Control Resonant Artifacts & Collectibles: What's Confirmed
Artifacts, Altered Items, outfits, Secret Hideouts, Thresholds, Mold Incidents, the Sketchbook, and SHÜM! — every collectible type confirmed for Control Resonant.
What are Artifacts?
Artifacts are craftable equipment — built in the Gap from untapped finds out in the world, with material tradeoffs between recipes. You equip three at once on a first run and unlock a fourth slot in New Game Plus. Crafting 30 total earns the Paranatural Artisan trophy, so don’t hoard materials.
What collectible types are confirmed?
| Type | Tied to |
|---|---|
| Altered Items | Contain them for Langston — the Panopticon Intern trophy |
| Thresholds | Deal with every Threshold in Manhattan — Threshold Researcher |
| Secret Hideouts | Visit them all — Backroom Espionage |
| Mold Incidents | Clear the major infestations — Budding Mycologist |
| The Sketchbook | Complete every instance — Work-Life Balance |
| Outfit items | 12 to find for Form Over Function; one per slot for Out of Uniform |
| SHÜM! | Arcade-cabinet challenge levels unlocked by zone levels |
Most tracks map to a trophy, which makes them the backbone of a platinum run — and every one feeds zone leveling XP while you hunt.

How do Artifacts fit a build?
Artifacts are the third pillar of buildcrafting alongside Aberrant forms and abilities — the trophy set implies tradeoffs and synergy picks rather than flat stat sticks. Confirmed specifics are thin pre-launch; we’ll publish the full Artifact list once the game unlocks September 24.
Any side content worth flagging?
Beyond collectibles: World Feats, bounties, helping Pope’s research, the CFD taskline, a dog companion (yes — Dog’s Best Friend), and Altered Item chase activities. Zone activities feed all of it, so exploration is never wasted time.
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