Okay, gamers! Are you prepared to explore The Alters’ crazy world in depth? Because this game doesn’t mince words when it comes to putting you in a difficult situation. The only thing preventing you from becoming alien fertilizer is your ability to make the appropriate equipment at the appropriate moment. You are Jan Dolski, abandoned on a planet that is essentially attempting to kill you in every manner imaginable.
I’ve spent countless hours getting my hands dirty (literally and figuratively) with every single crafting recipe this game has to offer, and wow – there’s a lot more depth here than you might expect. From basic survival gear to mind-bending sci-fi contraptions that’ll make your head spin, The Alters serves up a crafting system that’s both intuitive and surprisingly complex.
Before we dive into the juicy stuff – all those delicious recipes that’ll keep Jan breathing – let’s talk about the foundation of everything: setting up your Workshop. This isn’t just some optional side quest; it’s literally the difference between life and becoming space dust.
Head over to your Command Center (that’s the brain of your base, for those keeping track), and hit up the left terminal. You’ll find your base-building menu there, and boom – Workshop module for 40 Metals. Now, if you’re sitting there thinking “40 Metals? Where the heck am I supposed to get those?” – don’t panic! Just suit up and venture through that Airlock. Those shiny metal deposits are scattered around like breadcrumbs, just waiting for someone brave (or desperate) enough to collect them.
Here’s a pro tip that saved my bacon more times than I can count: unlock the Worker Alter as soon as humanly possible. This absolute legend boosts your crafting speed by 50%, which means less time twiddling your thumbs and more time actually surviving. Trust me, when you’re racing against time to craft that life-saving gear, every minute counts.
The Workshop is where the magic happens, folks. This is your one-stop shop for exploration gear, mining equipment, consumables, and those special items that’ll help you tackle the game’s trickier challenges. Let me break down some of the essential recipes that’ll become your best friends:
Suit Battery (20 Organics, 1 Hour): Think of this as your lifeline. When your suit’s running low on juice and you’re nowhere near base, this little beauty will get you back to full charge faster than you can say “please don’t let me die out here.”
Repair Kit (10 Metals, 1 Hour): Modules break. It’s not a matter of if, it’s when. Having a few of these on hand is like having insurance – you hope you won’t need them, but you’ll be grateful they’re there when disaster strikes.
Scanner (20 Metals, 1 Hour): This nifty gadget is your treasure-hunting companion. Deep veins of resources are hiding everywhere, and this scanner will help you find them before your competition (or before you run out of the easy-to-reach stuff).
Mining Outpost (30 Metals, 2 Hours): Your ticket to automated resource gathering. Set this bad boy up on a deep deposit, and it’ll work tirelessly while you focus on more pressing matters – like not dying.
Automatic Outpost (40 Metals + 50 Minerals, 20 Hours): Now we’re talking! This beast does the work of a 7-hour Alter shift without breaking a sweat. Yes, it takes forever to craft, but the payoff is absolutely worth it.
Advanced Non-Metals Outpost (50 Metals + 30 Minerals, 2 Hours): Want to mine Rapidium, Organics, and Minerals 40% faster? This upgrade is your golden ticket to resource abundance.
Climbing Hook (60 Metals + 120 Organics, 1 Hour): Those medium cliffs looking intimidating? With this hook, they become minor annoyances instead of insurmountable difficulties. Just be sure to appropriately control your energy.
Luminator (20 Rapidium + 20 Metals, 2 Hours): Are you feeling uneasy about anomalies? This gadget not only exposes them, but also eliminates them. It’s similar to possessing an enchanted pest-control tool.
The Vertara uses a drill cartridge. (One hour each, 50 metals plus 20 organics for the drill, and 20 metals for each cartridge): Are you being blocked by rock barriers? It’s time to embrace your inner demolition specialist. Stock up because each cartridge breaks one barrier.
In The Alters, don’t undervalue the importance of delicious meals. The attitude of your workforce directly affects their performance, and nobody wants to work with a grumpy, hungry Alter.
Mush (5 Organics, 30 Minutes): It’s not winning any culinary awards, but it’ll keep your team fed. Consider it a form of survival rations accompanied by the statement, “This is better than starving.”
Cooked Meal (20 minutes, 1 raw food): We’re using gas now! Compared to plain Mush, this offers far superior nutrition and mood enhancers. In fact, your Alters will appreciate this.
Four hours of a feast (30 organics plus 3 mushrooms): This is the thing to do when you truly want to lift everyone’s spirits. In addition to providing food for the whole crew, it also significantly improves their mood, which can help them get through difficult times.
Your dietary pyramid’s base is raw food (10 organics, 1 hour). When it comes to maintaining the happiness and health of your crew, fresh ingredients are crucial.
Raw Food Package x10 (50 Organics, 12 Hours): More resource-efficient but takes much longer. Perfect for when you’re planning and have the luxury of time.
Polymers Package x10 (10 Organics + 10 Rapidium, 2:15): Essential for advanced crafting projects. These synthetic materials open up whole new crafting possibilities.
The Refinery is where resource management gets interesting. You can transform materials you have plenty of into materials you desperately need.
Metals & Organics (5 Enriched Metals, 30 Minutes): Converts those valuable Enriched Metals into basic resources when you’re running low.
ALX to Metals/Organics (10 ALX, 15 Minutes): Got excess ALX? Turn it into the materials you actually need. It’s like having a currency exchange for resources.
Some recipes unlock as you progress through the story or face specific challenges. These often involve complex materials and longer crafting times, but they’re essential for advancing the plot.
Beacon (50 Metals + 50 Minerals, 4 Hours): This is your ticket off the planet. Craft this when you’re ready to call for rescue and trigger the Final Day sequence.
Bridge Anchor (20 Metals + 20 Polymers, 3 Hours): Essential for crossing the Lava River in Act 1. Without this, you’re literally stuck.
Neutralizer Tower (160 Metals + 160 Minerals): Two of these monsters are required to destroy the massive anomaly in Act 2. Start gathering resources early!
Okay, so here’s the deal. If you want to survive more than a few days in The Alters, you’ve got to stop crafting stuff just because it looks cool. Time matters. Big time. Some items take forever to finish, and if you’re not watching your queue, you’ll end up waiting around while your suit battery dies or your food runs out. Not fun.
There’s this feature—Uphold—that’s a lifesaver. Set it to keep a stash of food, suit batteries, and repair kits. Trust me, you’ll thank yourself later when everything’s falling apart and you’ve still got the basics covered.
Resources? Don’t slack. Metals, minerals, organics—keep them coming. You never know when you’ll need to whip up something fast, and if you’re out of materials, well… good luck.
Now, Alters. Don’t just throw them at random stations. They’ve got personalities, and some of them are way better at certain jobs. Put them where they’ll thrive. Happy Alters = better output. It’s not rocket science.
This game isn’t just about crafting stuff. It’s about surviving, adapting, and getting Jan off this nightmare planet. Every item you make has a purpose. Even the dumb little Mush you eat early on—it keeps you alive. And that Beacon? That’s hope.
So yeah, focus on the essentials. Keep your gear working, your crew fed, and your resources flowing. The fancy gadgets can wait. Survival first.
Now stop reading and go make something useful. Jan’s depending on you. And honestly? I am too.
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