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Reverse Engineering
April 26, 2026 at 02:05 AM
Expanded reverse engineering article (2026-04-26)
Reverse engineering is the primary progression loop in DREADNOUGHT TARTARUS. Rather than buying upgrades or spending experience points on a skill tree, the player extracts intel from defeated opposition and turns that intel into new upgrades and additional armaments for the battleship. Every fight contributes back into the kit carried into the next one. For wider game-loop framing, see the overview article; this page focuses on the progression mechanic itself.
The shape of the loop is simple at a high level. The player engages enemy forces during the campaign's continuous advance, defeats them, and recovers intel from the wreckage and the systems they fielded. That intel is then reverse engineered into new components that bolt into the dreadnought's existing modular layout. The new components are immediately available the next time the player tunes their loadout, sitting alongside everything else as options on the planning screen. Because the loop runs through ongoing combat rather than a side activity, there is no separate grinding mode and no detour away from the campaign to farm progression.
Reverse engineering feeds the modular customization layer of the TARTARUS. Public materials describe the rewards as new upgrades and additional armaments, which slot into the same hardpoint and module system the player is already configuring before each engagement. The dreadnought's equipment categories include main cannons, missile systems, super weapons, carrier-based fighters, and support units, and reverse-engineered gear extends that catalogue rather than replacing it.
Because unlocked weapons drop into the existing loadout, they also work in tandem with the three firing modes assigned per hardpoint: Manual for hands-on aiming, Automatic for hands-off saturation, and Focus Fire for a coordinated strike that swings every weapon to the same heading at once. A new cannon recovered through reverse engineering is another instrument in the same orchestra and can be patched into any of the three firing styles.
The four publicly described enemy categories cover very different kinds of force, from urban defense systems and human military units to gigantic monsters and extraterrestrial invasion units. Different categories field different technology, so engaging a wide spread of opposition is likely to produce a wider spread of intel and therefore a wider spread of unlockable equipment. The structure encourages confronting the full range of threats rather than farming a single soft target, including foes a current loadout is weaker against.
Progression compounds across the continuous campaign rather than resetting between zones. Intel pulled from the first stretch of the war can produce armaments still in active use much later, and a tool unlocked early can become a defining piece of the loadout by the end. Because the campaign is one continuous advance with no return-to-base loop, every reverse-engineered upgrade is carried forward indefinitely. That makes early decisions about which enemies to prioritise quietly important: the late-campaign composition of the dreadnought is, in a real sense, an answer to which fights the player took in the early one.
Several specifics about how reverse engineering is implemented have not been disclosed yet. Open questions include:
Whether intel functions as a generic currency, a research tree with prerequisites, or a per-enemy unlock tied to the specific foe defeated.
Whether reverse-engineered equipment comes in named tiers or rarities, or as a flat catalogue.
Specific costs or research durations involved in turning intel into equipment.
Whether the player can respec or roll back unlocked equipment after committing to it.
Whether the combat mech also benefits from reverse engineering, or only the dreadnought is upgraded through this loop.
Whether progression carries across runs or resets each campaign.