SurvivorsThey may have survived the crash, but will they survive the rest of their ordeal?These are the Survivors.
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The Commando is characterized by long range and mobility. Effective use of his Tactical Dive will grant increased survivability while Suppressive Fire deals massive damage. FMJ can then be used to dispose of large mobs.
- Boring, but Practical / Jack-of-All-Trades: The Commando's skillset means he can engage single targets, lines of enemies, evade attacks, and attack enemies on both sides when surrounded. He doesn't really shine in any one area, but can still dish out a lot of hurt with skill and a good set of items.
- Double Tap: The name of his basic attack.
- Guns Akimbo: The Commando's "Suppressive Fire" ability can be used to fire two machine guns and attack enemies in front of and behind the player.
- More Dakka: He pulls out two machineguns at the same time when using Suppresive Fire.
- One-Hit Polykill: Of all the Herd Hitting Attacks, the Commando's "Full Metal Jacket" skill is the only one specifically described as piercing through enemies.
- Unnecessary Combat Roll: Quite the opposite. The Commando's dodge roll is key to surviving when surrounded, as he cannot be harmed by enemy attacks while rolling.
The Enforcer is a slow, but powerful character. Batting away enemies with Shield Slam guarantees you will keep enemies at a safe range. Make sure to use Protect and Serve against walls to prevent enemies from flanking you.
- Barrier Warrior: His shield is the mainstay of his strategy. If you can find a ledge to hang on, you're practically invincible.
- Deployable Cover: The Enforcer carries a heavy shield — it's no use whilst undeployed, but if he drops into a defensive stance then enemies in that direction cannot hurt him at all and he can fire his shotgun faster.
- Herd-Hitting Attack: All three of his basic attacks are designed for riot control.
- Luckily, My Shield Will Protect Me: The Enforcer's shield can completely block attacks.
- Mighty Glacier: He moves slowly, even moreso once he deploys his shield, but if he uses it right he can shred individuals or swarms with near invincibility.
- Shield Bash: His second ability, usable whilst mobile or deployed, knocks nearby enemies away and stuns them for a second or two. Handy for setting up or giving yourself more breathing room.
- Short-Range Shotgun: The Enforcer has the shortest main attack range of any survivor (bar the actual melee-oriented survivors like HAN-D or the Mercenary) but makes up for it by hitting every single enemy in that range.
The Bandit fires Blast faster if you press faster! Use smokebomb to either run away or to stun many enemies at once, followed by Dynamite Toss. Dealing a killing blow with Lights Out allows you to chain many skills together, allowing for maximum damage and safety.
- Boom, Headshot: The Bandit's fourth skill, Lights Out, inflicts massive damage to a target. If it kills them, it causes all his abilities to recharge instantly — including itself. Getting the killing blow on a boss using this skill nets you an achievement, of course.
- Button Mashing: Invoked. Tapping the fire button repeatedly lets his normal attack fire up to 40% faster than just holding the button down.
- Nice Hat: He wears it over a space helmet!
- Smoke Out: His Smokebomb ability lets him put on a short burst of speed and stun nearby enemies on reappearing.
- Space Western: He's a space cowboy, complete with ten-gallon hat and bandoleer, and like the other survivors he's (seemingly) right at home in the brutal, unforgiving wasteland.
The Sniper is the ultimate boss killer. A perfect reload and a fully charged Steady Aim, along with Spotter: SCAN, can one shot many bosses. Try to stand in a preferable position where you can charge Steady Aim for as long as possible.
- Action Commands: After firing, the Sniper must reload their rifle manually. Timing the reload correctly grants a damage bonus on their next shot.
- Boom, Headshot: The Sniper's specialty. They can charge up to deal up to 2000% damage, which can be increased by stacking various bonuses (such as crit chance, and timed reloading of their rifle). There's an achievement/unlock for surpassing 5,000 damage with a single hit (though not strictly linked to the Sniper, they're by far the easiest character to do it with).
- Crippling Overspecialization: The Sniper has an incredibly high damage output, making them perfect for killing bosses, but they do poorly against crowds, of which 90% of the game consists.
- Surveillance Drone: The Sniper is followed everywhere by a tiny recon drone they can send after the most powerful enemy on screen using their fourth ability. Any enemy highlighted by the drone has its full name and current/maximum HP displayed, and the Sniper's critical rate against that enemy is increased to 100%.
- Unnecessary Combat Roll: Like the Commando, the Sniper has a roll ability that allows them to dodge out of combat while avoiding damage; however, it's actually a backflip. And it's very necessary; it enables the Sniper to put some distance between themself and an enemy while still keeping their rifle trained on them.
The Engineer relies on proper placement of Mines and Turrets. Use Tri-nade and Thermal Harpoons to hit enemies from safe areas. Always place your mines and turrets before activating the teleporter!
- Attack Drone: Despite his unlock requirement, he doesn't actually get any of his own. On the other hand, he's one of the survivors most likely to benefit from those he can find in the field, as his main attack is fairly slow and he has no dodge ability.
- Glass Cannon: The Engineer has extremely powerful and versatile attacks, and can usually kill most enemies while exposing himself to minimal danger... but he's very slow and is one of the few characters without any kind of dash ability if things turn south.
- Grenade Launcher: The Engineer's basic attack launches three grenades at once. Not especially punchy, but it does stun and knock enemies back a bit. Three projectiles instead of one also significantly increases your chances of triggering on-hit items like the AtG Missiles, Rusty Knife, or Prisoner's Shackles.
- Land Mine Goes "Click!": The Engineer can deploy up to fifteen mines, useful for slowing enemies or inflicting massive damage to bosses.
- Macross Missile Massacre: His third ability launches four heat-seeking projectiles. There's nothing stopping you combining this with the Disposable Launcher and AtG missiles to spray homing projectiles absolutely everywhere.
- Sentry Gun: He can deploy up to two at a time. They're reasonably powerful, and draw enemy attention away from the Engineer - leaving him free to set more mines and lob grenades into the fray.
- Shoulders of Doom: To be fair, anyone's shoulderpads would be huge if they had a missile platform in them.
The Miner has short range but many dashes. In order to survive, you will have to balance both dashes and your extra jump to avoid enemy fire. Remember that Crush does a lot of damage!
- Blood Knight: While nearly every other survivor leaves on a saddened note, it seems his only problem by the time he's done is that his adrenaline rush still hasn't worn off, implying he, rather than being traumatized, just had the time of his life.
- Dual Wielding: Take a closer look at his sprite. Yep, two mining picks, dual wielded.
- Herd-Hitting Attack: ALL of his skills can hit every enemy within their area of affect.
- Powerful Pick: The Miner uses a pickaxe for his basic attack (Crush).
- Right Man in the Wrong Place: He's just a miner, and yet he can be the only one from the ship to survive the crash and escape back to civilization.
- This Is a Drill: The drill is used for his second ability, Drill Charge.
The Huntress is extremely proficient at "kiting" (running and firing while remaining unhurt). Remember that Laser Glaive does the highest damage on the last bounce! Blink can be used to reposition or re-aim abilities, and Cluster Bomb can take out grouped enemies at range.
- Deadly Disc: Her second ability, Laser Glaive, bounces between up to four enemies — dealing more and more damage with each one it hits. It also passes through walls.
- Flash Step: Her third ability, Blink, teleports her forward a short distance.
- The Smurfette Principle: The only playable character identified as female in the game.
- The Straight and Arrow Path: The Huntress' basic and final abilities are bow-based, with the latter being an explosive arrow.
- Trick Arrow: One with a cluster bomb on it. Cool and practical, as the damage is impressive, particularly if the target's big enough to soak up all the bomblets.
NO MANUAL GIVEN FOR HAN-D MODEL.
- Attack Drone: HAN-D's second ability, Drone, releases a small combat drone to damage an enemy. It also restores health upon returning to HAN-D.
- Hyperspace Mallet: HAN-D's fourth ability, Forced_Reassembly, pulls a gigantic hammer from nowhere and slams it down, inflicting serious damage to all nearby enemies and knocking them into the air.
- Megaton Punch: Its basic attack sends whole bunches of enemies sliding across the floor. If it gets the Boxing Gloves, you can easily knock a whole crowd off the screen.
- Mighty Glacier: Moves and attacks very slowly, but hits hard and with lots of knockback. Plus, it has extra health and can heal on command.
- Right Man in the Wrong Place: Or robot, rather, but it's definitely got a good chance of survival.
- Superpowered Robot Meter Maids: It's just a janitorial robot. Then again, robots have hydraulics, which aren't known for being weak...
- Tim Taylor Technology: HAN-D's third ability, Overclock, temporarily increases its attack speed and chance of stunning enemies. Overclock's duration can be extended by killing enemies.
Acrid deals huge amounts of damage after stacking poisons from his Festering Wounds, Caustic Sludge, and Epidemic. Try to stun targets inside your Caustic Sludge for maximum damage. Remember that you can fight at both melee and range!
- Bonus Boss: Acrid is considered a boss or miniboss by the game, and gets its own health bar at the top of the screen. If you encounter the cage again, you can fight it again if you want to.
- Gradual Grinder: Acrid's toxins make it suitable for one to play this way.
- Hit-and-Run Tactics: The character most obviously reliant on these, since he's great at rushing in, inflicting damage over time effects on everyone and then rushing out, but terrible at dealing a lot of damage to one target.
- Hollywood Acid: Just read the blurb above, or the full ability descriptions.
- Poison Is Corrosive: Seriously. Acrid is in love with these tropes.
- Poisonous Person: Or mutated creature, in this case.
The Mercenary deals fast damage while dodging incoming threats. Whirlwind can be used to stay in mid-air longer. Fit skills between Blinding Assaults to maximize time spent invincible.
- Flash Step: His third ability makes the Mercenary dash forward a short distance, harming all enemies he passes through. If he hits an enemy, he can use the dash again — it can be chained up to three times. Worth noting that the Mercenary retains no inertia from the dash, coming to a halt as soon as he reaches the end of its fixed range.
- Implausible Fencing Powers: Evading all harm coming his way through sheer speed and swordsmanship.
- Laser Blade: His weapon of choice.
- Lightning Bruiser: Capable of rapidly moving around and inflicting massive damage to enemies using his movement and attack skills.
- Ranged Emergency Weapon: Notable in that he lacks any kind of ranged attack whatsoever unless he has an Active Item such as the Disposable Launcher, or ranged-attack-on-hit items such as the AtG Missiles.
BOOSTED DICE: Throw 9 cleavers in a circle for 9*100% damage. Boomerangs back.
BOOSTED SEAR: Cook customers for 420% until incinerated, knocking them away.
BOOSTED GLAZE: Ride on a huge wave of oil, slowing customers. Searing glazed customers stuns them and deals +78% danage.
- A.I. Is a Crapshoot: The ending implies it has forgotten it was supposed to be a cook.
- Chef of Iron: Slightly more literal than is usual, but yes, this chef is very, very good at combat.
- Not the Intended Use: It'd appear the skills that let it be an effective cook also let it be an effective murder machine.
- Right Man in the Wrong Place: Or robot, rather, but being the one to survive while only being a cook qualifies it for this trope.
- Status Buff: Its fourth ability boosts the effects of its other three.
- Superpowered Robot Meter Maids: Even worse case than HAN-D's, since janitorial duties might sometimes involve moving heavy objects. This one's a cook, and yet someone thought to equip it with burners that could fry entire hordes and cleaver-throwing skills.
- Throwing Your Sword Always Works: Or meat cleaver, as the case may be.
- Unusual Euphemism: It seems to be convinced its enemies are actually customers.
The Loader is a high damage close combatant with a unique skill. Hydraulic Gauntlet can be used to rapidly reposition, or to place Conduits far apart. Use Debris Shield as a hit-and-run shield.
- Button Mashing: It has a three-hit combo for its basic attack which is triggered by rapidly hitting the attack button.
- Hitbox Dissonance: The Lightning Rods he puts down don't just hit things caught in the lightning zap, but rather everything in a square formed with the two rods as its corners, making for an extremely exploitable example of this trope.
- No-Sell: His Debris Shield skill turns him invulnerable for a couple of seconds. Useful to close the gap or making an escape.
- Power Fist: Sure, they're usually for moving cargo, but something that can move a huge container can probably rip an angry alien in half without much trouble.
- Right Man in the Wrong Place: A cargo loader who survives where trained military men would not, and can well be the only one to escape the planet.
- Shock and Awe
- You Will Not Evade Me: His Hydraulic Gauntlet can be used to grab enemies and drag himself to them.
BossesJust who are these guys, anyway? What did you do to piss them off?
Wandering Vagrant - Gentle ProtectorA large boss version of the common jellyfish enemies encountered in the first level.
- Living Gasbag: Apparently, it manages to float through a mix of gasses that it can also propel itself with, and mix into an explosive compound which it then spews at you.
- Macross Missile Massacre: Its only damaging attack is to launch a half-dozen orbs that home in on your location and explode.
- Warmup Boss: It just floats slowly around, has an attack that can be dodged by just moving constantly, and presents a damn big target in general. It's telling that this is the first boss to get degraded to mook.
Magma Worm - Ancient Lava SwimmerA large worm that's either made of lava or excretes it.
- Bizarre Alien Biology: It's eyes are stated to be a sort of symbiotic parasite that enables it to see.
- Incendiary Exponent: Duh. It even leaves trails of fire in the spots it surfaces from and burrows into. The item you get from it lets you move faster and leave fire behind you when you kill something.
- Sand Worm: Except this one doesn't give one crap about what terrain it is; it just melts through.
- Segmented Serpent: The Magma Worm has an impressive length, but this is also one of its weaknesses, as any attacks that can hit multiple enemies can hit many parts of the Worm at once to deal lots of damage quickly.
- Super-Persistent Predator: Along with the much slower Wandering Vagrant this is one of the only bosses that can follow you outside of the area it spawns, which is a hassle when trying to wait out the survival timer.
- Wake-Up Call Boss: Of the three possible first-level bosses, this is by far the most dangerous.
Colossus - Giant stone guardianA huge version of the golem mooks.
- Damage-Sponge Boss: It's slow, can't move from the platform it spawns on, and its only two moves are a telegraphed foot stomp and summoning smaller golems. However, the thing takes an absolute beating before it finally goes down.
- Flunky Boss: It can summon the smaller golem mooks to help fight you. Elite versions can spawn other kinds of mooks, like jellyfish for the blue one.
Ancient Wisp - Banished and ChainedA huge, humanoid burning wisp that targets you with columns of fire.
- Asteroids Monster: On death it splits up into several greater wisps.
- Playing with Fire: It will occasionally create a field of fire columns around itself. While easy to avoid if you watch the ground, they will do quite a ton of damage if you don't.
Ifrit - Scion of the Infernal KingA large, demon-like creature long sent into an exile off in an far away planet after it burned down an entire space colony.... turns out that icy planet was this one.
Imp Overlord - Lord of the Red PlaneA huge version of the normal imps, with several red eyes and a penchant for both lasers and claw slashes.
- Fragile Speedster: For a boss. It has less health and is one of the few bosses in the game vulnerable to knockback and stun (alongside the Ancient Wisp). It compensates by sharing the imp teleportation with even faster attacks. It can be on top of you and slash you to pieces in seconds if you're not attentive.
- Frickin' Laser Beams: Oddly enough, the laser doesn't actually harm you. The billowing smoke that pops up afterwards does.
- King Mook
- Teleport Spam: Like the imps it rules over.
Toxic Beast - Mother of ManyA gigantic alien boar who spawns its own younglings to attack you.
Cremator - Shelled ArtilleryA large, lava-swimming creature that launches large amounts of flaming rocks at the survivor from hundreds of meters away.
- Crosshair Aware: The game tells you exactly where the stones will land. Be aware, however, that they can still hit you even if they're just on their way to the targets. Also, there are a lot of them, so trying to position yourself between the shots gets very tricky very fast.
- "Get Back Here!" Boss: Mild, but there. It spawns in one of two or three magma pits on the map, usually the one furthest from the teleporter, and will bomb you from there until you manage to reach it. This can make for a rather tedious (and dangerous) trip over to the pits while being assailed by enemies and bombed by lava rocks. Not so mild, however, if your range isn't too good, as it's a fast swimmer and moves around constantly, so it remains in your range for very short intervals. This, however, can be solved with an Unstable Watch.
- Lightning Bruiser: One of the more dangerous bosses to come across, especially for melee characters. It has a decent chunk of health, coupled with a shell that reduces damage from the back. In addition, its boulder-tossing attack can do a lot of damage if you can't dodge it, especially if you're close enough to attack it. Finally, it swims very quickly through the lava, meaning that it is vulnerable for a short time to many classes.
- Turtle Power: It looks rather like one, and its shell can block strikes from behind and above.
Scavenger - Tasting Your Own MedicineA medium creature that seems to have gotten the same idea as you to load itself with everything it finds. Unfortunately, it doesn't seem to want to share...
- Crazy Survivalist: It's found quite a few artifacts, and it targets you on sight to get yours.
- Macross Missile Massacre: It found more than one rocket launcher, judging from the sheer size of the salvos it fires at you.
Providence - Bulwark of the WeakThe Final Boss, and responsible for the crash of the UES Contact Light. You must defeat him in order to leave the planet once and for all.
- Bishonen Line: The most powerful boss is also the most humanoid among them.
- Co-Dragons: Possibly literally, in the case of the Gilded Wurms.
- Cool Sword/BFS: A little unorthodox, what with the axe-shaped tip, but it's perfect for cutting down terribly mutated survivors. It's gotta be fit for a god, after all...
- Crosshair Aware: Keep an eye out for the unconventional 'crosshairs' that mark one of his ranged attacks, unless you feel like meeting a swift end.
- HP to 1: His shadow's crosshair strikes cause this.
- Humanoid Abomination: In any case, he is most definitely not a human.
- Meaningful Name / Names to Run Away from Really Fast: Providence, noun.;
1. The careful guardianship exercised by a deity.
2. A manifestation of divine care or direction.
- Physical God: It's hinted at several times, though nothing truly decisive is brought up.
- This Cannot Be!: Upon defeating him, he may utter the following;
"What... are you?"
- Worthy Opponent: Perhaps his motivation for causing the Contact Light to crash. Upon doing enough damage, he teleports away and summons his two Gilded Wurms to attack you.
- You Monster!: One of his other 'death' lines;
- Played for Laughs. The item logs are often darkly comedic, as a distressingly large number of the items you can and will be collecting en masse are either outright stated or implied to be harmful or fatal to the Survivor and its body in the long run. Infection, infestation, poisoning, unstable explosives, fatal reproduction, a mysterious curse, or even medication that hasn't gone through rigorous enough testing... The list of horrid ailments the player character racks up casually can be quite long.
- There are literal Artifacts that can alter how the game works. From making you and enemies move faster as you/they take damage to locking your skills, there's a LOT of things that happen thanks to them.
Magma Worm — Ancient Lava Swimmer
Scavenger — Tasting your own medicine
- Blue: They have an electrical aura which damages the player if they get close.
- Green: Grants a healing effect to nearby enemies, and have much more health than other elites.
- Orange: Their attacks have an additional explosive effect, and they also shoot missiles occasionally.
- Red: Leaves a trail of fire where they walk.
- Yellow: Teleports to your location, similar to the imps though not as often. They also move faster than other enemies.
- The final level has a secret room where some enemies are rocking out to a boom box.
- At the top of the final level is the head of the final boss from Iji.
- During the beta phase, a secret room in one of the permutations of Desolate Forest contained a useless item called the Cubic Artifact. This was removed, but with the Artifacts update, is now back in the game as the Artifact of Elite Mook Honor.
- The Dynamic Difficulty has three difficulty levels above "Impossible" (itself above "Insane"), titled "I SEE YOU", "I'M COMING FOR YOU", and "HAHAHAHA".
- The actual campaign difficulty levels themselves are "Drizzle", "Rainstorm", and "Monsoon", which, in addition to increasing or decreasing enemy stats, also increase or decrease the amount of time you need to survive after activating a teleporter before the enemies stop spawning as well as the amount of time that needs to pass for the Dynamic Difficulty to increase.
- The Command artifact causes any chest, shrine, or ? pod (not to be confused with the larger random ? pods in later levels) to instead drop a color-coded container. When you open the container, you're presented with a list of items (white is normal, green is uncommon, reddish-orange is rare, and orange is use items) that you can choose from. This allows you to bypass most of the luck in item drops, though the containers still drop according to rarity. It even gives you access to items you haven't unlocked.
- Kin causes one type of enemy to spawn, overriding all others including bosses except for certain special encounters (Acrid, the Bloated Survivor, the final boss, etc).
- The Commando must activate the teleporter in the third area without having taken any damage beforehand in that game. The difficulty is lessened by the Commando's dodge roll and being a ranged class, but it's still one of the harder challenges.
- The Miner requires you to reach level 10 without suffering more than a single hit. Not easy for a melee class.
- The Huntress requires you to beat the Ancient Wisp without taking any damage from the Wisp. Other enemies can hurt you without invalidating it. Easier than the above two, but the Wisp's attacks can be hard to keep track of in the melee.
- The Commando's "Full Metal Jacket" skill pierces all enemies directly ahead of him with a quick-moving laser shot.
- The Enforcer's basic shotgun attack hits all enemies within its range, which isn't very far.
- The Heavenly Drill causes one in every four basic attacks to be replaced with a piercing attack that hits all enemies straight ahead instantly, at the cost of reduced damage. It can be stacked up to four times, completely replacing your basic attack.
- The crowbar's description mentions that it should last until the third edition.
- The Heaven Cracker is a drill made specifically to pierce through heavenly materials.
- The item log for the Golden Gun mentions that it's being shipped to one James B.
- If the player obtains the item that upgrades a classes' fourth ability, the Miner's fourth ability, To The Stars, will be renamed Starbound. Considering who published the game, this is almost definitely intentional.
- The "Ancient Scepter" is a reference to DotA, which has an item named "Aghanim's Scepter", which functions almost exactly the same as the Ancient Scepter in this game, which is to upgrade the fourth ("ultimate") ability of the character. The shipping log even mentions "it's much better than your Lance of Legends".
- It is also a reference to The Legend of Zelda: A Link to the Past, which features an evil wizard named Aghanim as initial antagonist. He does not actually wield a scepter, though his true identity, Ganon, wields a scepter-like trident.
- There's a secret stage accessible in the frozen tundra: the Boar Beach, which is accessed through a broken gate, and has both normal (for the planet) boars, and boars coated in iron armor. All this, even the method of access, is a homage to MapleStory's Pig Beach. The subtitle is even "Simpler Times".
- The Miner looks very much like Isaac Clarke in his first RIG suit. This may be a reference to the fact that most people believed Isaac to be a Miner instead of an Engineer.
- There's an "AGDG" statue on the planet in the title screen. AGDG (Amateur Game Dev General) is a 4chan-based video game development thread that the developer frequented.
- The "Rusty Knife" item's description states that it's a murder weapon in a case codenamed 'ELIAS'. It also mentions that men in suits have been asking around about it.
"...And please actually use the scope. We are all impressed that you can hit a target without it, but I'm tired of watching your videos. Spinning while firing is also a great way of losing your license."
- And then there's this gem from the Photon Jetpack's log...
''I'm not quite sure what you are planning, but I don't think the jetpack lasts long enough to fly over to the other office. 77 floors is a long way to fall, sir.
"...Why did we have a teleporter from this planet in our cargo hold?"