The order most players end up at
Raise the Warehouse two or three levels, unlock the Scavenger Squad, push the Workshop to level 2, then the Gyldenblod Pool to level 2 and the Goddess Statue to level 3. After that, take everything you own to level 2 before you take anything to level 3. That sequence is what experienced players converge on, and the reason is not that those buildings are the strongest — it is that they are the ones whose absence stops you from playing.
The Warehouse comes first because storage is the bottleneck nobody escapes. You start with 128 slots, and the first three upgrades add 24 each. Materials do not stack far, and the developers have said plainly that material stack limits will not be raised, so the only lever you have is slot count. The Scavenger Squad comes second because it is the one building that generates loot without risking a run: it costs 50 Gyldenblod plus Charcoal ×4, Copper Button ×2 and a Soulcall Flute, and it starts paying immediately.
The Workshop is third for a small reason with a large effect. Level 1 unlocks forging at all; level 2 unlocks Excellent weapons and accessories and cuts the time on Excellent jobs and Tier I gems. It costs 50 Gyldenblod. There is almost no cheaper permanent upgrade in the camp. The Gyldenblod Pool and Goddess Statue follow because they gate each other and because both feed survival rather than storage — a bigger Gyldjar means more Gyldenblod actually reaches camp, and Springhorn healing is the difference between limping out and dying at the exit.
What the eleven buildings do
Seventy-five levels are spread across eleven buildings, and their curves are wildly different. Some finish in four levels; the Warehouse takes thirteen. Each level lists its own materials in camp, but this is the shape of the whole thing:
| Building | Levels | What raising it buys you |
|---|---|---|
| Warehouse | 13 | 128 slots at level 1, up to +448 more; the last two levels add 56 each |
| Gyldenblod Pool | 9 | Gyldjar capacity and account character slots; level 4 opens Spirit Infusion at Dew, level 9 makes it cheaper |
| Goddess Statue | 8 | Springhorn healing, +10% per level to +50%, then +5% steps to +60% |
| Workshop | 8 | Forging, then Excellent, Epic armor, Epic weapons, Tier II gems, Legendary armor, Legendary weapons, Holy weapons |
| Scavenger Squad | 8 | Expeditions; Anomaly Zone at 3, Danger Zone at 5, Cataclysm Zone at 7, new strategies on the even levels |
| Soulcatch Tree | 8 | Soulcatch Net slots from 6 to 20 and production queue slots from 3 to 10 |
| Shop | 6 | Premium Shop at 2, more stock at 3, new tactical items at 4 and 6, a chance of Excellent stock at 5 |
| Auction House | 6 | Listing slots, +2 per level to level 4 and +3 after, for +12 in total |
| Tavern | 4 | Hero's Ale, then Warblood, then Gods' Brew |
| Collection Pedestal | 1 | Displays your extracted loot in camp |
| Stardust Altar | 4 | Cosmetic only, and the one building that is not paid for in Gyldenblod |
Read that table as a list of consequences rather than a ranking. The Auction House does nothing for you until you have more things worth listing than slots to list them in. The Tavern is idle until you actually drink before a run, though the free brew is free for a reason and most players take it every time.
The prerequisites already decided part of this
Several levels refuse to start until something else is done, and once you know the chain you stop planning around it. The Goddess Statue is the most tangled: level 3 needs character level 5 and Gyldenblod Pool 2, level 5 needs character level 9 and Gyldenblod Pool 5, and level 7 needs character level 12. If you want Springhorn healing, you are also committing to the Gyldenblod Pool, whether or not you wanted the Gyldjar capacity.
The other verified gates are worth writing down. Auction House 2 needs character level 3. The Tavern's three upgrades need character levels 5, 9 and 12, which is why Gods' Brew arrives so late. Workshop 5, the Tier II gem level, needs character level 9 and Auction House 4 — so the Auction House is not optional if you intend to craft gems. Warehouse 6 needs Shop 6, an ugly detour that catches people who ignored the Shop entirely. Scavenger Squad 4 needs Gyldenblod Pool 4. Some late levels also require story progress, which shows as a generic prerequisite rather than a named mission.
Two of those chains are long enough to plan backwards from. If Tier II gems are your goal, the path is Auction House 2, 3 and 4 plus character level 9 before Workshop 5 will accept a single material. If your Warehouse is your pain point, Shop 6 sits between you and level 6, and the Shop is cheap — 50, 100, 150, 200 and 300 Gyldenblod — so do it early rather than at the moment you are full.
What a level actually costs
Every upgrade takes Gyldenblod plus three or four specific collectible materials, and the materials are the harder half. Early levels ask for things like Vine Bundle, Fishbone, Pottery Shard, Charcoal, Velgr Feather and Pearl Dust. Late levels want single copies of Gem of the Gods, Vronn's Forging Hammer, Immaculate Egg, Faded Divine Tree Heart and Blazing Sun Chariot. All of them are ordinary raid loot that looks like vendor trash, which is exactly why so many players sell the thing their next upgrade needs. Check what you are about to sell against the item database before it leaves your bag.
The Gyldenblod side escalates hard and unevenly. Taking the Workshop from 1 to 8 costs about 4,150 Gyldenblod in total. A single Warehouse level in the last three costs 10,000 on its own, and the Soulcatch Tree's last level costs 10,000 as well after a curve that runs 50, 300, 1,000, 2,000, 3,000, 5,000, 7,000 and 10,000. Cheap buildings should be finished; expensive ones should be advanced only when you can name the level you are buying.
The Stardust Altar is the odd one. Its levels are bought with Starsilver Spindles rather than Gyldenblod, and what they buy is a cosmetic transformation of the altar plus two unlocked tasks. Nothing about it makes you stronger. Treat it as decoration you may or may not want, not as a step in a progression plan.
A first week that holds up
Day one, do nothing but the Warehouse and the Scavenger Squad. Warehouse 2 costs 150 Gyldenblod with Fishbone, Fine Salt, Copper Button and Pearl Dust; Warehouse 3 costs 300. Scavenger Squad 1 and 2 together cost 150. You will feel the storage relief immediately and the squad will start returning materials while you are in a raid or logged off.
Once Warehouse 3 is done, spend 50 on Workshop 2 and 100 on Gyldenblod Pool 2, then take the Goddess Statue to 3 as soon as you hit character level 5. That is 350 Gyldenblod for a healing increase, a bigger Gyldjar and access to Excellent forging — all things that raise the value of every subsequent run rather than sitting idle. Push the Shop to 2 in the same window; the Premium Shop it unlocks sells Meteoric Steel Ingot, Copper Ingot, Fine Wood, Hard Leather and the runestones, which means the forge stops depending on luck.
From there the order is genuinely yours. If you forge, keep climbing the Workshop and take the Auction House to 4 on the way to Tier II gems. If you sell more than you build, Auction House levels convert directly into listing slots. If you are levelling a second character, Gyldenblod Pool 3 and 4 give you the slot and Spirit Infusion at Dew. If the Warehouse is still the thing you complain about nightly, buy Shop 6 and then Warehouse 6 and stop pretending you will be disciplined about hoarding.
Buildings people over-invest in
The Soulcatch Tree is the classic trap. Its output is real — nets condense Gyldenblod and the queue runs while you are away — but the cost curve is the steepest in camp and the returns arrive slowly. Two extra net slots for 3,000 Gyldenblod is a worse trade than a Warehouse level at the same price for most players in their first fortnight.
The Auction House past level 3 is the second. Listing slots only matter if you are consistently hitting the cap, and many players list two or three items a night. Count your actual habit before buying capacity for a habit you do not have. The same logic applies to the Tavern: the brews are locked behind character levels 5, 9 and 12 anyway, so there is no point rushing the building ahead of your character.
The last one is subtler. Developers have confirmed that a seasonal reset happens and that some long-term progression carries over, but they have never published which parts. Nobody can tell you today whether your camp levels survive a season change. That uncertainty argues for buying the levels that improve your play now — storage, healing, forging, expeditions — rather than banking Gyldenblod against a plan you may not get to finish.
Where to go next
Open the camp planner and read the next level of each building you own: it lists the exact materials and the exact Gyldenblod, which turns "should I upgrade" into a shopping list. Then decide what you are allowed to sell, because most stalled camps are stalled on a material somebody vendored — that is the subject of what to keep and what to sell.
If the Workshop is where you are heading, forging, recipes and craft timers covers what each Workshop level actually unlocks at the forge and how long the jobs take. And if you are unsure which of the fourteen currencies your next upgrade even uses, every currency and how to earn it sorts them out.