Wanderburg Choose New Module UI — Companion, Side Barracks, Front Cannon

Best Modules

Last Updated · Sep 12, 2026 · Early Access

Pick one damage engine first. Add movement and survival only after the core is online.

Key Takeaways

  • Starter four: side cannons / ram / mortar / mines — the default EA kit.
  • Push side cannons to level 10 → Front Cannon unlock toast, then buy with silver.
  • Companion needs a back slot — skip Spiderberg for that run.
  • Pick one family and feed it: turrets+arrows, fire+ballista, or cannons+mortar.
  • Unlock toast ≠ owned — farm silver between runs before the next mount.

Module rankings

RankModuleSlotWhen to pick
1Side CannonsSideDay-one core gun; unlock Front Cannon at Lv10
2Top MortarTopArea volley / bombard; starter roof pick
3Front RamFrontHit + shove ahead; Overtime mobility
4Mine LayerBackDrop mines while kiting; early coherent back
5Turret LayerTopTurrets + arrows family opener; safe scaling
6Side BallistaSideArrow cleanup or fire+ballista finish
7Archer TowerSideRange pressure; unlock from archer crew Lv10
8CompanionBackHammer robot; keep a back slot (skip Spiderberg)

How do I set the four starter slots?

Answer: Day one, park side cannons on side, ram on front, mortar on top, and mine layer on back — that’s the default kit every EA tape starts from.

Side cannons auto-fire and also have a broadside ability on Q/E/R/Space. Ram shoves what’s ahead (handy when Overtime gets spicy). Mortar dumps an area volley from the roof. Mines drop behind you while you kite.

Hull caveat: some vehicles get two top slots; Spiderberg has no back. Bindings are Q / E / R / Space plus auto-attacks. Relics that buff “all top,” “all back,” or “all arrow abilities” are the ones worth grabbing once you’ve picked a family.

Wanderburg battle — modules in action
Top mortar · fire mage · (some hulls: two top)
Side cannons · ballista · barracks
Front ram · front cannon
Back mines · Companion · booster
SlotStarterJob
SideSide cannonsSide shots + broadside
FrontFront ramHit + shove ahead
TopTop mortarArea volley / bombard
BackMine layerDrop mines while you kite

Side cannons — what level unlocks Front Cannon?

Answer: Push side cannons to upgrade level 10, then the game toasts Front Cannon — you still buy it in the loadout with silver.

Same pattern for the ram line: ram to level 10 unlocks Arms, then purchase. Unlock toast ≠ owned. Silver pays between runs — see Silver farming.

Other loadout buys once unlocked: Turret Layer, Side Ballista, Fire Crew, Side Barracks, Companion, Fire Mage. Archer crew to level 10 unlocks Archer Tower on fewer tapes. No shop price grid here.

Do thisOpens (then buy)
Side cannons → level 10Front Cannon
Ram → level 10Arms
Archer crew → level 10Archer Tower
Destroy 100 health boxes overallRepair Crew
Beat all four Golden Dunes bossesSpiderberg (still buy)
Wanderburg combat after unlocking front firepower
Camp shop — buy unlocks with silver between runs
Loadout buys happen between runs with silver.

Companion — which slot do I have to keep?

Answer: Companion is a back module — keep a back slot free, which means skip Spiderberg for that run.

Companion spawns a hammer robot. With Empress you get two Companions; she also halves your speed, so bring ram / booster / nitro if you plan Overtime. Side Barracks sits in the same friendly-unit neighborhood.

Want mines instead? Fine — just don’t expect Companion on a no-back hull. Full captain pairing: Captains.

Wanderburg field fight — companion and crew pressure

Turrets+arrows / fire+ballista / mortar — what do I mount first?

Answer: Pick one family and feed it — turrets want Turret Layer + arrow kit, fire wants Fire Crew + Side Ballista, mortar wants Top mortar next to your side cannons.

Wanderburg siege fight — pick one damage family and feed it

Turrets + arrows

Mount Turret Layer first, then chase Archer Tower, Side Ballista, and archer crew. Drop the turret, kite, scoop gold for level-ups.

Grab the relic that shortens all arrow ability CDs when you kill with arrows — that’s the engine. One tape claimed a #1 leaderboard run with this pile; treat it as “players like it,” not a promise.

Fire + ballista

Mount Fire Crew + Side Ballista together. Vehicles that die from fire leave fire craters — that’s the synergy creators chase on Golden Dunes clips.

Fire Mage exists in EA, but Demo 8 “mage tower is broken” titles are a different balance conversation. Don’t import demo power claims.

Cannons + mortar

Keep side cannons, push them toward Front Cannon, and park Top mortar on the roof. Pair with Patchy the Pirate if you want the cannon-damage captain line.

Magma Core (cannonballs leave a fire grid) shows up on the same cannon tapes. If a roll says “cannonball” next to mortar, read the tooltip — don’t assume every cannon relic applies.

Also solid (not a fourth family you must chase)

  • Ram + mines — mobility for Overtime; bumper ram + mine dumps show up on silver grind streams.
  • Merchants crew — passive gold → faster levels. Not a gun. Skip late merchant rolls if you never invested early.

When to take / skip a roll

  • Position relic matches your slots (all top / all back / all arrow) → take it.
  • Off-theme shiny while your core isn’t online → skip. Finish the family first.
  • Only back slot left on an Empress run → Companion (or Booster if Companion is already set).
  • Demo mage-tower nostalgia → skip.
Still checking
  • Shop silver prices — no verified grid.
  • Exact slots for Cannon Tower / Arms / Force Mage — best-effort only.
  • 0.9.9 patch string not confirmed on Steam news.