New Rooms
Improvisium and Workshop
These rooms research and craft cheap starter items that cover most needs, with low proficiency requirements.
This is what I’ve got so far:
- Crossbow/bolts (starter ranged weapon, with the firearms proficiency)
- Armor (four pieces currently, hood, jacket, gloves, boots, in the light armor proficiency)
- Cloak (also light armor)
- Goggles (light resistance, detection, goggles proficiency)
- Minor magic rods (all nine magic types, small magic power boost, basic blunt attack, magic staff proficiency)
- Sword (basic slashing/piercing weapon, blades proficiency)
- Knife (basic slashing/piercing sidearm, blades proficiency)
- Sledgehammer (basic blunt weapon, small scavenging boost, hammer proficiency)
- Small ration cube (calories)
- Small health syringe (health)
- Small batteries (mundane power)
These are all crafted in the Workshop, and researched in the Improvisium.
Firearms Factory
This crafts the following equipment so far (all with the firearms proficiency, and all doing physical pierce damage):
- Sniper rifle (ranged-only, with powerful single-target attacks)
- Pistol (melee-range sidearm)
- Shotgun (melee-range AoE attacks)
- Rifle (ranged single-target, with single-shot and burst attacks)
- Submachine gun (ranged single-target, with burst and full auto attacks)
- Light Machine Gun (ranged single-target, with burst and full auto attacks, though an AoE attack might be interesting too)
Item levels are researched in the tech lab. Each weapon has its own ammo type, as well.
Energy Weapons Factory
This crafts the following equipment so far (all with the energy weapons proficiency):
- Laser pistol (ranged sidearm, does light element damage)
- Plasma pistol (ranged sidearm, does fire element damage)
- Laser rifle (ranged weapon, does light element damage)
- Plasma rifle (ranged weapon, does fire element damage)
Item levels are researched in the tech lab. These weapons use mundane power (replenished at the base charging station or by batteries).
Magic Research Labs
I added three magic research labs, based on elemental (fire, water, air, earth), primordial (life, death, light, dark), or orthogonal (arcane) magic types:
- Elemental Refractory
- Primordial Orrery
- Orthogonal Observatory
Magic Weapons Factory
So far, this room (the Thaumaturgium) crafts magic rods of all nine magic types (all with the magic staff proficiency), that increase the power of abilities and applied conditions. They don’t have innate abilities (although I’d like to add that type, too).
Item levels are researched in the magic research labs.
Accessory Factory
Right now, this just crafts a prototype ring of force field, researched in the tech lab, but I intend to add more. It's also possible I'll reorganize what gets crafted where (magic accessories in magic factory, tech accessories in tech factory).
Multiple Barracks
I added the following combat rooms:
- Scrapper (medium, buff is Goldeyes scavenger boost)
- Soldier (heavy, buff is Fortress heavy armor proficiency boost)
- Ranger (light, buff is Awareness detection boost)
- Medbay (medic, the Autodoc station heals and removes debuffs)
- Nine Halls of Magic (one for each type, trains all relevant magic stats, with magic shield buffs that boost resistance, both phsyical and magical, as well as reflect)
Each room unlocks more combat units (one every five levels, right now).
I’m still working on organizing what stats get trained where. I also want to add more buffs (note that they’re persistent unless dispelled, or unless the character dies and respawns). The buffs level as the room levels.
You can see some of the new rooms here:

Room Design Framework
Barracks
The purpose of a barracks room is to support a combat style and unlock NPCs. It provides training for things like proficiencies, power, and resists. It also provides buffs and adds shop listings like combat path levels and system exp for stats.
This is all based on room levels, so you can increase training to the level of the room. Room level also sets max purchases for path or stat exp listings in the shop.
Crafting
A crafting room has a list of available crafting supply projects for things like equipment and consumables. It includes training for the professional skill associated with the room, and it unlocks NPCs based on its profession.
Equipment crafting projects come from research, while other item projects can either be unlocked by research (like ammo associated with equipment), or by room levels (like consumables).
Items unlocked by crafting rooms are listed in the shop.
Refining, Growing, and Research
These rooms are like a crafting room, with the exception that projects are unlocked via room levels. Research rooms largely manage the items listed in the shop, with levels.
Here are some of the current items (again, all item shop listings are powered in some way by room and research levels):

Here are some of the path shop offerings powered by room levels. Note that profession paths use mana to level, and currently increase the profession skill level, and also boost the associated speed attribute. (I'd like to add more effects, like perks, but we'll see.)

This shows some of the stats for which system exp can be purchased (with quantity based on room level, so you get more progression offers as rooms are upgraded):

