Hunting and butchering
Hunting is quiet food. A gun brings every zombie for tiles around; a bow does not. This page covers getting close, the weapons, traps and baits, following a wounded animal, and what to do with the kill. The animals themselves are on the wildlife page.
Getting close
Section titled “Getting close”Animals see, hear and smell you. Smell reaches farthest: a deer can smell you from 37.5 tiles away, much farther than it can see. But scent travels with the wind.
- Downwind (the wind blowing from the animal to you), it cannot smell you at all.
- Upwind (within 45° of the wind blowing from you to it), it smells you at its full range.
- Crosswind, at a third of the range.
- Calm air: a small circle all round, 30% of the range.
- Walking halves the range, crouching halves it again (25%). Rain damps it by up to 60%.
Work out which way the wind blows, circle round to come in downwind, and crouch for the last stretch. A spooked deer barks an alarm and the whole herd bolts.
Weapons
Section titled “Weapons”Bows and crossbows are quiet, and their arrows and bolts can be picked up again where they land, unless they break.
| Weapon | Damage | Range | Ammo |
|---|---|---|---|
| 62 | 20.3 tiles | ||
| 82 | 34.4 tiles |
| Ammo | Breaks when it misses | Breaks in a body | Range |
|---|---|---|---|
| 15% | 35% | × 1 | |
| 10% | 25% | × 1 | |
| 8% | 20% | × 1.15 |
Arrows make animals bleed hard, so a hit animal often runs and drops later.
Tracks and blood trails
Section titled “Tracks and blood trails”Animals leave prints on soft ground (sand, grass, forest floor, dirt, marsh and ash). Prints fade over 5 game hours, faster in rain. An animal bleeding hard leaves a trail of blood drops and a pool where it lies down; the drops last 6 game hours. Follow the blood to find what you shot.
| Trap | Catches | What happens | Springs within |
|---|---|---|---|
| small animals | Kills the catch | 0.4 tiles | |
| medium and large animals | Holds the catch alive (a 30-damage leg wound, 5% of the meat ruined) | 0.6 tiles |
Traps also work while you are away: they catch with a chance per game hour that grows with how many animals the island has, and more when baited. A catch spoils in the trap after 36 game hours, so check your traps.
People step into traps too. A
Heavy Trap holds a zombie, soldier, companion or any other person for 4 seconds, and you too if you sprint into one; you free yourself by holding a move key or E for 1.5 seconds. A
Snare trips whoever walks into it for 1.2 seconds. Traps round your home can hold up a horde.
Put food in a trap or on the ground and animals in reach come to eat it.
| Bait | Draws | From |
|---|---|---|
| Deer, Rabbit, Wild Boar, Bear, Grouse, Duck and Mountain Goat | 15 tiles | |
| Wild Boar, Deer and Mountain Goat | 12.5 tiles | |
| Wolf, Bear, Wild Boar, Feral Dog, Crocodile and Snake | 20 tiles | |
| Wolf, Bear, Feral Dog and Crocodile | 25 tiles | |
| Crocodile, Bear and Feral Dog | 17.5 tiles |
Carcasses and butchering
Section titled “Carcasses and butchering”Small game (Rabbit, Grouse, Duck and Snake) is picked up whole and cut up later. Anything bigger is butchered where it lies, or dragged home slowly (70% of your speed for a medium animal, 50% for a large one).
Butchering needs a blade:
Hunting Knife or
Bone Knife, or an
Axe at 2 times the time. Bare hands will not do.
| Animal | Time with a knife | Meat | Also gives |
|---|---|---|---|
| Deer | 8 s | 8 × |
|
| Wild Boar | 7 s | 6 × |
|
| Rabbit | 3 s | 2 × |
|
| Wolf | 6 s | 3 × |
|
| Bear | 14 s | 12 × |
|
| Grouse | 3 s | 4 × |
|
| Duck | 3 s | 5 × |
|
| Mountain Goat | 7 s | 5 × |
|
| Snake | 2 s | ||
| Crocodile | 12 s | 8 × |
|
| Feral Dog | 5 s | 2 × |
|
| Toxic Wolf | 6 s | 3 × |
|
| Toxic Boar | 7 s | 6 × |
A carcass rots: it is gone about 2 days after the kill, and the meat gets worse as it goes (a rotting carcass gives spoiling meat). Cold slows the rot: below 0 °C it rots at 25% of the speed. Meat that zombies have fed on is gone, and an eaten-out carcass leaves only bones.
Spoilage and preserving
Section titled “Spoilage and preserving”Fresh food spoils. Each food keeps for its number of days at 20 °C. Every 10 °C warmer it spoils twice as fast (at most 4 times), every 10 °C colder half as fast, and below freezing each food spoils at its own slow rate (the table). Food turns stale halfway through and then rotten.
| Food | Keeps (at 20 °C) | Below 0 °C | Turns into |
|---|---|---|---|
| 2 days | 25% speed | ||
| 4 days | 25% speed | ||
| 3 days | 25% speed | ||
| 30 days | 10% speed | ||
| 45 days | 10% speed | ||
| 1.5 days | 25% speed | ||
| 3 days | 25% speed |
Getting sick
Section titled “Getting sick”| Eating… | Chance to get Sick |
|---|---|
| 30%, for 10 min | |
| 20%, for 10 min | |
| Any stale food | at least 50%, for at least 15 min |
| Rotten food | always, for at least 15 min |
Cook it instead. To keep meat for the long trip, smoke it on a smoking rack (
Smoked Meat) or salt it at the workbench (
Salted Meat): both keep for weeks and barely spoil in the cold. See effects for what being Sick does.
Leather, bone and feathers
Section titled “Leather, bone and feathers”What you cut from an animal becomes clothing, tools and arrows.
Traders pay more for hides at outposts, and much more for fur in winter. See trading.
Other hunters
Section titled “Other hunters”You are not the only one. Survivor and scavenger hunters stalk deer (large) and wild boar (medium) by day and butcher what they kill.
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.