Depth biomes
The world is procedurally generated — there is no static map. Survivors descend through named depth layers, each of which can roll a random modifier.
The world is procedurally generated at runtime (WorldGeneration). Players descend through depth biomes; there is no static map.
What to bring and what to watch for on each layer. See getting started for the early-game craft ladder and first aid when injuries stack up.
- 1Gravel lands
- Bring:
- Foliage bags, antiseptic, canteen, digging tool
- Watch for:
- Basic traps, scrap piles, groundwater
- 2Deeper gravel lands
- Bring:
- Tourniquets, splints, extra clean water
- Watch for:
- Falls, fractures, faster bleeding
- 3Dried desert
- Bring:
- Bruise kits, helmet, stamina food
- Watch for:
- Turrets, heat, dehydration
- 4Wasteland
- Bring:
- Antiradiation supplies, sound protection, mood stabilizers
- Watch for:
- Sound cannons, radiation, mood crashes
- 5Overgrown depths
- Bring:
- Weapons, armor, chest drain, procoagulant
- Watch for:
- Aggressive wildlife, internal injuries
- 6Frozen chasm
- Bring:
- Insulated clothing, heat sources, splints
- Watch for:
- Hypothermia, ice traps, slow stamina recovery
- 7Fungal pools
- Bring:
- Antiseptic, antibiotics, spare bandages
- Watch for:
- Fungal spores, spreading infections
- 8Crystalline hollow
- Bring:
- Head protection, cutting tool, bruise kits
- Watch for:
- Crystal hazards, sharp shrapnel wounds
- 9Geothermal vents
- Bring:
- Antirad, heat tolerance supplies, procoagulant
- Watch for:
- Burns, toxic vents, radiation pools
- 10WHERE WE MUST REACH
- Bring:
- Full combat loadout, advanced meds, spare ammo
- Watch for:
- Maximum hostility — treat every injury immediately
- 11ASCENT
- Bring:
- Water, food, mood stabilizers for the climb
- Watch for:
- Exhaustion, dehydration on ascent
- 12SURFACE
- Bring:
- Light load — conserve stamina
- Watch for:
- Final traps between you and the surface
- 13PATHWAY TO FREEDOM
- Bring:
- Whatever you still have — the exit is close
- Watch for:
- Last hazards before extraction
In-game warning: “RUN!”
Health: 6000 — notices you at 45m, fully alert out to 101m once it has.
Escalation as it takes damage:
- Below 3750 HP: Leg speed and move force increase, it repositions faster, and it stops retreating as early.
- Below 2500 HP: Leg speed increases again, it can be pushed to near-zero retreat health, and it tracks you far more aggressively.
Its bite doesn't just deal damage — each hit outright dismembers one of your limbs.
Once every limb is already dismembered or disfigured, the next bite is a finisher: it kills you outright rather than injuring you further.
Killing it is worth the risk — a large happiness boost and a long energy buff, plus a dedicated victory jingle.
Each depth layer can roll a random modifier that changes its conditions. How likely is a layer modifier to appear, per-layer
This place feels a little foggier than expected.
Thick fog reduces visibility.
The air here is warmer than expected.
Ambient temperature +4°C (warmer than usual).
The air here is much warmer than expected!
Ambient temperature +8°C (dangerously hot).
The air here is colder than expected.
Ambient temperature −4°C (colder than usual).
The air here is totally frigid!
Ambient temperature −10°C (risk of freezing).
The terrain here is unusually flooded.
Extra water pools flood the terrain.
You probably won't find any exposed pools here.
No exposed water pools spawn (drought).
Water is dripping from everywhere in here...
Forces rain and light fog (0.8).
This place seems to have very high insect activity.
High insect activity — shadecrawlers infest the layer (trap hazard).
Nuclear waste has been dumped in this site.
Nuclear waste — radioactive barrels spawn (with some anti-rad to find).
A strong solar flare has disabled your chip for a while.
A solar flare disables your chip for the layer (unchipped mode).