Build a Base and a Way Out
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The official description lists the building blocks of progress on Arrakis: bases to build, gadgets to craft, vehicles to assemble, and an ornithopter to fly across sandworm-infested deserts.
Build the base you can defend and reach
The store offers a modest home or a massive base and describes decorating it as part of the experience. Practically, the base is where water, gear and recovery live, so its location matters more than its size: a short trip back beats an impressive building you cannot reach before dark.
Ground transport before ambition
Vehicles are described as something you assemble rather than simply purchase, which puts crafting materials ahead of travel range. Sorted ground transport changes what a day trip can carry, and it is the step before flight rather than a side project.
The ornithopter is the real unlock
Flying across sandworm-infested deserts in an ornithopter you built yourself is one of the clearest promises in the store text. Crossing the deep desert by air sidesteps the worm problem entirely, which is why the crafting chain toward it is worth prioritising.
Faction choice shapes the rest
Joining the Atreides or the Harkonnen and rising through their ranks is described as part of the game, alongside the mystery of the missing Fremen. Treat that choice as another long-term commitment rather than something to defer forever.
A base only pays off if you survive the trip out: start with desert survival. Fight or study your way through it via choosing your discipline.
