The Depot
The Depot is the dock that rides with you: a shop that sits under the run view for the entire line, buying with the gold you're earning as you go. Hide it at any time with the ▼ button on the camera bar to see the whole run; ▲ brings it back.
What it sells
Everything the Depot sells is for this run, for gold — and everything it sells has a permanent, Scraps-priced twin at the Armory. The Depot's copy is the one you top up mid-run.
- Stat levels — hull plating, armour, ram damage, gun damage, attack speed, crit chance, range, speed, and more besides. One of these is not like the others: the ram only bites as hard as your armour lets it. Its base prow always shoves, but what the ram-prow levels add is opened up by armour — an unarmoured gun train that buys the ram gets almost nothing from it, while an armoured one also shrugs off more of the damage from enemies at the hull. Buy at least one ram level and keep 60% of your top speed or more (2026-10-03 ruling), and the engine crashes small enemies out of the way: they take a ram hit and fly off to the side of the track instead of piling up on the front. Brutes, grapplers, leaders, the Bolter and bosses still stop you.
- Tenacity and Efficiency — the two that buy back time rather than power. Tenacity is resistance: it lifts the slow that hooked grapplers and boarded enemies drag you down with, it shortens the chill an Ice or Earth Spitter puts on the train, and it cuts short the dead stop a freeze holds you in. Its steps are equal, and it stops at a visible max level. Efficiency is repair speed: a broken line or a collapsed bridge is mended faster, so the same disaster costs you fewer seconds.
- Guns, under the Train tab. A gun bought here is mounted at once and lost with the run. Each further gun of the same kind costs more than the last.
- Carriages and gun mounts, also under Train — a carriage bought or sold appears (or leaves) on the spot. A carriage holds four mounts; mounts are bought one at a time for the whole train and fill a carriage before the next opens (see The Armory).
Every upgrade either grows forever, or stops at a visible max level. An upgrade that grows forever starts with each level worth 5% more than the one before. That extra growth then shrinks, at a rate set per upgrade, toward a floor it never drops below (2026-10-13). Fire-rate upgrades (attack speed, DoT tick rate) lose it fastest (floor 1%), % upgrades next (floor 2%), flat upgrades least (floor 3%). Each level still adds more than the last, so no upgrade stops paying. The slower growth stops stacked upgrades (damage × attack speed) from multiplying into numbers no boss can match. The three income upgrades (gold per kill, scrip %, checkpoint gold %) also grow forever, but their price climbs faster. Capped upgrades add the same amount at every level: crit chance (4% a level, 80% at 20), lifesteal, DoT lifesteal, thorns, tenacity and efficiency. Range is one upgrade: each level closes 1/20 of the gap between a gun's range and that gun's limit. Attack speed raises the real fire rate at every level. Health Regen is different (2026-10-06). It restores flat HP every second, and it has no max level. Its gain grows faster than other upgrades, so it keeps pace with max HP. It costs 200 gold (600 scrip) at the start. Lifesteal and DoT lifesteal (Life Leach) share one heal budget. Together they heal at most 15% of max HP per second. The budget holds one second of healing and starts full each run. Regen does not use it. These are starting values for play-testing.
Selling
Every gun, carriage and gun-mount card carries a Sell for half of what that gun or level was worth here. Selling a carriage sells the guns mounted on it too (their Cores are unfitted, not lost) — the game asks first, and you can tell it to stop asking.
This works on things you bought at the Armory as well. A permanent gun sits on your train every run; sell it at the dock and you pocket half its gold value for this run — and it is back on the train next run, because the Armory still owns it. Selling it at the Armory is the only way to be rid of it for good.
What happens when the run ends
The Depot is wiped clean at the end of every run — win or lose — and rebuilt from scratch on your next Depart. It doesn't start at zero, though: it starts wherever your Armory grades have set it. A grade you've bought is a floor, not a ceiling — the Depot lets you push every stat further for the rest of that one ride, on top of whatever your grades already guarantee.
This is also why gold itself doesn't survive a run: see Gold, Scraps & Gems for the full rule and why spending gold before a run ends always beats holding onto it.
The two ladders climb differently
A Depot level and its Armory grade are the same stat, but they are not the same purchase, and the price tells you which is which.
- An Armory grade always costs more than the matching Depot level at the same level number. You are paying for it to keep.
- The Armory's prices climb faster — but the Depot's slate is wiped clean every run. Both shops price the next purchase off how many you have already made, and the Armory's count never resets, so a late permanent grade is a serious commitment. The Depot's count starts again at zero every Depart, which is what lets a genuinely rich run push a stat a long way inside one ride.
That is deliberate, and the trade is permanence, not ceiling. A single good run can out-buy your whole permanent rack — and then hands every level of it back at the end of the line. What the Armory buys you is the floor you start from, which is the only power that is still there next time. A run where you buy nothing at all should still be a run you can win.
Buying fast
The Depot carries the same ×1 / ×10 / ×100 bulk-buy switch every shop in the game does — see Gold, Scraps & Gems for exactly how it prices a batch.
See Also
- The Armory — where the permanent version of everything here is bought
- Gold, Scraps & Gems
- Guns, Cores & Elements