Combolands Buildings: What Sources Confirm

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

BuildingRoleWhat the source saysSource
Sunflower FieldCropReads 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
ScarecrowFarmReads 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 FarmFarmTransform-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 FieldCropSame transform-then-trigger family as Wheat Farm.Orchard fields and wheat farms thread
RanchHusbandryScores from husbandry buildings in range. Demo v6 changed that score from +40 to +30 (demo).Demo v6 patch notes, 2026-04-17
Pickers HutTransformCalled out by a launch-week player as the Agricultural piece that enables other guilds through transforms.Best & Worst Guild thread
ComposterRemoval payoffTriggers 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
ManureRemoval fodderTriggers when removed: +1 Gold (demo).Demo v9 patch notes, 2026-06-15
HoneypotMultiplierChanged from 0.2 mult to 0.3 mult (demo).Demo v9 patch notes, 2026-06-15
GranaryStorageAppears in search demand as "combolands grainary". Named by players; no published numbers we can verify.Search demand; community mentions

Frontier

BuildingRoleWhat the source saysSource
ShamanReroll payoffTriggers when a building inside its range gains a reroll — the guild's main scorer.Community guide 'Combolands簡易説明書'
GroveRareHalf of the two-rare loop players describe: "a Grove and a Shaman, which just trigger each other".Best & Worst Guild thread

Martial

BuildingRoleWhat the source saysSource
Guard TowerRemoval payoffTriggers when a building in its range is removed.Community guide 'Combolands簡易説明書'
BannerSelf-removalTriggers when the Banner itself is removed.Community guide 'Combolands簡易説明書'
Watch TowerTerrainRemoving 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
BallistaTriggerNamed 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

BuildingRoleWhat the source saysSource
MarketplaceRe-triggerRe-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)ScorerThe building family Marketplace re-fires.Community guide 'Combolands簡易説明書'
Gold PanGoldEarly gold generation; named with Vineyard as the Commercial early-game.Best & Worst Guild thread; Rogues unlock guide
VineyardGoldEarly 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 PostScorerPreview 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

BuildingRoleWhat the source saysSource
Tax CollectorResetResets 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

BuildingRoleWhat the source saysSource
MineProducerCan be built adjacent to rock; produces minerals.Community guide 'Combolands簡易説明書'
SmelterConsumerConsumes the minerals Mine produces — the two ends of the guild's chain.Community guide 'Combolands簡易説明書'
SawmillProducerA v1.0.4 fix restored Sawmill triggering Manufacturer, which confirms the intended link.v1.0.4 patch notes, 2026-08-25
ManufacturerConsumerTriggered by Sawmill.v1.0.4 patch notes, 2026-08-25
BreweryChainSubject of a launch-week bug report thread; named as part of the trigger chain.[BUG] Breweries stopped triggering thread
CharcoalModifierChanged at launch to read "campfires burn for 3 times as long".v1.0.3 patch notes, 2026-08-24
CampfireTimedThe building Charcoal extends.v1.0.3 patch notes, 2026-08-24

Maritime

BuildingRoleWhat the source saysSource
Fishing BoatWater scorerThe 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)

BuildingRoleWhat the source saysSource
Rogue HideoutxmultCredited by an endless-mode player for "supercharging my xmult" past Megalopolis XIX.Secret Final Boss thread

Neutral, terrain and structures

BuildingRoleWhat the source saysSource
WallTerrainPlacement 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
PalisadeTerrainPlacement count raised from 7 to 9 (demo).Demo v8 patch notes, 2026-06-09
PlateauTerrainPlacement 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 / RailTerrainPlacement 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
ScaffoldingStructureIts 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
InnStructureA v1.0.6 fix restored the Inn's effect when it was placed from a blueprint.v1.0.6 patch notes, 2026-08-28
StockpileStructureA v1.0.4 fix made Stockpile score correctly from Plateau.v1.0.4 patch notes, 2026-08-25
ReliquaryScorerPreview 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
ShrineScorerPreview 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
VaultScorerPreview score fixed at launch.v1.0.3 patch notes, 2026-08-24
EffigyStructureAn infinite fire bug on Effigy was fixed during the demo (demo).Demo v8 announcement, 2026-06-09
TempleStructureA 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
BookshelfCollectorHolds 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.

Building list re-checked: