Systems · Mechanics

Sandustry Copper, Slag & Material Refining

What's known about copper, slag and the refining chains in Sandustry - including what the official wiki lists and what is still unconfirmed in Early Access.

Copper in Sandustry: The Material Situation

Copper is real, mineable and - as of the Early Access launch - officially documented. The official wiki's materials index has grown to roughly fifty entries, and it now lists Copper, Copper Ore and Liquid Copper alongside the older materials: gold, sand, wet sand, slag, burnt slag, spores, seeds, amethelis, red sand, fluxite, water, steam, snow, ice and the rest. That's a recent change - during the demo era copper existed only in player reports, and guides (including earlier versions of this one) had to hedge. No longer.

The short version of copper's role: it's the gateway to the energy economy, the layer of the game that opens up after your gold production is stable. Where the early game is about sand, water and gold, the mid-game is about smelting ore, storing power and refining gases - and copper sits at the entrance to all of it.

Sandustry Copper, Slag and Burnt Slag Chains

Start with the chain that's been documented longest, because it's also the one you'll build first. The slag chain is the reliable core of early production:

  1. Slag is a by-product of gold production - every shaker run leaves some behind.
  2. Burning slag produces burnt slag.
  3. Burnt slag goes into the Kinetic Slag Press, which produces gold and spores.
  4. Spores plus water become wet spores, which starts the seed-and-plant chain through the Planter Box.

In other words, slag isn't waste - it's the input for the most reliable early gold machine (see the Kinetic Press guide) and the only path into the plant chain. The copper chain runs parallel to this, deeper down:

  1. Copper ore is mined underground - often in large caverns, and some copper walls need a drill or laser rather than standard tools.
  2. Smelting turns ore into liquid copper, which flows and can be piped like other liquids.
  3. Liquid copper fills copper molds to make power bricks - the batteries of the energy economy - and feeds copper batteries and other late-game structures.

Sandustry Florin, Florinol and the Energy Chain

Above copper in the tech tree sits the gas-refining chain, and it's the reason energy production exists as a system at all. The officially documented flow:

  1. Amethelis petals are dried using steam.
  2. Heating dry amethelis produces Florin, a gas.
  3. Cold condenses Florin into Florinol, a liquid - which can also soak into soil as Florinol Soil.
  4. Florinol fills Florinol batteries, one of the two energy storage devices (the other being copper-mold power bricks).

From there the late game continues into synthesized materials - the wiki's newer entries include Aurixite and Auralite, produced through the synthesizer, a structure that transmutes one resource into another at a high energy cost. If you've seen the names "Oricite" or "Oralite" in videos or older guides: those were mishearings from auto-generated subtitles; the official spellings are Aurixite and Auralite.

How deep you go is a matter of goals. Powering a synthesizer takes a real energy surplus, and the practical order for most factories is: stable gold, then copper smelting, then florin refining, then synthesis.

Sandustry Density & Sorting

Every material in Sandustry has a density, and density is a production tool: the lightest materials float on top of a pile, gold sinks to the bottom, and lava sits between red sand and gold in the density order. That last fact is handy - it means a well-placed filter can strip lava out of a mixed pile before it reaches anything flammable. When sorting any mixed pile, filter the densest material first and work upward. The full mechanics are covered in core mechanics.

Use the Sandustry Material Scanner

One upgrade pays for itself immediately: the Material Scanner for your grabber. Hover over any material and it tells you how that material refines and what it's used for. With fifty-odd materials in the index now, the scanner is the difference between learning a chain in ten seconds and tabbing out to the wiki - and it works on the new EA materials, not just the documented ones.

Sandustry Version Notes & What's Still Settling

Sandustry shipped into Early Access on August 13, 2026, and the material list is actively growing - the index expanded around launch week. Exact recipe ratios for the newest chains (especially the synthesizer's conversions and energy costs) are still being pinned down by players, and the game patched twice in its first week. Treat specific numbers you see anywhere - including here - as "as of August 2026," and verify in-game with the material scanner when it matters.