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Full release 09 NOV 2026

CU//Field Guide
Light & Mobility Not craftable

Emergency Light

The starter beam. Ten minutes of light, then darkness.

A dim directional light with a non-replaceable battery. Point it with your cursor, turn it off when you do not need it, and plan around ten minutes.

Weight
0.5u
Value
8
INT to recognize
7
INT to craft
—
Decay
10 min of use

What it does

Every Normal run starts with an Emergency Light. It produces a small cone of light, lasts ten minutes of active use and cannot have its battery replaced. In a hand slot the beam follows your cursor; stored on the belt it points downward. It does not emit light from inside a container.

The light is a resource, not a permanent upgrade. Turn it off when you are in a lit area, use Glowplant Fruit or a Lantern as a backup, and avoid leaving it on while you sort inventory. Ten minutes disappears faster than most players expect.

Effects and usage

  • Ten minutes of battery life; not replaceable.
  • Cone direction follows the cursor when held in a hand slot.
  • Emits light from the belt, pointing down; not from inside containers.
  • Starts equipped in Normal difficulty runs.

How to get it

Starting item on Normal; also found in life-pods and tool crates.

This item is found as loot or bought from survivors; it has no crafting recipe in the current demo build. Its value scales with condition, charge or fluid volume, so sell it only after checking the trade value.

Field notes

  • Toggle it off whenever ambient light is enough.
  • Use Glowplant Fruit for short checks so the emergency light lasts longer.
  • Do not store it in a bag while it is on; it keeps draining without helping you.
  • The Relaxed and Paradise presets replace it with a Lantern and starter kit.
Data note: values reflect Demo 7.0.1 and the public pre-release build. The full game releases on November 9, 2026 and may change item balance. If you spot a discrepancy, use the sources and corrections page to compare references.

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