Threat board
Know what
bites back.
Every tracked enemy and trap, with the damage it actually deals and the counter that actually works. Threat is rated from 1 to 5, not by how scary it looks.
Threat scale
Enemies
Filter by type. Open an entry for damage, drops and tactics.
13 entries
Shade Crawler Spider-like Gravel Lands · Deeper Gravel Lands · Dried Desert · Overgrown Depths +
Attack
20 venom, −15 skin, +60 pain, 0.12 L/m bleeding and a 10% infection chance.
Tactic
Slow and cowardly. Sidestep the lunge and hit it with a light source nearby. A 50-damage hit stuns it for about 2.5 seconds.
Drops
Crafting materials and occasional loot.
Cave Tick Spider-like Deeper Gravel Lands · Overgrown Depths +
Attack
Small bites add venom, pain and bleeding. Swarms of 16 spawn from a Cave Tick Spawner.
Tactic
Heavy dropped items kill ticks on contact. Put a Mini-barrel or Toolbox between you and the swarm. They stun easily.
Drops
Little of value; the threat is the swarm.
Overgrown Tick Spider-like Overgrown Depths +
Attack
+14 venom, +40 pain, −15 muscle, −30 skin and 0.15 L/m bleeding.
Tactic
A stronger Cave Tick. Kill them at range before they group up. Do not let three or more latch on at once.
Drops
Crafting materials.
Sand Stalker Spider-like Dried Desert · Overgrown Depths +
Attack
−30 skin, −15 muscle, +50 pain, 0.15 L/m bleeding and a 20% infection chance.
Tactic
Aggressive and fast. Fight with your back to a wall and use a machete or claw pack. Its stun multiplier is low, so do not rely on stun-locking.
Drops
Crafting materials.
Snow Strider Spider-like Frozen Chasm +
Attack
−40 skin, −20 muscle, +50 pain, 0.15 L/m bleeding and venom. Can dig through tiles.
Tactic
Slow but persistent. Use its digging against it by damaging it until it flees in the direction you want. Do not throw valuable items; it destroys loose objects.
Drops
Unknown pre-release.
Thornback Spider-like Overgrown Depths +
Attack
−24 skin, −15 muscle, +40 pain, 0.09 L/m bleeding and a 5% infection chance.
Tactic
Fast, aggressive and able to dig. Its stun multiplier is 0.02, so a 50-damage hit only stuns for one second. Keep moving and strike after its lunge.
Drops
Crafting materials and organic loot.
Elder Thornback Spider-like Overgrown Depths +
Attack
Dismembers a random limb, causes 1.5 L/m bleeding, 100 pain and 30 trauma. Can disfigure or kill.
Tactic
Run. Three spawn per Overgrown Depths. It is slower than you, but it catches anyone who stops to dig or fight. Only engage with a full kit, a safe route and a plan for blood loss.
Drops
A large amount of high-value loot.
Experiment (Survivor) Humanoid All demo layers +
Attack
A hostile trader that slashes with a weapon. Long reach and a confined life-pod arena.
Tactic
Keep a doorway between you and the survivor, strike after the slash, and leave if your mood or blood volume is low. The loot rarely justifies the trauma cost.
Drops
66.6% chance to drop each item in their trader inventory.
Milky (Survivor) Humanoid All demo layers +
Attack
A hostile trader that can carry a gun and ammunition. Ranged attacks can cause heavy bleeding and fractures.
Tactic
Break line of sight before closing the distance. Do not walk into a life-pod doorway in a straight line if the survivor has a gun.
Drops
Trader inventory plus a chance of ammunition and a gun.
Dune (Survivor) Humanoid All demo layers +
Attack
A large, aggressive survivor with devastating melee damage and cannibalistic behavior.
Tactic
Avoid entirely. Do not trade at low reputation, and do not try to win a damage race in a confined room. Leave the life-pod and break pursuit.
Drops
Trader inventory; fewer items than other survivors.
Tentacle Plant Stationary Overgrown Depths +
Attack
Grabs a limb for 2 seconds, ragdolls you and smashes you into terrain for impact damage.
Tactic
It has no senses. Stay more than 3.2 tiles from the tip and attack the base freely. Never walk into its reach while tired or over-encumbered.
Drops
None.
Grabber-Shroom Stationary Fungal Pools +
Attack
Same grab and slam behavior as the Tentacle Plant, with a 3.2-tile detection radius.
Tactic
Stay outside the tip radius and cut the base. It cannot pursue you.
Drops
None.
Manifestation Flying Crystalline Hollow +
Attack
Lunges at extreme speed: −50 skin, −35 muscle, +60 pain, 0.225 L/m bleeding and heavy armor damage.
Tactic
It hovers overhead and never stops pursuing. Use cover, wait for the lunge to lodge in terrain, then punish it. Do not fight near a drop.
Drops
Unknown pre-release.
No entries match that filter.
Try another type or select All.
Traps
Twelve ways the cave kills you without an enemy.
| Trap | Layers | Danger | Effect | Counter |
|---|---|---|---|---|
| Spike Trap | Gravel Lands, Deeper Gravel Lands, Overgrown Depths | High | Fires a spike upward. Up to 80 skin damage, fractures, internal bleeding and possible eye loss. | Throw any item onto it to discharge it, then break the supporting tile. Watch for the blinking red light. |
| Bear Trap | Deeper Gravel Lands, Dried Desert, Overgrown Depths | High | Snaps and locks you in place, causes 0.21–0.27 L/m bleeding and a 50% fracture chance. | Cannot be disarmed by dropping items. Break the tile under it or jump over it. |
| Landmine | Dried Desert, Wasteland | Lethal | Explodes after 0.8 seconds in a 12-tile radius, causing shrapnel, fractures, hearing loss and internal bleeding. | Trigger it from range, then wait for the explosion. Never attack it in melee. |
| Turret | Dried Desert, Wasteland | Lethal | Thermal sensor fires a 9mm round after a 0.5-second warning. Up to 100 skin/muscle damage and heavy bleeding. | Cross the sensor line only when you can break line of sight. Listen for the beep and retreat immediately. |
| Sound Cannon | Wasteland | Lethal | Charges for 5 seconds, then fires a sonic blast that ruptures the body and can cause severe internal bleeding. | Break line of sight during the charge. Never fight one while both you and the cannon are submerged. |
| Coil | Wasteland, Overgrown Depths | Lethal | Electric shock sets consciousness to 0 and can cause heatstroke in hot layers. | Mine it with a tool in your main hand, or remove the tiles beneath it. Do not punch it. |
| Geyser | Gravel Lands, Deeper Gravel Lands, Overgrown Depths | Low | Erupts groundwater or lumalgae after a one-second rumble, launching the player. | Break the tile beneath it to destroy it without triggering the fountain. |
| Jump Pad | All demo layers | Moderate | Launches anything on its plate upward at high speed. Falls cause impact damage. | Jump over it, destroy it, or drop a heavy container on it to disable it permanently. |
| Stalactite | Dried Desert, Wasteland | High | Falls when you walk underneath. Head hits set consciousness to 20 and can be fatal from height. | Look up before crossing a ceiling field. Break it from a distance or trigger it and step back. |
| Waste Pipe | Dried Desert, Wasteland | Moderate | Continuously produces oil tiles, creating deep pools that cause exhaustion drowning. | Block the pipe with scrap metal or scaffolding. Never swim through oil without full stamina. |
| Gunmine | Frozen Chasm | Lethal | Fires upward when stepped on. Turret-level damage, fractures, shrapnel and possible eye loss. | Probe the floor before crossing. It does not reload while you stand on it, but that is not a plan. |
| Sawblade | Fungal Pools, Geothermal Vents | Lethal | Contact ragdolls you and causes 0.3–0.375 L/m bleeding plus heavy skin damage. | Do not jump past it. Destroy it from range or find another route. |
Rules of engagement
Three rules that save runs
- Fight with an exit. If the room has one door and the enemy is between you and it, you are not fighting. You are cornered.
- Threat is a damage pattern, not a health bar. A Cave Tick has low health but can swarm; an Elder Thornback can remove a limb in one hit.
- Use the terrain. A dropped heavy item kills ticks, a wall stops a lunge, and a doorway chokes a survivor. The cave is a weapon.
Threats by layer
- Gravel Lands Low
- Deeper Gravel Lands Moderate
- Dried Desert High
- Wasteland Severe
- Overgrown Depths Extreme
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