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ROB RUN · Guide

ROB RUN Base Defense: How to Stop Raids

Shut doors and gates, put fuses in every security system (players quote 20,000 each), and launder cash into the bank.

Checked for the Nov 9 update Updated

Our advice

  • Fuses are the best use of early money. Each one makes raiders bring another decoder, while players say fences and walls get passed anyway.
  • Treat cash sitting at home as already gone. Laundering it into the bank is the one protection Kefir and players agree survives a raid, so do it before you log off.

ROB RUN Base Defense: How to Stop Raids, step by step

  1. A desert base behind a tall spiked fence and wall, with a garage gate and two parked cars, seen across the sand
    A walled base in the desert. Russian-language client; chat and names cropped out. In-game screenshot from Steam Community / givenchy

    Shut the door and the gate every time you leave

    Players repeat this more than any other tip: an open door or gate lets anyone walk straight in. Close both each time you leave the plot, even for a short run.

  2. Illustration of an open electrical security box on a wooden wall with rows of glowing fuses and a warning lamp above it
    Illustration, not the in-game view: each fuse in a security system raises the defense raiders have to decode. Illustration by RobRunGame.app

    Fill the fuse slots on every security system

    Each fuse raises that structure's defense level, so raiders need more decoders. Fill the house, the fence and the other buildings, using the highest fuse tier you have.

  3. Illustration of a red alarm beacon glowing on a wooden fence post outside a desert house at dusk
    Illustration, not the in-game view: raid alerts warn you and your allies, and banked cash stays safe either way. Illustration by RobRunGame.app

    Bank your cash and keep the alerts on

    Launder cash so it sits in the bank, where a raid cannot take it. Keep raid alerts on and settle near clan allies, so someone can answer when an attack starts.

Where people get stuck

Spending on walls before fuses

Many players say raiders get over fences and walls anyway, and commenters in one discussion thread put house fuses first: every fuse means one more decoder.

Leaving cash at the base overnight

Anything you hold as cash is exposed to theft and confiscation. Run it through laundering before logging off, and the bank keeps it beyond any raider's reach up to the wipe.

Counting on the alarm alone

One player says the alarm never went off during a raid. Shut doors, fill fuses and keep allies close instead of waiting for a warning.

How do you protect your base in ROB RUN?

Your plot is not a safe zone. Several players say anyone can walk onto it, hack your security and break into the house; settlements are full PvP and full loot, residents included.

Kefir (Kefir Games) points to fuses first: fitted to your Security System, they cost an attacker much more time and many more resources. When someone attacks, your allies hear about it through the defense modules. In an October 16 post written before launch, Kefir listed four forms of defense:

  • defensive modules;
  • raid alerts for you and your allies;
  • blending in, so your base looks like a poor use of rare breaching tools;
  • clan allies, which Kefir ranked above every module at keeping raiders off.

The October 2 FAQ, also from before launch, noted that breach decoders do not sit on a shop shelf, so raiders have to choose targets. A base with shut doors and full fuse boxes is a worse pick than the open one next door.

The cheapest habit matters most: shut the house door and the fence gate every time you leave, because an open door lets someone walk straight in. Two players also warn that a base with no fuses is easy to raid while you are offline, so fuses belong in early.

How do fuses and security systems work?

Several players describe separate security systems on the fence, the house door and other buildings, and raiders have to break each one to get in. Every fuse you put in a system’s fuse box raises that structure’s defense level, so raiders need more decoders.

Two players put an electric fuse at 20,000 each, as of November 11, 2026. Fuses come in green, purple and gold, and several players fill every building with the highest tier they can get. One player matches each color to a stage of the base:

Fuse color One player links it to
Green Level 1 house
Purple Tier 2 plot
Gold Tier 3 house

The defense numbers players quote do not agree. One player saw base security at five by default, plus one for each fuse. A second player’s house figures run higher: 15 protection out of the box, 27 slots for fuses, and 45 once 10 purple ones go in. Another showed a fence at four defense levels, needing four decoders, a house at about 10, and about 20 decoders for the whole base.

One player adds that fuses never expire and carry over as you upgrade.

Do fences and gates keep raiders out?

Preview of a chain-link mesh fence with a gate, shown in the desert with power lines behind
A mesh fence preview from the Construction menu. In-game screenshot from Steam Community / imFlowyy

Fences slow raiders down; they do not stop them. Several players say raiders have got past fences, gates and even concrete walls, then still had to decode the security inside. Players also disagree about whether a T3 fence holds any better. The fuses on the house decide the raid.

Commenters in one discussion thread say to fill the fuse slots on the house, fence and other buildings before you spend on a wall. A raider past the fence still faces the house fuses, and each extra fuse means another decoder. The decoder guide shows that trade from the attacker’s side.

The fence still helps. Players recommend the mesh fence early, from the base Construction menu. A closed gate also traps raiders: once the owner shuts it, those inside cannot leave unless they decode it too.

Where should you build to stay safer?

In a September 24 post, before launch, Kefir said special structures give surrounding settlements extra defense, business bonuses or discounts, and that some settlements sit near several of them. One player says living next to one of these special objects gives you its benefit, and advises putting your house on a bunker or checkpoint.

A single player guide suggests district one, a tile close to one of the bigger tiles, and a plot near an exit for quick trips home and back to the main map.

If a server is too hard, one player suggests waiting for a new one and starting there, where fewer people will break in. Another found every district on a 3-day-old server already held by clans.

The October 16 post also said you can move the whole base and everything in it at any time, for example to join friends or leave hostile neighbors.

What stays safe if raiders get in?

Cash is the weak point. Per the support center, raiders can steal it and it can be confiscated; banked, nobody can steal it before the wipe. Several players agree that laundered money in your bank account cannot be lost in a raid. Kefir’s October 2 FAQ said the same and added that any structure left standing can be rebuilt. Launder before logging off and a raid costs time, not savings; see the money guide.

What If raiders get in
Cash at the base Can be stolen
Banked money Safe until the wipe
Structures left standing Can be rebuilt
Settlement ownership Cannot be seized before wipe

Erasing a base is rare by design: the same FAQ tied it to an extremely rare item you can only loot, so nobody can repeat it at will. An October 28 developer post, a week ahead of the November 4 launch, said no one can seize your settlement before the wipe.

For items, one player advises moving expensive ones into your inventory before you log out. The stash guide covers where cash and items are safest.

What should you do during and after a raid?

Repair ends a raid. Kefir says owners can repair a Security System after a decoder opens it, which locks the raider back out. The catch: one player says the owner had to wait out the 6 min raid before making repairs, and the same group came back for a second and a third round. The raid guide shows the attacker’s side.

Being online does not save you. Two players say owners raided while online had raiders camp the base respawn point and kill them repeatedly: 10 minutes in one report, 6 in another.

Alarm reports point both ways. In one player’s experience, the alarm sends a notice as soon as anyone tampers with the base. Another says the alarm never went off when about 10 people got past the gate and hauled loot out.

Friends help. Two players say raiders have been confronted by the owner’s friends or teammates who live in the base, and Kefir’s list ranks clan allies above any module.

Moving is the last option. Several players have moved to escape raiders, one of them while the raiders were still inside, and one suggests using the alarm notification to move instead of defending. Two players say the whole base goes to the new settlement with everything in it; one put the cost at around $100,000, as of November 11, 2026. To move, one player buys a second plot 1 under Construction (computer or Lenny’s bar), then buys the new spot; house and items come along.

ROB RUN Base Defense: How to Stop Raids: FAQ

How do you protect your base in ROB RUN?

Close the house door and the fence gate whenever you leave, put fuses in every security system so raiders need more decoders, and launder your cash into the bank. Kefir also points to raid alerts and clan allies.

What do fuses do in ROB RUN?

Each fuse in a security system's fuse box raises that structure's defense level, so raiders need more decoders to break it. Per Kefir, a fuse-filled Security System makes the hack a much slower, costlier job for whoever attacks.

Can you lose banked money in a ROB RUN raid?

No. Money in your bank account cannot be stolen before the wipe, according to the support center, and players agree a raid never touches laundered cash. What raiders can take is the cash on you or lying around the base.

How much does a fuse cost in ROB RUN?

Two players put an electric fuse at 20,000 each, as of November 11, 2026. Fuses come in green, purple and gold, and players fill their buildings with the highest tier they can get.

Does the alarm tell you when your base is being raided?

Reports differ. According to Kefir, your allies get a warning from defense modules once an attack begins, and one player's alarm pings them when the base is tampered with. Yet in another player's raid, nothing went off.

Can you move your base away from raiders?

Yes. Kefir's October 16 post said you can move the whole base and everything in it at any time, and players say it all transfers to the new plot. Some move just to get away from raiders.

Do fences stop raiders in ROB RUN?

Not reliably. Several players say raiders get past fences, gates and walls, then still have to decode the security inside. A closed gate does trap raiders already in the yard unless they decode it.

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