Facilities are the building blocks of your home site.
Each facility will either allow you to produce needed supplies (items or resources) or provide other benefits such as allowing your survivors to recover from injuries, fatigue, or infection. Many facilities also have a maintenance/daily upkeep cost or require certain resources to fully function.
Every base has built-in facilities and empty facility slots. These empty slots can be used to build additional facilities, however the type of the slot (Large or Small, Indoor or Outdoor) determines what facilities can be built there. Some built-in facilities can also be cleared in case you want to build something else in its place.
The majority of the facilities can be upgraded, granting you access to a wider array of facility actions and passive effects. Some facilities will have knowledge requirements before they can be built or upgraded, and may also require these knowledge to keep the facility running and fully functional.
You can also install a Facility Mod into most of the facilities to improve their benefits or give them new ones. Some facilities must be upgraded before you could install a facility mod into them.
Note: The Materials cost of building and upgrading facilities will increase when playing on higher difficulties. The cost is determined by the Community slider. On the pages below the costs are described in the following format: Green / Standard / Dread / Nightmare / Lethal.
These facilities are located in every base and can't be demolished.
|Command Center||Lets us spend influence to locate resources or survivors. Determines outpost limit. Upgrade to raise the limit and allow facility mods.|
|Storage||A pile of all our stuff. Upgradeable.|
|Parking||With the appropriate items, upgrade parked cars. We can also quickly grab vehicle supplies from our stockpiles here.|
Crafting & Building Facilities
These facilities are your primary means for crafting and keeping your community, base, and equipment ready for action.
|Workshop||Craft Explosives, Fix Weapons
Also lets us salvage weapons for parts, produce ammo for our resource stockpile, and make our own crossbow bolts.
|Kitchen||Craft Stamina Items, Produce Food
Also lets us ration food. Cooking skills let us prepare feasts.
|Staging Area||Speed Up Build Times
Also reduces facility maintenance costs to zero.
|Forge||Craft Melee Weapons, Materials, Parts
Metalworking skills unlock fearsome weapons and the ability to convert materials to parts with great efficiency. Construction skills unlock the ability to convert parts to materials.
|Auto Shop||Craft Vehicle Upgrades, Craft Toolkits at a Discount
Vehicle upgrades transform most vehicles into badass apocalypse-ready versions of themselves, each with unique strengths. Crafts toolkits and advanced toolkits. Features bulk crafting capabilities, allowing us to create three of either toolkit for the parts cost of two. Passively improves fuel efficiency. Can spend parts to temporarily boost vehicle durability, or to reduce vehicle noise so that fewer zeds hear us driving.
Health & Sleep Facilities
These facilities are required for keeping your survivors healthy and well rested when they're not out scouting, scavenging or killing zombies.
|Sheltered Beds||Two Beds|
|Outdoor Beds||Two Beds, Morale Penalty
Outdoor beds always have a morale penalty.
|Infirmary||Treat Blood Plague, Restore Health
Craft bandages and plague cure. Can produce meds. Also lets us craft painkillers, if we have water access.
Resource Production Facilities
These facilities allow you to grow and produce essential resources your community needs.
|Garden||Provides 1 Food/Day|
|Still||Craft Fuel, Provides Base-wide Water
Also slightly boosts morale while water access is active. If you have a Trader as your leader, the Still can be upgraded to produce valuable luxury items for trade.
|Farm||Provides 2 Food/Day|
Needs water and power to function.
Morale & Training Facilities
These facilities will help you to build up morale or help your survivors to improve their skills faster.
|Fighting Gym||Train Fighting, +20 Health
Also increases rate of Fighting improvement.
|Shooting Range||Train Shooting, +20 Stamina
Also increases rate of Shooting improvement.
|Lounge||One Bed, Many Morale Boosts
Different ways to use available labor to boost morale.
Defense & Utility Facilities
These facilities can help you to keep your survivors safe and improve the quality of their life.
|Watchtower||Enables Armed Guard, Reduces Threat
Requires ammo and at least one armed survivor to function.
|Rain Collector||Provides Base-Wide Water
While we have access to drinking water, morale will be boosted.
|Generator||Provides Base-Wide Power
Needs fuel to function. While we have access to electric light via power, morale will be boosted.
|Solar Array||Provides Free, Silent Base-Wide Power
Also gives the kitchen a bonus via hot water.
|Haven Device||One Big Siege, No More Sieges
We install CLEO in a high-intensity transmitter to keep us safe from zombie sieges.
Leader Projects are only available when your community has a Leader. Each Leader Type unlocks one of them. Once they're built, they can still be used if the leader gets demoted or killed.
|Armory||Crafts Ammunition, Military Explosives
In addition to crafting any firearm rounds we need, we can produce ammo for our resource stockpile.
|Sniper Tower||Radio Unlock: Sniper Cover
This enormous defense facility passively reduces threat, while also providing an option to temporarily reduce threat even further using ammo. Supports two armed guards. Requires ammo and at least one armed survivor to function (or two for full effect).
|Field Hospital||Heal All Injuries And Sickness
Enables passive recovery of Health and removal of trauma, injuries, and infection. Treats blood plague. Crafts plague cure and many other medical items. Can produce meds.
|Trade Depot||Summons Traders, Free Influence
Summon any trader you want over the radio.
These facilities can only be built after unlocking them in Daybreak. Some of these facilities are superior versions of existing facilities while others are new and unique ones providing facility actions and passive benefits that only these facilities can offer.
|Red Talon Bunkroom||Five Beds, Morale Penalty
A high-efficiency bunk layout designed by Red Talon, allowing up to five people to sleep in a small amount of space. However, the tight quarters can lead to unhappy survivors. The prefab required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.
|Red Talon Workshop||Workshop 3 + Free Passive Repairs
A high-end workshop able to passively repair melee and ranged weapons, provide its own power, and do everything a Workshop 3 can do. The prefab required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.
|Red Talon Watchtower||3 Armed Guards, -6 Threat
A highly optimized watchtower allowing up to three guards to operate simultaneously, drastically reducing the threat of zombie attacks on your base. The prefab required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.
|Officer Quarters||Two Beds, Morale Boost, Efficiency Gains
Luxurious and full-featured sleeping quarters fit for Red Talon officers, complete with a self-contained lavatory, workstation, and recreation section. The prefab required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.
|CLEO Relay||Summon CLEO Drops
This kit-bashed satellite relay lets you request a delivery of high-tech gear from the CLEO system of drones. The signal also draws lots of zombies to your base. The CLEO Core required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.
Unique Facilities - Campaign
Each Home Site has something unique; not just in appearance and layout, but in terms of built-ins. The facilities listed below are only available in certain bases.
|Abandoned Locker||Who knows what's in here? We'll only find out by breaking it all down.|
|Announcer Box||A unique facility that can draw zombies in, or blast white noise to hide us from them.|
|Auto Shop (Wheelhouse)||Tools to repair, upgrade, and enhance our vehicles.|
|Backup Generator||A generator was built in to this place, back before the apocalypse.|
|Backyard BBQ Pit||Offers kitchen crafting options, morale-boosting feasts, and food rationing.|
|Bar & Grill||A proper kitchen built into the back of a restaurant, with a full bar in front.|
|Bell Tower||If fixed up, supports two guards. We can ring the bell to draw out zeds.|
|Biker Kitchen||A grungy kitchen with a secret distillation rig in the back.|
|Broken Trailer||An old trailer carrying irrigation equipment gave up the ghost here. We should clear it out to make more room.|
|Bunkhouse||An untouched cabin with perfectly cozy beds.|
|Cafeteria Kitchen||A well-worn kitchen that has fed hundreds of hungry kids over the years.|
|Checkpoint||A fortified area above the entrance where we could post a guard.|
|Chef's Kitchen||A well-maintained hobbyist's kitchen.|
|Chic Eatery Kitchen||A fancier-than-it-needs-to-be kitchen built into the back of a restaurant.|
|CLEO Relay (FOB)||Would let us call in supply drops of high-tech gear.|
|Community Food Bank||Stores lots of food & meds, and a moderate amount of the rest.|
|Concession Kitchen||A fried-food-based kitchen, once used to serve up tasty treats.|
|Country Kitchen (Cabin Park)||A well-loved, well-maintained kitchen, once used to cook up a storm for quests.|
|Country Kitchen (Mazzara)||Lovingly maintained hand-crafted kitchen. Leftover cookbooks provide cooking knowledge.|
|Craft Still||This professional-grade still array allows us to convert food into fuel, ethanol, or beer, and to convert ethanol into fuel. Has a particularly pleasing hoppy aroma.|
|Cramped Barracks||Provides eight beds and a morale penalty.|
|Crewhouse||Four decent beds made on site, of solid wood. They'll outlast every one of us.|
|Defensive Towers||A network of watchtowers with excellent sightlines and overlapping fields of fire. Provides some defensible benefit, or a lot more if we invest some Ammo.|
|Doorless Cells||Jail cells with the doors ripped off. Provides four beds and a morale penalty.|
|Double Bunk Room||Two bunkbeds provide four beds in a tight space.|
|Drive-in Theater||If repaired and refurbished, this would give us the ability to boost morale.|
|Eastern Watchpost||The bridge fort offers a natural height advantage for our dedicated defenders.|
|Elaborate Storage||An extraordinary storage setup.|
|Emergency Services Training||Can teach the Medicine skill and improve the Fighting skill. Upgrade to gain passive injury recovery.|
|Factory Incinerator||A high-capacity incinerator, prefect for efficient, morale-boosting disposal of waste ... or anything else, for that matter.|
|Factory Storage||A truly awesome storage solution. Originally designed to hold manufacturing materials, but we can use it for other things too.|
|Failed CLEO Drop||An original model CLEO drop that failed to activate. We'll need either a specialist, or a large community, to remove this, and free up the slot for building a facility.|
|Firefighter Bunks||Provides four beds.|
|Firehouse Kitchen||The heart of the station, stocked with well-loved commercial-grade equipment able to store a ton of food.|
|Firehouse Workshop||A workshop with an impressive suite of maintenance gear and spare parts. Provides a universal discount to parts costs.|
|Firewatch Tower||Elevated shelter provides 4 safe, indoor beds.|
|Fortified Bleachers||Bleachers reinforced with scavenged junk to keep us safe from nearby threats.|
|Front Pews||We can sleep on them, or break them down for materials.|
|Fuel Tank Watchtower||Supports two armed guards for base defense, and reduces our threat level. Can be reconencted to the underground reservoir to gain fuel and fuel storage.|
|Gate Tower||A platform above the gate where we can post a guard.|
|Grain Silo Storage||Stores a ton of food and a decent amount of everything else.|
|Grisly Remains||Some unfortunate residents were caught unprepared while moving supplies. If we clear out this mess we might find something useful.|
|Heavy Trash||A big pile of junk we can clear up to make room for useful facilities. It'll take awhile.|
|High-End Kitchen||A high-class restaurant kitchen with obscenely expensive cookware.|
|Huge Fuel Storage||A train-car-sized fuel storage tank. We'll never need more.|
|Keg Cooperage||A hand-tool based construction setup that speeds facility builds. Can be dismantled for Materials.|
|Laundromat||A graveyard of washing machines we can scrap for parts.|
|Liquor Store||Can be dismantled for ethanol & various luxury items.|
|Looted Supply Drop||This Red Talon supply drop has been heavily looted. We should clear it out to see if anything useful is left.|
|Lumber Pile||This pre-packed pile of lumber will make for excellent building materials, once we've sorted them out.|
|Machine Shop||This high-end shop lets us make many things, if we provide power.|
|Master Bedroom||A really nice bedroom with space for two to sleep comfortably. Boosts morale.|
|Meditation Garden||A serene raised garden where we can rest our body, mind, and soul. Tending the medicinal herbs is a great way to boost morale.|
|Military Clinic||Lets us recover health, treat blood plague, craft medical items, and remove various ill effects. (Equivalent to Infirmary 2)|
|Military Cots||An old military tent with four simple beds. They're not luxurious, but at least they're indoors.|
|Military Shooting Range||Increases max Stamina. Passively speeds Shooting and Wits improvement. Use labor to rapidly improve Shooting or Wits skill. (Equivalent to Shooting Range 2)|
|Mobile Catering Station||Offers kitchen crafting options, morale-boosting feasts, and food rationing. (Equivalent to Kitchen 2 with extra options)|
|Neglected Red Talon Workshop||Offers advanced crafting, weapon repair, and ammo & materials production.|
|Old Well||A really old well that, miraculously, still dips below the local water table, providing clean potable water to the whole base.|
|Overlook||An upper-story corner room with good visibility. Works like a watchtower.|
|Pews||We can sleep on them, or break them down for materials.|
|Police Armory||A place to make ammunition and thrown consumables commonly used by law enforcement.|
|Primary Still||This professional-grade still array allows us to convert food into fuel, ethanol, or beer, and to convert ethanol into fuel.|
|Rancid Red Talon Officer Quarters||Provides two beds. Normally very comfortable, but the backed-up latrine is a problem (so no morale bonus). No efficiency boosts. We can fix the plumbing to restore the morale bonus and unlock efficiency boosts.|
|Ransacked Red Talon Bunkroom||Provides three cramped beds (with room for more), a mod slot, and a morale penalty.|
|Rear Pews||We can sleep on them, or break them down for materials.|
|Red Talon Armored Storage||A place to safely store resources without them becoming damaged or decaying. Provides extra storage for Fuel and Ammo.|
|Red Talon Watchtower (FOB)||Dramatically reduces base threat and supports three armed guards for base defense. Also includes a weird radio transmitter labeled "CLEO Drone Strike Control," but it's all busted up ... maybe we could fix it?|
|Refugee Clinic||Lets us recover health, treat blood plague, craft medical items, and remove various ill effects. (Equivalent to Infirmary 3)|
|Restaurant Kitchen||A proper kitchen built into the back of a restaurant.|
|Rotting Livestock||These poor penned-up cows were easy picking for the zeds. We should clear out this mess to gain some useful space.|
|Rusty Machinery||Abandoned machinery left in the yard to rust. We could clear this out to make more space.|
|Salvage Beast Auto Works||Tools to repair, upgrade, and enhance our vehicles. Teaches or improves the Mechanics skill.|
|Sawmill||With power and labor, we can run the mill to make some materials. This makes a ton of noise, but there's a lifetime supply of lumber on site.|
|Scout Tower||A tower with a catwalk we can use to post guards and scout nearby areas. Supports three armed guards with no ammo cost to maintain, unlocks rooftop recon at the radio, and unlocks spending ammo for additional threat reduction.|
|Secret Distillery||Someone was making moonshine in their ventilated storage unit. Nice.|
|Secure Lockers||Firesafe storage lockers for police use, repurposed as we see fit.|
|Soundproof Latrine||It's cramped and kind of smelly ... but at least the P is silent.|
|Station Bathroom||Boosts morale (better with Water access). Unique.|
|Sturdy Bunkhouses||Provides 6 beds, with the option to cram in a couple more.|
|Tae-Kwon-Do Gym||A well-outfitted martial arts school we can train in.|
|Tasting Room||Provides a unique combination of morale boosts and crafting options.|
|Trailer Park Beds||Five indoor beds (or rather, four travel mattresses and one sofa bed) for that rustic-chic sleepaway feeling.|
|Trailer Park Storage||A big, sheltered place to safely store a lot of resources without them becoming damaged or decaying.|
|Trash||A pile of junk we can clear up to make room for useful facilities.|
|Trash Pile||Somebody made an effort to clean up this base, but they didn't get around to burning the trash.|
|Urgent Care||A high-end medical facility we could do a lot with.|
|Utility Room||Provides power when fueled up. Provides water when the pump is run.|
|Warehouse Storage||A truly awesome storage solution for all manner of goods, perishable or otherwise.|
|Watchpost||A platform above the steeple we can use to post guards.|
|Watchtower (Loch & Keogh)||A fake watchtower that we'll use as, well, a, real watchtower.|
|Water Tank||An on-site tank of potable water, fit to brew with (or simply to drink, for the unenlightened).|
|Well House||A modern well installation that still dips below the local water table, providing clean potable water to the whole base.|
|Well-Used Latrine||Boosts Morale... as long as we spend the labor to keep it clean.|
|Western Watchpost||The bridge fort offers a natural height advantage for our dedicated defenders.|
Unique Facilities - Heartland
|Base Defenses||Supports one armed guard for base defense. For this to function, we must have at least one survivor equipped with a firearm.|
|Basic Kitchen||Manages rationing. Crafts fatigue-removing consumables. Can produce food.|
|Basic Lab||A workspace for crafting simple explosives, incendiaries, and decoys.|
|Drone Uplink||Summon CLEO Drops, Call Drone Strikes or Deliveries
A hacked-together CLEO broadcast rig with surprising range. Allows us to request supply drops or air strikes from remote drones. Also lets us to occasionally call in a CLEO drop full of useful equipment (at the cost of drawing zombies to the base).
|Fabricator Shop||Craft Parts, Craft Backpacks, Craft Pro Muzzle Attachments, Boost Weapon Durability
A top-tier makerspace equipped with a 3D printer and all sorts of crafting gear. Also enables many passive benefits, including increased weapon durability, higher stack sizes for consumables, and increased carrying capacity limits before impacting Stamina.
|Farming Complex||If repaired, grows food. Can be upgraded to provide it's own water and much more food.|
|Fuel Extractor||A fuel pump and filtration rig that provides a daily income of fuel and plenty of fuel storage.|
|Medical Tent||Enables passive Health recovery and removal of trauma and infection. Treats blood plague. Crafts bandages, painkillers, & plague cure. Can produce meds.|
|Outpost Center||Determines outpost limit. Upgrade to raise the limit and allow a facility mod.|
|Repair Depot||Enables weapon repair & salvage. Crafts vehicle repair kits.|
|Unused Medical Annex||An empty space that would allow us to expand our medical operations.|
|Utilities Complex||Free Power, Free Water
Provides all the water and power we could ever need.