Guides

Anymaker Fortify Anywhere

Mountains, towns, forests, or shores — and a world that will let you take it apart.

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Anymaker Base Building

Geometa’s line is blunt: the only safe places are those you make. Anymaker wants bases in mountains, towns, forests, or shores. The same grid that builds trucks builds walls. The same take-apart tool that steals a door off a wreck will steal a door off your kitchen. The destruction video on this page exists so you stop treating the world as indestructible scenery. Until Early Access on 18 September 2026, treat those tests as a physics lesson, not a brittle-building catalog.

A base is a career tool. Sandbox at launch — unlocked parts, infinite supply, noclip, daylight, no enemies — will let you practice roofs without wolves. It will not teach you why a door faces the road you actually drive. Start with Getting Started if you still think a base is a decorative cube you drop after the trailer truck.

Fortify a place you can find twice

Pick a site for loops, not for a screenshot. You need a path a short chassis can take before dusk, a landmark you can see in fog, and space to park without blocking a hinge. Towns give furniture and food. Forests give cover and wildlife. Mountains give overlooks and worse weather. Shores will matter more when boats and helicopters arrive. Do not camp a pier on day one because a trailer showed water.

Build on the same 8 cm grid you use for vehicles. Edge for frames and door posts. Panels for walls and floors. Windows as windows. A wall that is only plates is a kite. Leave interior volume you can walk.

Career inventory limits apply to houses too. Take doors, beds, lights, and the next beam your wall needs. Furniture is loot, not only set dressing. Inspect with the property tool; take-apart will teach you whether the world agrees.

Furniture, power, and the boring systems

A useful base has a table for parts, a place to sleep, a place to eat, and light you can turn off. Cables that start a truck will start a lamp. Engines and wiring is still the page for fuel and belts if you want a generator-shaped object; this page will not invent a watt number. A radio is how a co-op partner calls a bear while you are in the loft.

Microcontrollers can automate a gate later. They should not be the first lock on your only door. Keep logic on microcontrollers until a simple latch exists. Duplicate a good window bay instead of freehanding a new style on every wall. Repair is how you live with destruction tests you did not mean to run.

Survival is the flee-versus-fight page; the base is where that fight should be optional.

Destruction is a teacher, not a grief toy

The take-apart tool and real damage mean buildings can open, collapse, or turn into parts. Experiment in sandbox or on a house you do not need. Learn whether a removed wall drops a roof. Learn whether a vehicle through a shopfront is a shortcut or a tomb. Then stop experimenting on the save you actually sleep in.

Combat, remaining military, undead, and wildlife can all knock on a wall you thought was plot armor. Melee in a doorway is a better plan than a gun in a room with no second exit. Firearms still need ammo you counted. The weapons tier list is expectation ranking from alpha and demo, not a live meta for base defense.

If you hollow a town too hard, you also hollow your loot. Career unlocks come from scavenging. A street you already turned into beams is a street that cannot feed the next unlock. Strip with intent. Leave shells that still look like houses from the road if you do not want to advertise a factory.

The career bunker is a spike that, in the June demo, opened higher-tier loot more widely. That spike needs a surface base to return to. Do not move your bed into a stairwell.

Vehicles and bases share a driveway

Park inside something with a door if you can. A truck is a moving chest. Leave clearance for hinges and for the engine bay you still have to crawl into. Vehicle building and base building are the same grammar in two sizes: a gate is a door, a ramp is a panel with an attitude.

Co-op bases need more than extra beds. Agree who may take-apart the outer wall and where the running vehicle lives. The Players Hub is the habits side of that conversation. Steam Workshop at launch will dump other people’s forts into your world; inspect them like wrecks. The parts tier list may help you guess which pieces are worth hauling; it will not print hit points.

Keep the loop small

A good Early Access base supports a day’s loop: food, parts, a test drive, home before fog. The launch map is planned at about four times the demo, which will tempt sprawling parks. Resist until one roof works. Track later growth on the roadmap and on Tools when you want checklists instead of speeches.

Fortify anywhere, but not everywhere. Pick a site you can find twice, loot furniture like it matters, and run a destruction test on a building you can afford to lose. The world will let you take it apart. That is the point.

FAQ

Frequently Asked Questions

Quick answers about Anymaker building, survival, and Early Access.

Where should I put my first Anymaker base?

Somewhere a short chassis can reach before dusk: a town edge, a forest clearing you can recognize in fog, or a shore later when boats and helicopters exist. Do not start inside the career bunker.

Can I dismantle existing buildings?

Yes enough that destruction tests are worth running. Take-apart and damage are part of the loop. Experiment on a house you do not sleep in. Watch the video on this page, then stop treating walls as plot armor.

Is furniture only decoration?

No. Scavenge lists include items you need to live. Inventory is limited, so take beds, lights, and food storage before a third sofa. Inspect with the property tool like any vehicle component.

Should I automate the gate with a microcontroller first?

No. Hang a latch, run a light on cables, then add microcontrollers if you still need logic. First bases fail on roofs and food, not on missing code.

Does sandbox replace a career base?

Sandbox is the safe classroom: daylight, no enemies, infinite parts. Career is why a door faces the road. Use both, and read survival before you call a pretty cube safe.