try to push against fences or gates. |
| Watchtower | 100 | Metal Ramparts | Not known at the start | No listed staffing or power cost | 3 shelter points | Tall tower with an overhang allowing snipers to cover the gate and walls from a high point. |