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Exploration and navigation
The play HUD shows your Elevation Y and which ores can occur at that height. Elevation is the world's vertical coordinate, not metres below the local surface. A matching band means ore is possible; it does not reveal nearby deposits.
Open an ore's page in the item browser for its height range, richest height and minimum pickaxe tier. Point at an ore in the world to check whether your selected tool can mine it. “Ready” means the tool meets the requirement.

Use a placed Bed to bind Home. The HUD shows a relative direction, horizontal distance and vertical difference when the target is at least three blocks above or below you. Turn until the direction reads Ahead. Here means you are close.
A Survival death records Last death, which remains after respawning and saving/loading. This marks the location only: it cannot guarantee your dropped items survived. A later death replaces it. Choose Escape → Clear death marker when you no longer need it.

Home follows the identity of your bound bed. Removing that bed invalidates the destination; another bed placed in the same position does not silently become home. Old saves start without a death marker. The aid does not load distant terrain or reveal mines.
Actual Windows player captures, October 2, 2026. The focused fixture uses a real bed interaction and Survival death.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Workshop components — craft Cogs, Plates, Rivets and your first machine parts.
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Seeing your factory from a distance — distant machines, pipes and tanks, with a native camera tour.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.
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Slabs and connected glass — half-height building and clear joined windows.
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Exploration and navigation — ore heights, tool requirements, Home and Last death.
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Machine setup feedback — power, fuel, shaft and pipe guidance.