Approximately Up Best Builds & Meta Picks
Starter, Moon tug, ocean submarine, deep-space cruiser, and co-op meta after patch 1.0.008.
Once you understand the basics of Build Your First Ship and Power and Data Routing, the next question is: what hull should I keep on hand for each route? Approximately Up’s full Steam release (August 6, 2026) asks you to climb from Earth tutorial to deep-space cruiser, ocean planet dives, and four-player co-op — each leg demands a different ship. This page is the meta-build index that ties the Thrusters, Sensors, and full Parts tier lists to ship archetypes you actually want in your blueprint library. Patch 1.0.008 changes a few key picks (Autohemisphere solar panels, RCS Yaw/Roll front labels, Manual-while-seated) — those reflect here.\n\n## How to use this meta page\n\nFor each archetype below, you get:\n\n- Goal — what mission or route the hull is built for\n- Required parts — frames, thrusters, instruments, payload\n- Power & data highlights — what to wire first, what to ignore\n- Failure modes — the mistakes that brick this archetype\n- Patch 1.0.008 notes — anything recent that changes the build\n- Linked guides — the deep-dive walkthrough for each archetype\n Save each finished hull as a blueprint with B so you can swap designs at any Planet Station. Read Blueprints for naming tips.\n\n## 1. Starter Earth lifter\n\nGoal: complete the Earth tutorial loop, run your first 3 retrieval missions, unlock parts.\n\nRequired parts:\n\n- 1 small/medium frame\n- 1 battery + 1 power router\n- 4 atmospheric thrusters (vertical cluster)\n- 1 3D joystick + 1 seat\n- 6 RCS thrusters + 1 RCS controller (wireless pairing)\n- 1 velocity meter (directional mode, downward)\n- 1 small cargo bay with a 1.2 × 1.2 × 1.2 gate\n\nWiring highlights: Power thrusters off the router; run a separate branch for cargo freezers; wire joystick → RCS controller. Add a Hover Logic circuit once you can lift reliably.\n\nFailure modes: over-thrusted (TWR > 2.5 = wasted mass), missing RCS (you spin forever), single-branch power (cargo power cuts when you flip a switch).\n\nPatch 1.0.008 notes: none direct — but if you saved a blueprint before 1.0.006, re-test because the Fuse Box recovery fix and Axis Rotometer signed values may have changed your behaviour.\n\nLinked guides: Getting Started, Build Your First Ship, RCS Thrusters, Hover Logic.\n\n## 2. Moon ice cream tug\n\nGoal: deliver an ice cream freezer to Moonstep while keeping it powered and frozen.\n\nRequired parts:\n\n- Starter lifter base\n- 2 electric thrusters (vertical, on center of mass)\n- 4 additional atmospheric thrusters (low-altitude descent)\n- 1 Autohemisphere solar panel (post-1.0.008)\n- 1 dedicated battery bay (no shared switch)\n- 1 cargo slot for the freezer\n\nWiring highlights: Branch a dedicated power line for the freezer that no cockpit switch can cut. Solar panel feeds a router that trickle-charges the battery; battery feeds thrusters and the freezer. See Solar Panels for the 1.0.008 reorientation fix.\n\nFailure modes: shared cargo power switch (ice cream melts), no atmospheric thrusters (you cannot descend through Moon atmosphere with electric only), insufficient battery (no recovery margin if a thruster shorts).\n\nPatch 1.0.008 notes: Autohemisphere Solar Panels now reset orientation on Fly Mode re-entry. Verify solar yield in flight.\n\nLinked guides: Moon Landing, Missions Walkthrough, Solar Panels.\n\n## 3. Aundara ↔ Outcast round-trip\n\nGoal: unlock the See You Next Week achievement by flying between Aundara and Outcast safely (either direction).\n\nRequired parts:\n\n- Moon tug base\n- Spare RCS thrusters (long legs eat pitch jets)\n- 1 additional Autohemisphere solar panel for the cruise leg\n- Spare battery bay\n- Radar upgrade\n\nWiring highlights: RCS controller battery lights are your lifeline — watch them on long cruises. Solar panel offsets drain, but the Aundara distance dropped from 115M → 95M in patch 1.0.005, so fuel margins are tighter (good).\n\nFailure modes: underestimating RCS consumption, forgetting spare batteries, no radar (you miss Outcast entirely — it is a small body).\n\nPatch 1.0.005 notes: Aundara moved closer. Plan fuel budgets for the new distance.\n\nLinked guides: Planets Map, Solar Panels, RCS Thrusters.\n\n## 4. Submarine hybrid (Drop The Depth Diver / Green Trench)\n\nGoal: reach 1000 m below sea level for Houston, We Have A Submarine, then push to the Green Trench floor.\n\nRequired parts:\n\n- Sealed watertight hull (no gaps)\n- 4 Floodlights (2 nose, 2 keel)\n- Electric thrusters below the waterline (descent)\n- Atmospheric thrusters above the waterline (surface skim)\n- Large battery pack (solar fails underwater)\n- 6 RCS thrusters (low-visibility orientation)\n- Radar (egg/marker detection)\n- Cargo bay for eggs/mastodon\n\nWiring highlights: Power branches for lights, thrusters, and radar — keep them isolated. See Submarine Build for the full template.\n\nFailure modes: frame gap floods the hull, solar panel mounted anywhere (zero yield), no spare RCS (trench corners spin you forever).\n\nPatch 1.0.007 notes: clearer in-game hints for Drop The Depth Diver and Trial By Thrust — easier to find the objective markers now.\n\nLinked guides: Submarine Build, Achievements, Power and Data Routing.\n\n## 5. Co-op roles (4 players)\n\nGoal: split a four-player co-op crew so the builder, pilot, engineer, and navigator each have a clear lane.\n\nRoles and meta picks:\n\n- Builder — Garage mode (G) lead; manages blueprints, swaps thrusters, runs power during rebuilds. Best hardware: desktop with mouse.\n- Pilot — Fly mode (R) lead; manages RCS joystick, main throttle, and Hover Logic switch. Best hardware: controller or HOTAS.\n- Engineer — Instruments and power monitor; watches battery meters, toggles cargo power, restores Fuse Box on brownouts. Best hardware: second screen.\n- Navigator — Radar + objective log (O); plots transfers, calls Solar Storm warnings, reads mission briefings aloud. Best hardware: tablet/phone for second-screen radar.\n Patch 1.0.005 added co-op version mismatch messaging — Engineer should call out the toast so the Builder can sync to the host.\n\nLinked guides: Co-op guide, Patch Notes, Radar and Navigation.\n\n## 6. Star-proximity cruiser (Almost Crispy / Small But Spicy)\n\nGoal: survive within 1,000,000 m of the Sun (Almost Crispy) or 100,000 m of the Red Dwarf (Small But Spicy).\n\nRequired parts:\n\n- Heat-resistant frame (post-1.0.005 Metal compatibility helps)\n- High-thrust vacuum engines\n- Minimum mass design (drop cargo, drop decorative frames)\n- Autohemisphere solar panel for the cruise out\n- Abort burn capable RCS\n\nWiring highlights: Minimize data nodes that slow physics — fewer logic blocks, faster frame time. Solar panel yield peaks near the Sun; over-prioritize thrust control.\n\nFailure modes: too much frame mass (TWR dies in vacuum), wrong thruster type (atmospheric yields zero), no abort plan (you cook before deciding to turn back).\n\nLinked guides: Thruster Tier List, Planets Map, Build Your First Ship.\n\n## 7. Black Hole Tunnel runner (Event Horizon / Way Forward)\n\nGoal: activate a Black Hole Tunnel and travel into a new universe.\n\nRequired parts:\n\n- Cruiser-class hull\n- Long-range power (large battery + solar)\n- Heat-resistant framing for proximity\n- Radar for tunnel entry markers\n\nWiring highlights: Maintain stable power for the entire tunnel transit. Avoid logic loops that spike draw.\n\nFailure modes: running out of power mid-transit (you drift in the tunnel), losing radar contact (you cannot find the tunnel mouth).\n\nLinked guides: Achievements, Solar Panels, Planets Map.\n\n## 8. Endgame full-objective clear (When The Thrusters Go Quiet / Golden Thruster)\n\nGoal: clear every available objective (When The Thrusters Go Quiet) and clear them without using Time Rewind (Golden Thruster).\n\nRequired build discipline:\n\n- Mastered RCS, Hover Logic, and Power and Data Routing\n- Stable blueprints for each archetype\n- Co-op crew that agrees on Time Rewind policy (one panic P press ruins the run for everyone)\n- Patience — the Objectives Completion % from patch 1.0.006 tracks remaining gaps\n\nFailure modes: relying on Time Rewind (P) for difficult moments (counts against Golden Thruster), blueprint drift (a saved hull does not work after a logic patch).\n\nPatch 1.0.006 notes: Objectives Completion % tells you how close you are to When The Thrusters Go Quiet.\n\nLinked guides: Achievements, Time Rewind, Blueprints.\n\n## Meta picks cheat sheet\n\n| Build | Best for | Key patch note |\n| --- | --- | --- |\n| Earth lifter | First 3 missions, tutorial loop | — |\n| Moon ice cream tug | Moonstep deliveries | 1.0.008 Autohemisphere fix |\n| Aundara ↔ Outcast | See You Next Week achievement | 1.0.005 distance tweak |\n| Submarine hybrid | Depth achievements, ocean worlds | 1.0.007 depth hints |\n| Star-proximity cruiser | Almost Crispy / Small But Spicy | 1.0.007 Metal compatibility |\n| Black Hole runner | Event Horizon / Way Forward | — |\n| Endgame all-objective | Golden Thruster discipline | 1.0.006 % tracking |\n| Co-op role splits | 4-player crews | 1.0.005 version mismatch toast |\n\n## Build order recommendation\n\n1. Starter Earth lifter → first 3 missions, unlock parts\n2. Moon ice cream tug → first cross-world achievement chain\n3. Aundara ↔ Outcast → See You Next Week\n4. Submarine hybrid → Houston We Have A Submarine → Green Trench\n5. Star-proximity cruiser → Almost Crispy / Small But Spicy\n6. Black Hole runner → Event Horizon / Way Forward\n7. Endgame all-objective → When The Thrusters Go Quiet → Golden Thruster\n\n## Related pages\n\n- Thruster Tier List — propulsion rankings\n- Sensors and Logic Tier List — meters and PD controllers\n- Blueprints — save and load meta hulls\n- Co-op guide — role splits\n- Patch Notes — balance changes\n- Achievements — the 22-step ladder\n\nApproximately Up’s meta is build, crash, rebuild — but if you keep these eight archetypes in your blueprint library, the rebuilds take ten minutes instead of an evening.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best starter ship in Approximately Up?
A small flat frame, a battery + power router, four atmospheric thrusters vertically, a 3D joystick, a seat, six RCS thrusters with a wireless RCS controller, a velocity meter pointing down, and a small cargo bay. Save it as your first blueprint with B.
How do I build a ship that reaches the Moon?
Add two electric thrusters vertically on the center of mass, atmospheric thrusters for low-altitude descent, an Autohemisphere solar panel after patch 1.0.008, and a dedicated battery line for the freezer if you carry cargo. See the Moon ice cream tug archetype.
Which parts changed after patch 1.0.008?
Autohemisphere solar panels now reset orientation on Fly Mode re-entry, RCS Yaw/Roll front labels were swapped to match the rear ports, and you can open the Manual while seated. Update blueprints that depended on the old behaviour.
What is the easiest submarine build?
Take your starter Earth lifter, seal the frame watertight, add four Floodlights (two nose, two keel), an electric thruster cluster below the waterline, atmospheric thrusters above, and a large battery pack. Test in shallow water before diving 1000 m.
Do I need a separate ship for each planet?
Recommended. Approximately Up rewards specialist hulls (Earth lifter, Moon tug, submarine, deep-space cruiser) over one-ship-for-all. Store each as a blueprint and swap at Planet Stations with B.