The Rock Bottom skill tree is a sprawling set of permanent upgrades funded by bars that you produce at the smelter. Every upgrade you buy sticks with you across runs, so progress never resets. Specific perk tiers, exact bar costs, and named "best early upgrades" picks are not announced as of 2026-07-14; the developer's confirmed rule is that the tree is permanent and that bars are the only resource you spend on it.
What the Rock Bottom Skill Tree Is
The Steam store page for Rock Bottom (AppID 4297840) describes the skill tree in two phrases. First, in the system overview, the page says players should "invest resources into a sprawling skill tree of permanent upgrades." Second, in the core tagline, the page frames the entire game around the line "Mine. Smelt. Upgrade. Repeat."
Put those together and the Rock Bottom skill tree is the destination of every bar you produce at the smelter and the source of every permanent power boost your miner keeps between runs. Dev Blog #1 reinforces the same idea with a direct quote: "Each run makes you stronger. Every upgrade sticks forever." That permanence is the defining feature of the entire system.
How the Skill Tree Fits the Four-Step Loop
The skill tree is step three of the four-step "Mine. Smelt. Upgrade. Repeat." loop, and it sits downstream of both mining and smelting.
- Mine. Swing the pickaxe and pick up ore in a procedurally generated cave.
- Smelt. Drop the ore into the smelter to turn it into bars.
- Upgrade. Spend those bars on the Rock Bottom skill tree.
- Explore. Use the resulting permanent boost to push deeper into the next layer.
If you skip any of the first two steps, the skill tree has nothing to spend. If you skip the skill tree, your bars pile up without compounding into a stronger miner. The Rock Bottom skill tree is the lever that converts short, repeatable runs into long, permanent progression.
Why Permanence Is the Key Differentiator
Almost every mining game with a skill tree treats upgrades as a per-run resource: you finish a run, the build resets, you start over. The Rock Bottom skill tree turns that idea upside down. Dev Blog #1 and the Steam store copy both describe upgrades as permanent, which means a player who spends an hour on day one and comes back a week later is still carrying every perk they bought.
This is also the cleanest signal that Rock Bottom is built as a classic incremental, not a roguelike. Two consequences follow directly:
- Slow start. Early swings feel small, because you do not yet have many perks. Each new perk has a noticeable effect.
- Late-game power curve. After a few long sessions, layered perks compound into a stronger miner who clears harder biomes faster, which in turn produces more bars, which in turn funds more perks.
Players who enjoy that slow-build feedback loop will read the phrase "permanent upgrades" and immediately know whether Rock Bottom is the right game for them.
What Is and Is Not Announced About the Skill Tree
Several concrete skill tree details are not announced as of 2026-07-14. This page separates the confirmed rule from the open questions so you can decide what to act on:
Confirmed as of 2026-07-14:
- The tree is sprawling. The Steam store uses that exact word.
- Upgrades are permanent. Confirmed by the Steam store copy and Dev Blog #1.
- Bars fund the tree. Confirmed by the Steam store copy.
- Every upgrade you buy sticks across runs. Confirmed by Dev Blog #1.
Not announced as of 2026-07-14:
- Specific perk tiers. No named perk, perk category, or perk count has been published.
- Exact bar costs. No price list per perk has been published.
- Best early upgrade picks. The developer has not published a recommended first-hour build.
- Skill tree reset, refund, or respec mechanic. No reset token or refund perk has been announced.
- Branching or linear structure. The Steam copy calls the tree "sprawling," but no branching diagram has been published.
What would change this list:
- A new Dev Blog post that publishes a perk tier or perk category.
- A Steam store update that lists perk prices or a tree diagram.
- A release-day patch note on July 14, 2026 that ships the full tree.
- A post-release roadmap that pairs skill tree expansions with specific dates.
"Best Early Upgrades" Is a Community Demand, Not a Fact
Players who search for "Rock Bottom best upgrades" or "Rock Bottom skill tree best picks" are asking a question the developer has not answered. The Steam store page and Dev Blog #1 do not list a recommended first-hour build, do not name a strongest perk tier, and do not rank perks by priority.
The closest signal to a community demand cluster is the r/incremental_games subreddit, where players discuss incremental mining builds and ask for first-hour guidance. That thread exists as a demand signal: players want the answer. It does not exist as a current-game fact: no developer statement endorses a specific build. Treat any "best early upgrade" claim you see on third-party pages as community speculation unless it is paired with a Steam store update or a Dev Blog quote, and treat this page as the place to check back when the developer publishes the official answer.
How the Skill Tree Connects to the Rest of the Game
The Rock Bottom skill tree is the connective tissue between every other system on the screen.
- Mining supplies the raw ore that the smelter consumes.
- The smelter converts that ore into bars.
- Bars are the only resource the Rock Bottom skill tree spends.
- Skill tree perks make the next run through the cave faster and more efficient.
- Faster runs produce more ore, more bars, and more perks.
Because every link in that chain is permanent, the player who treats the skill tree as the primary goal of every run will see compounding returns the longest. The gameplay loop page walks through the same chain in more detail, the smelter page covers the ore-to-bars step, and the tips page is where first-hour strategy will live once the developer publishes a recommended build.
Sources
- Rock Bottom on Steam - official/store - checked 2026-07-14 - "sprawling skill tree of permanent upgrades", bars fund the tree, full release scope
- Rock Bottom Steam Community Hub - official/store - checked 2026-07-14 - Dev Blog #1 quote on permanent upgrades, demo biomes and ore types
- r/incremental_games - community/video - checked 2026-07-14 - community demand for "best early upgrades" content, used only as a demand signal
FAQ
How does the Rock Bottom skill tree work?
You spend bars produced at the smelter on permanent upgrades. Every upgrade sticks with you across runs, so progress never resets.
Is the Rock Bottom skill tree permanent?
Yes. Dev Blog #1 and the Steam store copy both describe upgrades as permanent. The developer quote is "every upgrade sticks forever."
What resource do I spend on the Rock Bottom skill tree?
Bars, produced by smelting raw ore at the smelter. Ore types vary by biome: gold in Sunken Canopy, cobalt in Spore-Light Caverns, iron and gold in Static Peaks, and crystal in the post-release Crystal Caverns biome.
Are there best early upgrades in the Rock Bottom skill tree?
Not announced as of 2026-07-14. The developer has not published a recommended build, and community demand for one is documented on r/incrementalgames but does not count as a current-game fact.
How many perks are in the Rock Bottom skill tree?
Not announced as of 2026-07-14. The Steam copy calls the tree "sprawling" but does not publish a perk count.