What to Unlock First in Wanderburg
Cover the firing arc that is getting you killed with a second damage module before you buy anything exotic, then add a Captain, then mobility. Unlocking everything is not the goal: every module you unlock joins the in-run upgrade pool and can dilute your best rolls.
The order
| Step | Buy | Why | Cost |
|---|---|---|---|
| 1 | A damage module for your uncovered face | An empty slot is a blind spot while you turn | Varies |
| 2 | Dash | The cheapest fix when you keep getting trapped | 600 Silver |
| 3 | A Captain that matches your build | Amplifies a build that already works | Varies |
| 4 | Utility and Crew modules | Fills gaps once damage and escape are covered | Varies |
Why unlocking everything can hurt
- Unlocked modules are added to the in-run upgrade pool, so a wide pool offers more upgrades you do not want.
- Every six unlocks grants an extra New Module Reroll, so unlocking in blocks of six pays you back. See Module Rerolls.
- There is no way to undo an unlock, so a careless purchase stays in your pool.
Related
The full list of modules and their unlock conditions is on All Modules. For which captain to pair, see Best Captain.
FAQ
Common questions about this topic.
What should I buy first in Wanderburg?
A damage module for your weakest firing arc, then Dash for escape, then a Captain that matches how you already play.
Should I unlock every module?
No. Unlocked modules join the in-run upgrade pool and can dilute your best upgrade offers.
Why unlock in blocks of six?
Every six modules unlocked grants an extra New Module Reroll, so the block itself pays you back.
When should I buy a Captain?
After your firing arcs are covered. A Captain amplifies a working build rather than fixing a broken one.