Sandustry is a factory game where the ground itself is the resource. Dig dirt and you get sand, pour water on that sand and you get Wet Sand, and shaking Wet Sand can release Gold. Every material in the game, from solid ground and liquid water to gas and the wisps that drift as they fall, follows its own rules for how it moves and what it turns into. Knowing those rules is how you get what you need.
Type
Terrain
Auralite Crystal
- Type
- Terrain
- Source
- Auralite, condensed by the Aura Extractor
- Processing
- Aura Extractor condenses Auralite; extractor nanobots release Aura
- Useful Reactions
- The Aura Extractor condenses Auralite into crystals; only its extractor nanobots can break them.
Bark
- Type
- Terrain
- Source
- Trees grown in Planter Boxes with Carbon Dioxide
- Processing
- Fire → Burnt Bark
- Useful Reactions
- Bark forms the trunks of trees grown in Planter Boxes with Carbon Dioxide. Burning it creates Burnt Bark.
Burnt Bark
- Type
- Terrain
- Source
- Burning Bark
- Processing
- Destroy Burnt Bark → Charcoal
- Useful Reactions
- Burnt Bark is the terrain left after Bark burns; destroying it yields Charcoal.
Copper Ore
- Type
- Terrain
- Source
- Small pockets underground
- Processing
- Yields Copper
- Useful Reactions
- Copper Ore breaks into Copper and requires stronger digging tools than Dirt.
Crackstone
- Type
- Terrain
- Source
- -
- Processing
- No material yield
- Useful Reactions
- Crackstone has 1 HP and yields no material when destroyed.
Dirt
- Type
- Terrain
- Source
- Common ground terrain
- Processing
- Yields Sand
- Useful Reactions
- Dirt is a soft terrain source of Sand.
Dune
- Type
- Terrain
- Source
- Desert terrain
- Processing
- Yields Sunsand
- Useful Reactions
- Dune yields Sunsand, which changes back into Dune when it stops falling.
Florinol Soil
- Type
- Terrain
- Source
- -
- Processing
- Yields Florinol
- Useful Reactions
- Destroying Florinol Soil yields Florinol; the terrain is burnable.
Fluxite
- Type
- Terrain
- Source
- Small natural deposits; Flux Emanator
- Processing
- Flux Emanator → Fluxite
- Useful Reactions
- The Flux Emanator processes Voidbloom into Fluxite; natural Fluxite also occurs in small deposits.
Frostbed
- Type
- Terrain
- Source
- Natural terrain
- Processing
- Yields Snow
- Useful Reactions
- Frostbed yields Snow when mined.
Ice Crystal
- Type
- Terrain
- Source
- Underground
- Processing
- No material yield
- Useful Reactions
- Ice Crystal has 24 HP, is harder than Stone, and reflects Lasers. Drills can damage it; the Void Gun has only a small effect.
Indestructible
- Type
- Terrain
- Source
- -
- Processing
- Cannot be mined or processed
- Useful Reactions
- Nothing can damage or alter the bedrock boundary.
Limestone
- Type
- Terrain
- Source
- -
- Processing
- No material yield
- Useful Reactions
- Limestone has 40 HP and yields no material when destroyed.
Mooncrystal
- Type
- Terrain
- Source
- Deep underground outcrops
- Processing
- Yields Moonhop
- Useful Reactions
- Mooncrystal yields Moonhop when broken.
Moss
- Type
- Terrain
- Source
- Underground cave growth
- Processing
- No material yield
- Useful Reactions
- Moss can burn but yields no material when destroyed.
Pentlandite
- Type
- Terrain
- Source
- Underground veins, often beneath mountains
- Processing
- Yields Pentlandite Ore when mined
- Useful Reactions
- Pentlandite has 16 HP and yields Pentlandite Ore, which is used to make Liquid Nickel.
Puff
- Type
- Terrain
- Source
- -
- Processing
- No material yield
- Useful Reactions
- The fragile Puff terrain collapses but yields no material.
Redsoil
- Type
- Terrain
- Source
- Underground terrain
- Processing
- Yields Redsand
- Useful Reactions
- Redsoil yields Redsand and Lava can damage it.
Scoria
- Type
- Terrain
- Source
- Lava + Snow
- Processing
- Yields Cinder
- Useful Reactions
- Snow freezes Lava into Scoria; destroying Scoria yields Cinder.
Shatterstone
- Type
- Terrain
- Source
- -
- Processing
- -
- Useful Reactions
- -
Solidite
- Type
- Terrain
- Source
- -
- Processing
- No material yield
- Useful Reactions
- Solidite has 1 HP and yields no material when destroyed.
Stone
- Type
- Terrain
- Processing
- No material yield
- Useful Reactions
- Stone has 8 HP and yields no material when destroyed.
Vine
- Type
- Terrain
- Processing
- No material yield
- Useful Reactions
- Vine can burn but yields no material when destroyed.
Type
Solid
Auralite
- Type
- Solid
- Density
- -
- Source
- Aurixite
- Processing
- Aura Extractor → Aura
- Useful Reactions
- The Aura Extractor uses Auralite to produce Aura; Auralite also serves Research progression.
Aurixite
- Type
- Solid
- Density
- 200
- Source
- Florin
- Processing
- Shaker → Auralite
- Useful Reactions
- A Shaker processes Aurixite and produces Auralite.
Blacksand
- Type
- Solid
- Density
- -
- Source
- Magnet applied to dry Sand
- Processing
- Steam Dryer → Gold Vapor + Magnetite
- Useful Reactions
- A Magnet separates Blacksand and Quartz from dry Sand. A Steam Dryer processes Blacksand into Gold Vapor and Magnetite.
Burnt Residue
- Type
- Solid
- Density
- 50
- Source
- Residue
- Processing
- Kinetic Press → Gold + Seed
- Useful Reactions
- Igniting Residue has a 25% chance to produce Burnt Residue; the Kinetic Press then outputs 1 Gold and 1 Seed.
Charcoal
- Type
- Solid
- Density
- -
- Source
- Burnt Bark
- Processing
- Reaction Chamber + Silica → Silicon
- Useful Reactions
- Charcoal and Silica combine in a Reaction Chamber to make Silicon.
Cinder
- Type
- Solid
- Density
- 50
- Source
- Scoria
- Processing
- Fire → Lava
- Useful Reactions
- Fire changes Cinder back into Lava; Snow freezes Lava into Scoria that yields Cinder.
Copper
- Type
- Solid
- Density
- 200
- Source
- Copper Ore
- Processing
- Smelter → Liquid Copper
- Useful Reactions
- The Smelter converts Copper into Liquid Copper.
Flower
- Type
- Solid
- Density
- -
- Source
- Seed
- Processing
- Drops Amethelis + Gold
- Useful Reactions
- Flowers grow from Seed and release Amethelis and Gold when destroyed.
Gold
- Type
- Solid
- Density
- 300
- Source
- Shaker, Kinetic Press, Flower
- Processing
- Shaker, Kinetic Press, or Flower; Smelter → Liquid Gold
- Useful Reactions
- Gold is a Research currency and settles below lighter solids. Shakers, Kinetic Presses, and Flowers can produce it.
Gold Granulate
- Type
- Solid
- Source
- Synthesizer (Liquid Gold)
- Processing
- Synthesizer (Liquid Gold) → Gold Granulate
- Useful Reactions
- The Synthesizer converts Liquid Gold into Gold Granulate.
Ice
- Type
- Solid
- Source
- Natural world formations; Snow + Water
- Processing
- Fire → Water
- Useful Reactions
- Snow and Water make Ice; Fire melts Ice into Water.
Magnetite
- Type
- Solid
- Source
- Blacksand + Steam Dryer
- Processing
- -
- Useful Reactions
- Processing Blacksand in a Steam Dryer produces Magnetite.
Moonhop
- Type
- Solid
- Source
- Mooncrystal
- Processing
- -
- Useful Reactions
- Moonhop is the output of breaking Mooncrystal outcrops.
Pentlandite Ore
- Type
- Solid
- Source
- Pentlandite
- Processing
- Used to make Liquid Nickel
- Useful Reactions
- Pentlandite yields the ore used to make Liquid Nickel.
Prismite
- Type
- Solid
- Source
- -
- Processing
- -
- Useful Reactions
- -
Quartz
- Type
- Solid
- Density
- -
- Source
- Magnet applied to dry Sand
- Processing
- Grinder → Silica
- Useful Reactions
- Magnets separate Quartz and Blacksand from dry Sand; a Grinder turns Quartz into Silica.
Redsand
- Type
- Solid
- Density
- 160
- Source
- Redsoil
- Processing
- Void Petals → Voidbloom
- Useful Reactions
- Void Petals combine with Redsand to make Voidbloom.
Sand
- Type
- Solid
- Density
- 150
- Source
- Dirt
- Processing
- Water → Wet Sand
- Useful Reactions
- One Sand and one Water pixel become two Wet Sand pixels on contact.
Seed
- Type
- Solid
- Density
- 150
- Source
- Kinetic Press
- Processing
- Water → Wet Seed
- Useful Reactions
- Water turns Seed into Wet Seed, which Planter Boxes use to grow Flowers.
Silica
- Type
- Solid
- Density
- -
- Source
- Grinder (Quartz)
- Processing
- Reaction Chamber + Charcoal → Silicon
- Useful Reactions
- A Grinder makes Silica from Quartz; Silica combines with Charcoal in a Reaction Chamber to make Silicon.
Silicon
- Type
- Solid
- Density
- -
- Source
- Reaction Chamber (Silica + Charcoal)
- Processing
- -
- Useful Reactions
- Silica and Charcoal combine in a Reaction Chamber to make Silicon.
Sunsand
- Type
- Solid
- Source
- Dune
- Processing
- Reforms into Dune when no longer falling
- Useful Reactions
- Sunsand is the temporary falling form from a Dune and reforms when it stops falling.
Void Husk
- Type
- Solid
- Source
- -
- Processing
- -
- Useful Reactions
- -
Void Petal
- Type
- Solid
- Source
- -
- Processing
- Redsand → Voidbloom
- Useful Reactions
- Void Petals react with Redsand to form Voidbloom.
Void Seed
- Type
- Solid
Type
Liquid
Acid
- Type
- Liquid
- Density
- -
- Source
- Sulfur Dioxide + Water
- Processing
- Heat → Sulfur Dioxide
- Useful Reactions
- Sulfur Dioxide reacts with Water to make Acid; heat turns Acid back into Sulfur Dioxide.
Florinol
- Type
- Liquid
- Density
- -
- Source
- Florin
- Processing
- Synthesizer → Aurixite; Florinol Battery → Energy
- Useful Reactions
- Florinol can be stored in a Florinol Battery or used by the Synthesizer to make Aurixite.
Lava
- Type
- Liquid
- Density
- 200
- Source
- Deep Lava Cave; Cinder + Fire
- Processing
- Snow → Scoria → Cinder; Fire → Lava
- Useful Reactions
- Snow converts Lava into Scoria, which yields transportable Cinder when mined.
Liquid Copper
- Type
- Liquid
- Source
- Copper
- Processing
- Copper Mold → copper power brick
- Useful Reactions
- Copper becomes Liquid Copper in the Smelter; a Copper Mold uses the liquid in power production.
Liquid Gold
- Type
- Liquid
- Source
- Smelter
- Processing
- -
- Useful Reactions
- Gold can be smelted into Liquid Gold, which still counts as Research currency in a Collector.
Liquid Nickel
- Type
- Liquid
- Source
- Smelted Pentlandite Ore
- Processing
- Nickel Mold → Power Cell
- Useful Reactions
- Smelting Pentlandite Ore produces Liquid Nickel for Nickel Molds; Sulfur Dioxide is a byproduct.
Void Juice
- Type
- Liquid
- Density
- -
- Source
- -
- Processing
- -
- Useful Reactions
- -
Water
- Type
- Liquid
- Density
- 100
- Source
- Surface lakes; Ice; Steam rain; Snow melting
- Processing
- Sand → Wet Sand; Seed → Wet Seed; Fire → Steam; Snow → Ice
- Useful Reactions
- Water reacts with Sand, Seed, Fire, Snow, and Lava; Water touching Lava becomes Steam without reducing Lava.
Type
Gas
Carbon Dioxide
- Type
- Gas
- Source
- Oxyblubs fed Oxygen
- Processing
- Planter Box → Bark
- Useful Reactions
- Carbon Dioxide is used to grow Bark in Planter Boxes.
Depleted Steam
- Type
- Gas
- Source
- Steam Turbine exhaust
- Processing
- Condenser → Water
- Useful Reactions
- Steam Turbines produce Depleted Steam, and Condensers convert it into Water.
Florin
- Type
- Gas
- Source
- Dry Amethelis
- Processing
- Condenses into Florinol
- Useful Reactions
- Florin is condensed into Florinol for the battery energy chain.
Gold Vapor
- Type
- Gas
- Source
- Blacksand + Steam Dryer
- Processing
- Condenser → Liquid Gold
- Useful Reactions
- Processing Blacksand in a Steam Dryer produces Gold Vapor and Magnetite; condensing Gold Vapor produces Liquid Gold.
Hydrogen
- Type
- Gas
- Source
- Electrolyzer (Water)
- Processing
- Fuel Cell → Energy
- Useful Reactions
- An Electrolyzer separates Water into Hydrogen and Oxygen; a Fuel Cell burns Hydrogen to produce Energy.
Oxygen
- Type
- Gas
- Source
- Electrolyzer (Water)
- Processing
- -
- Useful Reactions
- Oxyblubs use Oxygen to produce Carbon Dioxide.
Prismaline
- Type
- Gas
- Source
- -
- Processing
- -
- Useful Reactions
- Prismaline gas rises until it reaches its atmospheric height limit.
Steam
- Type
- Gas
- Source
- Heating Water or Snow
- Processing
- Condenser → Water; Steam Turbine → Depleted Steam
- Useful Reactions
- Heating Water or Snow produces Steam; it rises, can condense into rain, and can feed a Steam Turbine.
Sulfur Dioxide
- Type
- Gas
- Source
- Smelting Pentlandite Ore
- Processing
- Water → Acid; heat → Sulfur Dioxide
- Useful Reactions
- Sulfur Dioxide combines with Water to form Acid, and heat releases the gas again.
Type
Slushy
Residue
- Type
- Slushy
- Density
- 50
- Source
- Wet Sand
- Processing
- Shaker → Residue; Fire → Burnt Residue
- Useful Reactions
- Wet Sand processing produces Residue; fire may turn Residue into Burnt Residue.
Voidbloom
- Type
- Slushy
- Density
- 30
- Source
- Void Petals + Redsand
- Processing
- Flux Emanator → Fluxite
- Useful Reactions
- Voidbloom combines Void Petals and Redsand; Flux Emanator processing produces Fluxite.
Wet Sand
- Type
- Slushy
- Density
- 150
- Source
- Sand + Water
- Processing
- Shaker → Gold + Residue
- Useful Reactions
- Shakers split Wet Sand into Gold and Residue.
Wet Seed
- Type
- Slushy
- Density
- 100
- Source
- Seed + Water
- Processing
- Planter Box → Flower
- Useful Reactions
- Wet Seed is processed in a Planter Box to produce Flowers.
Type
Wisp
Amethelis
- Type
- Wisp
- Density
- 40
- Source
- Flower
- Processing
- Dryer → Dry Amethelis
- Useful Reactions
- Destroying a Flower drops 4 Amethelis and 1 Gold; Amethelis drifts side to side as it falls.
Dry Amethelis
- Type
- Wisp
- Density
- 39
- Source
- Amethelis
- Processing
- Fire → Florin
- Useful Reactions
- Drying Amethelis produces Dry Amethelis; Fire turns it into Florin.
Snow
- Type
- Wisp
- Density
- 150
- Source
- Cryoblaster, Frostbed
- Processing
- Fire → Steam; Snow + deep Water → Ice; Snow + Lava → Scoria
- Useful Reactions
- Snow freezes Lava into Scoria and can turn deep Water into Ice; burning Snow produces Steam. Shallow Water or Lava may consume Snow without producing Ice or Scoria.
Sandustry material types and how they move
Every material in Sandustry belongs to a type, and the type tells you how it behaves. Terrain is the ground, rock and boundaries you dig through, and the rest move and react. Solids fall straight down, liquids spread out and level off, and slushy materials like Wet Sand and Residue act like damp sand and pile up. Gases rise and gather under ceilings, while wisps such as Amethelis and Snow drift sideways as they fall, so anything meant to catch them needs a wide opening, not a narrow funnel.
Density decides what sinks and what floats. Heavier materials sink under lighter ones based on weight, not on which one you added first, which is why a layout that looks right on paper can still get stuck. Gold is the heaviest at 300, Lava sits at 200 and Water at 100. Lower-density gases rise higher.
Terrain in Sandustry: what digging gives you
Dirt is the everyday ground in Sandustry, and digging it gives you Sand, which is where the first chain starts. Deeper down, Copper Ore sits in small pockets and gives Copper, though it needs stronger digging tools than dirt does. Pentlandite is a tough underground rock that gives Pentlandite Ore, and Mooncrystal outcrops deep underground yield Moonhop.
Some ground is more specific. A Dune in the desert releases Sunsand when it breaks, and that Sunsand settles back into Dune once it stops falling. Redsoil gives Redsand when dug.
Some ground gives nothing back. Stone and Limestone are tough, and Crackstone, Solidite and Puff break without giving anything in return. Moss and Vine can burn, but they yield nothing either.
A couple of cases are worth knowing. Indestructible forms the bedrock edge of the world and can't be damaged or changed, while Ice Crystal, found underground, is harder than Stone and reflects lasers.
How to get Gold in Sandustry
Gold pays for research, so it's one of the first materials worth setting up. The main route starts with Sand: dig Dirt, pour Water on the Sand to make Wet Sand, and let it fall onto a Shaker. A Shaker sorts by material, so only Gold drops through, each Wet Sand has a 25% chance of giving you one, and the Residue that's left stays on top and slowly slides off the side.
Build your Shakers in a descending diagonal, not a flat field. On a diagonal, the incoming Wet Sand pushes the Residue off each Shaker onto the next one down, so the Gold keeps falling through. On a flat field the Residue piles up over the Shaker and the Gold stops coming.
The second route starts with Residue. Fire turns Residue into Burnt Residue, at roughly four Residue for each one, and that fire can come from a Flamethrower, Lava, a Pyro Dispenser or a Burner Belt. Drop Burnt Residue from at least 25 blocks onto a Kinetic Press, which turns it into Gold, because the height is part of the recipe and a shorter drop does nothing.
Gold can also be smelted into Liquid Gold, which still counts as Research currency in a Collector. A Synthesizer can turn Liquid Gold into Gold Granulate, a denser form of gold, and density matters because a Collector holds more gold the denser it is. The Gold Granulate recipe is a late research unlock.
How to get Water in Sandustry
Water wets Sand and Seed, so early lines need a steady supply nearby. Surface lakes and underground layers hold plenty, and Ice, rain from Steam and melting Snow add more. Lumling critters produce Water too, and a mining Laser fired steadily at Ice melts it straight into Water, which helps in cold biomes far from a lake.
If you start far from any lake, melting Snow is the quickest fix. Snow from a Cryoblaster, sprayed into a small sealed box and hit with heat, melts into pure Water almost at once. It's a fast answer while you set up something steadier.
Water spreads out to a flat level and can slip through a diagonal gap where two blocks only meet at a corner. Seal those seams with an extra block, or your pool will drain somewhere you didn't plan for.
Heat and cold in Sandustry: Steam, Ice, Snow and Lava
Heat and cold change materials from one form into another. Fire turns Water into Steam, and Water that touches Lava does the same without using up the Lava. Steam rises, and with nothing above it, it condenses and falls back as Water, while a ceiling holds it in place where you want it inside a machine.
Cold works in reverse. Snow dropped into deep Water turns it into Ice, while in shallow water the Snow is simply used up, and fire melts Ice back into Water. Snow comes from a Cryoblaster, which gives an endless supply, or from Frostbed terrain when you dig it.
Snow can also freeze Lava into Scoria, a terrain block that gives Cinder when broken. Lava can't be pumped, so moving it takes three steps: freeze it with Snow, dig out the Scoria for Cinder, and melt the Cinder with a direct flame, since passive heat won't do it. Lava is found in deep caves and destroys Fluxite and Redsoil, so keep those away from it.
How to grow Flowers and Bark in Sandustry
Flowers start with Seed, which a Kinetic Press produces. Water turns Seed into Wet Seed, and Wet Seed hangs in water rather than sinking the way plain Seed does. A Planter Box turns one Wet Seed into one Flower, and a plant that's still growing soaks up extra Wet Seed without wasting it.
Break a Flower's head and it drops 4 Amethelis and 1 Gold. Amethelis drifts sideways as it falls, so catch it with a wide opening or a fan rather than a single-tile funnel.
Bark works differently. Trees grow in Planter Boxes when they're fed Carbon Dioxide, and their trunks are Bark. Fire turns Bark into Burnt Bark, and destroying Burnt Bark gives you Charcoal.
How to make energy in Sandustry: Florinol, Copper and Steam
Florinol starts with Amethelis. Dry Amethelis comes out of a Steam Dryer, and fire burns it into Florin, at roughly two Dry Amethelis per Florin. A Condenser with cold above and Florin underneath turns Florin into Florinol and pays out 2 Gold for each one.
A Florinol Battery holds 16 energy. Once a battery is spent, its Florinol turns into Florinol Soil, which you can dig up or burn to get Florinol back.
Copper gives you a bigger store. Liquid Copper, made by smelting Copper, poured into a Copper Mold becomes a Power Brick holding 1,000 energy, and breaking the brick returns the 16 Copper it was made from. A Smelter needs heat from a Thermal Buffer or Lava to work.
Steam can make energy too. A Steam Turbine turns Steam into 10 energy for each unit, and it gives back Depleted Steam, which a Condenser turns into Water again.
Belts, launchers, filters and portals run without power. You only need energy for the machines that refine, extract or store things.
How to make Aura in Sandustry: Aurixite and Auralite
Aura is the one resource in the game you can't dig, burn or condense, so it comes out of one machine fed by another. A Synthesizer turns Florinol into Aurixite, a dense solid, and a Shaker splits Aurixite into Auralite.
Auralite placed in range of an Aura Extractor condenses into Auralite Crystal, which no hand tool can dig, shoot or melt. The extractor's nanobots break the crystal open to release Aura, and you steer them by clicking the extractor.
Wells must sit just outside the extractor's ring, because building them inside the radius stops them working. Prismaline builds up in storage while the extractor runs and a Prismaline Well releases it, and Gold Wells and Prismite Wells pull Gold and Prismite from the void at a steady rate.
If you pick up the extractor mid-crystallizing, the crystals are held and come back as Auralite when you rebuild it. A misplaced extractor doesn't mean starting over.
Silicon, Hydrogen, Acid and other refined materials in Sandustry
Dry Sand has a refined side too. A Magnet pulls Quartz and Blacksand out of it, and a Grinder turns Quartz into Silica. Silica and Charcoal go into a Reaction Chamber to make Silicon.
Blacksand goes into a Steam Dryer to make Gold Vapor and Magnetite. Gold Vapor can be condensed into Liquid Gold, and Magnetite feeds an Electromagnet, which uses it along with energy to create a steady magnetic field.
Grinders use 200 energy per element, and Electromagnets draw 200 energy as well, so get your power running first. An Electrolyzer splits Water into Hydrogen and Oxygen, and a Fuel Cell burns the Hydrogen to make energy. Gases move through Gas Pipes, a network of their own, and Oxygen feeds Oxyblob critters, which turn it into Carbon Dioxide.
Smelting Pentlandite Ore makes Liquid Nickel and Sulfur Dioxide. Liquid Nickel poured into a Nickel Mold becomes a high-capacity Power Cell, and Sulfur Dioxide mixed with Water makes Acid, which heat turns back into Sulfur Dioxide.
Void Petals mixed with Redsand make Voidbloom, which a Flux Emanator turns into Fluxite. Fluxite also turns up in small natural deposits.
FAQ
Can Launchers move Water or Lava?
Launchers can throw Gold and Residue, but Water and Lava can't be launched. Water can still be moved with a Pump, and a fully submerged Pump moves 16 pixels per tick, with every Pump on a network feeding every Liquid Vent on it.
Does Water disappear over time?
Loose droplets that never settle evaporate after about 45 seconds, so a stray splash won't stick around for long. It's better to route your water into a pool than let it spray around.


