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Game Guide

Once Human base building guide: Territory Terminal, repairs and ships

What the developers' notes say about Territories in Once Human: the Territory Terminal, building tools, repairs, Pollution Zones, ships and the RaidZone notes by version.

In Once Human your base is a Territory. This guide covers what the developers’ announcements say about Territories: the Territory Terminal, building tools, repairs, Pollution Zones, ships in Isles of Abyss, and where the rules change by mode.

Everything comes from the developers’ own version notes and dev blogs, read on November 6, 2026. The latest version is 3.1.2 (November 4, 2026). Nothing was built or tested for this page, so there is no build order and no “best base” here.

How to read the version numbers. Each rule below is tied to the version whose notes state it. Version 3.1.2 does not restate most of them, and a later note can change a rule without repeating it. A rule from 2025 or early 2026 is what the notes said then, not a confirmed description of the game today. Rules that apply only to RaidZone or only to Isles of Abyss are labelled as such.

If you are new to the game, the beginner guide covers scenarios, accounts and requirements first.

What a Territory is

The notes tie a Territory to its Territory Terminal.

  • Version 2.0 (July 2, 2025) says you cannot place a Territory Terminal inside a Dream Zone.
  • In RaidZone, version 2.3.1 (January 21, 2026) said the items stored in the Territory Vault come back when you build the next Territory Terminal after yours is destroyed. That note predates the April 2026 mode split (see the RaidZone section).
  • The 2.3.1 fix notes say the Territory Terminal decides whether a Territory counts as inside a Pollution Zone.

Older guides, and an earlier version of this page, used the term “Territory Core”. That word does not appear in the 543 Steam announcements from 2022 to November 2026 that were searched for this page. Use “Territory Terminal”.

A large multi-story house with stone and wood walls, a pool and a parked off-road vehicle, with a player character in the foreground.

Moving a Territory

Relocating is part of the game. The notes mention relocating a Territory in several places: the 2.4.1 notes (May 27, 2026) say that after the June 10 update, Territories in one affected area would be packed up and had to be relocated manually. The 2.3.3 notes (February 25, 2026) say Pollution Zone reinforcement effects disappear after relocation.

Building tools

These changes come from the developers’ notes. Read the screen in your version before you rely on them.

  • House blueprints. Version 2.0 added grid snapping when you place a complete house blueprint. Red means part of the structure overlaps something. Version 2.0.1 (July 16, 2025) says you cannot save Territory buildings to a House Blueprint without construction permissions.
  • Snap points. Version 2.1.5 (October 15, 2025) optimized the snap points and snapping feel of all structures.
  • Design layouts. Version 3.1.2 (November 4, 2026) lets you move a whole house, select a snap point when you move it, see the material cost of the selected structure, and build individual structures from a layout. For a floating structure, the system calculates the best support path.
  • Batch Replace. Version 3.1.2 lets you replace or remove material skins on an entire connected building, and replace the cosmetics of facilities of the same type, with one action.
  • Display range. For a Territory with many facilities, 3.1.2 adds a setting for the 3D UI display range under Settings, Game Settings, Territory Display Settings.

Repairs at the Territory Terminal

Version 2.3.5 (March 25, 2026) revamped the Territory Terminal interface. After that update you can repair all structures or only specific categories, such as walls. A Max Repairable Parts option repairs as many damaged structures as the materials in the Territory’s inventory allow.

A large generator beside a workbench and a lit lantern at night.

Power and facilities

The notes read for this page do not describe generator types or a power layout, so this page does not either.

One fact is documented. In version 2.3.6 (April 8, 2026), the developers wrote that increases to the facility limit for power generation facilities came back and can be unlocked through Tech level and enhancements. Version 3.1.2 states that the facility limit for Water Territory (ships) and for a regular Territory are separate, and the Water Territory build screen shows how many facilities you can build.

Pollution Zones

Two rules appear in the notes.

  • Zone membership. The Territory Terminal decides whether your Territory is inside a Pollution Zone. In the January 30, 2026 FAQ the developers acknowledge that a production facility inside a zone can still be treated as outside if its Terminal is outside.
  • Reinforcement. Version 2.3.3 (February 25, 2026) says Pollution Zone reinforcement effects stack in duration, up to 72 hours, and further reinforcement is blocked beyond the cap. The notes label this section non-RaidZone. No later note read for this page changes it, but none restates it either.

RaidZone

RaidZone is a separate mode with its own rules, and those rules moved during 2026. The facts below come from notes dated August 2025 to March 2026 and apply to RaidZone only.

They predate the mode split. Version 2.3.7 (April 22, 2026) split RaidZone into Casual, Standard and Hardcore. The notes say Territory maintenance is not required in Casual, which has Territory protection and a 4-hour raid window, and is required in Standard and Hardcore. Existing servers were listed under Standard. The notes read for this page do not say whether the batch upgrades, the 72-hour cap or the combat-status rule below apply unchanged in each mode. A server schedule for Isles of Abyss: RaidZone was also published on October 21, 2026. Treat the list below as history, and check the Territory Terminal on the server you join.

once human base defense turrets protecting a base

  • Batch upgrades (2.3.5). You can upgrade structures in batches from the Territory Terminal by grade and type. For example, all wood walls can become stone walls.
  • Reinforcement (2.3.5). Maximum Territory reinforcement duration rose from 24 to 72 hours, with overflow protection.
  • Combat status (2.3.5). While your Territory is in combat status you cannot use house blueprints to place buildings quickly. Damaging buildings in your own Territory no longer triggers combat status.
  • Territory Vault (2.3.1). The Terminal holds a Vault. Its contents return when you build the next Terminal after a destroyed one. Version 2.3.1 says it has three tabs for general items, weapons and armor.
  • Static defenses (2.1.2). The 2.1.2 notes (August 27, 2025) added a Flamethrower as an early-game static defense, and changed the Shotgun Turret to require electricity.

Other modes follow their own rules, so do not assume these apply on a scenario server.

Ships in Isles of Abyss

The Isles of Abyss scenario launched after the October 21, 2026 update. The developers describe ships as both sailing vehicles and movable water territory. The points below come from that scenario’s notes; the notes read for this page do not say they apply to other scenarios.

  • You build your first ship in Build Mode. Once you own a ship, you can move it with the Relocation feature or summon it with a shortcut key.
  • Save your ship design as a blueprint at the Anchor. The developers say a saved blueprint also raises the ship’s maximum HP.
  • If a ship sinks, you can summon it again by placing a saved ship blueprint. Without a saved blueprint you get the ship in its initial state.
  • Supplies stored on a sunken ship are not refunded.
  • Version 3.1.2 added a Straight Ladder you can climb while swimming, and a Rolling Shutter Door, as Water Territory facilities.

Eternaland and custom servers

  • Eternaland. The developers describe it as a private domain that belongs to you, where you can build on a much larger scale and invite friends.
  • Custom servers. Version 2.3.5 added server host settings for the vertical Territory range and for whether a Territory can be destroyed. Version 2.3.7 (April 22, 2026) lets hosts prohibit some facilities.

Map of the original Nalcott regions labelled Chalk Peak, Red Sands, Iron River, Dayton Wetlands and Broken Delta

Where to build

The notes do not rank build locations, and maps differ by scenario. The map above is a screenshot kept from an earlier version of this page. It shows region names and is not a recommendation.

Visions and scenario events can change the surroundings. In the Aberrant Progeny vision (S3), version 2.3.1 gave newly designated Pollution Zones a seven-day erosion protection that ended on January 29, 2026, and said the protection ended at once if you relocated out of the zone. Check the map pins and the current vision notes before you settle.

Common mistakes

  • Using old terms. Look for “Territory Terminal”, not “Territory Core”.
  • Applying RaidZone rules to scenarios. Batch upgrades, the 72-hour Territory reinforcement cap and the blueprint limit in combat status come from RaidZone notes dated before the April 2026 mode split.
  • Expecting reinforcement to survive a move. It disappears when you relocate.
  • Selling a ship short. Save a blueprint at the Anchor before a fight, because an unsaved ship returns in its initial state.

What this guide does not cover

  • No tested build order, defense layout or power plan. The announcements read here do not give one.
  • No ranking of base locations.
  • Generator types and turret stats. The in-game screens are the source.
  • Whether the older rules still hold in 3.1.2. Version 3.1.2 is the latest note read, not a confirmation of earlier versions.
  • Any change after the 3.1.2 notes of November 4, 2026.

Sources named in the text: Steam community announcements for Once Human (version notes 2.0, 2.0.1, 2.1.2, 2.1.5, 2.3.1, 2.3.3, 2.3.5, 2.3.6, 2.3.7, 2.4.1, 3.1.2, the RaidZone dev blog of April 16, 2026, the Isles of Abyss notes of October 16 and 21, 2026, and the dev blog of January 30, 2026).