MULE-7 · Salvage submarine
The MULE
Home, getaway car and money pit. The crew shares one submarine and all its upgrades, and every three days it costs more to keep it in one piece.



Upgrades
There are five upgrades, each from level 1 to 5. Whoever buys one pays from their own CR, but the level belongs to the whole crew. All upgrades are lost if the MULE implodes.
| Upgrade | What it does | By level (1 → 5) | Cost to reach 2 / 3 / 4 / 5 |
|---|---|---|---|
| HULL | A longer loot window and fewer leaks. Level 3 opens map slot 4 (the Cave), level 5 opens slot 5. | +0 / 45 / 90 / 150 / 240 s at the bottom | 140 / 260 / 440 / 680 CR |
| STORAGE | More room in the crew stash. | 12 / 18 / 24 / 30 / 36 slots | 120 / 230 / 390 / 600 CR |
| CARGO | A winch that makes a heavy haul drag less. | 100 / 111 / 125 / 143 / 167% handling | 120 / 230 / 390 / 600 CR |
| DEPTH | How deep the MULE is rated to go safely. | 500 / 700 / 950 / 1,250 / 1,600 m | 180 / 320 / 520 / 800 CR |
| ENGINE | Faster travel to and from sites. | 100 / 115 / 130 / 150 / 175% speed | 140 / 250 / 420 / 650 CR |
The MULE’s class goes up with its total upgrade levels: WorkhorseHaulerCruiserLeviathanAbyssal Titan
What breaks on the way down
At most one thing goes wrong per trip, and the deeper the destination, the more likely it is. The MULE won’t travel on until it’s fixed. Each repair is worth 10 XP.
The most common · Gets worse with depth
Hull leak
One to three holes open early in the trip and water starts rising. Patch each hole at its button: stop the needle inside the target zone.
- After 30 s of flooding the power cuts out. Someone has to hold the generator in the engine room for 5 s to bring it back.
- After 55 s the hull breaches. The sub explodes, everyone aboard dies and the day is lost.
- The HULL upgrade means fewer leaks and fewer holes.
Fairly common
Steam leak
Up to five steam pipes burst and steam fills the sub. Close every red valve to clear it.
Rare near the surface · More likely deep
Something hits the sub
A few seconds into the trip something slams into the hull, and a moment later it gives way into a leak.
Every trip
Engine integrity
The engine bar drains while you travel, and faster once it’s failing. Crank the engine button to add 10% (3 XP a crank). At 0% the engine goes offline and the MULE stops until it’s restored.
StableStrainedFailingOffline
The Repair Bill
Every three days the bill is due at the Repair Dock, and it grows faster every cycle. These are rough amounts; each one varies a little.
Paying gives you a 10% bonus and 500 XP. If you can’t pay, the MULE implodes and the run resets, unless someone settles it with Salvage the Run in the Depot.
A new crew’s first dive is a guided training dive with a bill of only 15–30 CR.
- Day 3~160
- Day 6~265
- Day 9~390
- Day 12~545
- Day 15~745
- Day 18~1,000
- Day 21~1,330
- Day 24~1,730
Written from the pre-launch build (October 2026). Numbers can change with updates; if something here is out of date, tell us on Discord.