Where to farm Titanium, Electrium and Biomass in GRAVHOUNDS, how carry weight works, and the route that keeps a base supplied without overstaying.
GRAVHOUNDS Resources Guide: Titanium, Electrium, Biomass
GRAVHOUNDS runs are won by leaving with more than you spent. That sounds obvious until you watch a four-player pack mine for twenty minutes and extract with half a backpack, because they spread across three resource types and finished none of them.
There are three resources, three different jobs, and one route that gets all of them without overstaying.
Official source: GRAVHOUNDS on Steam ↗ — mine, build, defend and extract in 1–4 player co-op.

The three resources and what they buy
| Resource | Used for | Where it comes from | Priority |
|---|---|---|---|
| Titanium | Structures, turret mounts, pipes | Rock and scrap nodes | Highest early |
| Electrium | Generator fuel and power | Crystal cores | Constant |
| Biomass | Healing and organic upgrades | Plant and creature nodes | Situational |
Titanium is the run's capital. Every turret, wall and pipe segment is a Titanium decision. You never have enough in the first ten minutes and you always have too much in the last two.
Electrium is the run's operating cost. It burns continuously, so a stack that looks full at minute five is empty at minute twelve. It is the resource players forget to top up.
Biomass is the run's health insurance. Fully harvesting a node restores 10 HP, which makes it the cheapest heal in the game on a low-health run.
Titanium: mine the near ring, not the far field
The best Titanium is the Titanium you can carry back before the swarm tier rises. On most planets that means the ring of nodes closest to the collector, not the rich field on the horizon.
A practical Titanium route:
- Land, scout a circle, pick the ground.
- Mine the two nearest clusters while the collector sets up.
- Build the power spine and one kill-box turret.
- Mine the next ring only if the first wave is already handled.
- Extract when the near ring is empty.
The far field is for a second run, after your base can survive without you standing in it.
If a node is more than thirty meters beyond your resource trunk, it is not part of this run. Either extend the trunk or leave it.
Electrium: break the core, drop it on the pipe
Electrium comes from crystal nodes with a core. Breaking the core releases the crystals, and dropping them directly onto a pipeline is one of the fastest ways to get them back to the collector. The launch build also fixed the tracking so these crystals are credited correctly at the end of the run.
The Electrium habits that matter:
- Never pass a crystal node without breaking it. Even two crystals is a wave of turret uptime.
- Keep one stack in reserve. The last crystal should never go into a turret.
- Refill before the wave. A generator at 80% is not an emergency; a generator at 10% is.
- Throw, do not walk. The Grav Beam moves a stack faster than you do.
The power guide covers how fast the grid burns it.
Biomass: the heal you are not using
Biomass is the least valued resource and the most underused. Fully harvesting a node restores 10 HP, which turns a retreat into a reset. On a solo run, that is often the difference between extracting and dying at the collector.
Rules:
- Harvest Biomass when below half health. Ten HP is cheap; a death is not.
- Do not strip Biomass for upgrades before you need the heal. The upgrade can wait.
- Mark Biomass patches on the way in. You will want them on the way out.
The route: one loop, three stops
The most efficient farming route is not three separate trips. It is one loop that hits all three resource types in the order the base needs them.
collector
|
+--> Titanium ring (build)
|
+--> Electrium cluster (fuel)
|
+--> Biomass patch (heal)
|
+--> back to collector (extract)
Run the loop clockwise on one planet and counter-clockwise on the next. Alternating keeps the route fresh and stops you from tunneling into the same fight.
On a full pack, split the loop:
- Player 1 takes Titanium.
- Player 2 takes Electrium.
- Player 3 takes Biomass and blueprints.
- Player 4 stays at the base and builds.
The split is faster than four players doing the same loop, and it gives every player a clear reason to be somewhere.
Carry weight and what to drop
You cannot carry everything. When the backpack is full, drop in this order:
- Biomass — replaceable, and the heal is instant.
- Electrium — unless the generator is dry.
- Titanium — the last thing to drop, because it is the only resource that converts into permanent base value.
If you are on the extraction line and over capacity, drop the Biomass first. You can heal next run; you cannot rebuild a turret next run with Biomass.
Planet selection for farming
Not every planet is worth a full loop:
- Green-band planets are Titanium factories. Low risk, high node density, good for a supply run.
- Amber-band planets are Electrium and blueprint planets. The crystal clusters are richer, but the swarm punishes long routes.
- Red-band planets are not farming planets. You go there for a blueprint or a boss, not for a backpack of rocks.
The Star Map shows remaining blueprints per planet. Use it to decide whether a planet is a farming trip or a hunting trip — they are different routes.
When to stop farming
Stop when any of these is true:
- The swarm tier has risen twice since you landed.
- Your base has more turrets than it can power.
- Your backpack is full and the extract is still a minute away.
- A teammate has gone down twice.
The most common mistake in GRAVHOUNDS is not dying. It is staying. A run that extracts at 70% capacity is worth more than a run that dies at 100%.
FAQ
What is the most important resource? Titanium early, Electrium always. Biomass is a heal, not an economy.
How do I get Electrium fast? Break the crystal core and drop it onto a pipeline.
Does Biomass heal? Yes. Fully harvesting a node restores 10 HP.
Should I mine everything on a planet? No. Mine the near ring, run the loop, and extract before the swarm tier outgrows your base.
Do resources carry between runs? Only what you extract with. Anything left on the planet is lost.
Further reading
Summary
Titanium builds, Electrium runs, Biomass heals. Run one loop, split it in co-op, and extract while the backpack is still worth carrying. The extraction guide covers the final decision; the base building guide covers what to spend it on.
More GRAVHOUNDS Guides
Build a GRAVHOUNDS base that survives escalating swarms: site selection, four defensive layers, power placement and layouts for solo to four players.
A first-shift walkthrough for GRAVHOUNDS: what to mine, where to build, how pipes pay for themselves, and when to call the ship.
A complete GRAVHOUNDS build for hard planets: rapid-fire crit weapon, turret support deck, Dozer mines and the exact 10-card Mod Deck.
The best GRAVHOUNDS character for solo, duo, four-player packs and boss runs, with the reasoning and the loadout each hound enables.
A practical GRAVHOUNDS Juggernaut guide: arena preparation, phase behavior, turret placement, team roles and the mistakes that wipe the base.
How GRAVHOUNDS builds work: the 10-card Mod Deck, Showstoppers, weapon choices and the stack rules that decide whether a run snowballs.
