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Building Pieces
April 24, 2026 at 12:56 AM
Expanded stub with full material tier matrix, per-tier HP values for walls/floors/roofs, complete build controls, build-order guide, Bonfire and roof requirement rules, stockade defense section, and layout strategy for prototype-to-estate workflow.
Every island fortress in Windrose starts the same way: one floor square, one wall, and one roof cap on top. Building Pieces is the collective term for every snap-together structural component in the game. Over 335 individual pieces are organized across 15 main categories that together cover everything from a starter leaf shack to a fully walled stone estate. Each piece exists in multiple material tiers, and higher tiers unlock as you explore new islands, clear regional threats, and loot recipe plans from Points of Interest. Demolition returns 100 percent of construction materials, so experimentation carries no cost beyond the time it takes to pick up the refund.
Building Pieces sit inside the broader Base Building system alongside Craft Stations, furniture, storage, Decorations, and Prebuilt Structures. This page covers the structural side: the floor, wall, roof, pillar, door, and window components that form the shell of any building.
The Building Panel (press B) groups pieces by category. Each category has a dedicated wiki page covering every variant, material tier, and placement rule. The counts below reflect the current early-access roster as of the April 2026 launch window.
Category | Pieces | Role |
|---|---|---|
46 | Vertical wall panels in 1x1 and 1x2 sizes, plus special shapes: arch walls, corner walls, inclined walls, facade sections, semi-rounded walls, and pitched walls at 26, 45, and 64 degree angles. | |
58 | Roof flats, caps, frontons, and corners at 26 and 45 degree pitches across leaf, straw, plank, weathered, mahogany, ceramic tile, and stone variants. | |
13 | Square 1x1 floors, 1x2 large floors, triangular fillers, and rounded log floors for circular rooms. | |
47 / 16 | Vertical support pillars and horizontal crossbeams, plus corner pillars and decorative mahogany columns. | |
30 | Single doors, double doors, arched doors, and gate panels across every material tier. Doors inherit the Max HP of the wall they sit in. | |
34 | Window frames from small openings to full stained-glass fixtures, including shuttered and arched variants. | |
21 | Straight stairs, corner stairs, spiral stairs, plank stairs, and pier stairs for shoreline access. | |
10 | Fences, fence gates, palisades, and rope fences. The Palisade (Logs) is the go-to outer layer for defensive compounds. | |
10 | Free-standing arches, arch beams, and framed arches used as decorative entrances and interior dividers. | |
6 | Open awnings in leaf, straw, arched, and gabled styles. Canopies look like roofs but do not satisfy the roof requirement for craft stations. | |
7 | Foundation blocks, basement rooms, and stone block platforms used to raise a building above uneven terrain. | |
1 | A single decorative ceramic cornice trim that sits at the top of plaster walls to blend into tile roofs. | |
8 | Fireplace assemblies: hearths, chimneys, firewood racks, and flue pieces for decorative interior fires. | |
5 | Shoreline pier platforms and pier piles that enable construction over water for wharves and docks. | |
3 | Heavy barricade walls with 10,000 Max HP for outpost defense. The highest-HP structural pieces in the game. |
Every structural piece is offered in multiple material tiers. Higher tiers cost more processed materials but deliver higher Max Health and cleaner visual styling. You unlock higher tiers by finding new materials on later islands and by looting recipe plans from Points of Interest. Early tiers unlock automatically. Mid and late-tier plans drop as rare loot from PoI chests or can be bought from NPC merchants after clearing regional threats.
The table below lists costs and HP for the Small (1x1) Wall variant of every material style. Large (1x2) walls cost double the materials and keep the same Max HP, covering twice the surface area.
Tier | Material Style | Small Wall Cost | Max HP |
|---|---|---|---|
T1 | Leaves | Plant Fiber x1 | 750 |
T1 | Sticks | Plant Fiber x1 or Wood x1 | 750 |
T2 | Bark | Wood x2 | 750 |
T2 | Log | Wood x3 | 1,500 |
T3 | Planks | Wood x2 | 1,500 |
T3 | Clay | Clay x2 | 1,500 |
T3 | Clay and Log | Wood x2, Clay x2 | 1,500 |
T4 | Plaster | Clay x1, Stone x2 | 1,500 |
T4 | Limestone | Stone x3 | 2,500 |
T4 | Mahogany | Hardwood x3 | 2,500 |
T4 | Stone | Stone x3 | 2,500 |
T4 | Stone and Timber | Wood x2, Stone x3 | 2,500 |
Floors use a slimmer set of material styles and follow the same HP curve. Floor Max HP matches the wall tier used in the same building; think of floors, walls, and roofs as a single kit rather than mixing tiers inside one structure.
Material | Small Floor Cost | Max HP |
|---|---|---|
Sticks | Plant Fiber x1 or Wood x1 | 750 |
Logs | Wood x2 | 1,500 |
Planks | Wood x2 | 1,500 |
Mahogany | Hardwood x2 | 2,500 |
Marble | Stone x2, Clay x1 | 2,500 |
Roofing has its own tier progression. Peaked roofs at 45 degrees and flat roofs at 26 degrees both use the same tier schedule, and matching-tier frontons and caps are required to close off gable ends cleanly.
Material Group | Tier | Max HP | Notes |
|---|---|---|---|
Leaves | T1 | 750 | Cheapest roofing, unlocked from the start. Plant Fiber based. |
Straw | T2 | 1,000 | Slight durability bump; Plant Fiber and Wood mix. |
Sticks / Planks / Weathered | T3 | 1,000-1,500 | Wooden roofing in multiple visual styles. |
Mahogany / Ceramic Tile / Stone | T4-T5 | 1,500-2,500 | Estate-tier roofing. Requires plan drops from Points of Interest. |
Plans are the recipe items that unlock higher-tier pieces. Tiers 1 and 2 (Leaves, Sticks, Bark) unlock automatically when you begin the game. Every tier beyond that has a plan requirement. Plans drop from three sources:
Points of Interest. Fixed loot containers at landmark sites on every island. Points of Interest contain weighted loot tables that include bit-plan bundles (for example, Marble-Plaster-Tile base set). PoI plans are the most reliable source once you know where the landmarks are.
Faction merchants. NPC traders on islands unlock additional plans for sale once the player clears regional threats and raises faction standing. See Factions for the full vendor list.
Exploration rewards. A handful of plans come from completing questlines, defeating mini-bosses, or looting shipwrecks scattered across the archipelago.
A single plan teaches every size variant of that material style. Learning the Mahogany Wall plan, for example, unlocks both the Small Mahogany Wall and the Large Mahogany Wall. Plans are also account-wide within a save, so learning one on a single character benefits every subsequent build on the same world.
The Building Panel is the central interface for placing pieces. Keyboard defaults listed below can be rebound in the Settings menu. The panel organizes pieces by category along the top bar, with the currently selected piece previewed as a colored hologram in front of the player.
Key / Input | Function |
|---|---|
B | Open or close the Building Panel |
Q | Adjust rotation angle of the selected piece |
L | Change rotation increment (15, 45, or 90 degrees) |
V | Adjust camera angle during placement, useful for roofs |
P | Toggle snap-to-grid versus free placement |
Right-click | Open the building options menu |
Middle-click | Toggle Destroy mode to demolish a piece for 100% refund |
Hold place button | Stamp duplicate copies along the path your cursor moves |
The hologram uses three colors to communicate material status before you commit a placement:
Green. Every required material is in your inventory and the spot is valid. Click to place.
Yellow. You hold some but not all of the required materials. Count is shown on the hologram tooltip.
Red. A key material is missing, or the placement itself is blocked (uneven terrain, overlap with another piece, out of range of a valid snap point). Move or gather more materials to proceed.
Pieces snap to one another and to the terrain using a grid-aware snap system. Unlike other survival games where placement requires manually aligning each piece, Windrose lets you walk forward while holding the place button, and the game stamps copies of the selected piece along your path. This duplicate-stamp behavior works best for rows of walls, fence segments, and pier flooring.
Foundations or Floors first. Every wall, pillar, and roof piece snaps onto a floor or foundation. Place the ground layer before anything vertical.
Walls snap to floor edges and to other walls. Stack multiple wall courses by placing a new wall on top of an existing one. Corners align cleanly when you use Corner Walls or corner pillars; plain walls can leave gaps at perpendicular joins.
Pitched roofs require matching frontons. A 45-degree peaked roof needs a fronton (triangular gable wall) to close off the triangular hole at each end. Mixing 26-degree and 45-degree pieces in one roof leaves unavoidable gaps, so pick one pitch at the start.
Piers only snap over water. Pier piles anchor into the seabed at shoreline depth and refuse to place on dry terrain or in deep water. Use the Large Pier Prebuilt Structure to stamp an entire dock layout in one click.
Bonfire range is checked by stations, not by structures. Walls, floors, and roofs themselves do not require Bonfire range. Craft stations placed inside them do. Place the Bonfire first and build the shell around it.
Most craft stations require a roof overhead to function. A single 1x1 roof cap placed above the station hologram satisfies the check, even with open sides. The structure does not need walls to count; only vertical coverage matters.
Stations that require a roof include the Workbench, Armor and Clothing Workshop, Weaponsmith Workshop, Shoemaker's Bench, Alchemy Table, Enchanting Table, Millstones, Spinning Wheel, Tanning Rig, and Shipwright's Workshop. A few outdoor-only stations reject a roof and will fail to place underneath one: the Bonfire itself, the Cooking Fire, Charcoal Kiln, Smelting Furnace, Large Smelting Furnace, Jewelry Table, and Seedbeds.
The fastest way to satisfy the roof requirement is the Hut Frame under Prebuilt Structures, which drops walls and a roof together in a single placement. For players who prefer manual control, two walls plus a roof cap form the minimum viable shelter.
The Stockades category contains three heavy barricade pieces with 10,000 Max HP each, the highest of any structural piece in the game. Compared to the 750 to 2,500 HP range of regular walls, stockades are the go-to wall for defensive outposts, border walls around a settlement, and any structure in a contested zone where raiders may attack.
A stockade-enclosed compound around the main camp dramatically increases the time attackers need to breach the perimeter. The Connecting Barricade Corner piece is required at every outside corner, because plain barricades will not align at 90 degrees without it. Pair a stockade inner ring with the Palisade (Logs) fence for a layered defense: fast-to-build palisade outer ring to slow attackers, tank-tier stockade inner ring as the real wall. Stockades do not accept door or window slots, so use a Barricade Opening gate panel for the one entry point you do need.
A predictable order avoids the most common mistake: placing a craft station and then realizing it fails the roof or Bonfire check. Follow the sequence below for any new camp or forward outpost.
Step | Piece Type | Why |
|---|---|---|
1 | Establishes the camp radius. Costs 5 Wood. Every station that needs Bonfire range checks from the nearest one. | |
2 | FloorsFoundations or Floors | The base layer everything else snaps onto. Use foundations to raise the floor over uneven terrain. |
3 | WallsWalls and Pillars | Vertical enclosure. Plain walls snap to floor edges, corner pillars fill outside corners cleanly. |
4 | Top layer. Satisfies the roof requirement for covered craft stations. Frontons and caps close peaked roofs. | |
5 | Doors and DoorwaysDoors and Windows | Snap into the door and window slots carved in wall pieces. |
6 | Craft StationsCraft Stations and Decorations | Place after the shelter is closed so roof and Bonfire checks both pass on the first attempt. |
Because demolition returns 100 percent of materials, the recommended workflow is to prototype the full floor plan in cheap Plant Fiber or Sticks, walk the layout to confirm room sizes and door placements, then upgrade each piece to a higher tier once the shape is locked in.
Prototype phase. Stamp out the entire footprint in Leaves or Sticks. Walls cost 1 Plant Fiber each and floors cost 1 Plant Fiber or 1 Wood each, so a 4x4 room costs 16 Plant Fiber plus a stack of sticks for roofing. Confirm walking flow, station positions, and line-of-sight before committing to the real build.
Upgrade phase. Point at a prototype piece with the middle mouse in Destroy mode, collect the refund, then place the higher-tier replacement in the same spot. Do this one wall at a time to avoid exposing the shelter to creature spawns. A Plank or Stone upgrade is free in material cost aside from the tier-specific resources.
Final estate tier. Mahogany, Limestone, Marble, and Stone and Timber pieces are the endgame aesthetic. They require plan drops from Points of Interest and meaningful investment in Hardwood, Stone, and Clay. Reserve the estate tier for the main settlement; forward outposts rarely justify the material cost.
The Bonfire projects a cylindrical camp radius around itself. Every station with a Bonfire-range requirement reads from the nearest Bonfire to enable crafting. Stations outside the range become inert even if they are structurally intact. Only one Bonfire can anchor a single area because radii cannot overlap.
Structural building pieces themselves do not need to sit inside the Bonfire radius, but in practice the shell and the Bonfire are always placed together, because the stations that rely on Bonfire range also need the shell's roof. Centre the Bonfire before stamping expensive pieces; a poorly placed Bonfire can be dismantled at full refund, but the time saved by scouting first outweighs the rebuild hassle.
Forward outposts on other islands support their own independent Bonfire and camp radius. A Copper Ore mining trip benefits hugely from a mini-camp that pairs a Bonfire, Smelting Furnace, and Fast Travel Bell on the mining island itself. See Settlement Building for multi-base strategy.
Beyond structural pieces, the Building Panel also holds the non-structural categories that fill out a camp. These share the same panel interface and snap rules but are covered on their own pages.
Decorations. Wall art, chandeliers, carpets, curtains, paintings, dishes, books, and trophies. Decorations contribute +1 Comfort each, with one bonus per unique subcategory.
Furniture. Tables, seating, wardrobes, shelves, beds. Furniture adds Comfort bonuses and provides interactive surfaces for dining and rest.
Storage containers. Wooden chests, barrels, baskets, and sacks with category labels for inventory sorting.
Lighting. Wall torches, candlesticks, lamps, and chandeliers. The Floor-Standing Torch is the only light source that can sit outside a Bonfire radius, which makes it the solution for long cave corridors.
Craft stations. Alchemy, cooking, blacksmithing, jewelry, and workbench stations. Most require roof and Bonfire range.
Farming. Seedbeds, saplings, and ground-planted crops. Seedbeds reject roof coverage because crops need direct sunlight.
Prebuilt Structures. One-click blueprint shells: Hut, Hut Frame, and Large Pier. Useful for fast setup on a new island.
Place the Bonfire first on any new island. Subsequent stations that need Bonfire range snap into place around it. Rebuilding the Bonfire later means rebuilding the entire camp layout.
Use Large (1x2) variants when you can. Large walls and large floors cost double the materials of a Small variant but cover twice the surface area under a single HP pool. This makes them more durable under attack and more material-efficient once you have the Wood or Stone to spare.
Budget cap pieces for peaked roofs. A 45-degree pitched roof without a cap leaves a visible seam along the ridge. Every peaked roof needs at least two cap pieces, plus frontons at the gable ends. Count these into the Wood or Mahogany total before starting the roof.
Triangular floors plug rotated layouts. Rotating a square floor by 45 degrees creates a diamond shape with triangular gaps. The Triangular Floor piece fills those gaps cleanly and comes in Sticks and Planks.
Upgrade Hut Frame walls for a cheap starter estate. The Hut Frame Prebuilt Structure gives you a floor, pillars, and roof for a low cost. Demolish the leaf walls and replace them with Plank or Stone walls to convert a one-click shelter into a proper lodge.
Stockades do not accept door slots. If you need a gated opening in a stockade wall, use the Barricade Opening gate panel. Standard doors will not snap into a plain barricade.
Demolish from inside-out to save inventory space. The 100 percent refund requires inventory space to catch the returned materials. When demolishing a full building, start with interior pieces (furniture, decorations) before tearing down walls and roofs, so you can run the refund stacks to a chest between waves.
Pair a Tent with the Bonfire. A Tent costs 10 Plant Fiber plus 4 Wood and serves as a respawn point. Placing a Tent next to the Bonfire ensures that dying on the home island returns you to camp rather than the distant default spawn.
Large Pier saves the most time of any blueprint. Manual pier construction is the single most tedious layout in the game because each pier pile must be stepped one tile at a time over water. The Large Pier blueprint stamps roughly 10 to 15 pier pieces in one click and is worth the flat material cost.
Mixed roof pitches. Mixing 26-degree and 45-degree roof pieces in one structure leaves unavoidable gaps. Pick one pitch at the start and commit to it for the entire roof.
Station placed before roof. A craft station that fails the roof check at placement will refuse to function even though it appears placed. Always close the roof before the station.
Canopy used as a roof. Canopies look like roofs but do not satisfy the roof requirement for craft stations. Use a real Roof piece over any covered station; save canopies for decorative exterior awnings.
Bonfire placed too close to water. The camp radius is a 3D cylinder, so a Bonfire placed on a pier projects its range out over water and loses half the coverage on land. Move the Bonfire a few tiles inland for maximum dry-land coverage.
Stockades as primary walls. Stockades are defensive-only because they block door and window slots entirely. Build them as an outer perimeter, not as the main shell of a livable building.