PRAGMATA‘s Shelter has two upgrade stations: the Firmware Updater (suit, primary unit, hacking) and the Unit Printer (weapons, nodes, abilities, attachments). Understanding every stat tier and the optimal upgrade priority for the early, mid, and late game ensures Hugh and Diana remain fully prepared for any upcoming boss fight.
1. How Upgrades Work in PRAGMATA
Located on opposite sides of the Shelter hub, these two terminals govern completely separate progression paths. Neither machine overlaps in scope, meaning you must give both of them consistent attention after clearing each major sector to keep Hugh and Diana properly leveled.
| Feature | Firmware Updater | Unit Printer |
|---|---|---|
| Currency | Upgrade Components (orange-yellow cubes) | Lunafilament / Pure Lunum (late game) |
| Scope | Hugh’s Suit, Primary Unit, Diana’s Hacking | Weapons, Hacking Nodes, Abilities, Attachments |
| Max Levels | Up to Lv. 13 (Suit), Lv. 11 (Hacking) | Lv. 7 per weapon, Lv. 3 per hacking node |
| Shelter Gates | Some upgrades require Shelter Lv. 1 / Lv. 2 | Some upgrades require Shelter Lv. 3 (Heat node) |
1.1. How Shelter Levels Gate Upgrades
Both upgrade stations lock certain tiers behind the Shelter Level, which advances by using Shelter License Keys earned through story milestones and boss defeats.
Missing a Shelter Level means silently missing entire upgrade tiers, so returning after every major sector milestone is critical.
- Shelter Level 0: Default state. Both stations are accessible with base upgrade tiers.
- Shelter Level 1: Earned after defeating the SectorGuard boss. Unlocks the Cabin area, Cabin Stamp Club, and robot terminal. Also opens Suit Lv. 8-10, Primary Unit Lv. 8+ and higher Unit Printer tiers.
- Shelter Level 2: Earned after defeating the Giant Robot mid-boss before the Comm Tower. Unlocks Suit Lv. 11-13, Hacking Lv. 11, additional Unit Printer options, a new REM Showcase, a new Cabin Stamp Club page, and the Training Simulator.
- Shelter Level 3: Unlocks the Heat hacking node at the Unit Printer.
2. Firmware Updater
The Firmware Updater handles three upgrade categories: Hugh’s Suit, Hugh’s Primary Unit, and Diana’s Hacking. All three are purchased using Upgrade Components, the orange-yellow cubes found in side rooms and after combat encounters across every sector.
These are finite per sector, so visiting the Firmware Updater after clearing each area ensures no upgrade window is delayed.
2.1. Hugh’s Suit Upgrades
Hugh’s Suit upgrades increase maximum HP and the Defense multiplier. These values scale gradually and deliver the most noticeable benefit in the late game, when incoming damage spikes sharply. Lv. 8 and above require Shelter Level 1, and Lv. 11 onward require Shelter Level 2.
| Level | HP | Defense |
|---|---|---|
| Lv. 1 (base) | 1,000 | 1.00 |
| Lv. 2 | 1,050 | 1.01 |
| Lv. 3 | 1,100 | 1.02 |
| Lv. 4 | 1,150 | 1.03 |
| Lv. 5 | 1,200 | 1.04 |
| Lv. 6 | 1,250 | 1.05 |
| Lv. 7 | 1,300 | 1.06 |
| Lv. 8 (Shelter Lv.1 required) | 1,350 | 1.07 |
| Lv. 9 | 1,400 | 1.08 |
| Lv. 10 | 1,450 | 1.09 |
| Lv. 11 (Shelter Lv.2 required) | 1,500 | 1.10 |
| Lv. 12 | 1,550 | 1.11 |
| Lv. 13 | 1,600 | 1.12 |
2.2. Primary Unit Upgrades
The Primary Unit upgrades improve Grip Gun damage, stagger rate, ammo capacity, and recoil. Critically, once the Pulse Carbine is unlocked later in the game, these upgrades retroactively apply to it as well.
Every point invested in the Primary Unit is effectively buffing both weapons simultaneously from that point forward.
Prioritize pushing the Primary Unit to Lv. 3-4 early for reliable damage and stagger improvements, then plan to hit Lv. 8 immediately after unlocking Shelter Level 1 to prep for the Pulse Carbine.
| Level | Grip Gun Damage | Stagger Rate | Ammo Capacity | Recoil | Pulse Carbine Heat Gauge |
|---|---|---|---|---|---|
| Lv. 1 (base) | 35 | 60 | 6 | 0.26 | N/A |
| Lv. 2 | 44 | 60 | 6 | 0.26 | N/A |
| Lv. 3 | 44 | 69 | 6 | 0.15 | N/A |
| Lv. 4 | 44 | 69 | 6 | 0.15 | N/A |
| Lv. 5 | 44 | 69 | 7 | 0.15 | N/A |
| Lv. 6 | 49 | 69 | 7 | 0.15 | N/A |
| Lv. 7 | 49 | 78 | 7 | 0.15 | N/A |
| Lv. 8 (Shelter Lv.1 required) | 53 | 78 | 7 | 0.15 | 1.44 |
| Lv. 9 | 53 | 78 | 7 | 0.12 | 1.80 |
2.3. Diana’s Hacking Upgrades
Diana’s Hacking upgrades raise three linked values: Hacking Damage (dealt when Hugh shoots an enemy in its Open State), Open Duration (how long the enemy stays vulnerable), and Heat Gauge Buildup (how quickly Diana’s Overdrive Protocol charges).
Invest in Hacking to reach Lv. 4 early for an immediate Open Duration boost, making every weapon shot significantly more valuable from Sector 1 onward.
| Level | Hacking Damage | Open Duration | Heat Gauge Buildup |
|---|---|---|---|
| Lv. 1 (base) | 133 | 1.00 | N/A |
| Lv. 2 | 140 | 1.02 | N/A |
| Lv. 3 | 146 | 1.05 | N/A |
| Lv. 4 | 153 | 1.08 | N/A |
| Lv. 5 | 160 | 1.10 | N/A |
| Lv. 6 | 166 | 1.13 | 19.2 to 20 |
| Lv. 7 | 173 | 1.15 | 20 to 20.8 |
| Lv. 8 (Shelter Lv.1 required) | 180 | 1.17 | 20.8 to 21.6 |
| Lv. 9 | 186 | 1.20 | 21.6 to 22.4 |
| Lv. 10 | 193 | 1.23 | 22.4 to 32.2 |
| Lv. 11 (Shelter Lv.2 required) | 200 | 1.25 | 23.2 to 24 |
3. Unit Printer
The Unit Printer uses Lunafilament to print and upgrade four categories: Weapons, Hacking Nodes, Abilities, and Attachments. Most items require discovery first; Hugh must physically pick up a weapon or node in a sector before its blueprint appears at the Unit Printer.
If you are missing any specific schematics, use our All Weapons List to track down every blueprint for your loadout.
Late-tier upgrades for certain weapons also require Pure Lunum, found in hidden white chests across all sectors.
3.1. Weapons
Every weapon upgrades through 7 levels at the Unit Printer, improving core performance with each investment. Weapons are divided into three categories: Attack Units, Tactical Units, and Defense Units.
Attack Units
Shockwave Gun (Schematic: Sector 1, Solar Power Plant)
- Lv. 2: Increased Damage
- Lv. 3: Increased Rate of Fire
- Lv. 4: Increased Damage Capacity
- Lv. 5: Increased Damage
- Lv. 6: Increased Rate of Fire
- Lv. 7: Increased Ammo Capacity
Charge Piercer (Schematic: Sector 2, Mass Production Array)
- Lv. 2: Increased Damage
- Lv. 3: Increased Damage + Charge Speed
- Lv. 4: Unlocks Double Charge
- Lv. 5: Increased Damage + Decreased Recoil
- Lv. 6: Increased Damage + Increased Charge Speed
- Lv. 7: Unlocks Triple Charge
Photon Laser (Schematic: Sector 3, Terra Dome)
- Lv. 2: Increased Damage
- Lv. 3: Increased Ammo Capacity
- Lv. 4: Increased Damage + Hit Interval
- Lv. 5: Increased Damage
- Lv. 6: Increased Ammo Capacity
- Lv. 7: Increased Damage + Hit Interval
Homing Missiles (Unlock: Cabin Stamp Club reward)
- Lv. 2: Increased Damage
- Lv. 3: Increased Charge Speed
- Lv. 4: Increased Lock-On Targets
- Lv. 5: Increased Damage + Heat Buildup
- Lv. 6: Increased Charge Speed
- Lv. 7: Increased Lock-On Targets
Tactical Units
Stasis Net (Schematic: Sector 1, Solar Power Plant)
- Lv. 2: Increased Rate of Fire
- Lv. 3: Increased Ammo Capacity
- Lv. 4: Increased Net Radius
- Lv. 5: Increased Rate of Fire + Max Active
- Lv. 6: Increased Ammo Capacity
- Lv. 7: Increased Net Radius + Heat Buildup
Riot Blaster (Schematic: Sector 2, Mass Production Array)
- Lv. 2: Increased Enemy Down Time
- Lv. 3: Increased Damage + Ammo Capacity
- Lv. 4: Increased Blast Radius
- Lv. 5: Increased Enemy Down Time
- Lv. 6: Increased Damage + Ammo Capacity
- Lv. 7: Increased Blast Radius
Sticky Bombs (Schematic: Sector 3, Terra Dome)
- Lv. 2: Increased Rapid Fire
- Lv. 3: Decreased Recoil
- Lv. 4: Increased Ammo Capacity
- Lv. 5: Increased Rapid Fire
- Lv. 6: Decreased Recoil + Increased Ammo Capacity
- Lv. 7: Increased Hacking Matrix Shrink Time
Code Generator (Unlock: Specialist Stamp Board Triple Bingo)
- Lv. 2: Increased Ammo
- Lv. 3: Increased Bullet Range
- Lv. 4: Increased Nodes
- Lv. 5: Increased Error Node Disable Time
- Lv. 6: Increased Blast Damage + Bullet Range
- Lv. 7: Increased Nodes + Error Node Disable Time
Defense Units
Decoy Generator (Schematic: Sector 2, Mass Production Array)
- Lv. 2: Increased Duration
- Lv. 3: Increased Duration
Impact Barrier (Schematic: Sector 4, Lunum Mines)
- Lv. 2: Increased Duration
- Lv. 3: Increased Duration + Shield Strength
Drone Hive (Unlock: Associate Stamp Board Triple Bingo)
- Lv. 2: Increased Drone Reserves
- Lv. 3: Increased Drone Reserves + Max Active Time
3.2. Hacking Nodes
The Hacking Nodes are special effects that Diana activates when passing through colored nodes on an enemy’s hacking grid. They are assigned to Diana’s loadout at the Tram Terminal and are limited by Node Slots, which are expanded via the Attachments tab. Each node upgrades through 3 levels.
Print your preferred utility nodes early, but save enough Lunafilament to instantly max out the Heat node to Lv. 3 as soon as Shelter Level 3 unlocks.
| Availability | Node | Effect | Lv.2 | Lv.3 |
|---|---|---|---|---|
| Shelter Level 0 | Decode | Temporarily increases damage dealt; diminishing returns on repeated use against the same enemy | Increased Damage | Increased Damage |
| Shelter Level 0 | Multihack | Spreads hacking damage to multiple nearby enemies | Increased Max Targets | Increased Max Targets |
| Shelter Level 0 | Confuse | Hacked enemy begins friendly-firing on other bots | Increased Friendly Fire Damage | Increased Friendly Fire Damage |
| Shelter Level 0 | Freeze (Trainee Stamp Board Triple Bingo) | Pauses enemy movement; duration extends for each additional node passed through | Increased Duration | Increased Duration |
| Shelter Level 0 | Expose (Associate Stamp Board First Bingo) | Renders enemies Open for a significantly longer duration | Increased Duration | Increased Duration |
| Availability | Node | Effect | Lv.2 | Lv.3 |
|---|---|---|---|---|
| Shelter Level 3 | Heat | Causes enemies to overheat faster; all weapons build the enemy heat gauge quicker | Increased Heat Gauge Buildup | Increased Heat Gauge Buildup |
| Shelter Level 3 | Drain (Specialist Stamp Board First Bingo) | Converts enemy processing power into HP recovery for Hugh | Increased HP Recovery | Increased HP Recovery |
| Shelter Level 3 | Chain (Director's Stamp Board First Bingo) | Chains the hacking matrix between multiple enemies | Increased HP Recovery* | Increased HP Recovery* |
3.3. Abilities
Abilities are permanent unlocks for Hugh that take effect as soon as purchased, with no equipping required. Some abilities upgrade through multiple levels; others are single purchases. Once unlocked, every ability is always active or available for use.
Buy Object Scan immediately to reveal hidden collectibles across all sectors, which is essential if you are working through 100% Trophies & Achievements completion, followed closely by Bot Scan to easily identify boss weak points.
| Ability | Effect | Upgrade Levels |
|---|---|---|
| Auto-Hacking | Spends a portion of the Hacking Gauge to automatically complete a hack. Unavailable during certain boss phases and scripted sequences. | Lv. 1: Unlocked; Lv. 2-4: Increased Hacking Speed |
| Bot Scan | Allows Hugh to scan enemies in Open State to reveal their weak points | Lv. 1 only |
| Object Scan | Enables Diana's scan to detect hidden Upgrade Components, REMs, Pure Lunum, and other collectibles | Lv. 1 only |
| Critical Shot | Unlocks purple Critical Shot nodes in the hacking grid; passing through them downs low-health enemies. Also enables point-blank finishers on downed enemies | Lv. 1: Unlocked; Lv. 2-4: Increased Node Spawn Rate |
| Fast Moves | Dodging just before an enemy attack briefly slows time, increasing hacking speed and weapon fire rate within the window | Lv. 1 only |
| EC Thrusters | Dodging at the right moment when knocked back negates the knockback entirely and restores footing | Lv. 1 only |
3.4. Attachments
The last section in Unit Printer is Attachments, which covers scalable passive upgrades for healing output, evasion, loadout capacity, and Overdrive Protocol power.
Upgrade Thrusters to Lv. 3 and expand your Mod Slots early to survive the first two sectors. Later, max out the Overdrive Protocol and Hacking Gauge to maximize Diana’s combat effectiveness.
| Attachment | Level | Effect |
|---|---|---|
| Repair Up | Lv. 1 | 300 Repair Output |
| Repair Up | Lv. 2 | 350 Repair Output |
| Repair Up | Lv. 3 | 400 Repair Output |
| Repair Up | Lv. 4 | 450 Repair Output |
| Repair Up | Lv. 5 | 500 Repair Output |
| Repair Up | Lv. 6 | 550 Repair Output |
| Repair Up | Lv. 7 | 600 Repair Output |
| Repair Up | Lv. 8 | 650 Repair Output |
| Attachment | Level | Effect |
|---|---|---|
| Thrusters | Lv. 1 | 2 Thruster Charges |
| Thrusters | Lv. 2 | 3 Thruster Charges |
| Thrusters | Lv. 3 | 4 Thruster Charges |
| Thrusters | Lv. 4 | 5 Thruster Charges |
| Thrusters | Lv. 5 | 6 Thruster Charges |
| Thrusters | Lv. 6 | 7 Thruster Charges |
| Thrusters | Lv. 7 | 8 Thruster Charges |
| Attachment | Level | Effect |
|---|---|---|
| Mod Slot | Lv. 1 | 1 slot |
| Mod Slot | Lv. 2 | 2 slots |
| Mod Slot | Lv. 3 | 3 slots |
| Mod Slot | Lv. 4 | 4 slots |
| Mod Slot | Lv. 5 | 5 slots |
| Mod Slot | Lv. 6 | 6 slots |
| Attachment | Level | Effect |
|---|---|---|
| Node Slot | Lv. 1 | 1 slot |
| Node Slot | Lv. 2 | 2 slots |
| Node Slot | Lv. 3 | 3 slots |
4. Best Upgrade Priority Order
Knowing what to upgrade in PRAGMATA is only half the equation. Below is the optimal upgrade priority order, broken down by early, mid, and late-game phases, to ensure you are always properly leveled for the next boss fight.
Prioritize survivability and exploration utilities (Thrusters, Object Scan) in the early game, expand your Mod Slots mid-game, and max out your Suit and Overdrive Protocol to survive late-game bosses.
| Game Phase | Upgrade | Reason |
|---|---|---|
| Early Game (Sectors 1-2) | Primary Unit to Lv. 3-4 | Damage and stagger improvements are felt immediately from the first combat encounter. |
| Early Game (Sectors 1-2) | Thrusters to Lv. 3 | Four thruster charges is the floor for consistent evasion across Sector 1 and Sector 2 encounters. |
| Early Game (Sectors 1-2) | Mod Slot to Lv. 2 | Two slots opens the first meaningful loadout combination. |
| Early Game (Sectors 1-2) | Diana's Hacking to Lv. 4 | Extends the Open Duration window by 8%, compounding the value of every weapon shot from this point forward. |
| Early Game (Sectors 1-2) | Shockwave Gun + Stasis Net | Both Sector 1 weapons must be printed to become permanently available in the loadout. |
| Early Game (Sectors 1-2) | Object Scan | Single purchase. Essential for locating hidden collectibles across every sector going forward. |
| Game Phase | Upgrade | Reason |
|---|---|---|
| Mid Game (Sectors 2-3) | Mod Slot to Lv. 4 | Four slots opens complex multi-mod combinations that define mid-to-late game builds. |
| Mid Game (Sectors 2-3) | Stasis Net to Lv. 3-4 | Ammo Capacity and Net Radius upgrades make crowd control substantially more reliable. |
| Mid Game (Sectors 2-3) | Diana's Hacking to Lv. 7 | Heat Gauge Buildup is introduced at Lv. 6 and compounds upward through Lv. 10. |
| Mid Game (Sectors 2-3) | Charge Piercer + Sticky Bombs | Both sector schematic weapons should be printed as soon as their blueprints unlock. |
| Mid Game (Sectors 2-3) | Overdrive Protocol to Lv. 3 | A worthwhile investment once hacking flows consistently in combat. |
| Game Phase | Upgrade | Reason |
|---|---|---|
| Late Game (Sectors 4-5) | Suit to Lv. 10+ | HP scaling becomes significant in the final boss corridor and Unknown Signal encounters. |
| Late Game (Sectors 4-5) | Mod Slot to Lv. 6 | Maximum loadout flexibility for any build variant. |
| Late Game (Sectors 4-5) | Charge Piercer to Lv. 7 | Triple Charge is the highest single-weapon DPS ceiling in the Attack category. |
| Late Game (Sectors 4-5) | Critical Shot + Auto-Hacking | Both are essential for Lunatic difficulty and Unknown Signal Mode's complex hacking grids. |
| Late Game (Sectors 4-5) | Hacking Gauge to Lv. 4 | Faster Overdrive Protocol cycling in extended, multi-phase late-game fights. |





















