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Short answer: there is no published final graphics menu, hardware specification, or benchmark for Substructure yet. The most defensible performance strategy is therefore structural: keep production local to each planetary layer, use elevators as deliberate trunk routes, keep inline processing visible, and tune graphics one option at a time after release. These practices reduce logistics dependencies and make frame-time problems easier to isolate, but no source currently supports a specific FPS gain.
Substructure is a PC automation game from Dubious Design, published by Hooded Horse. Its release date remains unannounced. The official listing describes digging into a rogue planet, exploiting resources through complex production chains, and travelling toward the core. Steam official page
What is known about Substructure’s performance
The available information describes a factory that is both horizontal and vertical. Conveyors and robotic arms move materials, while elevators connect multiple planetary levels with different environmental conditions. GamesRadar describes those elevators as capable of becoming “mega-factories,” and reports that sunlight speeds plant production while darkness slows it. GamesRadar report
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- Frame-time stability: keeping rendering and simulation work predictable as the factory grows.
- Factory manageability: keeping material routes, recipes, elevators, and environmental bonuses understandable enough that a bottleneck can be found and corrected.
No public source currently gives Substructure’s final graphics option names, minimum or recommended PC specifications, a release build, or repeatable FPS measurements. Any guide promising a universal setting such as “turn this to low for 30 more FPS” would be inventing evidence. The recommendations below are layout and tuning rules based on the mechanics the developers and reporting have described, not measured benchmark results.
Published facts and their practical meaning
| Published fact | What it means for your planning |
|---|---|
| PC platform; release date still TBC | Wait for the final build before treating menu names, hardware requirements, or performance claims as settled. |
| Multiple planetary levels connected by elevators | Every cross-layer route adds a dependency that should have a clear purpose and capacity. |
| Belt converters work on items as they pass on a belt | Reserve a straight, visible belt segment instead of hiding the converter in a crowded junction. |
| Seed pickers return harvested crops to seeds | Keep seed recovery and the replanting feed close to the farm so the loop is easy to inspect. |
| Variable-input recipes create trade-offs | Choose recipes according to local scarcity and transport distance rather than assuming one global best recipe. |
| Sunlight accelerates plants; darkness slows them | Environmental placement and buffering matter to farm throughput. |
PC Gamer reported on 4 December 2025 that the game supports solo and cooperative play, but that no release date had been announced. PC Gamer report
Set a safe baseline before changing graphics
When the game ships, begin with its default graphics preset. A default profile gives you a known starting point and avoids lowering several options before you know which one is responsible for a change. Because the final menu is not documented, use the labels that actually appear in your build rather than copying a preset list from another game.
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- Load the same save and stand in the same factory view each time. Choose a location that includes the busiest belts, an elevator boundary, and any large farm or environmental effect you want to evaluate.
- Let the simulation run long enough for belts, machines, and elevator transfers to reach their normal rhythm. Do not compare a paused factory with an active one.
- Record frame time or FPS using the performance overlay supplied by your operating system, graphics driver, or the game if it provides one. Frame time is preferable: a steadier 16.7 ms is usually more useful than a brief high-FPS spike followed by long stalls.
- Change one setting category at a time. The categories most likely to be worth testing are distant terrain or level-of-detail, shadows, lighting, and effects, but the actual labels and available controls remain unverified until release.
- Repeat the same camera movement and simulation interval after each change. Keep the change only if it improves consistency without making the factory harder to read.
- Return to the previous value if the change has no measurable benefit or makes belts, machines, or environmental cues difficult to see.
This method produces a result for your hardware and save instead of a borrowed number. A large factory can be limited by simulation work rather than rendering, so lowering visual quality may not help when the real problem is a congested production graph.
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Build each planetary layer as a local production cell
Make layer-local production the default. Put extraction, first-stage processing, storage, and nearby consumers on the same level whenever the game allows it. This is an inference from the documented multi-level and elevator systems, not a published benchmark, but it has two direct management benefits: fewer long routes to trace and fewer places where a single stalled transfer can stop an otherwise healthy line.
What belongs in a local cell
- Source: the extractor or farm producing the raw input.
- First processing: the earliest conversion that substantially reduces volume or creates a commonly used intermediate.
- Short-term buffer: storage sized to absorb normal timing differences, not an unlimited warehouse that hides a blocked output.
- Primary consumers: machines that use the intermediate on that layer.
- Clearly labelled export: only the material that another layer genuinely needs.
Local cells do not mean every recipe must be isolated. If a downstream product is needed in several layers, give it one intentional export route and document which elevator receives it. The objective is to reduce accidental cross-layer traffic, not to forbid useful specialization.
Use a layer map before expanding
For each level, write down its sources, consumers, imports, exports, and environmental conditions. A simple map can be a table or signs beside the elevator. When a line stalls, you can then ask whether the issue is local production, an import that never arrived, an elevator threshold, or a consumer that is overproducing.
Design elevators as scheduled trunks
An elevator should have a small, explicit job list. GamesRadar reports that elevators can connect the game’s levels and grow into “mega-factories”; giving one elevator every possible material makes that central route difficult to diagnose. GamesRadar report
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Elevator setup procedure
- Choose the source layer and destination layer.
- List the few materials that the destination actually consumes. Do not add a route merely because the elevator has spare capacity.
- Set an input threshold so a transfer starts with a useful batch rather than many tiny trips, if the game exposes such a control.
- Set an output or reserve threshold at the destination so local consumers retain enough stock to continue while the next batch is travelling.
- Label the elevator with direction and contents, such as “Layer 3 to Layer 2: processed nutrient.”
- Watch the route during normal operation. If the elevator is almost always waiting for one item, split that job or move the first-stage processing closer to the consumer.
The exact threshold controls may change before release, so treat these as design goals rather than guaranteed menu commands. The important principle is to make every transfer intentional and observable.
When to add another elevator route
Add a route only when a material has a stable downstream demand, the source layer cannot reasonably process it locally, and the existing trunk cannot maintain the destination’s reserve. A second elevator should remove a demonstrated conflict, not be added as a precaution. Compare candidate layouts using the number of cross-layer transfers, buffer size at each boundary, and clarity of the belt junctions around the elevator.
Keep belt converters visible and inline
The official developer diary describes belt converters as machines that process items while they pass on the belt rather than using normal input and output slots. Official developer diary That behavior changes how you should reserve space.
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- Leave room before and after it to see whether items are arriving and leaving.
- Avoid placing it inside a four-way junction where an empty belt could be mistaken for a recipe or power problem.
- Give the converted output a clear destination before merging it with another stream.
- If a converter appears idle, check belt supply and downstream blockage first; it may not have a conventional input inventory to inspect.
Inline processing can reduce machine footprints, but it can also hide a bottleneck in the belt itself. A visible segment makes the distinction between “no items reached the converter” and “the converter cannot process this item” much easier to establish.
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Put seed processing beside the farm
The same developer information says seed pickers convert harvested crops back into seeds for replanting. Official developer diary Keep the picker, seed buffer, and replanting feed beside the field rather than sending harvested crops through a distant central bus.
Farm layout checklist
- Place the seed picker immediately after the harvest collection point.
- Use a small seed buffer between picking and replanting so a brief timing mismatch does not stop the next cycle.
- Keep edible or industrial crop outputs on a separate, labelled branch from the seed-return loop.
- Leave a clear inspection path around the picker; a blocked return belt can look like a failed growth cycle.
- Export surplus crop output only after the local replanting reserve is protected.
This arrangement reduces the number of cross-layer transfers in the farming loop and makes it obvious whether the problem is growth, harvesting, seed recovery, or transport.
Use sunlight and darkness as production inputs
GamesRadar reports that sunlight speeds plant production and darkness slows it. GamesRadar report Treat illumination as part of the recipe for a farm rather than a decorative detail.
Choosing a farm location
- Prefer a layer with reliable illumination when a crop is feeding a continuously running process.
- If a dark layer is strategically valuable for another resource, compensate with a larger local buffer rather than sending every harvest through an elevator immediately.
- Keep the farm’s first consumer nearby when possible; this lets the environmental bonus improve the whole local chain instead of only increasing a stockpile.
- Observe output over a full production cycle before resizing the farm. A short bright interval may not compensate for a long dark interval.
Do not assume that moving a farm upward is always best. The correct choice depends on elevator distance, local inputs, available space, and which recipe variant you are using.
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Choose variable-input recipes by local scarcity
The developers describe variable-input recipes as deliberate trade-offs: one option may be better on one layer or after a particular sequence of choices. Official developer diary There is no published universal ranking.
A practical recipe decision rule
- List the inputs required by each available variant.
- Mark which input is scarce on the current layer and which would require an elevator transfer.
- Estimate the consequence of a shortage: does it stop the whole line, or only reduce one product’s surplus?
- Choose the variant that uses abundant local material or avoids the most fragile transfer.
- Re-evaluate after changing layers, unlocking a new source, or moving the farm. A recipe that was efficient earlier may become the expensive option later.
Record the reason for the choice on the layer map. This prevents a later redesign from replacing a locally efficient recipe with a nominally simpler one that depends on a scarce import.
Compare layout patterns with the right criteria
There is not yet enough evidence to rank layouts by FPS. You can, however, compare them consistently using frame-time stability, cross-layer transfer count, belt-junction clarity, elevator-boundary buffer size, input scarcity, and environmental bonuses or penalties.
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| Pattern | Strength | Risk | Best use |
|---|---|---|---|
| Layer-local cell | Few transfers and straightforward fault finding | Some duplicated machines or storage | Extraction and first-stage processing |
| Single shared elevator trunk | Centralized movement between levels | One congested route can affect many products | A small, stable set of high-value exports |
| Dedicated elevator per product family | Clear ownership and easier diagnosis | More infrastructure and space | Materials with incompatible demand cycles |
| Centralized global bus | Convenient access to common intermediates | Long belts, dense junctions, and hidden dependencies | Only where local production would be impractical |
| Farm beside seed picker | Short replanting loop and simple inspection | Less flexibility if the farm later moves | Every crop with a seed-return cycle |
Use the table as a decision framework, not a benchmark ranking. The game has not published enough performance data to support numerical claims about any pattern.
Troubleshoot lag and stalls by symptom
FPS falls near a large, visually busy area
- Repeat the view with the factory paused and running. If the drop remains while paused, test distant terrain, shadows, lighting, or effects one at a time.
- If the drop appears only while the simulation runs, inspect machine counts, belt activity, elevator traffic, and repeated recipe conversions before lowering image quality.
- Use the same camera position for every comparison so a change in view distance does not confuse the result.
FPS is acceptable, but the game feels uneven
- Measure frame time rather than relying on the average FPS number.
- Look for periodic elevator batches, synchronized farm harvests, or large groups of machines starting together.
- Spread production starts with buffers or smaller, clearer batches where the game permits it.
- Check whether a single elevator is serving unrelated products and creating regular transfer bursts.
A downstream machine repeatedly starves
- Trace backward from the consumer to the nearest buffer.
- Check whether the source is on another layer and whether the elevator’s input threshold is too large for the consumer’s demand.
- Inspect any inline belt converter for a missing upstream belt supply or blocked output.
- For farms, verify sunlight conditions, harvest collection, seed picking, and replanting in that order.
An elevator is always busy but production is still slow
- Count the materials assigned to it and remove routes without a clear downstream need.
- Increase the destination reserve only if the source can fill it without starving local consumers.
- Move first-stage processing to the source layer so the elevator carries a useful intermediate rather than unnecessary raw volume.
- If two products have opposing demand peaks, separate their routes instead of making one trunk serve both.
A factory is hard to understand even when it works
- Replace hidden belt crossings with visible, labelled branches.
- Give each elevator a written direction and material list.
- Keep converters on straight runs and farms’ seed loops local.
- Remove temporary belts and storage after a redesign; obsolete routes are a common source of false diagnoses.
What is still unknown
The current public information does not establish Substructure’s final graphics controls, API or console commands, PC requirements, save-size limits, simulation tick behavior, multiplayer performance characteristics, or FPS improvements from particular settings. It also does not provide a benchmark scene or a tested maximum factory size. Those details should be treated as unknown until the developers publish them or the released build exposes them directly.
Accordingly, avoid copying generic advice such as a fixed resolution, a guaranteed “best” preset, or a claimed percentage gain. The reliable actions available now are architectural: reduce unnecessary transfers, preserve readable belt paths, buffer deliberate elevator boundaries, select recipes around local scarcity, and place farms where environmental conditions support their role.
A repeatable plan for your first large factory
- Start with the default graphics profile and establish a repeatable test view.
- Map each layer’s sources, consumers, imports, exports, and lighting conditions.
- Build extraction and first-stage processing locally.
- Reserve one visible belt segment for every inline converter.
- Keep seed pickers and replanting feeds next to their farms.
- Assign each elevator a short, labelled job list with clear input and destination reserves.
- Choose recipe variants by scarce inputs and transfer distance.
- Run the factory long enough to observe normal batches, then measure frame time again.
- Change one graphics category at a time only if the performance trace points to rendering.
- When a bottleneck appears, classify it as rendering, simulation, local production, belt routing, elevator capacity, recipe input, or environmental throughput before rebuilding.
Substructure’s stated design embraces friction rather than eliminating it. Stu Taylor, a co-founder, told GamesRadar: “You need friction for it to be interesting.” GamesRadar report The practical goal is therefore not to remove every constraint, but to make each constraint visible enough to manage.
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