01

Build spaces with a purpose

CanOpener and Steam describe freely placing walls and doors to divide living and dining areas. Research unlocks additional facilities. This establishes a relationship between construction and settlement progression, not a universal optimal layout. The supplied research contains no current comparison proving one base shape is the most efficient.

02

Enclosure and recognition

Complete the walls, corners and doorway before checking the room type. Open the top-right Game Guide, search for room, and hover the required room type to see its conditions. ZET-U's Steam guide demonstrates this lookup; Prima also documents the Game Guide and the room information panel. Click inside your actual room to compare its measured area and quality with those conditions.

03

Connect building to research

Release-day footage prepares a small indoor space before placing a Research Bench. The later research sequence demonstrates how a facility can unlock additional construction. This gives a concrete example without prescribing the same build order for every starting situation. Current optimal layouts and scenario-specific openings remain 待确认.

04

Room Quality

Room size, average wall/floor quality, decoration and the required facilities are separate checks. The Temple thresholds below were rechecked on September 8 using a player-posted game tooltip image and the database labeled v0.4.19. A bigger room alone does not satisfy missing lighting or facility quality. Other room types need their own tooltip checks.

Check categories separately

Prima organizes room requirements around area, walls, floors, decoration and facilities. This makes it useful as a diagnostic checklist. A room can require more than simply adding extra floor space. However, the checklist does not independently validate every numerical requirement in its table.

The area disagreement

The older Prima table gives smaller Temple areas than the September 7 game-tooltip compilation. The latter agrees with the refreshed v0.4.19 housing database on the Temple areas and prayer modifiers below. We therefore use the screenshot-backed Temple values, while retaining the older disagreement in the research log. Exact build and difficulty were not visible in the screenshot, so your installed game's tooltip remains the final check.

What the footage confirms

Average wall/floor quality is a room-wide measure; decoration quality is a separate total. Do not replace one good wall and assume the room average meets the next tier. The game-tooltip compilation explicitly lists both requirements for upgraded Temples. Room-type precedence when several facilities share one enclosure remains 待确认.

05

Dining Room

Dining Room recognition and upgrades need a current room-requirement check. The collected tables disagree on minimum area, so a guaranteed size or bonus cannot be given.

Benefits and upgrade limits

The research question includes meal Mood and cooking-related benefits, but no reliable current bonus table was established. Legacy footage names dining halls without resolving the disputed requirements. It cannot verify a present upgrade threshold or numerical benefit. Current furniture, lighting, quality effects and exact bonuses remain 待确认.

06

Temple

Build a qualifying room around a Level Up facility, then check whether the room is recognized as a Temple. Its benefit is a reduction to prayer resources while interacting in that room. This is separate from unlocking or constructing the Goddess Statue itself. Use the room conditions below rather than assuming that a statue automatically creates a Temple.

Temple tiers and prayer savings

Checked September 8, 2026: Tsu's September 7 game-tooltip screenshots and the v0.4.19 housing database agree on the following areas and prayer modifiers. All four tiers require one Level Up facility of quality 5 or higher. Each listed light must have quality 3 or higher.

  • Poor: 16 or more room tiles; 2 lights; prayer resource modifier −10%. The pictured tooltip lists no additional wall/floor or decoration minimum.
  • Mediocre: 30 or more tiles; 4 lights; average wall/floor quality at least 5; decoration at least 72; prayer resource modifier −20%.
  • Normal: 48 or more tiles; 4 lights; average wall/floor quality at least 10; decoration at least 158; prayer resource modifier −30%.
  • Decent: 68 or more tiles; 6 lights; average wall/floor quality at least 15; decoration at least 310; prayer resource modifier −40%.

These are room requirements, not a total construction-material bill. The screenshots do not establish how rounding or other modifiers change a particular character's final prayer cost. Read that cost in the prayer interface before spending resources.

07

Poor Temple

Start with at least 16 recognized room tiles, one qualifying Level Up facility and two qualifying lights. A 4-by-4 interior provides 16 tiles, but verify the game's Room Size value rather than counting the building's outside dimensions. The September 7 tooltip supports 16, replacing the older 14-tile guide value for this documented setup.

Fix a room that is not recognized

First compare the room panel with Game Guide → room → Poor Temple. Check enclosure, the measured room area, the Level Up facility's quality and each light's quality separately. Finish missing construction before checking the recognized room type again. If every displayed requirement passes but recognition still fails, the cause remains 待确认; the sources do not establish a universal mixed-room workaround.