Review personnel and medical needs first, then mission-fit equipment, finances and contracts, followed by allies and intelligence. This is a conservative review order built from officially named systems, not a published optimal upgrade path.
Build the Workshop. Patch 1.0.1 removed the Recon Drone contract and makes the Recon Drone available immediately afterward. If an older guide or FAQ tells you to sign that contract first, use the newer August 24 patch note for this specific unlock.
Check that the Workshop has been built in your current save.
Look for the Recon Drone there after the game has updated.
If it is still missing, record the save and installed build and use the official report route.
The Hunter Drone is a different item: the same patch fixes its damage display. That does not establish a shared unlock, damage value, equipment slot or deployment key for both drones.
Where to buy drones, rename soldiers and change appearance
Workshop: buy a Recon Drone
Build the Workshop.
Open the Workshop to find the drone purchase options described in the developer FAQ.
For the Recon Drone, use the newer Patch 1.0.1 rule: no separate Recon Drone contract is required.
Availability is not the same as being equipped. The checked sources do not establish the equipment slot or deploy key; use the current item tooltip for those controls.
These menu routes come from the developer FAQ, with the Recon Drone contract corrected by the newer patch. Both sources were checked on September 22, 2026.
What base management includes
The Steam store names recruiting, upgrading, equipment purchases, logistics, finances, medical supplies and downtime. It also names allied factions, relationship building, intelligence gathering and covert operations. These are confirmed categories, not a published economy model. See the Steam store base-management description, checked on September 22, 2026.
People
Recruit, protect, treat and recover the operators who carry the campaign.
Material
Purchase equipment and manage logistics against mission needs.
Resources
Track finances and medical supplies before committing to a contract.
Relationships
Allies, intel and covert operations can change access and options.
A conservative post-mission review
Our editorial order is to check casualties and recovery, then loadouts, finances and the next contract. Update 1.0.2 adds useful displays for these checks:
Read Injured and Tired duration in the hangar after a mission.
Check the Black Market closing countdown before planning a purchase.
Read the new progress bars for recon operations and covert missions.
Exoskeleton is late-game armor available from loot or the Black Market. The campaign economy was rebalanced, but the announcement gives no purchase prices, recovery formula or optimal upgrade order.
The official description says decisions can affect missions, gear and allies, while the public sources do not publish every threshold or lockout. A short record makes campaign changes easier to understand without claiming a hidden rule.
Before spending: note the immediate mission need and the resource category involved.
Before accepting a contract: record the visible reward, relationship text and any warning shown by the game.
After returning: compare roster health, equipment, finances, allies and available missions with the previous state.
When something changes: distinguish what the interface explicitly says from what merely happened at the same time.
This log is most useful when paired with the spoiler-light campaign guide. It can produce reproducible questions for a later update without turning correlation into a factual mechanic.
Choices can change access
Steam explicitly says decisions determine access to missions, gear and allies. That makes a contract more than a standalone tactical map. Read choice text carefully, keep a save where the game permits it, and avoid assuming that every branch can be completed in one campaign. The source does not define every lockout or whether all branches are reversible.
Public achievement evidence
Steam’s global achievement list adds several visible milestones: “Floating Fortress” asks players to build all bays, “Top Manager” asks them to land all contracts, “Gang’s All Here” covers all veterans and “All the King’s Men” covers the maximum soldier count. These confirm meaningful base and roster completion goals, but the page does not reveal costs or unlock order.
Details that still need versioned evidence
Exact building costs, bay prerequisites, medical rates, contract economics, relationship thresholds and a universal upgrade order are not present in the approved source set. They should be documented only from a current official source or reproducible full-game evidence tied to a version. Until then, use the installed game interface for numbers and treat confident launch-week optimization claims with caution.