The Carcass Research Paths Tier List
Which tech branch pays off first inside a dead god's organs.
Research in The Carcass splits into combat, production, diplomacy, and forbidden arts. Projects consume neurons and advance on Pulse ticks. This tier list recommends branch priority by game phase—not individual tech names, which vary by procedural events.
Early game (Pulses 1–20)
S-tier: Production — Nutrient Vats, Bone Quarries, bile efficiency. Fixes famine and construction stalls (buildings).
A-tier: Diplomacy — Trade treaties if neighbors spawn early; skip if isolated.
B-tier: Combat — Only if forced by parasite events.
C-tier: Forbidden arts — Too risky before biomass buffer.
Mid game
A-tier: Diplomacy — Multi-species trade web (factions).
A-tier: Production — Forge and altar chains for neurons.
B-tier: Combat — Pre-war before faction conflicts.
B-tier: Forbidden arts — Start partial if targeting Awakening/Transcendence (endings).
Late game
S-tier: Forbidden arts — Required for Transcendence and several secrets.
S-tier: Combat — Dominion push and parasite swarms on Extinction.
A-tier: Diplomacy — Symbiosis ending stabilization.
Branch profiles
| Branch | Best for | Weakness |
|---|---|---|
| Combat | Dominion, Awakening wars | Starves if over-prioritized early |
| Production | Escape, economic stability | Slow win conquest |
| Diplomacy | Symbiosis, trade empires | Collapses on betrayal |
| Forbidden arts | Transcendence, secrets | Event backlash |
Decision framework
Ask each Pulse: What kills me next? Food → production. Invasion → combat. Isolation → diplomacy. Endgame clock → forbidden.
Cross mutations tier list when research unlocks gene slots.
Ironman note
Wrong branch lock-in hurts permanently. Scout on Normal save first.
Research is hope measured in neurons—spend them on your next catastrophe, not the last one.
Synergy with mutations
Research unlocks mutation slots listed in mutations tier list. Production research without mutation planning still wins Escape runs; Transcendence runs need both forbidden arts research and gene picks aligned before mid-game wars distract you.
Demo branch limits
Demo exposes one or two branches deeply enough to learn queueing—not the full forbidden tree. Treat demo research as tutorial, not completionist prep.
Branch lock warning
Diplomacy and forbidden arts compete for neuron income late. Splitting evenly without plan yields mediocre wars and weak rituals.
Phase-by-phase investment table
| Phase | Primary branch | Secondary | Avoid |
|---|---|---|---|
| Pulses 1–10 | Production | Diplomacy if trade appears | Forbidden arts |
| Pulses 11–30 | Production + diplomacy | Combat if raided | Deep forbidden |
| Mid game | Branch matching ending | Combat OR forbidden partial | Even splits |
| Late game | Forbidden + combat | Diplomacy for Symbiosis | Neglecting food |
Use this table with research guide mechanics and endings guide targets.
Neuron famine signals
If projects stall for five or more Pulses, you are harvest-poor or over-queued. Fix resource management before blaming tier ranks.
Ironman branch commitment
On Ironman, pick one primary branch per third of the run. Changing focus without neuron buffer causes death spirals on Extinction—see difficulty tier list.
FAQ alignment
When the tier list disagrees with your crisis, trust the crisis—food beats theory every time until biomass stabilizes.
Cross-links
Pair this tier list with research guide for queue mechanics and mutations tier list once gene slots unlock mid-run. Revisit ranks after each major Steam patch.
Frequently Asked Questions
Quick answers to the most common questions.
Can I respec research?
No full respec—branch investment is long-term.
Fastest demo research?
Production to stabilize food, then one diplomacy or combat pick based on events.
Forbidden arts early?
Only with surplus biomass and clear ending goal.