Start With the Star Map, Then Search Side Areas
For GRAVHOUNDS blueprint locations, start by checking the Star Map's blueprint information, then investigate the side areas and vaults you find during a mission. The October developer devlog says each planet's available blueprint count is shown and updated as blueprints are collected. Narrated gameplay also provides concrete examples of blueprints found behind a secret door and after a timed lever challenge.
This is a supported search method for the demo, not a complete coordinate list for every weapon, turret, and Mod blueprint. The obtained footage does not identify every example's planet name, so attaching those discoveries to a guessed map would be misleading.
Use Planetary Blueprint Counts to Prioritize
The official October GRAVHOUNDS devlog adds blueprint availability and collection status to the Star Map. Check that information while deciding which planet still has something to investigate.
The count is a tracking aid rather than a set of precise coordinates. Once deployed, look at the mission's points of interest and examine optional areas you can reach without abandoning the operation's defenses. A side activity can be worth investigating, but do not assume every challenge guarantees a blueprint: Gohjoe's narrated run includes an activity that produced other loot rather than the blueprint he wondered about.
Two Search Examples From the Available Footage
Timed levers and a vault
In Mr Feudal's public-playtest player experience, he investigates a point of interest, interacts with a timed lever sequence, and then receives a prompt to scan a turret blueprint. Gohjoe's narrated run similarly describes pulling timed levers, opening a vault, and finding a turret blueprint.
These accounts support checking what a completed mechanism actually opens. They do not establish the same lever positions, puzzle timing, or reward on every planet.
A secret door and storage area
In Blitz's October demo player experience, a teammate describes opening a secret door, finding a storage box, and scanning a turret blueprint. The subsequent discussion also mentions sending found items back through the pipeline.
Keep scanning and transport distinct. The scan prompt is the explicit blueprint interaction in that account; nearby turrets and other equipment can also be carried. Do not replace the scan step with an invented rule that every blueprint unlocks only after being shipped home. Follow the prompt shown for the actual item you found.
If the Star Map Shows Zero but Research Is Incomplete
Community reports from October describe players still missing research unlocks when planets show no blueprints remaining. The discussion contains conflicting player explanations, including a possible bug and a possible demo limitation, without a verified official resolution in the obtained material.
That means a zero counter should not be turned into a promise that every research option is now unlockable. It also does not justify claiming a particular reset, replay count, or hidden route will fix the issue. Compare what you have collected with the game's current research requirements and keep an unresolved missing unlock separate from a confirmed location you can visit.
FAQ
Where can I check whether a planet has blueprints left?
Use its Star Map information. The October developer update says it shows blueprint availability and updates collected status.
Do blueprints appear in side areas?
Yes, the obtained player footage includes turret blueprint discoveries in a vault and behind a secret door. Those are examples, not a guarantee for every optional area.
Can this guide tell me where every missing blueprint is?
No. The evidence supports the tracking feature and limited search examples, but not a complete planet-by-planet coordinate list or a verified solution to the reported zero-counter issue.