18+ adults-only game · Wiki pages may contain story and gameplay spoilers

Community knowledge, preserved on the official site

Body Modifications

Live wiki revision 2072 · October 3, 2026View or improve the source →
Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
Tinker’s Body Modification Workshop

Overview

Tinker offers eight permanent body-modification tracks. Each starts at Level 0 and can reach Level 10 independently, giving a maximum of 80 installed levels. The Optimization Lab handles Levels 1–5; her Fortress Engineering workshop handles Levels 1–10. Both locations use the same installed progress.
These procedures improve your character’s personal stats. Tinker’s turret research, Army Armor, and other Tower Defense upgrades are separate purchases.
The native eight-track workshop overview. Balances are illustrative.

Where to Find the Workshop

Location Availability Maximum procedure level
Future Fringe Zone — Optimization Lab Before I Have Hands, Tinker is available here around the clock. After that plot, she is here before 6 PM. 5
Fortress — Engineering After I Have Hands, daily from 6 PM to midnight. Operations Center access requires Story Beat 31; enter from Cid’s Clinic. 10
Choose Body Modification Workshop in Tinker’s Skills actions. The workshop itself has only the basic Stranger relationship requirement; it does not require her Cybernetics lesson, Time-Tech Integration, the Modification Aesthetics reward, or a higher relationship stage. Those are separate actions with their own gates.
For the prerequisites and location of I Have Hands, follow Tinker’s character walkthrough. Opening, inspecting, closing, and installing in this workshop do not advance game time. Opening the menu is free; an installation charges the Wealth and resources shown in its detail panel.

The Eight Modification Tracks

Each track uses two crafting resource families. “Primary” and “secondary” below determine the quantity required, rather than a different rarity tier.
Modification Primary family Secondary family Procedure theme
Bionic Penile Implant Materials Fabrics A precision pelvic implant tuned for stamina, comfort, and confidence.
Pheromone Synthesizer Ingredients Fabrics Regulates personalized scent chemistry and social presence.
Facial Symmetry Actuators Materials Ingredients Micro-actuators refine facial balance while preserving expression.
Dermal Glamour Mesh Fabrics Ingredients A responsive subdermal lattice improves contour and skin presentation.
Myomer Muscle Weave Ingredients Materials Synthetic myomers reinforce physique, posture, and controlled strength.
Gluteal Actuator Array Fabrics Materials Adaptive actuators refine lower-body balance, posture, and contour.
Vocal Resonator Materials Fabrics A resonant implant enriches vocal warmth, control, and presence.
Allure Optics Materials Ingredients Adjustable ocular implants refine gaze, color, and expressive focus.
The descriptions explain each procedure’s theme. The actual permanent stat reward is the same for every track; the workshop does not assign an extra combat, scent, vocal, or intimacy mechanic to a particular implant.

Permanent Bonuses and Beast Eligibility

Every successful installation adds +1 Attractiveness. Completing a track from Level 0 to 10 supplies +10 Attractiveness; completing all eight from scratch supplies +80.
An installation also adds +1 Beast when your Beast value is already 5 or higher and the Beast system’s supporter eligibility is valid. The procedure cannot activate the Beast system by itself. At Beast 0–4, it supplies the Attractiveness gain without the Beast gain; invalid Beast eligibility leaves Beast at 0.
The menu’s general “+1 Attractiveness and +1 Beast” text omits this condition. Check your actual Beast status before budgeting for that bonus. Levels installed while Beast is inactive do not later grant a retrospective Beast award. If Beast remains active for every purchase, a full eight-track upgrade supplies +80 Beast as well as +80 Attractiveness.
Installed levels are permanent progress. Visiting the other workshop does not duplicate the bonus. There is no downgrade, refund, or reallocation button in this system.

How to Use the Menus

  1. Open Body Modification Workshop while Tinker is present.
  2. Review the top wallet bar: Wealth plus Rare and Epic Materials, Fabrics, and Ingredients.
  3. Select one of the eight cards. The detail screen shows the current installed level, the next level’s bonus, and Owned / required balances for every charge.
  4. Select Install Level N when all requirements are met. The game spends the displayed costs, increases that track by one level, and refreshes the menu.
  5. Continue inspecting or installing, or use Close. Closing the detail returns to the overview; closing the overview returns to normal play. Escape also closes the current workshop screen.
A missing requirement disables installation. You cannot skip levels or buy the same installed level twice. Multiple affordable installations are possible during one visit; there is no practical one-procedure-per-day limit.
At the Lab, a Level 5 card says Fortress workshop required for Level 6. It is not a missing ingredient or affection problem. At Level 10, the card reads Fully upgraded.
A Level 5 procedure at the Lab points you to Fortress Engineering.

Exact Per-Level Costs

The following is the price of one installation to the target level, not the total spent to reach it. All eight tracks use this same quantity and Wealth schedule. Substitute the two resource families from the track table above.
Target level Wealth Rare primary Rare secondary Epic primary Epic secondary
1 1,500 2 1 0 0
2 3,000 4 2 0 0
3 6,000 6 3 0 0
4 12,000 8 4 0 0
5 24,000 10 5 0 0
6 48,000 12 6 1 0
7 96,000 14 7 2 0
8 192,000 16 8 3 1
9 384,000 18 9 4 2
10 768,000 20 10 5 3
For example, Bionic Penile Implant Level 6 costs 48,000 Wealth, 12 Rare Materials, 6 Rare Fabrics, and 1 Epic Material. It consumes no Epic Fabric at that level. Allure Optics Level 8 costs 192,000 Wealth, 16 Rare Materials, 8 Rare Ingredients, 3 Epic Materials, and 1 Epic Ingredient.
The native Level 6 installation panel at Fortress Engineering. Balances are illustrative; Beast rewards require eligibility.
Common Materials, Fabrics, and Ingredients do not satisfy Rare or Epic costs. The workshop uses the ordinary crafting inventories; Reclamation Scraps, Alloy, Circuitry, Reagents, Flux, Pristine Cores, and Army XP are not substitutes. See Items for the broader resource reference.

Planning the Full Upgrade

Starting at Level 0 Wealth Rare primary Rare secondary Epic primary Epic secondary
One track through Level 5 46,500 30 15 0 0
One track through Level 10 1,534,500 110 55 15 6
Completing all eight tracks from Level 0 to 10 costs 12,276,000 Wealth and the following combined resource totals:
Family Rare total Epic total
Materials 550 72
Fabrics 385 48
Ingredients 385 48
These totals assume no prior installed levels. The Lab-only portion across all eight tracks costs 372,000 Wealth and adds 40 Attractiveness. Levels 6–10 are the expensive portion: save Epic resources and arrange access to Tinker’s evening Fortress workshop before attempting them.
Because every purchase has the same stat gain and Wealth price at a given level, spreading purchases across lower-level tracks is generally cheaper per Attractiveness point than finishing one track first. Choose among equally priced tracks according to the Rare and Epic families you have available. This is a purchasing suggestion, not a required order.

Existing Implant Progress

Older Bionic Penile Implant surgery progress is recognized when the workshop initializes. A recorded installed implant counts as at least Level 1, while recorded repeat surgery counts can carry over up to Level 10. The workshop does not award those already installed levels’ stat bonuses again.
The present workshop replaces that old one-off purchasing route. Its installation reward is the stat gain described above; do not expect the old surgery’s separate Erotic XP reward from a new workshop purchase.

Troubleshooting

What you see What to check
Tinker is absent from the Lab in the evening After I Have Hands, visit Engineering from 6 PM onward.
No Fortress workshop Complete I Have Hands, obtain Operations Center access, and visit Tinker during her evening schedule.
Level 6 cannot be installed Use Fortress Engineering; the Lab is capped at 5 even with sufficient resources.
Insufficient resources Check every Owned / required line and the rarity. Common resources and Reclamation resources do not cover these charges.
Attractiveness rose but Beast did not Beast must already be at least 5, with valid supporter eligibility, before the purchase.
Level appears already installed Both workshops share progress, and older Bionic Implant progress can carry over.
Modification did not improve TD armor or turret damage Those use separate armor and defense research menus.


← Back to Game Systems

Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.