No shelter
New players explore before they build. A hut and fire change every night, so raise walls before you roam.
Wandering unarmed
A spear in hand ends more fights than a frantic craft. Arm up first, because the island offers no second chance.
Fighting mutants raw
Mutants are not cannibals. Bring gear and a plan, or do not engage, because they end careless runs in seconds.
No stockpile
A raid that burns your gear hurts less with spares. Keep a cache at base so you rebuild without a fresh start.
Forgetting the dark
Night is when they hunt. The enemy database tells you what lurks, so plan the dark before it arrives.
Learn from the dead
Most deaths share one cause: a missing basic. Shelter, a weapon, a plan. Skip any of the three and the island collects you.
What unprepped fights look like
- 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
Gear is the margin
Gear is the margin between a scare and a death. Carry a spare weapon and a plan, and mistakes stop being fatal.
Gear that prevents mistakes
- 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)