Sandustry Materials
The pixel roster — every material we can name, with aliases, density, how to obtain it, and how it is processed.
How to read
A pixel roster, not a wiki dump
Every material is listed with its density (how it behaves physically), how to obtain it, and how it is processed into the next step.
The core loop is five pixels: Sand plus Water makes Wet Sand, the Shaker splits it into Gold and Residue, and Residue burns into Burnt Residue for the Kinetic Press. Everything else is a branch off that spine.

Pixel roster
Every material, catalogued
Filter the table to find a material by name, category or what it makes.
| Name | Category | Density | Obtained | Processed |
|---|---|---|---|---|
| Sand | Granular | 100 | Mined with the shovel. | Wet into Wet Sand; baked into Glass. |
| Water | Liquid | 100 | Pumped from pools or the deep. | Wets Sand; makes Steam. |
| Wet Sand | Granular | 150 | Sand + Water. | Shaker feed. |
| Gold | Currency | 300 | Shaker, Kinetic Press, Planter Box. | Counted in a Collector. Melt it and molten gold counts for two. |
| Residue | Byproduct | 50 | Shaker output (top). | Burnt into Burnt Residue. |
| Burnt Residue | Byproduct | 60 | Residue + heat (Burner Belt or flamethrower). | Kinetic Press feed after a 25-block drop. |
| Seeds | Botanical | — | Kinetic Press output. | Soaked in water to become Wet Seeds. |
| Wet Seed | Botanical | — | Seeds soaked in water. | Grow into Flowers in a Planter Box. |
| Amethelis | Botanical | 20 | Harvested from Flowers. | Dried into Dry Amethelis. |
| Dry Amethelis | Botanical | — | Amethelis through a Steam Dryer. | Breakdown into Florin. |
| Florin | Gas | — | Dry Amethelis broken down. | Condensed into Florinol. |
| Florinol | Liquid | — | Florin through a Condenser. | Stored in a Florinol Battery. |
| Voidbloom | Botanical | 30 | Grown or found in ruins. | Flux Emanator feed. |
| Fluxite | Currency | — | Flux Emanator from Voidbloom; found naturally. | Unlocks Inventory upgrades. |
| Copper | Metal | — | Mined or smelted. | Melted into liquid Copper; cast in a Copper Mold for power bricks. |
| Oricite | Advanced | — | Synthesizer converts Florinol into Oricite at a heavy Energy cost. | Fed through a Shaker to produce Aura. |
| Aura | Advanced | — | Shaker output from Oricite. | Spent on late-game research and upgrades. |
| Lava | Liquid | — | Pumped from the deep. | Frozen into Cinder; can melt sand into Glass. |
| Cinder | Granular | — | Freeze Lava with the Cryoblaster. | Reignite into Lava with a hot source. Can also fill tanks to transport lava. |
| Glass | Granular | — | Baked Sand. | Structural material. |
| Snow | Granular | — | Snowmaker. | Cooling; freezes liquids. |
| Steam | Gas | — | Heating Water. | Steam Dryer or Steam Turbine feed. |
The first pixel you mine. Everything starts with Sand.
The wetter. One water plus one sand equals two Wet Sand.
Heavier than both parents. The Shaker's entire diet.
Dense and precious. Banks Research. Melting doubles its value.
Light and annoying. Never let it pile on the Shaker.
The upgraded byproduct. Worth moving carefully.
The Kinetic Press returns one Seed per Gold.
The hydrated form of Seeds, ready for the Planter Box.
Light petals. Blown by the Aerokinetic Fan.
The dried step toward energy.
The gas form on the energy line.
Sixteen Energy per filled tile.
The Fluxite plant.
The second currency. Powers your Grabber and tools.
The metal for power bricks. Produces Energy far more efficiently than Florinol, though it has little other use in Early Access.
Behaves oddly and barely slides. The bridge from energy to late-game Aura.
The rainbow-colored late-game currency used for advanced research.
Cannot travel through normal pipes while molten.
Lava's frozen solid form. How you move lava without pipes.
Sand's hot result.
The cold side of state changes.
The gas that dries and powers.

FAQ
Frequently asked questions
Density tells you whether a pixel sinks or floats, and how it behaves in water. Gold is extremely dense (300), so it drops straight through a Shaker. Residue is light (50) and stays on top where it can pile up.
Sand, Water, Wet Sand, Gold and Residue. That five-pixel loop is the entire early game. Master it before chasing Botanical or Energy pixels.
Wet Sand has a higher density than its two parents (150 vs 100). That is why it drops cleanly through a Shaker instead of floating or spreading the way dry Sand would.