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- Wanderburg Gameplay Guide: Vehicles, Modules & Unlocks
Wanderburg Gameplay and Progression
Choose Wanderburg vehicles and modules, plan permanent unlocks, match Artifacts to your build, and check all 26 Steam achievements with practical guides.
On this page+
On this page
Choose a vehicle for the module slots your build needs, develop one main attack, and spend permanent Silver on the next missing piece. Use this page to reach the vehicle comparison, a module unlock, an Artifact effect or a missing achievement without searching through patch history.
Find the answer for your next run
| Your question | Go directly to |
|---|---|
| Which vehicle keeps the weapons I want? | Vehicles, prices and slot comparison |
| How do I unlock Tankenburg? | Dusky Pines objective and purchase steps |
| Can I unlock the train or fourth vehicle? | Current train status |
| Which module should I buy or upgrade? | Module roles and unlock chains |
| Why do my Side Barracks troops struggle? | Troop movement and damage upgrades |
| Which Artifact works with my weapon? | Artifact effects and build pairings |
| Why is All Lands won! missing? | Land-win checklist and reported workaround |
For a ready starting selection, compare the Ram, cannon and Spiderburg mage builds. If you are learning movement and growth, start with the beginner guide.
Match the chassis to the damage plan
Wanderturm keeps a Front, Side, Top and Back position. Spiderburg gives up Side for a second Top, while Tankenburg gives up Back for a second Front. That makes the choice practical: keep Wanderturm for Side Cannon with Back Dash, choose Spiderburg for two Top mages, or consider Tankenburg when you want two Front tools.
Check the unlock task and price before purchasing a chassis, then budget for any missing module. The vehicle guide separates an unfinished task, a Silver purchase and an equipment warning. Silver farming helps calculate the remaining purchase gap.
Choose the upgrade that fixes the fight
Start with what your attack is already doing. Automatic hits that connect but leave too many enemies alive suggest automatic damage, interval or target-count upgrades. An active that hits hard but is unavailable for the next opening suggests cooldown. Troops that never catch their target need a movement or positioning answer before another damage card.
For a projectile-heavy approach, Force Mage's active can cancel incoming shots. For group coverage, Electric Mage's automatic attack reaches seven base targets in 0.9.14. The Modules guide connects those roles to slots, unlock prerequisites and active-versus-automatic choices.
Make the Artifact work before spending a reroll
Match the card's trigger to a real event in your build. Reset Lever refreshes module cooldowns on a level-up; Magma Core needs cannonballs to hit the ground; Tinderbox needs existing fire to spread. A matching attack type and a matching mounting position are separate checks.
Repair Wrench heals a base 25 HP in 0.9.14. At 180/200 HP, only 20 HP can fit, so compare that recovery with the upgrade you would give up. The Artifacts guide explains these timing choices, healing examples and compatible build pairings.
Artifact Rerolls and New Module Rerolls are separate resources. You start with two Artifact Rerolls; six permanent Artifact unlocks grant another Artifact Reroll, while six permanent Module unlocks grant a New Module Reroll. See the count examples before spending on an unlock solely for its bonus.
Finish the progression goal you actually need
For a vehicle, finish its named task and purchase. For All Lands won!, track actual Land wins rather than enemy quests or a newly unlocked biome. For cumulative Steam achievements, work on unfinished Land or vehicle goals while the distance, consumption, vehicle and boss totals advance alongside them.
The achievement guide separates the current public goals, official fixes and player-reported recovery checks. If the game crashes or loading stops, use Performance; changing a build is not the same test as changing a graphics launch choice.
Sources and review date
Updated October 19, 2026 for build 0.9.14. This hub summarizes the linked vehicle, module, Artifact and achievement guides; each supplies the specific task, card or player-discussion sources. Official balance and reroll changes were checked against Randwerk's Steam announcements. The build and purchase comparisons are editorial recommendations, without a measured strongest-loadout claim.
6 entries
In this section
Wanderburg Achievements: All Lands Won & 26 Goals
Complete Wanderburg achievements with all 26 requirements, an All Lands won checklist, current counter targets and checks for missing victory awards.
Wanderburg Modules Guide: Unlocks, Slots and Upgrades
Choose Wanderburg modules by slot, unlock Side and Front Barracks, and pick upgrades that improve automatic attacks, active skills and summon damage.
Wanderburg Front Barracks Guide: Summons and Targeting
Learn to use Wanderburg Front Barracks in 0.9.14: separate summoning from targeting, time the active ability, choose support, and diagnose idle allied units.
Wanderburg Artifacts Guide: Effects and Build Pairings
Compare Wanderburg artifacts by effect: Repair Wrench healing, Reset Lever combos, cannon and fire triggers, plus which cards fit your current build.
Wanderburg Captains: Current Choices and 0.9.10 Effects
Compare Wanderburg Captain trade-offs changed in 0.9.10 and rechecked against 0.9.14, then choose the drawback you can manage in your next run.
Wanderburg Vehicles: Unlocks, Slots and Train Status
Compare Wanderburg vehicles, unlock Spiderburg and Tankenburg, plan Silver costs and module slots, and check the train, fourth vehicle and reroll rules.