Time your swing
Melee rewards a well-timed hit over mashing. Watch the wind-up and strike on the opening the enemy gives you.
Block and dodge
Holding block cuts damage. A dodge roll off the swing avoids the hit that would otherwise end the fight.
Range thins groups
Cannibals come in packs. A bow or gun from distance keeps the pack from surrounding you and breaking your guard.
Retreat is fine
Some fights are not winnable yet. Fall back to your wall and reset, because a lost fight costs the whole run.
Aim for the weak point
The enemy database lists weaknesses. Strike there and a tough enemy falls long before its health bar suggests.
Stay calm under fire
Panic swinging wastes stamina and opens you up. Breathe, watch the tell, and let the opening come before you commit the swing.
Weapons for each range
- Crafted Spear (block Weak, added Early Access release)
- Crossbow (added Early Access release)
- Guitar (block None, added Early Access release)
- Cross (added Early Access release)
- Crafted Bow (added Early Access release)
- Modern Axe (block Medium)
- Machete (block Weak, added Early Access release)
- Firefighter Axe (block Strong)
- Chainsaw
- Compound Bow (added Early Access release)
- Katana (added Early Access release)
- Molotov (added Early Access release)
- Grenade (added Early Access release)
- Crafted Club (block Medium, added Early Access release)
Watch the bar
Stamina is the quiet limit on every fight. Swing within your bar, and you keep the dodge that saves your life.
What those weapons must beat
- Fingers (health 180 (Normal), weakness Knees)
- Enemies
- Twins (health 220 (Normal))
- Sluggy
- Cannibals
- Caterpillar
- Shark
- Demon
- Edward Puffton
- Barbara Puffton
- Mutants
- Puffies
- Mutant Baby (health 10 (Normal), weakness Whole body)
- Muddy Cannibals
- Heavy Cannibals
- Golden-Masked Cannibals
- Fat Cannibals
- Regular Cannibals