§1

Rooms level individually

One room documented

The Outpost is not one progress bar. Each room is named and levelled on its own, with its own XP bar and its own permanent modifier. The single room the publisher has shown is unusually specific: the Hall of Resolve at Level 8, 774 of 800 XP, modifier plus 40 Stamina. That level of specificity in one official screenshot is worth treating as a real data point rather than flavour art, because it is the only place the developers have shown what a fully invested room actually looks like on the HUD.

The same frame shows where the XP comes from. Placing furniture awards it directly — three pieces in that room are worth plus 12, plus 5 and plus 1 — so decorating is the upgrade mechanic rather than a layer on top of one. Player reports describe the resulting modifiers as permanent buffs such as extra health or crit chance, which lines up with the Hall of Resolve's own Stamina modifier being additive and always-on rather than a temporary buff icon.

No full room list, upgrade cost or currency name has been published: one room, one level, one modifier is the entire confirmed dataset. The official build clip embedded below adds one more data point in motion rather than in a static frame — a furniture pull, a Rare-tier reveal, and a room visibly levelling up during placement, which is the only first-party evidence that the XP gain is immediate rather than banked and spent later.

Level 8 out of an unstated cap is also worth sitting with for a moment: the screenshot does not say whether 8 is close to a ceiling or a fraction of one, and the 21-item 1.0 scope list does not add a stated maximum either. Treat the number as evidence that rooms can be levelled substantially through ordinary play, not as proof of how far the system goes at the top end.

Outpost room screen headed Hall of Resolve, LEVEL 8, 774/800 XP, Modifier +40 STAMINA; vessels named BERRY and CRASH stand in a furnished room where a placed plant shows +12 and +5 gains, with three currency counters reading 139, 161 and 341 and a HUD of 105 health and 140 energy.
Store frame 4 — the Hall of Resolve readoutLevel 8, 774/800 XP and a +40 Stamina modifier in the top left; three currency counters reading 139, 191 and 341 in the bottom left, each with a different icon.
Official gameplay clip — Outpost furniture buildA publisher-authored looping clip from the official about_the_game block: a gacha pull, a Rare furniture reveal, and a room levelling up during placement.

Source — Official store screenshot 4; Steam appdetails about_the_game.

§2

Three counters, no names

Confirmed, unnamed

The Outpost HUD tracks three separate currencies side by side — a purple gem, a pale coin and a gold coin. The developers have never named them or said what each one buys. Gold is the only one the store description accounts for: it is what the Grinder pays out for furniture, which ties this counter directly back to the run loop described on The Descent rather than leaving it as an unexplained number.

The other two counters, the purple gem reading 139 and the pale coin reading 191 in the same frame, have no stated purpose. Nothing in the 21-item 1.0 scope list names a second or third currency either, even though it adds the enchantment and repair machine and legendary gachas — systems that, in comparable games, usually spend a currency of exactly this kind. Until the developers say otherwise, this sheet records the two unnamed counters as confirmed to exist and undocumented in function, rather than guessing at what they buy.

It is also worth separating this HUD reading from the Grinder economy described on The Descent: gold is explicitly what furniture converts into, but the screenshot shows three counters incrementing independently, which means at least one of the other two is earned by some action other than feeding furniture to the Grinder. Whether that action is combat, exploration, a quest reward or something else entirely is not stated anywhere in the published material.

Source — Official store screenshot 4.

§3

What survives a wipe

Confirmed + player-reported

The store description confirms the loss: if every member of the crew breaks, the run loses its loot. Player reports go further — carried items gone, depth reset to 1, player level and room levels kept. That split is what makes a failed run cheap enough to repeat: you keep the Outpost, you lose the trip, and the Hall of Resolve's Level 8 progress in the screenshot above is exactly the kind of investment that a wipe does not touch.

This is also the throughline between this sheet and The Outpost's role in the wider loop: because room levels persist, every extraction that reaches the Grinder compounds rather than resets, which is the mechanical reason the developers can describe a stronger Outpost as what makes a deeper descent affordable. Demo vs 1.0 covers the launch-only additions that build on that same persistence, including player leveling and the second floor, neither of which existed for testers to lose in June.

Source — Steam appdetails about_the_game; first-day Steam reviews.