Crux Games advertises 120+ buildings. This table is not all of them — it is every building named in a source you can open yourself: the developers' patch notes and announcements, the community guides on the Steam hub, and the launch-week discussion threads. Where a source gives a number we quote the number and say which patch it came from; where it does not, the effect column says what the source actually claimed and nothing more. Nothing here is invented to fill a row.
Version note: Numbers marked (demo) come from Next Fest demo patch notes in April–June 2026, before the 1.0 progression overhaul. Treat them as historical unless a 1.0 patch note repeats them.
Agricultural
Building
Role
What the source says
Source
Sunflower Field
Crop
Reads the crop tag. Its in-game text is "transform then trigger every 3 weeks" — players note this is deliberately not the same as transforming back.
Community guide; Orchard/Wheat thread
Scarecrow
Farm
Reads the farm tag rather than the crop tag — the pair of them is the guild's first lesson in tags.
Community guide 'Combolands簡易説明書'
Wheat Farm
Farm
Transform-then-trigger family. Named in the launch-week thread asking whether orchards and wheat farms were bugged; the answer was that this is how they work.
Orchard fields and wheat farms thread
Orchard Field
Crop
Same transform-then-trigger family as Wheat Farm.
Orchard fields and wheat farms thread
Ranch
Husbandry
Scores from husbandry buildings in range. Demo v6 changed that score from +40 to +30 (demo).
Demo v6 patch notes, 2026-04-17
Pickers Hut
Transform
Called out by a launch-week player as the Agricultural piece that enables other guilds through transforms.
Best & Worst Guild thread
Composter
Removal payoff
Triggers when a building in range is removed: gives each farm in range +0.1 mult. Passively removes any adjacent Manure (demo).
Demo v9 patch notes, 2026-06-15
Manure
Removal fodder
Triggers when removed: +1 Gold (demo).
Demo v9 patch notes, 2026-06-15
Honeypot
Multiplier
Changed from 0.2 mult to 0.3 mult (demo).
Demo v9 patch notes, 2026-06-15
Granary
Storage
Appears in search demand as "combolands grainary". Named by players; no published numbers we can verify.
Search demand; community mentions
Frontier
Building
Role
What the source says
Source
Shaman
Reroll payoff
Triggers when a building inside its range gains a reroll — the guild's main scorer.
Community guide 'Combolands簡易説明書'
Grove
Rare
Half of the two-rare loop players describe: "a Grove and a Shaman, which just trigger each other".
Best & Worst Guild thread
Martial
Building
Role
What the source says
Source
Guard Tower
Removal payoff
Triggers when a building in its range is removed.
Community guide 'Combolands簡易説明書'
Banner
Self-removal
Triggers when the Banner itself is removed.
Community guide 'Combolands簡易説明書'
Watch Tower
Terrain
Removing a Watch Tower creates trees on plateaus — a v1.0.6 bugfix confirms this is intended behaviour.
v1.0.6 patch notes, 2026-08-28
Ballista
Trigger
Named alongside Gold Pan as one of the two pieces "very good at helping the player securing their first barrel of gold" in a Martial + Commercial run.
Steam guide 'Guide: Unlocking Rogues & Arcane'
Commercial
Building
Role
What the source says
Source
Marketplace
Re-trigger
Re-fires Stall-family buildings. Two Marketplaces joined with Rainbow Paint is the loop players describe as "trigger x10 every turn for the rest of" the run.
Community guide; Best & Worst Guild thread
Stall (family)
Scorer
The building family Marketplace re-fires.
Community guide 'Combolands簡易説明書'
Gold Pan
Gold
Early gold generation; named with Vineyard as the Commercial early-game.
Best & Worst Guild thread; Rogues unlock guide
Vineyard
Gold
Early gold. Also the example given for why multiplier on a non-scoring building can matter — a relic applies mult to gold gain.
Best & Worst Guild thread; multiplier thread
Trading Post
Scorer
Preview scores for Trading Post were fixed in the launch-day patch, alongside Reliquary, Shrine and Vault.
v1.0.3 patch notes, 2026-08-24
Civic
Building
Role
What the source says
Source
Tax Collector
Reset
Resets plots. A plot that has finished growing no longer scores, so Tax Collector restarts the cycle.
Community guide 'Combolands簡易説明書'
Industrial
Building
Role
What the source says
Source
Mine
Producer
Can be built adjacent to rock; produces minerals.
Community guide 'Combolands簡易説明書'
Smelter
Consumer
Consumes the minerals Mine produces — the two ends of the guild's chain.
Community guide 'Combolands簡易説明書'
Sawmill
Producer
A v1.0.4 fix restored Sawmill triggering Manufacturer, which confirms the intended link.
v1.0.4 patch notes, 2026-08-25
Manufacturer
Consumer
Triggered by Sawmill.
v1.0.4 patch notes, 2026-08-25
Brewery
Chain
Subject of a launch-week bug report thread; named as part of the trigger chain.
[BUG] Breweries stopped triggering thread
Charcoal
Modifier
Changed at launch to read "campfires burn for 3 times as long".
v1.0.3 patch notes, 2026-08-24
Campfire
Timed
The building Charcoal extends.
v1.0.3 patch notes, 2026-08-24
Maritime
Building
Role
What the source says
Source
Fishing Boat
Water scorer
The guild's centrepiece — most Maritime cards either buff it or read off it. Every Maritime building is water- or shallow-only.
Community guide 'Combolands簡易説明書'
Rogues (secret)
Building
Role
What the source says
Source
Rogue Hideout
xmult
Credited by an endless-mode player for "supercharging my xmult" past Megalopolis XIX.
Secret Final Boss thread
Neutral, terrain and structures
Building
Role
What the source says
Source
Wall
Terrain
Placement count raised from 5 to 6 (demo). Enclosure matters: community guide coverage stresses that walls only pay off when the area is properly closed.
Demo v8 patch notes, 2026-06-09; community guide video
Palisade
Terrain
Placement count raised from 7 to 9 (demo).
Demo v8 patch notes, 2026-06-09
Plateau
Terrain
Placement count raised 3→4 (demo v6) then 4→5 (demo v8). Since v1.0.4 you can no longer build plateaus on plateaus.
Demo v6 and v8 patch notes; v1.0.4 patch notes
Railway / Rail
Terrain
Placement count raised 2→3 (demo v6) then 3→4 (demo v8). Its in-game text says anything connected to one part of the railway is connected to all of it; a launch-week player asked what that means in practice and got no authoritative answer, so we leave it unexplained.
Demo v6 and v8 patch notes; 'When triggered' thread
Scaffolding
Structure
Its text mentions a mult bonus for buildings placed on top of it. A launch-week player reports being unable to place anything on it. Unconfirmed as of 2026-08-30.
'When triggered' thread
Inn
Structure
A v1.0.6 fix restored the Inn's effect when it was placed from a blueprint.
v1.0.6 patch notes, 2026-08-28
Stockpile
Structure
A v1.0.4 fix made Stockpile score correctly from Plateau.
v1.0.4 patch notes, 2026-08-25
Reliquary
Scorer
Preview score fixed at launch. Named with Shrine as the heavy lifter in a very deep endless run.
v1.0.3 patch notes; Secret Final Boss thread
Shrine
Scorer
Preview score fixed at launch. An endless player reports "e11 base score on my shrines" by Milestone L.
v1.0.3 patch notes; Secret Final Boss thread
Vault
Scorer
Preview score fixed at launch.
v1.0.3 patch notes, 2026-08-24
Effigy
Structure
An infinite fire bug on Effigy was fixed during the demo (demo).
Demo v8 announcement, 2026-06-09
Temple
Structure
A commenter on the achievements guide notes "the 4 temple build" as a known build that has no achievement attached.
Secret Achievements guide comments
Mystical Conduit
"When triggered"
Given by a player as the example of a building whose text says it does something when triggered without saying how to trigger it.
'When triggered' thread
Bookshelf
Collector
Holds tomes. A v1.0.6 fix stopped gems and tomes from failing to enter the Jewellery Box and Bookshelf.
v1.0.6 patch notes, 2026-08-28
How buildings are described in game
The Japanese-language community guide breaks a card down into four parts, which is the clearest
public explanation of what you are reading when you hover a building: its guild and rarity, its
activation condition, its effect — where a light-blue targeting line means adjacent and
an orange line means range — plus the terrain it can be placed on, and its tags.
Tags are what most of the cross-building effects actually key off. Sunflower Field reads the
crop tag while Scarecrow reads farm; Ranch reads husbandry; and a
launch-week thread notes that adding the irrigator tag to scoring buildings is one of the
few cases where a multiplier on a non-scoring building matters. More on that on the
scoring page.
Blueprints
Blueprints let you re-place a building you have already seen, and they stack — a v1.0.6 fix
addressed duplicate blueprints failing to stack, and a v1.0.4 fix addressed duplicates always
arriving with only one charge. You can hold a maximum of three, and unlike buildings they do not
advance the week when used. One of the demo-era potions hands you a
blueprint of a target building outright.