Map from safety
Explore after you have a base and a light source. A lost cave run is a dead one, so mark the path out.
Caves
Caves hold rare resources and danger. Go armed and watch for mutants in the deep, because they own that space.
Bunkers
Bunkers unlock blueprints and story. They are guarded, so clear the entrance first and have an exit planned.
Know the exit
Before any deep push, know how to get home. A planned retreat beats a desperate one when the light runs out.
Carry the right tools
The weapon database shows what blocks and what cuts. Take a light and a weapon before you enter.
Light is survival
Never enter the dark without a torch and a weapon. The caves and bunkers reward the prepared and kill the curious who forgot the way out.
What guards the dark
- Fingers (type Mutants, class Humanoid mutants)
- Enemies
- Twins (type Mutants, class Creepy mutants)
- Sluggy
- Cannibals
- Caterpillar
- Shark (type Predator)
- Demon
- Edward Puffton
- Barbara Puffton
- Mutants
- Puffies
- Mutant Baby (type Mutants, class Creepy mutants)
- Muddy Cannibals
- Heavy Cannibals
- Golden-Masked Cannibals
- Fat Cannibals
- Regular Cannibals
Pack the kit
A torch, a spear and a way out. That is the whole kit for the dark, and anything extra is a burden you drop.
Gear for the expedition
- Crafted Spear (added Early Access release, block Weak)
- Crossbow (added Early Access release)
- Guitar (added Early Access release, block None)
- Cross (added Early Access release)
- Crafted Bow (added Early Access release)
- Modern Axe (block Medium)
- Machete (added Early Access release, block Weak)
- 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 (added Early Access release, block Medium)