The tech tree lets you spend scrap to unlock crafting recipes without ever finding the item. Each workbench tier has its own tree, and working down a path is the most reliable way to guarantee the loadout you want from scratch — no relying on lucky blueprint drops.
| What it is | Scrap-based recipe unlock system |
|---|---|
| Where | Built into each workbench (T1 / T2 / T3) |
| Cost per item | ~20–500 scrap, by tier |
| Full-tree cost | ~1,000+ (T1) · ~3,500–4,000 (T2) · ~5,000+ (T3) |
| Unlock order | Top-down, along branching paths |
| Alternative | Research Table (cheaper if you have the item) |
Each workbench level has its own separate tech tree — Tier 1, Tier 2 and Tier 3, each tied to that workbench. Open the tree at the bench and spend scrap to unlock recipes, working down from the top along branching paths. You can only unlock an item once you've unlocked the ones before it on its path, so reaching a deep item means buying everything leading to it.
Cost per item scales with value — roughly 20 to 500 scrap each. You don't need to buy the whole tree (a full T2 runs several thousand scrap); you just buy the path to the items you actually want. The big advantage over the research table is that the tech tree guarantees an unlock without needing the item in hand.
Priority is always combat and a way into a base before luxuries. A rough order:
Don't sink scrap into cosmetic or niche items early — get a primary weapon and an entry tool (explosives) sorted, then branch out.
They solve different problems. The research table takes an item you've already looted plus scrap and gives you its blueprint — cheaper, but only for things you've found. The tech tree costs more per item but unlocks recipes you haven't found, in a planned order.
The optimal play is to use both: research what you loot, tech-tree the gaps. If you find an AK, research it; if you need C4 and haven't found any, tech-tree to it.