Captains

Wanderburg Modules

Four buttons, a mouth, and whatever you bolt on next.

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Module Roster

Modules are the toys on the keep. Some auto-fire. Some wait for a button. Some change how you move. Wanderburg’s combat design, as the developers have described it, wants about four equipped actives so a controller’s face buttons are enough. This page is a hardware catalogue drawn from demo footage and interviews, not a leaked spreadsheet.

Read captains for the person on the roof. Read the module tier list after you know what the names mean. Read best builds when you want a recipe.

Archers and auto crews

Norbert’s default world is archers: regular volleys at nearby threats. They are the tutorial gun. Upgrade them if you want a lazy floor of damage. Do not expect them to delete a steamroller without help. Side cannons behave like the louder cousin: shots from the flanks, with an active that can dump extra damage or extra charges as you draft.

Auto-fire is why the game feels like a survivor-like. You still have to point the mouth. Archers do not steer.

Mortar and mines

Mortars lob in a high arc. They are the “I refuse to kiss that bumper” tool. Playtest chatter ties some mortar shots to fire damage, which then wants burn artifacts. Mines mount toward the back in more than one video: you drop a farewell gift for whoever is chasing you. If nobody chases you, mines are litter.

These two are kite tools. They love how to beat bosses more than they love ram highlights.

Ram, dash, teleporter, boost

The ram is the personality module of the demo. It sits on the front. Creators call it broken, then immediately buy boost so they can use it twice. Dash and teleporter show up as escape or weave tools; one comment even notes that a teleporter can fan auto-shots as you blink. Boost / nitro is the tax you pay for being large. How to grow your castle is blunt: armour without boost is a coffin.

If you take ram, take a way to hit twice. If you take teleporter, practise not blinking into a mouth.

Fire mage and circles

Fire wizards appear in almost every “I spent my gold” segment. They burn nearby enemies. Artifacts that drop fire on cannon impacts or spread burn between touching foes turn the keep into a walking oven. The failure mode is comic: you ram the target out of your own circle. Stand in the heat. Let the oven work.

Barracks, hammers, shields

Troop-spawning barracks, stun hammers, and a mace-and-shield / arms mason setup show up in dedicated build videos. Troops are extra mouths and extra hitboxes. Hammers want you close. The shield-stomp active (an E-press in one keyboard video) is a melee identity, not a sidegrade for a mortar kite. Pick a range.

Legs, frames, and trailer toys

Trailers and previews mention spider legs, flamethrowers, and other anachronistic siege junk. Some of that is demo-shop real. Some of that is Early Access billboard. If your client cannot buy it, it is not a hidden craft. Check Early Access and biomes before you write a guide that assumes desert legs on a grasslands save.

Drafting without drowning

Level-ups offer module upgrades and new pieces. Prefer upgrading a theme over collecting a zoo. Four slots means the fifth idea is a lie. When in doubt, spend the level on the button you already press. The loadout checklist exists so you can write the four names down before the draft screen panics you.

The video in the middle of this page is an early module-unlock run: ram versus mines versus dash, plus the first artifact fork. Use it as a shop tour, then come back and delete two of the four toys you wanted.

FAQ

Frequently Asked Questions

Quick answers to the most common Wanderburg questions.

What is the best Wanderburg module?

Demo players argue ram, fire mage, and boost. Context sits on the module tier list, not in a single trophy name.

Do modules persist after death?

Unlocked shop modules persist. The exact in-run stack does not. Gold buys the option; the run still drafts.

Can I mouse-aim a cannon tower?

Not in the current design. Developers cut extra aiming so four actives map to four buttons. See controls.

Are spider legs in the demo?

They appear in trailers and previews. If the demo shop lacks them, wait for Early Access rather than hunting a glitch.