Sandustry Map — Biomes, Underground Layers & Resources
Sandustry generates a unique procedural underground for every save. While exact coordinates vary, the world follows a consistent four-layer depth structure with predictable biome transitions and resource distributions. This map guide describes each layer, what resources you'll find, and recommended factory placement strategies for Early Access v0.5.6.
🏜️ Surface Desert
Every Sandustry save begins on the surface — a flat-to-rolling desert of dry sand and sandstone. Resources here are limited: Dry Sand, Sandstone, and the occasional Ice pocket or small aquifer lens. The surface is fine for a temporary mining camp but unsuitable for permanent factories due to flood risk from surface aquifers and the absence of thermal resources. Dig staircases down to reach the productive layers — never dig straight down, or you risk falling into caverns and drowning in water pockets.
⛏️ Shallow Underground
The first productive zone. Wet Sand lenses, Copper ore, Auralith, and small aquifer rivers dominate this layer. Most players build their first automated Shaker factory here because water is abundant and the terrain is stable enough for conveyor networks. Look for Copper veins to unlock Power Bricks in the Tech Tree — you'll need them for mid-game electrical machines. Watch out for aquifer rivers that can flood shafts if breached without retaining walls.
🕳️ Mid-Depth Caverns
The thermal zone. Scoria blocks and Cinder pebbles are abundant — mine them and ignite with a Flamethrower to create permanent Lava basins for infinite heat. Steam vents occur naturally where water contacts lava; tame them with Cryoblaster condensers for free vertical water transport. Lumling colonies spawn here and can be herded into husbandry pens. Glowberry Bushes provide early Lumling feed. This is the recommended depth for industrial megabases.
💎 Deep Crystalline Layer
The endgame zone. Prismite crystals embedded in Auralith, Frostbed formations, Voidbloom gardens at Amethelis + Redsand collision sites, and sealed Artifact chambers hidden behind environmental puzzles. Use the Void Juice-powered Artifact Locator to ping hidden rooms. Mine Prismite with a Steel Drill or Laser (copper bounces off). Visit our Artifacts Guide for the three repeatable puzzle patterns and their rewards.
Sandustry Resource Distribution Table
Every material in Sandustry, where it spawns, its rarity, the tool required to harvest it, and its density value. Combine this with our Density Calculator when planning Shaker decks.
| Material | Depth / Source | Rarity | Tool | Density |
|---|---|---|---|---|
| Dry Sand | Surface | Common | Shovel | 150 |
| Wet Sand | Shallow | Common | Shovel (after Water mix) | 150 |
| Gold | Shallow | Uncommon | Shaker extraction | 250 |
| Copper | Shallow–Mid | Uncommon | Pickaxe | 210 |
| Slag | Shallow (Shaker byproduct) | Common | Conveyor disposal | 90 |
| Burnt Slag | Crafted (Slag + Lava) | Mid | Kinetic Press | 110 |
| Scoria | Mid | Common | Pickaxe | 145 |
| Cinder | Mid (from Scoria) | Common | Flamethrower ignition | 140 |
| Lava | Mid–Deep | Uncommon | Contained (bucket/manual) | 200 |
| Steam | Crafted (Lava + Water) | Crafted | Cryoblaster condenser | 10 |
| Water | All depths | Common | Pump / Ram / Bucket | 100 |
| Ice | Surface + Deep | Uncommon | Pickaxe | 92 |
| Snow | Deep + Frostbed | Uncommon | Shovel | 40 |
| Frostbed | Deep | Rare | Shovel / Gun / Flamethrower | 15 |
| Auralith | Mid | Uncommon | Pickaxe | 120 |
| Prismite | Deep | Rare | Steel Drill / Laser | 135 |
| Voidbloom | Deep (collision sites) | Rare | Amethelis + Redsand collision | 40 |
| Amethelis | Mid–Deep | Uncommon | Pickaxe | 90 |
| Redsand | Mid–Deep | Common | Shovel | 95 |
| Prismaline Gas | Crafted (Prismite → Extractor) | Crafted | Aura Extractor | -5 |
| Void Juice | Crafted (Voidbloom + Prismaline) | Tier 6 | Advanced Refinery | 105 |
| Fluxite | Crafted (Voidbloom + organics) | Tier 4 | Flux Emanator | 70 |