From Glory To Goo is a wave-defence colony RTS: you land a colony on an alien world, keep it supplied with effort, water and power, and hold off The Goo, which arrives in scheduled hordes and — this is the part that ends runs — burrows up inside your base wherever your suppression coverage has a hole.
This guide is written for a first survival run as the Humans, the faction the game's own tutorials assume. It covers the loop and its timings, the opening build order, the real production and cost numbers, what to have standing before each horde, the ship, and the traps that waste a new player's first ten hours. There is a short Robots heat section because Robots are the faction with a hard, fully-numbered placement rule, and the numbers there are current.
One warning before anything else, because this game's public data is uneven: the only structured data source for this game is a small community wiki whose numbers were last edited March 2025, i.e. the 0.2-era build. The game is now on 0.4d. Where the developer's own patch notes have since changed a wiki figure I say so and use the patch notes; where I could not confirm a figure, it is labelled as wiki-era or unverified rather than quietly presented as current. Read the caveat in the "Costs and statistics" section before you rely on any cost.
What this guide is written for
| Game | From Glory To Goo (Steam app 2607060) |
| Developer / publisher | Stratagem Blue (solo developer) |
| Engine | Unity |
| Early Access release | 2 April 2024 |
| Current build | 0.4d, published 1 October 2026 |
| Latest content update | 0.4 went live 1 September 2026 (3rd playable faction: The Tribes) |
| Modes | Campaign (Chapter 1), Survival, Operations, Map Editor + Steam Workshop |
| Playable factions | Humans (launch), Robots (0.2, March 2025), Tribes (0.4, September 2026) |
| Typical run | one survival map is tens of cycles to a couple of hundred cycles long; the in-game length setting (shortest → Epic) changes how many cycles pass between hordes more than any other single option |
Which mode to learn on
- Survival is where you learn the game. It has its own meta-progression (the Laboratory, unlocked by biomass) and its own difficulty ladder, and the horde timing that every "why did I lose?" question comes down to.
- Campaign Chapter 1 is 7 missions plus additional defensive missions, with upgrades, ship customisation and world-map decisions between them. It arrived in 0.3 (10 April 2026). It is a fine second stop, not a tutorial for survival.
- Operations (added 0.2.3, 27 October 2025) is the short roguelike mode: three missions of three to five waves each, either Colonization (same colony across all three missions) or Search and Destroy (three different maps, either horde defence or destroy-everything objectives). Good for experimentation, explicitly not the developer's main priority.
- Map Editor / Workshop arrived in 0.1.4. Community maps can ignore the terrain patterns everything below assumes.
Difficulties run Explorer upward; 0.3 raised the ladder to five by adding Pioneer as the second difficulty, and Survivor stays the top tier — it unlocks after you beat Conqueror on any map. The in-game difficulty is a score multiplier (the game talks in percentages, e.g. "85% difficulty" in older community guides), and biomass — the currency you spend in the Laboratory — is paid out per game based on the cycle you reached, so a loss still progresses you.
The loop: cycles, thumpers, and buried Goo
A cycle is the game's clock. Everything the colony does — mining, module output, upkeep, horde timing — is counted in cycles, not seconds, and the interface shows the cycle timer under the effort readout.
Three rules decide most games:
- The Landing Pad is a suppression field, not just a building. By default it suppresses a 21x21 square centred on itself. Anything inside a suppressed area cannot be burrowed through.
- Thumpers extend that field. A Thumper suppresses a 15x16 square centred on itself, for 200 effort and 5 crystal, with upkeep of 2 workers, 2 professionals and 5 electric. This is the cheapest expansion tool in the game and the one new players under-build.
- Suppressed ground that stops being suppressed goes live again immediately. Lose or demolish a Thumper and anything standing on that ground can have a horde come up through it. The community advice for placing them is to build each new Thumper on the very edge of currently suppressed terrain, ideally at a corner, in a zigzag, rather than pushing deep into enemy ground — the cost and upkeep of Thumpers are trivial next to the risk.
Horde direction is announced in advance: you get the next wave's direction marker 4 cycles ahead (raised from 2 in the 1.001 patch), and clicking a notification image centres the camera on it. Alien commanders that change the makeup of waves are randomly assigned per game and are revealed on cycle 5.
Goo is drawn by noise, not just by proximity. Units carry hidden Vibration and Noise stats (visible on the wiki's unit tables, e.g. a Trooper is Vibration 1 / Noise 1 while a Tortoise is Vibration 12 / Noise 12), and 0.2.3 changed enemy AI so that enemies detecting noise move toward the source of the noise instead of beelining at your Landing Pad. A loud unit on unthumped ground is a horde delivery service. The one unit built around this is the Commando, a mid-game sniper that does not trigger Goo unburrowing on unthumped tiles, which makes it the explorer's tool.
Terrain modifies all of this:
- Rocky tiles never spawn Goo, thumper or no thumper — free safe ground, and the reason rocky shelves are worth claiming early. They also give a pump almost no water (0.42 water per tile, same as dirt).
- Desert is a trap for movement: Goo unburrows at a higher rate in desert terrain while your units are travelling on it.
- Geysers are the mid-game water answer — a Geyser Pump must sit on the geyser tile and produces +50 water, for 250 effort and 20 crystal.
Cycle 1: the opening build order
Pause immediately and survey before building anything. You are looking for three things: grass or lush tiles for pumps, free dirt/rocky ground for a block of solar panels and a block of Habs with space left in the middle for a Robotics facility, and the nearest crystal patch (community guide advice, and it matches how the numbers work).
- Habs first, in a block. The community Settler guide opens with 5 Habs in a U shape, growing to 8 with the centre left empty for Robotics. Each Hab is 35 effort and gives +6 workers, +2 professionals, at a cost of 1 electric and 5 water per cycle.
- One Pump, on the best ground you can reach. 120 effort. A pump reads the tiles in a 5x5 area around itself, so its output is entirely decided by what it was placed on: 0.42 water/tile on rocky or dirt (about 10 water for a full 5x5), 1.25 on grass (about 31), 2.125 on lush (about 53), 3.36 on water ruins (about 84). The rule of thumb from an older community guide — "water farms should be done on grass or lush, dirt will only give 10 water" — is exactly this arithmetic.
- Connectors, not just for connection. Connectors are 10 effort and they speed up unit movement, so laying them as roads between the pieces of your base is a defensive measure.
- Solar Collector — 85 effort and 1 crystal for +8 power, rising to +10 if it sits adjacent to two other panels. On desert maps panels also get +2 power for being on sand. Put them in a block.
- Mining Hub on the nearest crystal patch, then a Drill Mine on ore. This is your military budget; crystals pay for units, buildings and ship modules, ore pays for the expensive ones.
- Barracks and 4 troopers, then a Factory. The Factory (300 effort, 20 crystal, 10 ore) is the community's standard "before your second horde" build because, as the old guide puts it, it "straight up doubles your crystals and ores" — mined resources are routed through it and doubled. Build it before you spend on the ship, not after.
Effort benchmarks. The useful published targets come from the long-running Steam discussion on the game feeling hard: on Survivor length Short, aim for roughly 300 effort production by the first wave, 600 by the second and 1000 by the third; below a 100% score multiplier, something like 200 / 400 / 600 is usually enough. These are a player's figures, not the developer's, but they are the only concrete targets published, and the same thread's diagnosis of most lost runs is simply "not growing fast enough" — Habs are cheap and there is rarely a reason to stop building them.
The economy in numbers
Effort and population (Humans)
Effort is the primary resource and for Humans it comes from population plus effort buildings. Idle population generates effort at a fixed rate per head:
| Population | Effort each, idle | Where it comes from |
|---|---|---|
| Worker | 0.5 | 6 per Hab, 12 per Biome/Biodome |
| Professional | 2.5 | 2 per Hab, 4 per Biome/Biodome |
| Expert | 4 | 1 per Biome/Biodome only |
You start with roughly 40 workers and 9 professionals (the wiki's own starting-population text contradicts itself on the expert count, so treat that figure as unverified). Two mechanics dominate:
- Robotics multiplies the Habs and Biomes in a 3x3 area around it — +4 effort per Hab, +6 per Biome — for 200 effort and 10 crystal. A Robotics in the middle of a Hab block is the single best effort-per-crystal purchase in the early game, which is why the community layout reserves the centre tile for it.
- Negative population is punished hard. 0.2.3 increased the negative-population penalty from -150% to -250%. Building more buildings than you have population to staff does not just stall them, it cuts your output. The escape hatch, added in 1.001f, is that shutting a building down releases its workers, so powering off Habs during a resource crunch is a legitimate emergency lever.
Habitats also consume water and power continuously (a Hab is -1 electric, -5 water per cycle), so every Hab you add needs pumps behind it. Life Support (500 effort, 40 crystal, 20 ore; upkeep 10 workers, 5 professionals, 2 experts) cuts Hab water use by 2 and Biome water use by 4 in a 12x12 area — it exists to make dense housing affordable. Hydroformer (300 effort, 20 crystal, 5 ore) slowly upgrades tiles inside a 9x9 area up the chain rock → dirt → grass → lush, i.e. it manufactures water on bad maps.
Power
| Source | Output | Cost | Notes |
|---|---|---|---|
| Solar Collector | +8 power, +10 when adjacent to two other panels | 85 effort, 1 crystal | +2 power on desert tiles (0.2.3) |
| Reactor | +110 power | 400 effort, 20 crystal, 15 ore | costs 30 water per cycle; must be at least 8 tiles from another reactor |
| Battery | +2500 power capacity | 200 effort, 4 crystal, 2 ore | 0.3 raised battery storage from 250 to 2500; the wiki's +300 figure is stale |
| Geyser Pump | +50 water | 250 effort, 20 crystal | must be placed on a geyser tile |
Power is spent per shot as well as on upkeep, and 0.3 raised the power cost per shot of some towers, so a tower line that was affordable in 0.2 may brown out your economy during a horde in 0.4.
Mining: current per-cycle rates
These are the developer's own corrected figures from the 0.3 patch notes and are the best current numbers published for either faction. "Per cycle per tile" means the building totals the resource tiles in the area it reads and pays out that rate for each one.
| Building | Faction | Resource | Rate | Reads |
|---|---|---|---|---|
| Mining Hub | Human | Crystal | 0.4 per cycle per tile | 5x5 around itself |
| Drill Mine | Human | Ore | 0.3 per cycle per tile | 5x5 around itself |
| Advanced Drill Mine | Human | Ore | 0.6 per cycle per tile | 5x5 around itself |
| Processor | Human | Isotopes | 1.5 per cycle per tile | the isotope tile it sits on, only |
| Drill Mine | Robot | Crystal | 0.4 per cycle per tile | 5x5 around itself |
| Smelter | Robot | Ore | 0.2 per cycle per tile, up to +100% at 15 heat | ore tiles in range |
| Nuclear Reactor | Robot | Isotopes | 1 per cycle per tile, plus 100 power per uranium tile | the tile it sits on |
0.3 also flattened several of these downward (the Advanced Drill Mine fell from 1.04 to 0.6 ore per tile per cycle, the Processor from 2.2 to 1.5 isotopes) — late-game mining is deliberately weaker than it used to be, so crystals and ore from the map, not from tricks, are the bottleneck. The Recycler is the release valve: buy crystals, ore and isotopes with effort.
Costs and statistics — read this caveat first
The tables below are transcribed from the community wiki (From Wiki to Goo), whose pages were last edited 27 March 2025 — the 0.2-era build. No public source publishes 0.4d building costs, so these numbers are wiki-era: close, but not verified against your build. The developer's later patch notes confirm several figures have moved since, and those are marked. The game is in Early Access and the developer rebalances constantly.
| Building | Cost | Upkeep | What it does |
|---|---|---|---|
| Connector | 10 effort | — | connects buildings; speeds up units on it; the only building allowed in a Tribe's controlled area |
| Hab | 35 effort | 1 electric, 5 water; +6 workers, +2 professionals | +16 max effort; boosts Robotics by +4 if in range |
| Biome / Biodome | 150 effort, 8 crystal (wiki) — 0.3 cut this to 120 effort, 6 crystal | 4 electric, 12 water; +12 workers, +4 professionals, +1 expert | +34 max effort; boosts Robotics by +6 |
| Pump | 120 effort | 5 workers, 1 professional, 5 power | water from the 5x5 around it |
| Solar Collector | 85 effort, 1 crystal | 3 workers | +8 power (+10 with two adjacent panels) |
| Battery | 200 effort, 4 crystal, 2 ore | 2 workers | power capacity (2500 since 0.3) |
| Thumper | 200 effort, 5 crystal | 2 workers, 2 professionals, 5 electric | suppresses Goo in 15x16 |
| Robotics | 200 effort, 10 crystal | 2 workers, 1 professional, 7 power | +4 effort per Hab, +6 per Biome in 3x3 |
| Mining Hub | 200 effort | 6 workers, 2 professionals, 5 power | crystal from the 5x5 around it |
| Drill Mine | 250 effort, 10 crystal | 12 workers, 2 professionals, 7 power | ore from the 5x5 around it |
| Factory | 300 effort, 20 crystal, 10 ore | 4 workers, 3 professionals, 5 power | doubles mined crystal and ore (community-reported) |
| Barracks | 300 effort, 15 crystal | 2 workers, 2 professionals, 5 power | builds infantry; rotate with R |
| Lab | 400 effort, 20 crystal, 20 ore | 4 workers, 4 professionals, 1 expert, 10 power; +20 research | locked until research tier 3 (0.2.3); each one also grants a perk |
| Wall (quarter-tile) | 10 effort, 1 crystal | — | 250 health, 1 armour |
| Gate | 25 effort, 3 crystal | — | 500 health |
| Bunker | 125 effort, 5 crystal | — | 200 health, garrisons infantry |
| Land Mine | 20 effort, 3 crystal | — | 30 damage since 0.3, with damage fall-off |
| Bridge | 100 effort, 4 crystal | — | crosses pit and lava tiles; cannot be removed once built |
| Raised Platform | — | — | 0.2.3: lifts the structure on it for more health and range; connectors inside become untargetable |
Towers, wiki-era, with the current shot costs mattering as much as the build cost: Laser Tower (180 effort, 10 crystal; 4 damage at 2.5 range, 12 per shot), Autocannon Tower (250 effort, 15 crystal, 10 ore; 8 damage at range 3, 22 per shot), Missile Tower (500 effort, 30 crystal, 20 ore; 10 damage at range 5, 150 per shot), SAM (300 effort, 20 crystal, 10 ore; 20 damage at range 10, 40 per shot; air and projectiles only, long range), Beam Tower (400 effort, 30 crystal, 30 ore), Plasma Tower (500 effort, 20 crystal, 20 ore, 10 isotopes; 50 damage at range 3.5).
Base Human infantry, wiki-era costs — enough to show the shape of the roster rather than to trust as a shopping list:
| Unit | Cost | Notes |
|---|---|---|
| Trooper | 60 effort, 4 crystal | the default line infantry; range 1.3 |
| Reclaimed | 40 effort, 1 crystal | cheap melee, 3 armour |
| Mortar Team | 130 effort, 5 ore | 30 damage at range 3, fires on a 4.5 s cycle |
| Flamer | 140 effort, 6 crystal | short range, damages your own units too |
| Cyborg | 150 effort, 6 ore | 12 damage, short range |
| Skyranger | 100 effort, 5 crystal, 3 ore | flying, anti-air |
| Walker | 300 effort, 15 crystal, 8 ore | 18 damage at range 2 |
| Tortoise | 450 effort, 20 crystal, 15 ore | 15 damage at range 5, fires on a 6 s cycle |
| Slipstream | 400 effort, 20 crystal, 15 ore, 5 isotopes | flying, fast, 8x2 damage |
| Monolith | 700 effort, 10 crystal, 25 ore, 8 isotopes | 500 damage, the late-game answer |
Units gain veterancy; 0.4 added Human unit tech upgrades that unlock at the Forge in survival, which is the current route to upgraded infantry.
Research
Research works differently from most colony games and it is worth understanding on cycle 1: research points are not spent, and they are not a currency. Every point you hold lowers the cost, population requirement and build time of every research by 1% (changed from a flat reduction in 0.1.2). A Lab gives +20 research, so labs compound — the first one makes the second one cheaper.
- Research tiers are gated by population, not by a tech tree you climb. The demo's 1.02 notes describe nine tiers, each unlocked at a population level, and a locked-to-three demo. I could not find a current public statement of the tier count for 0.4d, so treat "nine tiers" as unconfirmed and the mechanism (population thresholds) as the part to rely on.
- The Laboratory is the meta layer. 0.2.3 locked Laboratory construction until research tier 3 (and gave it to the Robots); each Laboratory grants a perk from a pool as well as research points. The Laboratory's unlocks — extra units, and the Stratagems you equip across missions — are permanent account progress paid for with biomass.
- Camouflage is repeatedly recommended by experienced players as the single best quality-of-life research in the game, because it stops Goo attacking or damaging your Connectors, which otherwise get chewed up constantly. (Community claim from a Steam thread; I could not confirm its current prerequisites or that it is unchanged in 0.4d.)
- Iterative Training, Crystalline Concrete and friends are Stratagems rather than research; 0.3 rebalanced a batch of them (Iterative Training +20% → +30% experience, Crystalline Concrete +30% → +40% building health, Inbuilt Radar warning 2 → 3 cycles).
Defence by wave: what to have standing
The wave-by-wave expectations below come from the most-thumbed community walkthrough for this game — "Beginners Guide to beating your first Game on Settler" — which its own author has since marked outdated (it was written against the 2024 build). Use it for the shape of the escalation, not as a 0.4d shopping list.
- Wave 1 arrives from multiple marked directions and often splits to hit the whole side it approaches, and it can include flyers that cross mountains. Double walls, bunkers and a couple of mortars are enough on the lower difficulties.
- Between waves the game harasses you continuously — first trash, then Thrashers, then ranged units that outrange your Troopers (which is what bunkers are for) and Lobbers (which are what your own mortars are for).
- Each wave is roughly twice the previous one, and from the middle of a run they come from two directions. Later waves bring artillery and mobile spawners.
- By wave 2 the guide wants double walls, a minefield (mines can be built inside Goo-claimed ground as long as you have vision and nothing is nearby, so they are effectively free forward defence), Troopers in bunkers, and a ship cannon.
- By wave 3–4: two layers of mines, more mortars, a laser tower for cost, a gun turret, and 5 mortars per point of contact. Troopers stop being relevant for horde defence — they become patrol and harassment units.
- The final wave does not have to be beaten. You only have to survive long enough for the ship to leave. If your line buckles, fall back to secondary walls and mines rather than trying to hold the outer wall.
Two enemy behaviours worth building against specifically, because they punish a passive base: Breeders park just outside the line of sight of your walls and spawn Poppers from safety (kill them with ship artillery or a flank with flying units), and Impeders disrupt a Thumper, which lets Goo spawn in zones you had already cleared.
The ship
The colony ship in orbit is a second base and the reason the campaign exists. Three bars decide whether it works: crew, thrusters and power — keep all three in the green, because power below zero stops you firing the guns and, since 0.3, loss of power also reduces crew efficiency. Crew capacity is what the Armory converts into marines for boarding actions; the community figure for a comfortable boarding force is around 40–45 armed crew.
- Cannons only go on hardpoints — the modules marked with a bar at the top of the tile. That is a layout constraint, not a suggestion.
- Energy, not just damage, is the limit. The number that matters is whether your generators can pay for every shot you have loaded at once.
- A salvo takes about 1.5 seconds to land, so aim at the front of an incoming horde, or wait until it is clumped against your wall (the salvo does not damage your own structures).
- One upgraded cannon beats two small ones — it fires two smaller shots per use, saves about 50 energy and occupies one slot (community figures, 2024-era).
- 0.3 reworked the ship: beam cannons can now be upgraded from any level-2 weapon module as long as a reactor is adjacent, massive cannons fire slower with more shots and more splash, and a ship with green thrust now automatically boards wrecks for extra resources.
- Ship modules cost crystal, ore and isotopes. This is why the Factory and a healthy crystal income come before ship spending.
Robots: heat, in current numbers
Robots are the second faction and their whole economy is a placement puzzle: buildings emit heat, heat spreads across tiles, and a heat-sensitive building that receives more than 2 heat loses 50% of its output (more than 5 heat and it outputs nothing). The heat numbers below are from the community heat guide updated for 0.4d, which is the most current technical source published for this game.
How heat spreads: from a tile in all 8 directions (diagonals included), taking the highest transmission from any neighbouring tile rather than an average — so heat "wraps around" good terrain and unexpectedly emerges the other side; it behaves like a shortest-path search. Reduction applies on the source tile, not the destination, so it compounds exponentially with distance, and any resulting value below 0.4 is discarded, which gives every building a bounded footprint.
Tile heat reduction (the base value that decides where anything heat-sensitive can go):
| Tile | Heat reduction | Tile | Heat reduction |
|---|---|---|---|
| Grass | 45% | Rocky | 40% |
| Lush | 60% | Crystals / massive crystals | 40% |
| Swamp | 65% | Mountain | 50% |
| Whirlpool | 65% | Pit | 70% |
| Geyser | 75% | Dirt | 25% |
| Water Ruin | 60% | Sand | 15% |
| Floor Wall (campaign) | 40% | Lava | 10% |
| Goo Tunnel (campaign) | 40% | Floor Ruin (campaign) | 10% |
Buildings that matter to heat: Data Center (20 FLOPs, 8 heat), Advanced Data Center (45 FLOPs, 12 heat), Data Processor (3 FLOPs, 0 heat — inefficient but heatless and easy to pack), Industry Module (6/9/12 effort at levels 1/2/3), Water Module (3/6/9 effort, and the main cooling tool), Turbo Module (24/30/36 effort, 1.2/2.1 heat), Smelter (2 heat, up to +100% ore at 15 heat), Nuclear Reactor (20 heat), Flamer Tower (up to +125% damage at 5 heat).
Cooling: Walls give 7% heat reduction each in a plus shape (they cannot affect the source tile), Heat Sinks are exactly two walls in one at 13.51% each, a Vent gives 30% in a 3x3, and Water Modules upgrade dirt and grass tiles and cut the heat output of adjacent modules — which is how Turbo Modules get placed densely at all. Storage Tiles boost adjacent modules by one level, and Compact Reactors boost modules across connected pairs at the cost of +0.9 heat on Industry and Turbo modules; the guide's own warning is that this boost is a classic trap for a player who has not internalised the spread rules.
One inconsistency worth knowing, since it is the kind of thing that makes a number look wrong: that guide's summary table lists the Industry Module at 6/9/15 effort while its own detail section says 6/9/12 — and the 0.4 patch notes ("Reduced industrial module production to 6/9/12") confirm 6/9/12 is current.
Traps that cost a first run
- Expanding without Thumpers. Every square of unsuppressed ground your colony touches is a square a horde can erupt from. Suppress outward before you build outward, and place each Thumper at the edge of the current suppressed zone, not deep in the dark.
- Losing a Thumper mid-wave. Demolishing or losing one un-suppresses the ground under whatever you built on it. The community's blunt advice is not to bother optimising Thumper count at all, because the cost of a Thumper is nothing next to the cost of a horde unburrowing inside your base.
- Water on dirt. Pumps on dirt or rock give about 0.42 water per tile, roughly a quarter of grass and a fifth of lush. Placing pumps on poor ground is the most common quiet mistake — the same diagnosis thread describes veteran players finding "patches of grass in the middle of the colony without placing Pumps on top".
- Skipping the Robotics in the middle of the Hab block. Hab effort is small; the Robotics multiplying every Hab in a 3x3 is what makes it work. The U-shape layout exists to keep that centre tile clear.
- Negative population. The penalty is -250% since 0.2.3. If you overbuild, shut buildings down — that releases their workers — rather than waiting for the economy to recover.
- Building the ship before the Factory. The Factory doubles mined crystal and ore; the ship eats crystal and ore. Doing this in the other order is the standard way to stall a run for 40 cycles.
- Loud units on unthumped ground. Noise now pulls enemies toward its source (0.2.3), so a Tortoise parked outside your suppression line is an invitation. Use the Commando, which does not trigger unburrowing.
- Ignoring the exotic terrain modifiers. Desert raises the unburrow rate on tiles your units walk over; rocky tiles are safe from burrowing but useless for water; lava (Volcanic biome, 0.2.3) is very bad ground for a heat-based faction.
- Forgetting what biome you picked. Lush and desert are not cosmetic — they change water availability (Biome/Biodome water upkeep), solar output on desert, and where Goo will and will not spawn.
- Trusting the heat preview in the Robots building overlay. Its own author warns it does not account for destroyed/under-construction buildings, the Water Module's heat reduction, or a Vent's heat output.
- Building wide, quiet defences with nothing to kill spawners. Breeders sit outside your wall's line of sight and make Poppers forever, and Impeders can switch a Thumper off. Both need a mobile answer — flying units, ship strikes, or artillery.
- Playing the shortest game length on the hardest difficulty. Multiple community threads reach the same conclusion: cycles between waves matter more than the difficulty label. Moving one step up the length setting is a bigger, easier change than turning the difficulty down.
Sources
All URLs below were read during this guide's research on 2 October 2026.
Version and patch notes (the primary source for current numbers)
- Steam news feed for app 2607060 (Steam's public news API, full text of every announcement):
https://store.steampowered.com/news/app/2607060— items used: 0.4d (1 Oct 2026), 0.4 (1 Sep 2026), 0.3 (10 Apr 2026), 0.2.3 (27 Oct 2025), 0.2 (11 Mar 2025), 0.1.2 (26 Jun 2024), 0.1.1 (15 May 2024), 1.001d–1.001i and the demo builds - Steam store page:
https://store.steampowered.com/app/2607060/From_Glory_To_Goo/(Early Access date, modes, factions, achievement count) - SteamDB app page:
https://steamdb.info/app/2607060/(last record update 29 September 2026; Unity engine)
Structured community data (0.2-era, last edited 27 March 2025)
- From Wiki to Goo:
http://wikitogoo.wikidot.com/humans(Human buildings and units with costs, upkeeps, water per tile, suppression areas),http://wikitogoo.wikidot.com/patch-history,http://wikitogoo.wikidot.com/tribes,http://wikitogoo.wikidot.com/goo,http://wikitogoo.wikidot.com/technical-information,http://wikitogoo.wikidot.com/system:recent-changes(edit dates)
Community guides
- "Detailed guide on Heat mechanics of the Robots", AngryHungryGoose —
https://steamcommunity.com/sharedfiles/filedetails/?id=3485712806(marked updated for version 0.4d) - "Basics for From Glory to Goo", Meister Mogul —
https://steamcommunity.com/sharedfiles/filedetails/?id=3250214100 - "Beginners Guide to beating your first Game on Settler", SlimGrady —
https://steamcommunity.com/sharedfiles/filedetails/?id=3234883065(author has marked it outdated) - "Tips, Captains and ships", AdmiralCoco —
https://steamcommunity.com/sharedfiles/filedetails/?id=3212439154 - Steam general discussion, "Game seems difficult" —
https://steamcommunity.com/app/2607060/discussions/0/693123364763607114/(effort targets, Thumper placement, Camouflage research) - Steam global achievement stats —
https://steamcommunity.com/stats/2607060/achievementsand Steam'sGetGlobalAchievementPercentagesForAppAPI (difficulty names: Explorer, Pioneer/Settler, Conqueror, Survivor)
Game version this guide was written for: 0.4d (published 1 October 2026), Early Access since 2 April 2024.
What is not verified in this guide: all Human building costs and unit costs (wiki-era, 0.2 build — no 0.4d costs are published anywhere I could find); the exact count of research tiers; the wiki's starting-population figure for experts; the community-reported Factory "doubles mined resources" behaviour; the Camouflage research's current effect and prerequisites; and the wave-by-wave defence expectations, which come from an explicitly outdated community guide and are used only for the shape of the escalation.
Guide changelog
What has changed in this guide, newest first.
- 2026-10-02Verified against sources: ~150 checkable figures and version claims re-read against the evidence the guide itself cites - Steam's public news API for app 2607060 (all 100 tracked announcements, including the demo 1.001 and 1.02 notes), the Steam store page, SteamDB, the From Wiki to Goo pages humans / patch-history / goo / technical-information (last edits 19-27 March 2025, confirmed on system:recent-changes), AngryHungryGoose's heat guide marked 'updated for version 0.4d', Meister Mogul's Basics guide, SlimGrady's Settler guide (author-marked outdated) and the 'Game seems difficult' thread. Matched: build 0.4d (1 Oct 2026) with 0.4 (1 Sep 2026), 0.3 (10 Apr 2026), 0.2.3 (27 Oct 2025), 0.2 (11 Mar 2025), 0.1.2, 0.1.1 and the demo 1.001 dates; Early Access 2 Apr 2024; the five-difficulty ladder with Pioneer as the second rung; Survivor unlocking after Conqueror; the pump table (Rocky and Dirt 0.42, Grass 1.25, Lush 2.125, Water Ruins 3.36 water per tile); the 21x21 Landing Pad and 15x16 Thumper suppression with the Thumper's 200 effort / 5 crystal / 2 workers / 2 professionals / 5 electric; every Human building cost and upkeep; every unit and tower cost on the roster; the 0.3 mining rates (Human 0.4 / 0.3 / 0.6 / 1.5, Robot 0.4 / 0.2 / 1); Battery 250 -> 2500; Biodome 150/8 -> 120/6; land mines 15 -> 30; the -150% -> -250% population penalty; the 0.2.3 noise AI change; the 4-cycle attack warning (up from 2 in demo 1.001); commanders revealed on cycle 5; the 300/600/1000 and 200/400/600 effort targets; the 5-Habs-in-a-U opening growing to 8; the 40-45 armed crew figure; the ~1.5 s salvo; the 'save 50 energy' one-upgraded-cannon note; the Factory 'straight up doubles your crystals and ores' quote; the 0.1.2 one-percent-per-research-point rule; the demo 1.02 nine-research-tiers note; and the whole 0.4d heat section (all sixteen tile values, the overheat thresholds at 2 and 5 heat, the 0.4 cutoff, Wall 7% / Heat Sink 13.51% / Vent 30%, and the guide's Industry Module 6/9/15-vs-6/9/12 discrepancy call). Three corrections. (1) 'added in 1.0.1f' for the shut-down-releases-workers rule: no 1.0.1f exists - it is demo 1.001f (Steam demo 1.001f notes; wiki patch-history heading 1.001f), now 1.001f. (2) The mining table's '(x2 on massive crystals)' for the Mining Hub appears in no patch note, wiki page or heat guide - deleted rather than left looking sourced. (3) Operations was called 'three missions of three waves each'; 0.2.3's own notes say Colonization missions are three waves but the mode is '3-5 wave games across 3 missions' - now 'three to five waves'. Left standing because the guide already labels them unverified: the 0.2-era wiki building costs, the expert starting-population figure, the research tier count, Camouflage's current effect and prerequisites, the Factory doubling behaviour, and the outdated wave-by-wave expectations.
- 2026-10-02Published. From Glory To Goo 0.4d (published 1 Oct 2026). Built from the Steam news API patch notes (0.4d, 0.4, 0.3, 0.2.3, 0.2, 0.1.2, 0.1.1), the From Wiki to Goo community wiki (0.2-era, pages last edited 27 Mar 2025), the Robots heat guide marked updated for 0.4d, three other Steam community guides, a Steam discussion thread and the Steam achievement stats. Human building and unit costs are labelled wiki-era, not 0.4d-verified.