Sol One Rover Guide: Crawler, Autonomous Scouting and Cargo Runs
How vehicles work in Sol One: the Crawler for cargo, autonomous rovers for scouting, and how to plan a run that does not strand you.
Walking is the first way you experience Sol One, and it is also the first thing you need to stop doing. The map is a full-scale Mars; a resource deposit twenty minutes away on foot is a twenty-minute walk back with a full pack, twice. Vehicles change the scale of the game, and the launch build gives you two kinds: the Crawler, a crewed ground vehicle, and autonomous rovers for scouting and hauling.
This guide covers both, and the logistics that make them worth the build cost.

The Crawler
The Crawler is the first ground vehicle the game shows, and it is best understood as a mobile cargo platform with a cabin. It extends your range in three ways:
- Speed. It crosses terrain faster than a walking character.
- Cargo. It carries material that would otherwise take multiple trips.
- Shelter. The cabin is a protected space, which matters during a dust storm.
It is not a habitat. You cannot take your helmet off and farm inside it, and it does not replace the base. It is a tool for moving things between places.
Driving on Mars
The terrain is procedural and includes canyons, dunes and crater walls. Practical driving:
- Follow the flat. A dune field is slower than a long way around.
- Watch the slope. A crater rim is a descent you have to climb back out of.
- Park facing home. It sounds trivial until you are leaving a dig site in a storm.
- Keep the tank topped up. A stranded rover is a long walk with a heavy pack.
Before you build a forward camp, use the Crawler as one. Load it with a spare tank, water and a container of building material, and park it at the dig site. It becomes a mobile depot.
Autonomous rovers
The game's Early Access notes mention autonomous rovers for scouting and hauling. That is a different tool from the Crawler: you are not driving it, you are tasking it.
Practical uses:
- Scout terrain ahead of a planned expedition, so you know where the ice and the ore are before you commit.
- Haul material along a route you have already driven, which turns a repeat trip into a background task.
- Survey POIs at low risk, if the build lets them approach structures.
The exact behaviour — route setting, autonomy level, whether they can return — is a launch-build detail. The strategic point is that they let you parallelise logistics. While you build, a rover is moving ore.
Autonomous rovers are a mid-game convenience. The early game is the Crawler and your boots, and that is fine.
Planning a cargo run
A cargo run has four phases, and most failures happen in the last one.
- Load. Carry the tools and spares you need to fix the rover, not just the cargo you want to bring home.
- Outbound. Drive the route once with an empty hold to confirm it is passable.
- Load at the site. Fill the hold, but leave room for the samples you will find.
- Return. Leave earlier than you think you need to. The return leg is slower because the vehicle is heavy.
The rover's cargo capacity tempts you to strip the base store. Leave the habitat with its own water, oxygen and food reserve intact. The rover is an extension of the base, not a replacement for its supplies.
Power and maintenance
Vehicles are power consumers. If the build uses charging, the rover bay is a load on the grid, and a long charge is a delay in your day.
- Charge overnight if the grid has surplus, or during peak solar if it does not.
- Keep a charging point at the base and, later, at the forward camp.
- Do not charge during a storm unless the grid has margin; the base needs the power more.
Maintenance — damage, dust, tyre or tread wear — is a build-specific detail. Assume the rover can be damaged and carry the means to repair it.

Rovers and dust storms
A storm is the scenario that makes or breaks a vehicle plan. Visibility falls, solar generation falls, and the drive home gets longer. The full procedure is in the dust storm guide→, but the rover rules are:
- If the storm catches you away from base, stop and shelter rather than driving blind.
- The cabin is protection, not a habitat. Keep the suit on and the tank full.
- Do not attempt a new route in a storm. Follow a route you have already driven.
When to build a forward camp
A forward camp is a small sealed shelter, a charging point and a storage container at a resource site. It is worth building when:
- The site is more than a short rover drive from base.
- You expect to mine it for more than a few trips.
- The site has ice, which makes it a life-support outpost as well as a mine.
The camp does not need to be comfortable. It needs a door, a charge point and a place to sleep without spending a tank of oxygen.
Rover checklist
Before any long drive:
- Tank full, spare tank loaded.
- Water and food for the round trip.
- Repair materials.
- Cargo space empty.
- Route confirmed, or a beacon at the destination.
- Base left with its own reserve intact.
FAQ
Can I build the Crawler early? It is a fabrication project, so it comes after a furnace, power and a fabricator. The first hour is on foot by design.
Can the rover carry the rocket parts? Cargo capacity is the relevant limit. Large structural parts may need multiple trips or a dedicated route; plan the rocket logistics before assembly day.
Do autonomous rovers need supervision? They are described as autonomous, so the intent is tasking rather than driving. Expect to set a destination and a job, and check the result.
What happens if the rover breaks down far from base? You walk, or you take a second vehicle. This is why the spare tank and the repair kit are on the checklist.
Is there a faster vehicle later? The Crawler is the confirmed first ground vehicle. Faster or larger vehicles are a plausible Early Access addition but not confirmed.

