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Wildlife

Animals live on every island: game to hunt, predators that hunt you, and things gone wrong in the foul air. Each species has its own senses, hours and habits. See hunting for how to get close and what a kill gives you.

Animal Kind Group Active Meets a threat Runs Attack
Deer Prey, large 2–6 Dawn and dusk Flees 9.4 tiles/s
Wild Boar Prey, medium 2–5 At night Fights when cornered or hurt 7.5 tiles/s 22
Rabbit Prey, small 1–3 Dawn and dusk Flees 8.8 tiles/s
Wolf Predator, medium 3–6 At night Hunts 8.4 tiles/s 16
Bear Predator, large 1 Any time Fights when cornered or hurt 7.8 tiles/s 45
Toxic Wolf Predator, medium 1–3 At night Hunts 8.1 tiles/s 20
Toxic Boar Predator, medium 1–2 At night Hunts 7.3 tiles/s 28
Grouse Prey, small 2–5 By day Flees 10.6 tiles/s
Duck Prey, small 2–6 By day Flees 10 tiles/s
Mountain Goat Prey, medium 2–5 By day Flees 9.1 tiles/s
Snake Predator, small 1 Any time Fights when cornered or hurt 4.4 tiles/s 8
Crocodile Predator, large 1–2 Any time Hunts 8.1 tiles/s 55
Feral Dog Predator, medium 3–5 Any time Hunts 8.1 tiles/s 12

You walk at 4.4 tiles/s and sprint at 7.2 tiles/s. A deer or a wolf is faster than you; you will not outrun a pack.

Each species lives on islands of certain climates and keeps to the ground it likes. Around you, 4 groups are about by day and 5 at full night, appearing 30 to 44 tiles away. Animals are rarer outside their active hours and away from their seasonal ground. Animals never appear inside villages or towns, and farms draw rabbits (× 3) and grouse (× 3).

Animal Island climates (most per island) Ground
Deer Temperate (30), Cold (28), Alpine (16), Wet (14) forests, open ground
Wild Boar Temperate (24), Tropical (24), Swamp (20), Wet (16) forests, marshes
Rabbit Temperate (40), Cold (24), Wet (30), Swamp (16), Arid (24), Volcanic (8), Alpine (16), Tropical (24) open ground, forests
Wolf Temperate (8), Cold (12), Alpine (10) forests, open ground, mountains and tundra
Bear Temperate (3), Cold (4), Alpine (4), Wet (2) forests, mountains and tundra
Grouse Temperate (24), Cold (20), Alpine (14), Wet (18) forests, open ground
Duck Temperate (20), Wet (24), Swamp (24), Tropical (18), Cold (12) shallow water, marshes
Mountain Goat Alpine (22) mountains and tundra
Snake Arid (20) deserts, ash and beaches, open ground
Crocodile Swamp (8), Tropical (6) shallow water, marshes

Feral dogs live in the raid sites, not out in the open.

Every island keeps count of each species. A new island starts at 80% of what it can hold. Hunt a species down and it gets scarce; once the last one is gone it is hunted out and none appear until new ones arrive. Each day 3% of the missing animals wander back in from elsewhere, and the rest breed back: prey breeds fastest when the island is half full.

Predators follow their prey. Wolves prey on deer, wild boar and rabbits. Predator numbers rise when prey is plentiful and fall when it is scarce, so hunting out the deer also thins the wolves.

Some animals sleep through winter: Bear.

Animals avoid foul air. Where the pollution reaches 30%, healthy animals move out, and those that turn up there anyway are sick: they look it, and their carcasses are polluted. From 65% pollution the wolf and the boar come as mutants instead, and other species do not appear at all.

Mutants are aggressive and glow. Each of their bites adds 5% to your toxicity. Butchered, a mutant gives a Toxic Gland, which a chem trader pays well for and which makes antitox pills.

Each hour there is a 20% chance that Rabbit or Deer wander into your home, at most 2 at a time. At a sown planter nobody fenced in they nibble the crop. A fence or a wall keeps them out.

From night 3, each night has a 6% chance of a pack of Feral Dogs, up to 4, 1–7 hours after dusk. They hunt you and your companions and leave at dawn. They never come on a horde’s night.

Packs of Feral Dogs roam the raid sites: towns, industrial parks, hospitals, police stations, bunkers, labs, launch sites, airports and nuclear power plants. A visit has a pack with a 50% chance by day and 80% at night (less in police stations and bunkers), 1–2 packs, never right where you arrive.

Zombies attack animals too, and they smell carcasses from 20 tiles away and come to feed. Do not leave a kill lying long. See zombies.

Kind Prey, large
Group 2–6
Active Dawn and dusk
Meets a threat Flees
Walks / runs 1.9 tiles/s / 9.4 tiles/s
Sees 9.4 tiles, 300° around
Hears 1.6 × as well as you
Smells you up to 37.5 tiles when the wind carries your scent to it
Lives on Temperate, Cold, Alpine, Wet islands
Found in forests, open ground
Butchering gives 8 × Raw Meat, Animal Hide, 4 × Animal Bone, 2 × Animal Fat and 2 × Sinew

It moves with the seasons: up to the high meadows in summer, down to lower ground in winter.

Kind Prey, medium
Group 2–5
Active At night
Meets a threat Fights when cornered or hurt
Walks / runs 1.6 tiles/s / 7.5 tiles/s
Sees 7.5 tiles, 270° around
Hears 1.3 × as well as you
Smells you up to 34.4 tiles when the wind carries your scent to it
Attack 22 damage every 1.2 s
Lives on Temperate, Tropical, Swamp, Wet islands
Found in forests, marshes
Butchering gives 6 × Raw Meat, Animal Hide, 3 × Animal Bone, 3 × Animal Fat and Sinew
Kind Prey, small
Group 1–3
Active Dawn and dusk
Meets a threat Flees
Walks / runs 1.3 tiles/s / 8.8 tiles/s
Sees 6.9 tiles, 340° around
Hears 1.8 × as well as you
Smells you up to 15 tiles when the wind carries your scent to it
Lives on Temperate, Cold, Wet, Swamp, Arid, Volcanic, Alpine, Tropical islands
Found in open ground, forests
Picked up as Rabbit Carcass

It comes close to your home.

Kind Predator, medium
Group 3–6
Active At night
Meets a threat Hunts
Walks / runs 2.8 tiles/s / 8.4 tiles/s
Sees 15 tiles, 220° around
Hears 1.5 × as well as you
Smells you up to 43.8 tiles when the wind carries your scent to it
Attack 16 damage every 0.8 s
Lives on Temperate, Cold, Alpine islands
Found in forests, open ground, mountains and tundra
Butchering gives 3 × Raw Meat, Animal Hide, 2 × Animal Bone, Animal Fat and Sinew
Kind Predator, large
Group 1
Active Any time
Meets a threat Fights when cornered or hurt
Walks / runs 1.9 tiles/s / 7.8 tiles/s
Sees 7.5 tiles, 200° around
Hears 1.2 × as well as you
Smells you up to 50 tiles when the wind carries your scent to it
Attack 45 damage every 1.6 s
Lives on Temperate, Cold, Alpine, Wet islands
Found in forests, mountains and tundra
Butchering gives 12 × Raw Meat, Animal Hide, 6 × Animal Bone, 5 × Animal Fat and 2 × Sinew

It sleeps through winter: none are about then.

Kind Predator, medium
Group 1–3
Active At night
Meets a threat Hunts
Walks / runs 2.5 tiles/s / 8.1 tiles/s
Sees 13.1 tiles, 220° around
Hears 1.4 × as well as you
Smells you up to 40.6 tiles when the wind carries your scent to it
Attack 20 damage every 0.9 s
Mutant of Wolf
Butchering gives 3 × Raw Meat, Animal Hide, 2 × Animal Bone, Animal Fat, Sinew and Toxic Gland
Kind Predator, medium
Group 1–2
Active At night
Meets a threat Hunts
Walks / runs 1.6 tiles/s / 7.3 tiles/s
Sees 6.9 tiles, 270° around
Hears 1.2 × as well as you
Smells you up to 31.3 tiles when the wind carries your scent to it
Attack 28 damage every 1.2 s
Mutant of Wild Boar
Butchering gives 6 × Raw Meat, Animal Hide, 3 × Animal Bone, 3 × Animal Fat, Sinew and Toxic Gland
Kind Prey, small
Group 2–5
Active By day
Meets a threat Flees
Walks / runs 0.9 tiles/s / 10.6 tiles/s
Sees 5 tiles, 300° around
Hears 1.4 × as well as you
Smells you No
Lives on Temperate, Cold, Alpine, Wet islands
Found in forests, open ground
Picked up as Grouse

It bursts into the air when danger comes within 3.8 tiles, or at once when it hears one, and flies 11.3 tiles–20 tiles away over walls. Shoot it in flight. It comes close to your home.

Kind Prey, small
Group 2–6
Active By day
Meets a threat Flees
Walks / runs 0.8 tiles/s / 10 tiles/s
Sees 6.3 tiles, 320° around
Hears 1.3 × as well as you
Smells you No
Lives on Temperate, Wet, Swamp, Tropical, Cold islands
Found in shallow water, marshes
Picked up as Duck

It bursts into the air when danger comes within 5 tiles, or at once when it hears one, and flies 10 tiles–18.8 tiles away over walls. Shoot it in flight. It swims through shallow and deep water. It comes close to your home.

Kind Prey, medium
Group 2–5
Active By day
Meets a threat Flees
Walks / runs 1.7 tiles/s / 9.1 tiles/s
Sees 11.3 tiles, 300° around
Hears 1.4 × as well as you
Smells you up to 28.1 tiles when the wind carries your scent to it
Lives on Alpine islands
Found in mountains and tundra
Butchering gives 5 × Raw Meat, Goat Hide, 3 × Animal Bone, Animal Fat and Sinew

On scree, rock, snow and frozen ground it is 1.35 times as fast.

Kind Predator, small
Group 1
Active Any time
Meets a threat Fights when cornered or hurt
Walks / runs 0.6 tiles/s / 4.4 tiles/s
Sees 3.8 tiles, 300° around
Hears 0.6 × as well as you
Smells you No
Attack 8 damage every 1.5 s
Lives on Arid islands
Found in deserts, ash and beaches, open ground
Picked up as Dead Snake

It lies hidden and is hard to see. It strikes only when you come within 1.8 tiles and gives up a chase past 3 tiles. Its bite poisons: you are Sick for 10 minutes and your toxicity rises by 8%.

Kind Predator, large
Group 1–2
Active Any time
Meets a threat Hunts
Walks / runs 1.3 tiles/s / 8.1 tiles/s
Sees 8.1 tiles, 240° around
Hears 1.2 × as well as you
Smells you up to 18.8 tiles when the wind carries your scent to it
Attack 55 damage every 2 s
Lives on Swamp, Tropical islands
Found in shallow water, marshes
Butchering gives 8 × Raw Meat, Crocodile Hide, 4 × Animal Bone, 2 × Animal Fat and 2 × Sinew

It swims through shallow and deep water. It lies hidden and is hard to see. It strikes only when you come within 3.8 tiles and gives up a chase past 6.3 tiles. It hunts people by day and night.

Kind Predator, medium
Group 3–5
Active Any time
Meets a threat Hunts
Walks / runs 2.5 tiles/s / 8.1 tiles/s
Sees 13.1 tiles, 240° around
Hears 1.6 × as well as you
Smells you up to 37.5 tiles when the wind carries your scent to it
Attack 12 damage every 0.7 s
Butchering gives 2 × Raw Meat, Dog Hide, 2 × Animal Bone and Sinew

It hunts people by day and night. It lives in raid sites (see below) and sometimes comes to your home at night.

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).

Every number on this wiki is read from the game's data files, and every icon is the game's own pixel art.

Credits: who made the game, and every creator whose sounds it uses.