Waking up an Alter in The Alters is a crucial part of the game’s survival mechanics. These clones of Jan Dolski, your main character, each bring unique skills and personalities to your base, helping you navigate the harsh alien planet. But how exactly do you wake them up? And what should you consider before creating more Alters? This guide will walk you through everything you need to know—from the basics of Alter creation to managing their needs effectively.

Before diving into how to wake them up, it’s important to understand what Alters are. These aren’t just mindless drones—they’re fully realized versions of Jan with their own backstories, emotions, and specialties. Each Alter is created using the Quantum Computer, simulating different life paths Jan could have taken. Some become scientists, others miners, doctors, or even guards. Their skills directly impact your ability to survive, so choosing the right ones is key.
How to Wake Up an Alter
Waking up an Alter is tied to the Quantum Computer in your base. Here’s how it works:
- Access the Quantum Computer – This is where all Alter creation happens. You’ll find it in your base, and interacting with it allows you to initiate the cloning process.
- Check Your Qubit Level – The number of Alters you can have depends on your Quantum Computer’s Qubit Level. At the start, you can only have three, but upgrading the computer (using Damaged Chips to craft Qubit Chips) increases this limit.
- Choose Your Alter – Not all Alters are available from the beginning. Some require specific Qubit Levels or prerequisites. For example, the Botanist is available early, while the Doctor needs Qubit Level 3.
- Confirm and Wake Them Up – Once you’ve selected an Alter, the game will process their creation. After a short time, they’ll wake up and join your crew.
Remember, two Alters—Jan Technician and Jan Scientist—are mandatory. The Technician helps with base maintenance, while the Scientist is essential for researching new tech. This means you only have a few slots for optional Alters, so choose wisely.
Which Alters Should You Wake Up First?
Since you can’t have every Alter in a single playthrough, prioritizing the right ones is crucial. Here are some of the best early-game picks:
- Jan Botanist – Food is a constant need, and the Botanist drastically improves crop growth in the Greenhouse. Without him, feeding your crew becomes much harder.
- Jan Miner – If you’re struggling with resource shortages, the Miner speeds up metal extraction, making outpost operations far more efficient.
- Jan Worker – Crafting is a big part of survival, and the Worker excels at producing tools and equipment in the Workshop.
Later in the game, you might want to consider the Jan Doctor (for faster healing and cooking) or the Jan Guard/Shrink (to manage unhappy Alters). Each has their own benefits, so think about your current needs before making a decision.
Managing Your Alters After Waking Them Up
Waking up an Alter is just the beginning. Keeping them happy and productive is another challenge. Here’s what you need to know:
Mood Matters
Alters have emotions, and if they’re unhappy, they’ll work slower—or worse, rebel. Some ways to keep them in good spirits include:
- Providing Private Bedrooms – Shared sleeping spaces can lead to frustration.
- Higher-Quality Food – Nobody likes eating Mush forever. Upgrade to cooked meals when possible.
- Social Activities – Watching movies together or playing beer pong in the Social Room can boost morale.
Assigning the Right Tasks
Each Alter has a specialty, and assigning them to tasks they excel at makes them happier and more efficient. For example:
- The Technician should handle base repairs.
- The Scientist should always be researching.
- The Miner should be stationed at mining outposts.
Ignoring their strengths can lead to frustration, so always check their skill sets before assigning work.