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Hull Rupture Ships & Modes

Three hulls, six modes and four difficulties — but only some of them are documented. Here is what each choice changes, what is confirmed, and what is still classified.

Game info Updated October 30, 2026 8 min read Sources checked
Hull Rupture Izumo ship layout with modules and turrets
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Ship identity is more than a starting layout: hulls change systems, loss thresholds and acceptable risk.
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Hull Rupture’s replayability pitch is simple: mix three ships, six modes and four difficulty levels. Hull Rupture ships and modes are the two biggest levers on a run, and neither is just a cosmetic choice. The nuance is that a ship is not a skin. Different hulls have different layouts, systems and loss thresholds, which changes which risks are acceptable and which routes are worth flying.

Ships: what actually changes

The store says different ship models influence how situations unfold. Layouts, systems and loss thresholds vary between hulls. In practical terms, a ship changes:

  • Starting geometry: where modules and turret slots sit, and how aliens approach the Airlock.
  • System priorities: which production chains or defense options are natural, and which require a detour.
  • Loss thresholds: how much damage, crew loss or economic collapse the hull can absorb before the run ends.
  • Risk profile: whether a low-mass sprint or a heavy industrial crawl is the better route plan.

That means a tier list based only on raw stats would be misleading. The right ship is the one whose weaknesses you can plan around and whose strengths match the mode you are playing.

The Izumo: small, maneuverable, salvaged

The Izumo is the confirmed demo ship. It is described as a small, maneuverable vessel made from random stuff found lying around when Earth was destroyed. It works — barely — and it is the hull most players will learn the game on.

The developer has also said one of the three starting ships supports a playstyle built around keeping mass low and visiting as many destinations as possible. The Izumo’s description fits that identity: less hull space and fewer massive production chains, but cheaper travel and more route flexibility.

If you play the Izumo as a heavy fortress, you are fighting its strengths. Keep the production core compact, invest in engines only when the route demands it, and use the map to convert speed into modifiers and resources. The galaxy map guide covers the low-mass sprint in detail.

Hull Rupture Despot’s Chamber inside the Izumo with human workers and tentacles
The Izumo is small, but the Despot’s Chamber still makes it a factory. Efficiency matters more than floor space.

The other two hulls: what we know

As of October 30, 2026, Konfa Games has not published the names or full identities of the other two ships. The store promises three, the preview confirms three, and the developer has hinted at different layouts, systems and loss thresholds. That is the extent of the public information.

We will not invent names or stat blocks to fill a table. When the release build is available, this section will be updated with confirmed hulls, layouts and playstyle notes. Until then, treat any “best ship” ranking as speculation.

What to check when a new hull unlocks

Look at the starting layout, the Airlock approach, the engine situation, the loss threshold and the available module slots. Those five factors decide whether the hull wants a compact economy, a long defensive route or a fast map sprint.

Is there a Hull Rupture ship tier list?

Not yet. A credible Hull Rupture ship tier list needs all three hulls, their starting layouts, their loss thresholds and enough release-build testing to compare them. Only the Izumo has been publicly detailed. The other two ships are promised by the store but remain unannounced, so ranking them now would be speculation dressed up as data.

Once the release build is available, this page will compare the hulls on the factors that actually matter: route flexibility, production space, defensive geometry and forgiveness after a bad wave. Until then, use the Izumo to learn the loop and treat any “S-tier ship” claim as an opinion, not a verified fact.

Hull Rupture modes: every known option

The store advertises six modes, but the final lineup has not been fully documented. The mode names below come from a hands-on preview and official posts. Some are confirmed for the release, some are demo-only, and some may change.

Mode What changes Status
Classic The core 20-wave experience: production, exploration, tower defense and a final boss. Demo + release
Trade A combat-free mode where economic pressure replaces alien attacks. Demo
Conquest Capture all outposts in the system to win, with roughly double the fighting. Previewed
Cursed No money; humans become the currency for purchases. Previewed
Uneventful Random events are replaced with small rewards, reducing reading and variance. Previewed
Pure Less RNG and no random events, for a more deterministic run. Previewed
Impossible Unlocked after completing a campaign in another mode. Difficulty at the “verge of madness.” Previewed
Endless A separate mode at release with its own settings, rather than a Classic continuation. Confirmed

The count does not perfectly match six names because the preview and the release build are different snapshots. Classic, Conquest, Cursed, Uneventful, Pure and Impossible were named in April. Trade arrived in the June demo. Endless is being separated for release. The final six may differ from both lists.

Difficulty levels

Hull Rupture advertises four difficulty levels. The demo includes a base difficulty; the developer has not published the exact modifiers for each tier. What is known:

  • Higher difficulties add guarded locations on the galaxy map. Visiting one triggers extra enemy waves that do not count toward the 20-wave run.
  • Impossible is unlocked by completing a campaign in another mode and is described as being at the verge of madness.
  • The demo’s Endless mode had balance and performance problems after wave 40; the release separates it so it can be tuned independently.

If you are new, play Classic on the base difficulty. The game already asks you to manage a live economy during combat; adding extra waves before you understand the production loop is not a difficulty curve, it is a cliff.

Which mode should you play first?

First run

Classic

Learn the full loop with the standard 20-wave structure and final boss.

Economy focus

Trade

Play the demo’s combat-free mode if you want to study production without wave pressure.

Chaos run

Cursed

Spend humans as currency and lean into the game’s darkest economy joke.

The final mode list may change

The game releases on November 4, 2026. Mode names, unlock conditions and difficulty modifiers can change between the demo and launch. Check the release build before planning a mode-specific guide.

Hull Rupture ships and modes FAQ

Quick answers

Registry questions

How many ships are in Hull Rupture?

The Steam store advertises three ships. Only the Izumo has been publicly detailed so far: a small, maneuverable ship built from salvaged parts. The other two hulls are not fully revealed as of October 30, 2026.

What are the six modes in Hull Rupture?

The store advertises six modes, but the final lineup is not fully documented. A hands-on preview named Classic, Conquest, Cursed, Uneventful, Pure and Impossible. The demo includes Classic and Trade, and Endless is confirmed as a separate mode at release.

What is Cursed mode in Hull Rupture?

In Cursed mode you gain no money, but you can buy things by spending humans as currency instead. It is a high-variance economy mode built around the game’s central joke: people are a resource.

What is the easiest mode for a beginner?

Classic is the core experience and the best starting point. It includes the normal production, exploration and defense loop. Try Classic in the demo before experimenting with Conquest, Cursed or the lower-randomness modes.

How many difficulty levels does Hull Rupture have?

The store advertises four difficulty levels. The demo includes a base difficulty, and higher difficulties add guarded locations and extra waves. Impossible is described as being at the verge of madness and is unlocked after completing a campaign in another mode.

Does Hull Rupture have an Endless mode?

Yes. The demo’s Endless mode is being reworked into a separate mode with its own settings at release, rather than a continuation of Classic. The developer has acknowledged balance and performance issues after wave 40.

Next step

The ship is only half the run. The shop and module kit guide explains how to turn a hull’s strengths into actual modules, and the ship database tracks every confirmed hull detail.

Sources & verification

This page blends official information with original strategy analysis. Numerical values are omitted where the developer has not published them. Demo systems can change on release.

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