About the Game
Survive a Harsh World
Each layer brings its own challenges, adapt and descend.
Simulated Limb and Cardiovascular Systems
Injuries are unavoidable. You will have to bandage yourself, fight infected wounds, and stabilize blood loss before losing consciousness. Additionally, your mood can greatly affect your chances of survival, too much doom and gloom will make your life harder.
Craft to Survive
As a creature capable of reason, using tools will allow you to travel the cavernous layers more efficiently. In case you start bleeding out, the flora will provide great resources to patch yourself up.
Explore at Your Own Risk
Previous expeditions have left some good loot behind. But even helpful things can prove to be your death.
Uncover the Truth
What actually lies at the end of this journey? And what becomes of you if you are to succeed?
Features
An entirely simulated cardiovascular and limb damage system
Character traits to increase on your run: Intelligence, Strength, and Resilience
Robust crafting mechanics to increase your odds of survival
3 characters with their own distinct playstyles
11 layers of an alien planet with their own challenges and dangers
300 items to find on your runs
Adjustable loot and danger values accessible on the main menu
Screenshots
7 imagesVersion Information
Steam Patch Notes
Official update history
ADDITIONS
- Layers 6-11
- Endings
- 2 new playable characters
- Rewrote and added more ePDAs
- ePDA notes no longer repeat until you've exhausted all of them
- Endless mode
- Item customization (colors & labeling, see crafting tutorial)
- You can boil lumalgae down into bio-chem now
- Attacking enemies now uses a wider hitbox, meaning you can still hit them even if not directly aiming at them
- Added opiate and venom display to health panel
- Indicator for sound cannons
- Small chance for instant earthquakes
- Some items
- More run settings
- More console commands
- Prosthetics
- Electric particles for certain entities
- Dividers in the custom settings
- Pause menu text is now reactive to your current situation
- dune mode
- New traps
- More plushies
- You can switch between different measurement units
- New art for each layer on the worldgen screen
- Unchipped now disables rad-line
- Container inventories now shrink to not let items go offscreen
- The worn item list now wraps around when above 10 worn items
CHANGES
- The exit sequence is less intense if censor pain is enabled
- Certain brain damage effects will only trigger with progressively lower brain health
- Touched up some brain damage effects
- Simplified the drill repair kit recipe
- There is now a liquid safety area around the player when entering a new layer
- The lockpicking kit is now always used from anywhere in your inventory if available
- Killing traders while mindwiped gives less sickness
- Buffed soothing crystal shard
- Your stamina regenerates slightly faster with adrenaline
- High adrenaline prevents energy from reaching 0
- Adrenaline affects blood pressure less
- Drill pods decrease player stats less
- Buffed antivenom
- Turret lights go through blocks
- The radiation icon now fills up with rad sickness
- The Elder no longer instantly retargets you if you hit it while its on cooldown
- Made the watch bleedout text slightly more accurate
- Hunger/Thirst moodles appear earlier
- Made the amputation minigame less punishing and can be done on non-infected limbs now
- You can now have both legs amputated
- Wood blocks can only drop wood scraps now
- Using certain console commands outside the sandbox now disables achievements
- Changed wood scraps recipe
- Changed some footstep sounds
- Guns are more controllable now
- Solid buildings stop bullets now
- Unchipped shows dislocations/fractures
- Certain items cannot appear in trader shops now
- Certain traps can dismember now
- Increased max. amount of visible item labels at once
- Machete has no hammering quality
- Last stand lowers dirtyness
- Changed exit sequence for unchipped
- Changed weight for some items
- Torch now has firestarting quality
- Tentacle plants now drop items when destroyed
- Material pouch now only holds specific material items, but no longer has a small max weight restriction
- Pressing escape on the course select now exits to the menu
- Changed the ranges for some of the spawning stats
- Digestion crystal shards now also reduce toxicosis
- Fungus chunk affects temperature less
- Sound cannons cannot activate right after spawning into a layer
- The run settings sliders now have 2 points of precision
- Campfire warms you up more
FIXES
- Stepping up blocks should be less buggy in certain scenarios
- Effects of blocks you're standing on should be more consistent now
- Fix the infection chance setting calculation being wrong
- You can once again grab items from bags you aren't holding
- Grabber plants should no longer get stuck in the ground upon spawning
- Drinking certain liquids now correctly drops any items held in the mouth
- The jetpack container no longer has one empty slot at the beginning
- The save/continue menu background no longer blocks ui input
- The radline text should no longer be hidden if you disabled it prior to 7.0
- Deatomized more typos
- You can no longer change the timescale in crafting/trader menus
- Fixed autopump not having a cooldown
- You can no longer open the inventory while dragging an item in the health panel
- Fixed Rich Presence timestamps
- Skull crushers are fixed in a way i forgot how
- Trader dialogue no longer breaks when mindwiped
- Fixed certain parts of worldgen not adhering to loot quantity setting
- Fixed exploits on certain drinkable liquids
- Fixed stalactite consciousness
- Fixed trap/loot multiplier on save and quit
- Eating helluce now drops the mouth item
- Items with full condition cannot be used in repair recipes anymore
- Icons no longer rotate in the health panel
- Thought/emote text no longer distorts under certain conditions
- The elder can no longer spawn within the proximity of the player
- The temporary bottles from the liquid centrifuge now correctly disappear
- The player should no longer spawn inside of liquids
- Certain crafting recipes should update appropriately
- Dune trader now makes appropriate dune sounds when hit
- You only get overencumberance xp when actually moving
- Spider legs should update correctly
- Tentacle plants should nuke the player less often
- Double clicking the tutorial no longer starts a normal run
- Runtime should reset correctly between runs
REMOVALS
- Attempted to remove Entity
- Reverted expanded default font due to issues
ADDITIONS
- Entirely reworked and expanded cardiovascular simulation, with many more variables and possible effects. This changes almost everything related to your body.
- 2 types of defribrillators
- 4 new medicine types, with 3 new drug items
- Auto-pump rework
- Reworked tutorial with multiple new courses and a simple sandbox
- New liquids and drug items related to the heart
- Added more sounds to some of the plushies
- Elder thornback now has new effects on the player
- Venom
- New visual for severe rad-sickness
- Some new visual commands
- New miserable moodle
- New moodles for each bleed severity
- Ionized layer modifier now spawns some antirad around the layer
- Added beta text at the top of the screen
- You can see what recipes a given item is used in again
- You can wipe yourself with the rag
- Prompt to do the tutorial first
- Certain containers now have category limits
- New descriptions for some critical moodles
CHANGES
- Turrets take longer to shoot you when offscreen
- Reworked the health chip panel to accomodate for the new info
- Blood volume affects mood less
- Sound cannons are less loud and instead mute the game volume, also more impactful on blocked shots
- Lowered water push force
- Infections are now visible on unchipped
- Wood sandals are cheaper to make
- Happiness now moves to zero faster and does so below -50
- Refined some stat descriptions in the health panel
- Buffed the liquid centrifuge
- Low mood effects happen a bit later
- Self harm happens less often
- Weight loss is ever so slightly slower
- Procoagulant makes your blood more viscous
- Injecting miscellaneous liquids now decreases blood viscosity slightly
- Changed combat pen mix
- Balanced the INT requirement of a bunch of items
- Eating with a non-functional jaw now causes a lot less pain and instead makes food 25% less effective
- You can overdose on anti-rad now
- Antidepressant overdose is less serious now
- Made the sprites for a couple of traps more visible
- Brain damage control reverse now has an indicator for when it happens, via flipping your screen horizontally to match the movement
- Moved dominant hand switch to the health panel
- No-clip now resets across scenes
- Slightly nerfed glass shards
- Reworked the container view
- Liquid drain speed is now determined by bottle size
- Internal bleed moodle changes depending on severity
- Opening a container in the trader menu closes the trader menu
- Spawning an item on the player makes it get auto-picked up now
- The jetpack now works when wet, although unreliably. It also acts as a small container
- Made earthquakes a little rarer
- Buffed medkit and belt
- Buffed crystal shards
- Reduced bundle of wires weight
- The watch comments on fibrillation now
- Gave most mp3 player music correct names
FIXES
- Blood volume >5L no longer affects mood
- Fixed items not carrying over layers if save and quitting while unconscious
- Fixed meat quality on some items
- Auto-zoom goggles don't drain when not worn
- Battery charger batteries should be lined up correctly
- Last stand carries over when saving and quitting
- Tentacle plants actually pause when the game is paused
- Stepping into glass with amputated feet actually works now
- You cant place blocks over other blocks
- Some liquids no longer cool you down an unintended amount
- "atleast"
- Traders no longer move when dead
- Containers should be more resilient to rounding errors
- Main menu fade in no longer affected by timescale
- Heal command now stops all timed durations
- Horrified effect should appear correctly now
- Getting shot while ragdolled shouldn't annihilate you anymore
- Dynamite can't be infinitely stalled anymore
- Batteries in recharge stations shouldn't go invisible anymore
- Spiders no longer bite other spiders
- Liquid pouch weight scales with its condition
- Elders shouldnt be stuck at their spawnpoint anymore
- Talker text shouldnt skip when lagging/alt tabbed
- Moodles no longer rotate with the camera
- Fixed agony not affecting happiness
- Incorrect backpack sound playing under some circumstances
- You cant use the sleeping bag multiple times at once anymore
- You can no longer exercise while climbing
- Batteries now keep their favourited tag when being put into a battery-containing item
- Antibiotics wear off normally now
- Trader/Health UI should work a little better on near square screen ratios (i dont know why you'd play the game on a 4:3 or worse but i digress)
- Energized time displays correctly now
- Random position is fixed
- You cant see way too far on weird screen resolutions anymore
- Multiple tiny bugfixes that i forgot about
REMOVALS
- Auto-auto-pump, since it's mostly rendered obsolete now
Current Release
Build 26525321
Uploaded Nov 09, 2026
System Requirements
How to Install
CasualtiesUnknown.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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