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.
The animals
Section titled “The animals”| 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.
Where they live
Section titled “Where they live”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.
Populations
Section titled “Populations”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.
Sick and mutant animals
Section titled “Sick and mutant animals”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.
Animals at home
Section titled “Animals at home”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.
Dogs in raid sites
Section titled “Dogs in raid sites”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 and animals
Section titled “Zombies and animals”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.
Every species
Section titled “Every species”| 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 × |
It moves with the seasons: up to the high meadows in summer, down to lower ground in winter.
Wild Boar
Section titled “Wild Boar”| 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 × |
Rabbit
Section titled “Rabbit”| 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 |
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 × |
| 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 × |
It sleeps through winter: none are about then.
Toxic Wolf
Section titled “Toxic Wolf”| 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 × |
Toxic Boar
Section titled “Toxic Boar”| 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 × |
Grouse
Section titled “Grouse”| 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 |
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 |
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.
Mountain Goat
Section titled “Mountain Goat”| 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 × |
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 |
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%.
Crocodile
Section titled “Crocodile”| 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 × |
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.
Feral Dog
Section titled “Feral Dog”| 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 × |
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).
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