SANDUSTRY WIKI

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Sandustry Artifact: Locations & Uses

Last verified: 2026-08-15

Artifacts are the ancient-civilization layer of Sandustry: the Steam page frames them as powerful relics left underground, guarded by puzzles and sealed terrain. They are optional for basic gold income, but they drive the mid-game power curve, and as of August 15, 2026 there is no dedicated official artifact entry — so this Sandustry artifact page consolidates the official framing, community threads, and two captured playthroughs, including a full all-artifact speedrun.

What the recorded hunts show

The cleanest evidence is Poofy's all-artifact speedrun (video below), which collects both artifacts from a fresh save in about thirteen minutes. The order it demonstrates:

  1. Tutorial first — dig, wet, shake, and bank your first twenty gold.
  2. Logistics immediately after — roughly fifty gold buys conveyor belts and launchers, which the runner uses to spam angled launchers over ledges rather than fly back and forth.
  3. Guns 1, then the flamethrower — the runner notes the flamethrower is cheaper than expected and uses it to melt through ice. One newly opened area turns out to hold no artifact: not every chamber pays out.
  4. A barrier that demands Guns 2 — the run hits terrain that explicitly sends the player back for the next gun tier.
  5. Guns 2 → Rocket Launcher → artifacts — with weapon upgrades maxed, the runner rockets through the remaining barriers and collects the second artifact to finish.

Demo-era footage from dcjammer fills in the texture of a Sandustry artifact hunt: sites are numbered in the world (the player recognizes a chamber by its "number two" marker), chambers can sit behind long backtracking searches — the same player found the second site first and spent an episode hunting the first — and completing the demo's set triggers an end-of-content message: the world stays open for building, but that version holds no further artifacts or story beats.

The artifacts one by one: prerequisites, locations, rewards

Neither captured run narrates a reward screen, so this section separates what the footage proves from what the community infers. Treat every Sandustry artifact below as version-sensitive.

The first artifact. Prerequisites are the full early ladder: a working gold line, Logistics for belts and launchers, Guns 1, and the flamethrower for the ice that walls off the approach. The speedrun shows the unlock order rather than a map pin — territory opens in sequence, and one freshly opened area contained nothing at all, so a cleared chamber is not a promise. Location-wise, expect crackstone and ice between you and the chamber; the Crackstone guide covers the explosive side of that gate. No Sandustry artifact in the captured footage sits in open ground.

The second artifact. Everything above, plus Guns 2 and the Rocket Launcher: the run meets a barrier it cannot pass, banks more gold, comes back with weapon upgrades maxed, and rockets through what is left. Collecting it ends the recorded run — in the demo, the end-of-content message follows the set. Even at this stage the footage shows a dud chamber ("this isn't anything") before the real one, so empty rooms exist all the way down.

The rewards. Captured sources agree on the shape rather than the spreadsheet: a Sandustry artifact pays out as upgrades and access — new capabilities and opened shortcuts that feed back into mining and factory growth — not as sellable loot. The runs themselves prove the gating half of that claim: what stands between you and an artifact is always a capability check (gun tier, explosive, melt capacity), so the collection order and the research order are the same order.

The chains. Community guides describe some Sandustry artifact finds as referencing others deeper in the map — matching symbols, color coding, partial keys — so a chamber that yields "half" of something is a pointer, not a dead end. Mark the site, keep the gold line funded for the return trip, and research vertical mobility before committing to a deep shaft hunt.

Getting in: barriers and restricted rooms

Two access patterns repeat across every captured source:

  • Crackstone seals. Sandustry artifact territory sits behind crackstone barriers, which ignore every tool except explosives. The speedrun order above exists precisely because of this gate.
  • Restricted chambers. Players report Sandustry artifact rooms that disable flying, building, and the flamethrower once you cross their plane — demo footage shows the flame refusing to fire mid-chamber and ice inside refusing to melt. The exit puzzle can hinge on something as small as a pebble or an ice-and-snow ledge. If you wedge yourself: the developer's own reply in the stuck-player thread points to the Unstuck/Respawn button at the top of the menu. No save restart needed.

A practical kit, assembled from the community guides: lights for unlit chambers, mobility upgrades for vertical shafts, the flamethrower for ice, and spare building materials for test structures you will delete with the removal tool afterward. Survey an unknown chamber before committing — inputs, exits, hazards, then the one-way drops — because a Sandustry artifact room is cheaper to read than to escape.

What artifacts are for

The beginner-oriented guides agree on timing: stabilize your gold loop first, then explore. Spelunking before you have lights, mobility, and a reliable income mostly produces respawns and lost belts, and nothing in a Sandustry artifact hunt fixes a factory that is already behind — the detour pays players who arrive funded.

When a Sandustry artifact does pay out as something physical, community guides suggest treating it like new terrain rather than new loot: bridge a belt or drone leg back to the refinery only if the reward outputs materials continuously, build a small on-site outpost when the discovery grants a local resource, and walk away from one-time pickups without over-investing belts in them. The fastest recorded run works exactly this way — nothing is built underground that does not shorten the next trip.

Version notes

  • Demo: contains a bounded set of artifacts; the end-of-content message marks the finish line.
  • Early Access (August 13, 2026): a larger, partly randomized map with more underground content; developers have said vault-like secrets and deeper biomes keep expanding through the EA period, so any fixed Sandustry artifact count ages quickly.
  • Map longevity: in the 13-hours Steam thread, it was the original poster — not the developer — who argued that water scarcity matters less if players move on to a fresh map after finishing the artifact set; the developer's point-by-point reply never touched map switching, but it did confirm drills and lasers as planned tools for breaking the hardest terrain — relevant once only indestructible walls stand between you and a chamber.

Why the artifact layer matters to a factory player

Strip the mystery framing away and a Sandustry artifact is a pacing device: it pulls you out of the refinery exactly when the early loop starts to feel solved, checks a capability you should have bought anyway, and sends you home with a reason to reorganize. The community's demo-end reports — gold banked into the tens of thousands, petals overflowing, nothing left to spend on — all come from players who had already cleared the artifact set; the chambers are what stand between a running factory and the version's finish line. Optional in the strict sense, load-bearing in the practical one.

If one Sandustry artifact principle survives every version, it is this: fund the factory first, carry the right tier of gun, and let the numbered chambers come to you in research order.

A buried pyramid taking laser fire — ancient structures mark artifact territory.
A buried pyramid taking laser fire — ancient structures mark artifact territory.
Underground ruins above a water reservoir: exploration and factory plumbing share the same depth.
Underground ruins above a water reservoir: exploration and factory plumbing share the same depth.

Watch it in action

All Artifacts, No Time to Waste! — Poofy (YouTube)
Sandustry Demo Finding the Artifacts! — dcjammer (YouTube)

FAQ

How many artifacts are there in Sandustry?

The captured all-artifact run plays through 'both artifacts' from a fresh game, and demo footage marks artifact sites by number. Treat the exact count as version-dependent — the demo ends its story content after its set, and Early Access continues expanding the map.

What do I need before hunting artifacts?

A stable gold line, the Guns branch carried through to the Rocket Launcher (artifact territory hides behind crackstone, which only explosives break), plus lights and vertical mobility for the descent.

I'm stuck inside an artifact room — what now?

Some chambers disable flying, building, and the flamethrower inside their boundary. If a pebble or ice ledge traps you, use the Unstuck/Respawn button at the top of the menu — that advice comes from the developer in the Steam thread about exactly this room.

Do artifacts gate my factory's progress?

They gate upgrades and access rather than basic income — your shaker gold works without them. Community consensus is to explore once gold production is stable, not before.

Are the artifact stat tables on fan wikis real?

No official artifact list exists as of August 15, 2026. Named entries with percentage bonuses circulating on some fan wikis are unverified — treat them as speculation until official documentation appears.

Do artifact rooms really disable my tools?

Yes, in recorded play. A demo run shows the flamethrower refusing to fire the instant the player crosses the chamber's plane, and ice inside refusing to melt — matching the Steam thread where a trapped player could not climb past a pebble or ice ledge. The menu's Unstuck/Respawn button is the documented escape.

Sources

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