Practical rules


  • Build for consistency first, profit second, convenience third. If it doesn’t help you extract more often, it can wait.
  • One upgrade at a time beats ten half-plans. Always pick the next station or upgrade level you’re actively farming for.
  • Avoid “trophy upgrades” early. If you build something because it sounds cool, you’ll usually regret the materials later.
  • Crafting stations pay for themselves when they replace raid-dependence. The earlier you can craft essentials, the fewer raids you “need” to win.
  • Stations that unlock NPCs are force multipliers. New NPCs usually mean new quests, new shops, and faster progression.
  • Don’t hoard blindly. Keep what you need for the next 1–2 upgrades, then sell the rest to fund kits and repeat runs.
  • The hideout is a loop, not a checklist. Your bunker grows fastest when your raid route supports your next build.


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How the bunker works (the basics that make upgrades more valuable)


Before we talk build order, you need to understand why the bunker is so powerful.

While you’re in the bunker, you can recover safely. Health, hunger, and thirst regenerate there, time passes normally (which makes it useful for waiting out storms), and ammo isn’t consumed while you’re in base. The bunker also contains key “always available” features like storage access and basic supplies.

The bunker is not just a menu. It’s a staging area where your playtime turns into permanent advantages:

  • you can build stations that craft gear and supplies
  • you can unlock NPCs who offer quests and shops
  • you can unlock travel tools (like teleportation) that reduce time spent in danger
  • you can create passive bonuses (like totems) that boost your character without expensive gear

So when someone says “hideout progression,” what they really mean is: turn your raids into permanent power.



Hideout stations and what they do (plain-language overview)


Different sources list slightly different station names depending on version and community terminology, but the core idea is stable: your bunker can be expanded with stations that fall into a few categories.


Crafting and maintenance

  • Basic Workbench: your first crafting station; the start of your crafting loop
  • Advanced Workbench / Workbench: deeper crafting, dismantling, repairing, and blueprint registration
  • Medic Station: craft medical supplies and stabilize your survival economy


Access and progression

  • Key Registration Device (sometimes listed as Master Key Recorded): turns keys into permanent door access later
  • Tech Center: unlocks more advanced buildings and progression systems


Combat economy and shops

  • Weapon Shop: buy/sell weapons and ammo
  • Armor Shop / Variety Shop / similar vendor stations (naming varies by guide): convenience vendors that stabilize your loadouts and reduce raid pressure
  • Black Market Contact: fluctuating trades that can create profit spikes when you understand pricing


Mobility and passive income

  • Teleporter: travel flexibility; reduces dangerous walking time
  • Bitcoin Miner: passive income (strong later, but not your first priority)


Quality-of-life and character growth

  • Gym / Prototype Machine: character upgrades and training benefits; also unlocks an NPC coach
  • Dining Table / Kitchen-related upgrades: food support and comfort; helps long sessions and resource stability
  • ATM: money management and convenience (more relevant once your economy is active)

You don’t need all of these early. You need the ones that change your raid outcomes the fastest.



The best “build first” order (simple answer)


If you want the fastest, safest progression path, build in this order:

  1. Basic Workbench
  2. Advanced Workbench / Workbench upgrade path
  3. Medic Station
  4. Key Registration Device (Master Key Recorded)
  5. Tech Center
  6. Weapon Shop
  7. Gym (and other training/character stations)
  8. Teleporter
  9. ATM → Black Market Contact
  10. Bitcoin Miner (late)
  11. Everything else that’s cosmetic, niche, or trophy-like (last)

Now let’s explain why, and how to use this order in real raids without getting stuck.



Milestone mindset: stop thinking “build everything,” start thinking “unlock loops”


A hideout grows fastest when you unlock loops—systems that feed themselves.

The three most important loops in Duckov are:

  • The survival loop: healing + food + reliable resupply
  • The economy loop: sell → buy kits → extract → repeat
  • The progression loop: quests + blueprints + station unlocks → stronger options

Your first builds should unlock these loops in that exact order. A dead duck doesn’t profit. A broke duck can’t run consistent raids. A duck with no progression tools stays weak longer.



Build #1: Basic Workbench (your first real progression engine)


The Basic Workbench is your first “this changes everything” station. It’s usually tied to early quests and basic materials (commonly wood). As soon as you can build it, build it.

Why it’s first

  • it turns “random junk” into usable items
  • it anchors many other station requirements
  • it unlocks a mindset shift: loot becomes purpose-driven instead of chaotic

What it changes immediately

  • you stop relying entirely on luck drops
  • you can start planning raids around materials that matter
  • you begin learning what items are truly valuable (because you see what crafts and upgrades require)

Beginner rule

If you build nothing else for a while, build the Basic Workbench. It’s the foundation of the entire bunker.



Build #2: Upgrade into Advanced Workbench (crafting, dismantling, repairing, blueprints)


Once your Basic Workbench exists, your next step is improving that crafting backbone.

Depending on the guide/version naming, this appears as Advanced Workbench or simply Workbench upgrades. The important part isn’t the label—it’s the function set: repair, dismantle, deeper crafts, and blueprint registration.

Why this is the best early upgrade

  • Repairing keeps gear usable longer, which reduces how often you have to replace items
  • Dismantling converts “wrong items” into “right materials,” which is massive early
  • Blueprint registration/research turns rare finds into permanent crafting access
  • It supports almost every other station because it stabilizes your entire economy

The hidden value

Early players often waste money because they treat gear like disposable trash. Workbench repair changes that: you keep a reliable kit running longer, which increases extraction consistency.

A practical habit

After every successful raid, do a 30-second pass:

  • repair what you actually plan to use
  • dismantle low-value junk that blocks your storage
  • tag one next upgrade requirement and farm for it

That habit alone speeds progression more than most “combat tips.”



Build #3: Medic Station (because bleeding and chip damage are the real early killers)


The Medic Station is not glamorous, but it’s one of the strongest early builds for one reason: it prevents slow, avoidable losses.

Duckov can hit you with status problems like bleeding, and bleeding causes gradual health loss until treated. Even if you’re good at fighting, you’ll still take chip damage in early raids. Running out of meds turns an easy extraction into a panic sprint.

Why Medic Station is a top early priority

  • stabilizes your survival economy (you stop running “med-poor”)
  • turns bad raids into “still extracted” raids
  • reduces the number of deaths caused by late healing or shortage
  • supports longer learning runs when you’re exploring or doing multi-step quests

The beginner truth

Most early deaths aren’t because your gun is weak—they’re because you couldn’t recover from damage. Medic Station fixes that.



Build #4: Key Registration Device (Master Key Recorded)


Keys in Duckov can be extremely valuable, but early on keys can also feel frustrating: you find a key, then you forget where it goes, you lose it, or you don’t want to bring it into a raid because you’re afraid to die with it.

A key registration device solves the psychological and practical problem: it turns keys into persistent access later, so your progress doesn’t hinge on keeping a fragile item safe forever.

Why this matters early

  • it turns keys from “loot” into “permanent map access”
  • it reduces fear (you stop hoarding keys like priceless gems)
  • it unlocks doors that can improve loot routes and quest efficiency

How to treat key registration as a beginner

  • register keys as soon as you can
  • don’t build your entire day around one key door early
  • use key access to make routes safer and faster, not just “more loot”



Build #5: Tech Center (the gate that unlocks advanced progression)


The Tech Center is a classic “unlocker” station. Many advanced buildings sit behind it, and it often ties into an NPC chain that expands your bunker options.

Why it’s the right mid-early priority

  • it opens the next tier of station access
  • it usually aligns with the time you start needing more complex crafts and upgrades
  • it helps you shift from “survive” to “optimize”

When to build Tech Center

Build it once your survival loop is stable:

  • you can extract reliably
  • you have crafting options
  • you can maintain meds and basic supplies
  • your stash isn’t collapsing after one loss

If you build Tech Center too early, you unlock “cool options” but can’t afford to use them. Build it when your fundamentals are stable.



Build #6: Weapon Shop (stability and convenience)


A Weapon Shop is not just “shopping.” It’s economy stability:

  • easier ammo management
  • easier kit rebuilding
  • fewer raids ruined by “I ran out of the right ammo”
  • less dependency on specific loot drops

Why it’s not first

You don’t need it before your workbench and medic loop. Early on, you can survive by looting and using what you find. Later, when your goals get more complex, you’ll want consistent access to weapon supplies.

How it changes your raids

Weapon Shop reduces “prep friction.” You spend less time struggling to assemble a kit, and more time actually progressing.



Build #7: Gym and training-style upgrades (character strength and NPC unlocks)


The Gym is a quality-of-life powerhouse because it often ties to:

  • character upgrade systems (survival and combat improvements)
  • an NPC coach that expands quest access
  • stat growth that makes you feel less fragile

Why it’s a mid priority

Training benefits compound over time, so building it earlier is good—but not at the cost of your survival loop. If you’re dying because you can’t heal, the gym won’t save you. If you’re surviving reliably, gym upgrades make you better every session.

Beginner move

Build the Gym once you can fund basic kits easily. Then treat training upgrades like a “daily habit” rather than a one-time grind.



Build #8: Teleporter (mobility is survival)


Teleportation is one of the strongest late-early / mid-game upgrades because it reduces the most dangerous part of raids: time spent traveling through threat zones.

Why teleporter is powerful

  • fewer minutes in danger per run
  • more direct access to objectives
  • easier recovery from mistakes (you can reset faster)
  • faster quest stacking (multiple objectives per session)

Why it isn’t your first build

Teleportation helps most when you already have:

  • stable kits you can replace
  • enough supplies to stay calm
  • map knowledge to use teleport points intelligently

Think of Teleporter as a “speed multiplier.” Multiply stability first, then multiply speed.



Build #9: ATM and Black Market Contact (economy mastery, not beginner survival)


Once your hideout is functioning, you’ll care more about market systems:

  • converting loot into the right resources
  • taking advantage of trade fluctuations
  • keeping your stash lean while still progressing

Black Market systems are powerful, but they’re also easy to misuse early. If you don’t know what items are truly scarce for your next upgrades, you’ll sell the wrong things or buy “tempting junk.”

When these become worth it

  • you can already extract reliably
  • you know what materials block your next upgrades
  • you have a healthy money loop
  • you want to optimize profit per raid



Build #10: Bitcoin Miner (late-game passive income)


Bitcoin Miner style stations are classic “rich get richer” upgrades: once built, they provide passive value over time.

Why it’s late

  • it typically requires higher-tier materials
  • it doesn’t help you survive your next raid
  • it’s strongest when your core systems are already stable

Build it when your bunker is already humming and you want passive income to fund higher-risk runs.



Totems and the Summoning Circle (the “quiet power” that beginners should not ignore)


Totems are equippable items that grant passive bonuses while worn, and they’re created randomly at the Summoning Circle in the bunker. You can offer Fading Feathers to create totems (often in sets like 8 for one totem or 80 for bulk creation).

Why totems matter for hideout progression

Totems are not a “station” you build, but they are part of hideout power. They can:

  • improve survivability
  • smooth out resource problems
  • enhance combat comfort
  • reduce the feeling that you need expensive gear to succeed

Beginner totem habits

  • pick up feathers frequently (they’re easy value)
  • don’t wait forever to “do it perfectly”—use totems early to gain steady benefits
  • if you get low-impact totems, treat them as learning: test effects and adjust

Totems are one of the fastest ways to make budget kits feel stronger.



Warehouse and storage progression (how not to drown in loot)


Your storage is a station all by itself in practice. Even if you build the “right” stations, you can still stall if your warehouse becomes chaos.

The beginner storage rule

If an item doesn’t do one of these, it’s probably not worth keeping:

  • upgrades your bunker within the next 1–2 build steps
  • completes a quest you’re about to do
  • feeds ammo or healing you will use soon
  • is a compact high-value sell item

Everything else is either clutter or future confusion.

A simple stash sorting method

Create four mental piles:

  • Build pile: items you need for the next upgrade
  • Quest pile: items you need for your next quest chain
  • Kit pile: ammo, meds, and gear you actually deploy
  • Sell pile: everything else

If you do this after each extraction, you never get stuck wondering “what do I even do now?”



A step-by-step early game plan (first week of progression)


This is a practical plan you can follow without guessing.


Day 1: Establish your crafting foundation

  • build Basic Workbench as soon as materials allow
  • start stockpiling basic crafting components you see repeatedly
  • run short, safe raids that prioritize extraction over combat


Day 2: Upgrade the workbench and stabilize repairs

  • push into Advanced Workbench / Workbench upgrades
  • start repairing the kit you like using
  • dismantle junk that doesn’t serve your next upgrade


Day 3: Lock in your Medic Station

  • build Medic Station
  • craft or stockpile enough healing that you can survive mistakes
  • stop taking raids “med-poor”


Day 4: Turn keys into permanent access

  • build Key Registration Device
  • register keys quickly
  • use newly unlocked doors to improve route safety, not just loot greed


Day 5: Unlock the next tier

  • build Tech Center
  • start planning your next big unlock: Weapon Shop or Teleporter path
  • keep your economy stable while you expand

This schedule isn’t about exact days—it’s a mental model: foundations first, then unlockers, then speed multipliers.



Materials: what to prioritize early (and what to stop hoarding)


Many beginners lose time by grabbing “everything” and extracting when full. That feels productive, but it’s inefficient because it turns your hideout plan into chaos.

Use this priority order:

Priority A: Station blockers

These are items you repeatedly see in build requirements for your next station tier. When you identify a blocker (wood early, then metals and tech parts later), focus it hard until the station is built.

Priority B: Survival economy

  • bandages and medical supplies
  • food and drink
  • ammo for your current weapons

Priority C: Tech progression

  • circuit boards, drives, and similar tech parts (often needed for key devices and tech stations)
  • components used to unlock more advanced buildings

Priority D: Money items

  • compact valuables
  • items that sell well and don’t weigh you down

What to stop hoarding

  • bulky low-value items that clog storage
  • gear you never deploy because you’re “saving it”
  • random duplicates of everything “just in case”

A hideout is built by focus, not by hoarding.



How to plan raids around your next upgrade (the “one target” method)


Here’s a method that works even if you’re new and still learning maps.

  1. Pick one upgrade you want next
  2. Write down its 2–4 most annoying materials
  3. Run raids with one job: gather those materials and extract
  4. Ignore everything else unless it’s clearly higher value per slot
  5. Build the upgrade as soon as you can, then pick a new target

This works because it removes decision fatigue. Duckov throws a lot of loot at you. Focus turns that loot into progress.



Build order variations by playstyle (choose the one that fits you)


Not every player should use the exact same order. Here are three proven variations that still follow the same logic.


The “Safe Extractor” build order (most beginners)

Basic Workbench → Advanced Workbench → Medic Station → Key Device → Tech Center → Weapon Shop → Gym → Teleporter

Best for players who want:

  • steady progress
  • fewer deaths due to resource issues
  • a calmer learning curve


The “Economy First” build order (confident extractors)

Basic Workbench → Advanced Workbench → Weapon Shop → Medic Station → Key Device → Tech Center → Teleporter → Black Market/ATM

Best for players who:

  • already extract consistently
  • want stable ammo and quick kit rebuilds
  • enjoy optimizing profits


The “Quest Accelerator” build order (route learners)

Basic Workbench → Medic Station → Advanced Workbench → Key Device → Tech Center → Teleporter → Weapon Shop

Best for players who:

  • stack quests
  • want travel flexibility earlier
  • prioritize reaching objectives fast

Pick one variation and commit for a while. Switching plans every hour is how hideouts stall.



Common hideout mistakes that slow progression (and how to avoid them)


Mistake: Building “cool” stations before survival stations

Fix: If it doesn’t help you extract more often, it’s not early priority.


Mistake: Hoarding everything “for later”

Fix: Keep only what supports the next 1–2 upgrades and upcoming quests. Sell the rest.


Mistake: Ignoring repairs and burning through gear

Fix: Use the workbench to repair your reliable kit so your economy stabilizes.


Mistake: Farming rare items without a build target

Fix: Rare items are only “rare value” if they unlock something you can use soon.


Mistake: Delaying Medic Station because “I can just loot meds”

Fix: Looting meds works until you have a bad streak. Crafting meds is stability.


Mistake: Unlocking advanced buildings with no economy to support them

Fix: Build foundations first, then unlockers, then speed multipliers.



Quality-of-life tips that make hideout management faster


  • Collapse and relocate when needed. If your bunker layout feels messy, reorganize; you don’t need to suffer with a bad layout forever.
  • Keep a “next upgrade box.” Reserve a section of storage for only next-upgrade materials. This prevents accidental selling or clutter.
  • Run a “reset kit” always ready. A cheap, reliable kit lets you jump back into raids without emotional friction.
  • Use the bunker for storm management. If conditions outside are brutal for your current stage, wait it out and use the time to craft, sort, and plan.



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FAQ


What should I build first in the Duckov hideout?

Build the Basic Workbench first. It’s the foundation for crafting and often a requirement for multiple other stations.


What’s the most important early upgrade after the Basic Workbench?

Upgrade into Advanced Workbench / Workbench functions next. Repairing, dismantling, and blueprint registration are huge early multipliers.


Do I really need the Medic Station early?

Yes. Bleeding and chip damage are common, and a Medic Station stabilizes your supply loop so bad raids don’t spiral into repeated deaths.


When should I build the Tech Center?

After your survival loop is stable (workbench + meds + reliable extractions). Tech Center is best when you can actually afford and use the advanced unlocks it enables.


Is the Teleporter worth it?

Absolutely—once you can fund your basics. Teleportation reduces time in danger and makes questing more efficient, but it’s most valuable when your kits and supplies are stable.


Should I build the Bitcoin Miner early for passive income?

Usually no. It’s a late-game upgrade that shines when your bunker is already strong. Early on, focus on stations that help you extract more consistently.


How do I stop my storage from getting out of control?

Use the four-pile method: Build items, Quest items, Kit supplies, and Sell pile. If an item doesn’t serve one of those, it’s probably clutter.


Do totems matter for hideout progression?

Yes. Totems provide passive bonuses and can make cheap kits feel stronger. Using Fading Feathers regularly is a smart, low-stress power boost.

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