As is the case with previous survival games from11 Bit Studios,The Alterscan seem like an intimidating title at first glance. Still, it’s a bit more accessible than you might think, as long as you’re taking the time tolearn, avoid mistakes, andresearch everything.

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These research tasks can be initiated in the Research Lab with the Jan Scientist in your crew.Once you get a peek at the upgrades you gain from it, you’ll want to prioritize completing these immediately due to the time it takes to research them fully.

Thankfully, with the trial and error I’ve witnessed in this game, I’ve come up with my personalized list of the best things to research first in The Alters. Let’s see what you should prioritize right off the bat.

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Estimated Research Time

I’m starting the list off with the Recycler solely because its optimal usage will only come once you have more Alters. This research will enable you tocraft a singular room module that generates organic resources passively, depending on the number of people in your base.

The amount of organics isn’t much if you have about two or three alters,but if you’re able to spare the time to research this along with the important ones further down the list, then the Recycler is a beneficial thing to have for your journey. You’ll need all the organics you can for regular gameplay mechanics like crafting tools or meals.

recycler

It’s really nice later on in the game as you’re juggling more and more tasks to be able to put an alter that otherwise would’ve been manning the organics mining outpost onto something else more pressing. This will only be thanks to the passive resource flow coming in from the Recycler module.

7Luminator Density

Show Me The Champion of Light

Exploration

If you’re looking todestroy those pesky glob-like anomalieswith much more efficiency, then look no further than the Luminator Density upgrade.You’ll have to get the Suit Upgrade research done first, but it’s all worth it, especially when you reach thesecondandthirdacts.

There aren’t many anomalies in the first act, which is why I’ve placed it towards the bottom of this list, but that doesn’t mean you should skip out on this entirely. It will allow you to optimize your battery charges and take out anomalies in a quicker manner.

luminator density

Lastly, if the 25% difference from the first one doesn’t seem enticing, then try to spare some time and get the Luminator Density II research done—that’s a necessity for the third act since it’s filled to the brim with anomalies, which can be a pain to vanquish without any Luminator upgrades.

6Base Expansion II

No Room For Suffocation

One of the most essential things to research in this gamethat you’ll need sooner or later in the first act will be a bigger base, thanks to the Base Expansion II research.

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This will allow you to build more modules on your grid, most importantly, increase the capacity of the organics tank so you may stock it up with more of these resources.

Try to study this towards the mid-stages of the first act, as you’ll be better off completing other important and less time-consuming stuff first.Only tackle this research once you’re certain you have ample time and require additional base space. It’s still absolutely something you should research early, but it doesn’t need to be first.

base expansion

5Suit Upgrade I

Juiced Up & Radiation-Free

Exploration in The Alters will take up the majority of your time, and although it’s pretty tame in the first act,things will start heating up gradually once you enter the second and third acts.For that alone, you’ll definitely need an upgrade to your suit.

It’s also worth noting that the first suit upgrade will also require a Planetary Sample for its research.The second one, located at the end of the research tree, is optional, as I was fine without it for the most part. However, the eight battery charges and 20% increased radiation resistance from the first one are easily worth the hassle.

The Alters How To Keep Alters Happy Feature

Those extra two battery charges from the first suit upgrade also mean you’ll be able to get additional use out of your Luminator against the anomalies, as well as climb any perilous ledges or high surfaces using the climbing hook.

4Cheaper Batteries

Not Your Typical AA Ones

Another vital tool for our Jan Dolski will be the batteries that power his suit, the Luminator, the scanner waves, and the climbing hook.Without any juice in the tank, we’d pretty much be sitting ducks during exploration.Sure, you can get away by charging it from Travel Pylons, but that’s not always a viable option in a pinch and takes tons of time.

The Cheaper Batteries will be one of the first research topics available to you in the Exploration Tab, and I strongly advise you pick this up first.Although the exploration aspect is fairly lenient in the first act, you’ll still need to have backup battery packs ready at all times.

Since organics will be your most important resource in the game, it’s crucial that you reduce the amount that’s needed for them to craft battery packs. It will reduce the cost of making a battery pack in the workshop by half—the best bang for your buck, in my opinion.

3Cheaper Climbing

Jan Dolski Porter Bridges

The level design in each act is designed to be sort of like a Metroidvania map, with which you can open up certain passageways for shortcuts. Often, the multi-layered terrain requires you to climb several elevated areas.

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Climbing and scaling these steep areas will eat up your battery energy, so if you follow up on that Cheaper Batteries research I mentioned previously, consider grabbing the climbing one immediately after.This will reduce the energy value needed to climb up both medium and high cliffs or ledges.

This also creates the eventual path to the Free Climbing research upgrade, which could very well be the most important upgrade in the entire game.

2Non-Metals Efficiency I

Rock and Stone!

I was debating on this one myself when I first saw it in the lab, but from the economy section, the Non-Metals Efficiency is one of the best things to research first. Quickly being able to mine rarer resources like minerals and Rapidium will benefit you in the grander scheme.

These two resources will be required to complete a few key tasks, like building certain modules in the base, or crafting some necessary tools in the Workshop.Additionally, Rapidium is obviously what you need to keep cloning yourself, which is the most important and helpful action in the entire game.

It’s preferred that you research this as soon as possible and then move on to the other ones, like the Metal Efficiency research, since Metals will still obviously be an important resource in the game too for crafting items like Pylons, Drills and Radiation Filters.

1Radiation Repulsor

The Best Thing to Research Early

This one is a game-changer.I’d even go so far as to say that you should spend that first planetary sample you get from the first act on this,as the Radiation Repulsors will allow your Radiation Filters to act more efficiently, making them last longer without having to refill them as often.

Believe me, having a Radiation Repulsor can help you out tremendously here, since those filters are the backbone of keeping your base functioning. The filters are fairly costly to craft in the early-to-mid-game, which is a pain. The random magnetic storms will also chew through rad filters almost immediately without the buff of a Repulsor or two.

To prevent that from happening repeatedly in your playthrough, research the Repulsor as soon as you get the chance. Without having to craft new filters constantly, you won’t have to worry about spending as many metals and organics to craft new filters in The Alters over, and over, and over.

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