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Full release 09 NOV 2026

CU//Field Guide

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.

13 enemies 12 traps Damage values

Threat scale

Manageable with a light and a wall
Dangerous in groups or in the dark
Can cause infection, fracture or heavy bleeding
A single mistake can end the run
Avoid, or bring a full kit and an exit

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.

Traps

Twelve ways the cave kills you without an enemy.

Disarm with junk, not gear
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

  1. 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.
  2. 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.
  3. 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.
Read the combat guide

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