Approximately Up Ship Building Guide
Ship building is the heart of Approximately Up. The official pitch is simple: bolt parts together until they fly, then rebuild smarter. This guide walks the process without inventing part stats that are still unverified.
Build your first ship
Based on the official description (modular parts, thrusters, cables, build-crash-rebuild), here is the flow:
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Gather parts
Collect whatever parts are available and bolt them together. The official pitch says any build 'bolts together long enough to fly' — start there.
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Add thrusters
Mount thrusters to get moving. The official description highlights 'giant thrusters' as a core part of the fantasy.
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Run cables
Connect your build with cables — 'annoying cables' are part of the experience. Expect messy wiring.
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Test flight
Take off. Your first ship does not need to be pretty; it needs to teach you what holds.
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Crash and iterate
Rebuild with what you learned. The loop is build → crash → rebuild.
Design principles (official-aligned)
Fully modular ship: everything can be re-arranged between flights.
Balance weight vs thrust — heavier ships need more thrust (specific numbers unverified).
Keep spare parts: crashes are expected.
Plan for co-op: if you play with a crew, agree on roles (pilot, builder, engineer).
Community tutorials being requested
A real Steam forum thread — players want a moon-trip guide. Specific moon mechanics are unverified.
A real Steam forum thread — players want a radar device tutorial. Radar mechanics are unverified.
What is still unverified
Specific part names, stats, recipes, planet destinations and mission names are not yet verified. This guide uses only the official description plus marked community questions; we will deepen it as verified information arrives.