The Alters: Best base layout and recommended rooms
How to lay out the rooms of the base in the game The Alters? In the guide we inform you about the recommended layout of the base. In addition, we described the problem with the red color of the rooms and prepared a list of the most useful structures in the base.
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Proper placement of rooms in the mobile base in The Alters can help you move around it efficiently and manage the available space. This guide page focuses on the base layout and presents a solution to the common problem with the red room. Additionally, you can find a compilation of the best rooms that should be in your base.
Recommended base layout
- You reach the mobile base for the first time during the prologue, and it will already have a few rooms. The starting layout proposed by the game is not mandatory and you can change it. The game will not allow you to change the position of the base core.
- Our recommended base layout is 1 or 2 long elevator shafts. This will allow you to travel quickly between different floors and enter rooms to the left or right of the shaft. Don't waste space or resources on corridors, just place the next rooms directly next to each other (and the elevator).
- Do not place frequently visited rooms too far from, e.g. command center. They should be located close to the elevator and to the captain's cabin, where you start and end each day.
- Moving rooms is free. Use this to better plan the space, or for example, to find a place for a new type of room.
- Remember that over time you will expand the base (we described this on the How to expand the base? page). Don't worry if you have empty single slots on the edge of the screen base. After you pay for the upgrade, the base will be expanded and there will be space for new rooms.
- Pay attention to the base mass. If it exceeds the allowed reserves of organics, you will not be able to embark on a journey at the end of the given act. You don't have to demolish the rooms. You can simply wait until you expand the base, which will also increase the tank for organics.
How to solve the red room problem?

- When placing or relocating rooms, you may encounter a room highlighted in red. That room won't function until you deal with the problem.
- This usually means the lack of access to the room. While moving a room, its possible entries are marked in green (example in the picture). Be sure that at least 1 entrance is adjacent to an elevator, corridor, or other room that can be passed through.
- Jan and the others cannot go through some rooms like the core. The added room must then have an entrance from the other side.
The most important rooms in the base
Here is a list of recommended base rooms. Some of them are available from the beginning of the game, and others are unlocked through research and/or progress in the main storyline.
- Command Center - Here you can create and move rooms, expand the base (after making enough progress in the story), and set off on a journey (at the end of each chapter).
- Communication Room - Jan can communicate here with Earth. Some of the conversations are optional, but there are also those related to the main plot.
- Quantum Computer - It is used to unlock new alters (they will appear after a few hours in the womb module). You can also increase the qubit level from time to time.
- Machinery - It is responsible for the technical condition of the base and it is the place where you install subsequent radiation filters(it is worth automating this process).
- Captain's cabin - This is the place where you can end the day and go to sleep.
- Workshop - A room for producing consumables and quest items. Jan Worker should work here.
- Airlock - It is used for exiting the base. After opening the map, you can appear in front of the base or use one of the created fast travel points.
- Research Laboratory - Only Jan Scientist can work here. The laboratory will allow you to develop new technologies.
- Storage - By default, you start with a few small storage rooms. The needs of your base will grow as you advance in the game. Over time, it's worth unlocking medium and large storage rooms through research.
- Kitchen - Food is produced here. By default, you can only produce mush, but more complex meals are also available.
- Infirmary - Jan and his alters can treat wounds and radiation effects here. Having Jan Doctor here is recommended, but not mandatory.
- Dormitory - Build this room right after you unlock the first altar. Jan's alters sleep here - the captain's cabin is inaccessible to them.
- Refinery - It's the perfect workplace for Jan Refiner. You can process various types of raw materials, such as enriched metals or ALX.
- Greenhouse - It will allow you to process organics to obtain a basis for creating higher quality food.
- Social Room - This is the main room for improving relationships with alters. You should visit this room in the evening hours, after the work day is over.
- Recycler - You can unlock it through research. You will receive free organics every day depending on the number of alters in the base.
- Contemplation Room - You can send alters here who have mental problems and depression. This will allow you to avoid more serious troubles. The presence of Jan Guard/Shrink, is not required, but recommended.
- Radiation Repulsor - You can unlock it through research (planetary samples required). Building such structures will limit the use of radiation filters. Ultimately, you will be able to completely eliminate the need for them.
- Rapidium Ark - Building the first ark is a mandatory task in act 1 and it serves to store rapidium. You can build another ark during an optional quest.
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