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Housing is not an optional side system in Soulbound: Online. Every player is given an apartment as part of the game, and it is where your crafting stations live, where offline production happens, and where a good deal of the player economy is transacted. The apartment you start with sits in Virelda and is entered through a keypad beside the door.
Sizes
Apartments come in four sizes: Small, Medium, Large and Penthouse. Size decides how much room you have to build inside, and which rentable overworld locations the apartment can be attached to. Most players hold a Small apartment for a long time, because almost every rentable door in the world is specified for one.
Who Gets In
Access is set per apartment, and the four tiers are worth understanding before you start storing anything valuable or running a shop.
Setting | Who Can Enter |
|---|---|
Closed | Nobody but you. |
Whitelist | Only the specific players you name. |
Friends | Anyone on your friends list. |
Open | Anyone at all. |
Visitors get in either by walking through the entrance or by entering the keypad code. Opening a city apartment to the public is a deliberate design choice rather than a risk: it is how players run shops, and the studio has said a roadmap goal is to let other players pay to use your stations, generating income while you are offline.
Furnishing And The Room Editor
Inside, an apartment is decorated with furniture and fitted with stations. Furnishings are bought at the Yoku Forge in Arcadia and crafted at your own benches, and a room-layout editor handles the arrangement. Add-on modules sit alongside the furniture and change what a station can do, adding crafting slots, cutting craft times or unlocking recipes it would not otherwise carry. The studio has also said furniture that grants stat bonuses, and station cosmetics, are planned for later in Early Access rather than shipped today.
One rule is worth reading before you move: giving up an apartment removes all of its furniture and stations, including the experience those stations have accumulated. If the apartment has a rented plot attached at the time, that lease transfers to whoever takes the place next.
Renting A Door In The World

An apartment can also be attached to a rentable location, which is a real door out in the overworld rather than only a keypad entrance. That gives your home a street presence, which matters if you intend to trade. There are thirty-six of these doors across the world, and four of them come with a farming plot attached.
Zone | Rentable Doors |
|---|---|
24 | |
Arcadia City | 5 |
Neo-Tilus | 4 |
Farpoint Rift | 3 |
An unrented door carries an Open tag. Activating it brings up the rental panel, which checks three things: that you have an unassigned apartment of the right size, that you meet the location's skill requirements, and that you can pay. Thirty-four of the thirty-six locations want a Small apartment; the two exceptions sit in Neo-Tilus and accept any size.
Rent Terms
Rent is quoted per day but charged up front for a whole term, and you choose between a seven-day and a twenty-eight-day term from a dropdown. The total is simply the daily rate multiplied by the days. Virelda locations charge materials as well as gold; one Virelda door, for example, is listed at twenty-five gold plus ten copper ore per day, which works out at a hundred and seventy-five gold plus seventy ore for a week.
Auto-renew can be switched on so the rent comes out automatically at the end of a term, and you can rename the nameplate on the door. If a lease lapses there is a short grace period before the location is released, and once a door is given up there is a cooldown measured in hours before that same door can be rented again.
Why It Is Worth The Gold
An apartment is the engine room of your character. Production continues while you are logged off, so a well-fitted base turns time away from the game into gear and materials. Rentable stations and farming plots generate gold, apartment ownership feeds into the Teshimi VIP area in Arcadia, and guild bases, which turn an apartment into a shared physical location in the world, are on the studio's published plan rather than in the build.
Rents, sizes and location requirements are being tuned during Early Access, so treat specific numbers as current rather than permanent.