Companions
You can hire up to 3 companions. They follow you, fight, bandage themselves, carry their own gear and can die for good. Hire them from the residents of a Survivor outpost (see outposts).
Roles and prices
Section titled “Roles and prices”A hire is a contract for a fixed number of days: 3, 7 or 14. It costs the role’s fee plus its day rate for every day, paid in goods. Ammunition, magazines, guns and bags are not accepted as payment. With the Survivors friendly you pay 80% of the price.
| Role | Fee | Per day | 3 days | 7 days | 14 days | Starts with |
|---|---|---|---|---|---|---|
| Rifleman | 150 | 25 | 225 | 325 | 500 | |
| Close quarters | 120 | 20 | 180 | 260 | 400 | |
| Medic | 100 | 15 | 145 | 205 | 310 |
A companion fights with the gear it carries. Give it a better gun or armour through its panel.
Supplies
Section titled “Supplies”A companion packs its own supplies for every day of the contract and eats 1 food and 1 drink a day from its own pack, packed as
Canned Food and
Bottled Water. It never eats from your bags or your stash. Out of supplies, it goes looting nearby to keep itself going.
Mood runs from 0 to 100%. A companion starts at 60%, is unhappy below 40% and happy from 80%. An unhappy companion aims and reacts worse.
| What happens | Mood |
|---|---|
| A day with supplies | +1% |
| A day without supplies | −15% |
| A day staying on after the contract | −10% |
| Each bonus day you pay for | +5% |
| It kills an enemy | +3% (at most +15% a day) |
| You bandage it | +2% |
| It gets hit | −2% (at most −20% a day) |
| A squad mate falls | −15% |
When the contract ends
Section titled “When the contract ends”- Pay a bonus to extend it by 2–5 days (each bonus day costs the day rate), up to 30 days ahead.
- With a mood of at least 35% it stays on for 2 more days, looting to get by; a happy one stays 2 days longer.
- Below that it leaves. Below 15% mood it quits even in the middle of a contract.
Orders
Section titled “Orders”| Key | Order |
|---|---|
| Q | Follow me / hold here |
| T | Attack the target under the cursor (for 30 s) |
Following, companions keep a formation behind you and run to catch up. One left far behind and out of sight catches up by itself. They do not throw grenades at anything close to you. A companion with a
Bandage bandages itself when no threat is near (3 s each).
You can also tell a companion to wait at an outpost (within 12 tiles of it) or at home, where it stands at a post by the stash. A waiting companion stays hired.
Generated on 2026-11-13 from the game at commit b8361f1, rebuilt with every release (a release's name ends in its commit, e.g. build-…-b8361f1).
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