Risk Of Rain Acrid Critical Thinking


They may have survived the crash, but will they survive the rest of their ordeal?These are the Survivors.

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The Commando

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.

The starting survivor, the Commando combines offense and mobility. Well-rounded, versatile, and very effective in the hands of an expert.Available from the very beginning. All other survivors must be unlocked by completing various challenges or tasks.
  • 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

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.

Likely the second survivor any player will unlock, the Enforcer lacks the mobility of the Commando, but makes up for it with the ability to effectively engage and incapacitate groups of enemies. His shotgun may lack range, but not stopping power. He does best if he can hunker down with his back to a wall and pulverize enemies in front.Unlocked by defeating the Wandering Vagrant, Magma Worm, and Colossus. These kills do not have to be consecutive or completed all in the same run.
  • 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

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.

A highly mobile character, similar to the Commando - but where the Commando can engage groups, the Bandit excels at taking down single enemies with rapid, focused fire.Unlocked by clearing Stage 3; either the Underwater Catacombs or Frozen Tundra.
  • 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

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.

The Sniper takes the Bandit's ability to engage single targets and dials it up even further - but proper use of their rifle demands skill. Also, they need good teammates to keep the heat off them so they can pick off targets effectively. In a pinch, the Sniper can backflip out of trouble and make a run for it.Unlocked by defeating the game once.
  • 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

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!

Traps, turrets, explosives, and missiles. The Engineer is a little more strategy-based in theory, though this doesn't last long given the hectic nature of the game. He works best if he has time to prepare the battlefield, and can engage many enemies at once. His turrets can also draw attention away from the Engineer and his allies, giving them time to regroup or attack.Unlocked by repairing 40 drones, over any number of runs.
  • 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

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!

Highly mobile but lacking ranged attacks, the Miner must make use of his movement skills in order to survive effectively.Unlocked by defeating the miniboss found guarding his escape capsule in the Magma Caverns.
  • 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

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.

An extremely mobile character, the Huntress is the only survivor who can use all of her attacks whilst moving - and without facing her target, too. She handles groups of melee-oriented enemies well, but is vulnerable to ranged attackers.Unlocked by collecting fifteen different Monster Log entries from fallen enemies.
  • 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.




A powerful melee combatant with crowd control abilities, HAN-D is the UES Contact Light's robot handyman. It is one of the few survivors that can heal on command (assuming it possesses any drones) but lacks any kind of reliable ranged firepower. It shines in multiplayer, where its crowd control abilities leave swarms of enemies stunned - and wide open for its allies to tear apart.Unlocked by finding it in a container on the UES Contact Light, the game's final stage. The container can be identified by its unusual door.
  • 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!

A mobile character who seems to be some form of biological weapon or experiment, perhaps being transported between labs by the Contact Light. Acrid can deal a lot of damage over time by using hit and run attacks, and can use his abilities to inflict serious damage to crowds of enemies.Unlocked by finding its cage/box on the Sunken Catacombs level, then defeating it.
  • 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

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.

An extremely fast-moving and exceptionally lethal melee-oriented character, the Mercenary can chain together moves and spend a great deal of time invulnerable to enemy attack. This comes at the cost of having no ranged attack power whatsoever. Unless he can close the distance with ranged foes, the Mercenary may find himself in a bit of a tight spot...Unlocked by defeating Providence five times, over any number of runs, on any difficulty.
  • 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.

The Chef, once a simple cooking robot in charge of the transport ship's kitchen, is now an unusually effective, high-damage close range fighter, using its usual cooking tools and implements as deadly weapons, and whose ultimate ability allows it to boost is other three attacks for greatly increased damage.Unlocked by collecting all five "edible" items (Bustling Fungus included) in one run.
  • 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.

A slow-moving but hard-hitting crowd control machine, the Loader plays as a mixture between the HAN-D and the Mercenary with an emphasis on quick repositioning and tanking attacks. Constant area-of-effect damage combined with a low-cooldown repositioning tool makes the Loader a fearsome combatant no matter where he is on the screen.Unlocked by collecting 30 different items in one run.
  • 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.


Just who are these guys, anyway? What did you do to piss them off?

    Wandering Vagrant 

Wandering Vagrant - Gentle Protector

A 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 

Magma Worm - Ancient Lava Swimmer

A 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 guardian

A 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 

Ancient Wisp - Banished and Chained

A 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 King

A 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 

Imp Overlord - Lord of the Red Plane

A 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 

Toxic Beast - Mother of Many

A gigantic alien boar who spawns its own younglings to attack you.


Cremator - Shelled Artillery

A 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 Medicine

A 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 Weak

The 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.

    "A challenge..!"

  • You Monster!: One of his other 'death' lines;

    "You... monster..."

  • Adult Fear: Those small little multi-colored spirits? They're innocent children, forced by some unknown power to attack you. The giants trying to kill you? Their parents driven mad with rage and grief.
  • All Your Powers Combined: Fitting its subtitle, the Scavenger uses a missile attack reminiscent of the the Disposable Missile Launcher, and an electrical attack similar to that provided by the Ukelele. When reduced to low health, it starts to glow/pulse yellow and begins to attack faster, similar to the effect provided by Soldier's Syringe. It also has a couple of its own unique attacks, of course.
  • Ambiguous Gender: The Sniper's end quote uses "they", as opposed to the other human classes which are all clearly referred to as "he", or "she" for the Huntress. This use of they is most likely plural due to counting the Sniper's Spotter Drone as part of the character (there's no qualms about calling Acrid "it"), but has resulted in fan speculation that the Sniper may actually be robotic, intersexed, or just highly mysterious.
  • Artifact of Doom:
    • 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.
  • Asteroids Monster: Gups split into Geeps when killed, which split into Gips when killed, which don't split.
  • Attack Drone: The player can use gold to repair robot drones that will fly around the player and shoot any enemy in range. After taking enough damage they will breakdown and have to be repaired, which costs more money each time. The Engineer can also deploy his own drones and turrets, and HAN-D's drones can be launched for both damage and repairs.
  • Auto-Revive: Dio's Friend, a teddy bear of sorts, restores the holder's health after dying. Since you'll respawn right next to whatever killed you, and it's not a full heal, it's advised you use the extended invincibility frames to get far away.
  • Bittersweet Ending: The survivors manage to leave the planet... but a part of the player character remains irrevocably changed. Some for the better—CHEF gains sentience, the Loader gains a new sense of purpose in life, the Miner had the time of his life, and Han-D becomes half-robotic, half-organic—and some for the far worse—the Commando loses his conscience and morality, the Enforcer is turned into a horrific mutant, the Bandit gains his treasure but loses his mind in the process, the Huntress feels dead inside, the Engineer is a horrific hybrid of man and machine, the Mercenary realizes he will never be human again, Acrid has lost its aggressive nature and now seeks solitude, and the Sniper has gone deaf.
  • Blob Monster: Gups.
  • Boom, Headshot: The Bandit's Lights Out ability, which, when successfully used, can be activated repeatedly.
  • Boss Subtitles: All bosses have a short description under their name. Examples include:

    Magma Worm — Ancient Lava Swimmer
    Scavenger — Tasting your own medicine

  • Cast from Hit Points: The Lost Doll is a use item that takes a quarter of the user's max health to deal heavy damage to one target.
  • Cast from Money: The Golden Gun gives a damage boost depending on the amount of money held. The Gold-plated Bomb uses half the current gold to make an explosion dealing damage equal to the amount of gold used. The Golden Gun actually doesn't use up gold, however.
  • Collision Damage: Jellyfish cause damage on contact. Their bigger brother the Wandering Vagrant does not, probably because dodging it would be asking a lot on flatter maps.
  • Colour-Coded for Your Convenience: Elite Mooks are colored based on their abilities.
    • 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.
  • Convection Schmonvection / Lava is Boiling Kool-Aid: The lava in the Magma Barracks doesn't effect the character until they touch it, where it starts dealing periodic damage. However, it can still be outlasted with enough health, healing, and defense; in fact, you're required to stay in it for a minute to unlock an item, and you must traverse it to find The Miner.
  • Crosshair Aware: The attacks from the Wandering Vagrant and Creamator bosses are telegraphed with circles showing where they're aiming, though the shots can hit you on the way there and are fired in groups. Orange Elite Mooks also qualify.
  • Damn You, Muscle Memory!: The teleporter on the fifth level either takes you to the final level, or sends you back to the first if you want to farm more items to fight the final boss with. However, the "send me back to the first level" button is the same as the "advance to the next level button" in the previous four teleporters. If you jump the gun and press the button, thinking it will take you to the next level, you have to fight through that level. Fortunately, once you start repeating levels, every teleporter leads to the final level.
  • Death World: For a planet that was supposedly peaceful before you came here, every single creature on it is remarkably good at killing things dead quick. As it turns out, they are getting payback for what the last group of humans did to them.
  • Degraded Boss: Inverted. Once the difficulty gets high enough, bosses will start spawning among the regular enemies... chosen from the same pool as the actual boss of the current level. Meaning you now have to kill two level-appropriate bosses before you can exit the level instead of one. Also, if you take the option to loop back to earlier levels before tackling the final one, you will encounter the bosses from the beginning of the game, but they'll be much nastier elite versions and/or come in greater numbers. Played straight, however, with smaller clones of the Wandering Vagrant boss who spawn frequently on the final level. Also, if you loop through the levels long enough eventually it'll just throwing out the normal bosses like candy, easily resulting in over a dozen bosses on each level... but you'll be powerful enough to wipe out even the elite bosses with ease. Maybe.
  • Dissonant Serenity: Several of the levels are designed to contrast strongly with the violent nature of the gameplay. The Field of Sprites and the Sunken Catacombs, in particular, have very serene music, and gorgeous settings — one is a peaceful nighttime field with a massive moon taking up most of the screen, and the other is a water level that manages to be both calm and beautiful. Both are also host to particularly nasty enemies, the Field of Sprites being full of the murderous Children and their giant Parents, and the Sunken Catacombs occasionally plays host to Acrid, a biological experiment that fights with poison and disease.
  • Double Jump: The Hoppo Feather grants this. It can stack endlessly as well, each time adding another jump.
  • Double Unlock: Items are unlocked by completing certain tasks in the game, but there is no immediate benefit to doing so; rather, unlocked items start appearing in the game normally on all subsequent playthroughs.
  • Dual Boss: While any boss could be fought alongside another, the Gilded Wurms are always fought together.
  • Dynamic Difficulty: Difficulty rises over time, leading to more enemies, more elite enemies, and eventually spawning bosses as if they were regular enemies.
  • Easter Egg:
    • 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.
  • Easy-Mode Mockery: While there's nothing major lost while playing on Drizzle, you can't unlock the Huntress, since monsters don't drop logs at all. The game also quips that, by playing on Drizzle, "Weeping and gnashing is replaced by laughter and tickles."
  • Electric Jellyfish: The flying jellyfish enemy will shock you if you touch them. It deals little damage by itself but can be hazardous due to their tendency to attack in swarms. Interestingly its boss cousin the "Wandering Vagrant" does not shock you even though its AI similarly tries to chase you; instead it summons explosive orbs.
  • Elite Mook: Enemies can spawn with various modifiers as difficulty increases, such as flame trails or the ability to teleport. All of these modifiers include increased health and armour. Later in the game, this can happen with bosses too. One artifact causes all enemies, bosses included, to spawn as elite.
  • Everything Trying to Kill You: The monster logs suggest that most of the planet's inhabitants are actually very peaceful and live in harmony, more or less. But for some reason, everything instantly becomes murderously enraged upon seeing the survivor...
  • Eye Scream: One of the powerups involves tearing out your own eye and replacing it with a Magma Worm's. It's entirely possible to get it more than once, too. Twice doubles down. Any more and you might just be inverting the trope..
  • Flunky Boss: The Stone Guardian and Toxic Beast summon enemies as their main attack; the former summons rock golems (or jellyfish if it's an elite version) right where he's standing which are often incapable of reaching you, but the latter summons a swarm of small pigs right next to you anywhere on the level.
  • For Doom the Bell Tolls: A church bell sounds every time the difficulty increases.
  • Gaia's Vengeance: It's all but stated that humans have actually been exploiting the planet in the past, and that the wildlife is only hostile because Providence has used his powers to unite them in defense of the planet. You were just in the wrong place, caught in the crossfire.
  • Giant Enemy Crab: Sand Crabs are about twice as big as the player, and several times as wide, capable of snapping their claws with tremendous force comparable to the golem's clap. They're also sneaky enough to dig themselves into the sand so completely they can't be seen from the surface until they decide to go hunting. Also, according to the monster logs, they're rather tasty.
  • Glass Cannon: The Glass artifact gives you 500% damage but reduces you to 10% of your initial health. Until you gain some levels, this means you're a One-Hit-Point Wonder.
  • Goddamned Bats: invokedParodied by the Archer Bugs in their monster logs. Nobody likes those buzzing, circling, smelly insects, not even the other monsters.
  • Golem: Rock Golems appear as enemies. They are highly resilient to damage and their smash attack can be deadly to low leveled players; however, they are restricted by low mobility which makes them easy to avoid or out maneuver using hit and run tactics. The Stone Guardian/Colossus boss is a massive version of this enemy. Icy versions appear in the Frozen Tundra, but are otherwise identical.
  • Goomba Stomp: The Headstompers item will damage any enemy that the player falls on from a certain height. Situational normally, but enough Rusty Jetpacks can make it a viable attack method.
  • Heroic B.S.O.D.: The monster log for the Parents suggests the survivor goes through one of these after they see the heartbroken fury they come at them with, and that they feel guilt enough that they consider letting them have their vindication.
  • Herd-Hitting Attack: The Enforcer is at his best when fighting large groups of enemies, as his standard attack — a shotgun blast — hits everything in a cone in front of him, and his two other offensive abilities — a smoke grenade and a shield swipe — affect everything in their area of effect. Most of the other characters also have at least one attack that can affect many enemies, though not all of them recharge fast enough that you can whittle groups down using just it.
  • Hit-and-Run Tactics: Acrid's designed around guerilla tactics, since it deals lots of damage over time but can't kill much quickly. The Miner approaches it from the opposite direction, with strong abilities that all provide great mobility but long cooldowns and a pathetic main attack. The Mercenary is also something of a hit-and-run combatant, though his abilities focus on providing invulnerability to attacks and mobility.
  • Hyperspace Arsenal: Since there's no limit on the number of items you can carry at the same time, you can easily find yourself carrying ridiculous amounts of gear if you make it a point to open every chest you come across: it's entirely possible to end up carrying multiple copies of every item in the game if you keep replaying the levels long enough or abuse the Easter Egg area in the third level by endlessly killing the respawning boss.
  • Idiosyncratic Difficulty Levels:
    • 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.
  • Improbable Accessory Effect: While it's established than many items are magical, cursed, alien, or otherwise modified in a way, there's some that just don't make sense. A specific goat hoof that makes you move faster? Par for the course.
  • Incendiary Exponent: The Magma Worm boss, naturally. Also, as the difficulty rises flaming versions of normal enemies will sometimes spawn, and leave behind trails of fire. After finding the Gasoline item, any enemies killed by the Survivor will create a pool of fire. The Fireman's Boots item (unlocked by staying in lava for a while) leaves a trail of fire wherever the player walks. Finally, a rare drop from the Magma Worm itself also causes the player to move and attack faster after killing an enemy, and leave trails of fire behind them as they move.
  • Instrument of Murder: One of the items that can be found is the Ukulele — although rather than being used as a bludgeon, it causes the player character to sometimes shoot Chain Lightning when they attack.
  • Interchangeable Antimatter Keys: On the final level, keycards are treated this way. There's only four such doors and one can be bypassed, nor are they necessary to finish the game. There's an unlock for having four at once.
  • Jetpack: The Rusty Jetpack only increases jump height. The Photon Jetpack, on the other hand, gives limited flight.
  • Jigsaw Puzzle Plot: Aside from one line at the end of the game, no exposition is provided. While it is generally accepted that the UES has been exploiting the planet in some way, and Providence was responsible for the crash, none of this is revealed through gameplay. Item descriptions and monster logs are the only source of backstory.
  • King Mook: Many of the bosses, though not all. The Imp Overlord and Colossus are two main examples.
  • Last Lousy Point: Roughly 90% of the unlocks are achievements. The other 10% is Monster Logs, randomly dropped items from each type of enemy and boss. Getting them from the monsters is one thing. You can use the Kin artifact to make that a lot easier. The bosses take a lot longer, especially since two of the logs come from the final boss which requires playing through all five levels just to reach.
  • Lethal Lava Land: One of the two possibilities for level four is "Magma Barracks - The Core". It often includes a boss who swims around in the lava.
  • Luck Manipulation Mechanic:
    • 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).
  • Macrogame: Completing various tasks like finishing stages quickly or killing a certain number of enemies unlocks new items for you to acquire during a playthrough.
  • Macross Missile Massacre: Small homing missiles both allied and enemy are common sights, but the Disposable Missile Launcher item and the Scavenger boss both unleash huge swarms. If you manage to get multiple items that randomly launch missiles upon connecting with an attack and use a character with attacks that hit repeatedly coupled with items that increase your attack speed, you can essentially unleash endless streams of missiles as long as you have enemies to hit.
  • Mama Bear: The Parent enemies, whose description explicitly states they've gone insane with rage and grief when finding their dead children, and who hit as hard as golems and yet run faster than almost any other enemies in the level they show up in. It's not uncommon for playthroughs to be cut short by a mob of parents coming down on the player and smashing him into the floor within seconds. Your only fortune is that they're not as durable as their large size suggests.
  • Mushroom Man: Mushrums.
  • Nintendo Hard: Depending on how long you take, you'll be facing literally hundreds of monsters, each tougher than the last.
  • No-Damage Run: Several item unlocks require this:
    • 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.
  • Noodle Incident: The item log is absolutely chock-full of these. Every item shipped has notes on it from the sender, and quite a few only give enough info to make conjectures, or allude to completely different incidents where the item was involved. Examples include whatever's going on in the circus that had the happiest mask, whatever was done to a rotten brain that turned it into a deadly bouncing weapon, and the jar of souls, period.
  • Not the Intended Use: Beating the game as Chef notes that the humble food maker has completely forgotten its purpose.
  • One-Hit Polykill:
    • 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.
  • Outside-Context Problem: It's heavily implied, at various points, that the Black Imps you meet along your battles have absolutely nothing to do with the planetary wildlife, came from elsewhere, and are opposing you for different reasons to that of the wildlife's own, even if you don't know either. Furthermore, they'll even help you a little, while others still attack you, if you have an Imp Overlord's tentacle, and just holding the thing in your hand tells you they have an elaborate society where the tentacle's size determines your status, and losing it is tantamount to shameful demotion. You don't know why you know this; you simply do.
  • Power Copying: Some of the rarer item drops you can get off of defeated bosses appear to be actual chunks or organs from the bosses themselves. Naturally, these give you abilities similar to the respective boss it was acquired from.
  • Pyrrhic Victory: Almost all of the closing lines when you beat the game with each character.
  • Reptiles Are Abhorrent: The Lemurians are freaky Lizard Folk monsters who have quite a nasty bite. The playable lizardman Acrid isn't treated much nicer, starting the game as a prisoner of some description and having a playstyle based around poisons, disease, and biotoxins.
  • Sad Battle Music: The final stage's theme, which only adds to the ambiguity.
  • Sanity Slippage: Some characters have their endings strongly imply they've gone insane, monstrous, mutated, or all three.
  • Shipshape Shipwreck: The Contact Light is still somehow spaceworthy after its crash.
  • Shock and Awe: Blue enemies have an electrical aura which causes damage to the survivor if they're close enough. The Tesla Coil gives this power to the survivor, and the Ukulele makes their shots do the same.
  • Shout-Out: Many of the item descriptions are references to other sci-fi universes:
    • 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.
  • Shotguns Are Just Better: The Enforcer's weapon of choice is a shotgun. When using his Deployable Cover his fire rate goes up dramatically, letting him take a huge chunk out of anything standing in front of him. It can also launch stun grenades.
  • Skeleton Key: One of the use items, which unlocks every chest on the screen for free. And unlocking a golden chest with it unlocks the Captain's Brooch.
  • Snowlems: The Snow Golems.
  • Smoke Out: The Bandit can drop a Smoke Bomb, and whilst invisible he is immune to attacks. Upon reappearing (either after three seconds, or using another ability), enemies nearby are slightly damaged and stunned.
  • Soundtrack Dissonance: The theme for the final level set on the UES Contact Light, Coalescence. Fairly calm and peaceful — despite the level itself swarming with hundreds of foes. A bloody fight ensues as the survivors must make their way to the end of the level.
  • Speed Run: Actively encouraged in the early levels, because the difficulty rises dramatically over time. Less so near the end since it mostly caps out after 40 minutes.
  • Take That!: The "Telescopic Sight" item has a stab at 360 noscope kills, the ability to kill opponents without using the scope on a sniper rifle in video game shooters:

    "...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."

  • Theme Naming: Every song on the soundtrack has a name related to either water or heavy weather. These are often fairly obscure names, like Arctic Oscillationnote An index related to air pressures with significant influence in weather patterns along the northern hemisphere or 25.3°N 91.7°Enote The coordinates for Cherrapunji, India, the rainiest place in the world.
  • Too Dumb to Live: The item logs suggest that some of the items you're using were meant to be shipped to (or from) some very dumb people.
    • 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.

  • Turns Red: While the most obvious example is the Scavenger, many bosses become more aggressive when they are closer to death, attacking more frequently, though the difference can be very subtle.
  • Underwater Ruins: One of the two possibilities for level 3: "Sunken Tomb — Underwater Catacombs".
  • Useless Useful Spell: The Heaven Cracker drill turns every fourth primary attack into an unlimited range laser that pierces all enemies in its path. This is great for every character... except Chef, whose primary attack pierces enemies by default and then boomerangs, dealing more damage on the way back. On him, the item basically more than halves the power of every fourth attack.
  • Super Not-Drowning Skills: The survivors cannot drown, and neither can enemies — but an achievement is unlocked for knocking 20 Whorls (nautilus-like enemies) into the bottomless pits at the bottom of the Underwater Catacombs map.
  • Wake-Up Call Boss: The Magma Worm, alone, would already have a bit of difficulty. When you have swarms of enemies on top of that, it becomes quite the introduction to the challenges that await you.
  • Warmup Boss: The Wandering Vagrant, who has only one attack that's easily dodged if you keep moving, and the Colossus, whose strategy amounts to "stay a bit away from the massive stone thing while it slowly strolls at you".
  • Wham Line: Easy to miss, and difficult to get, being in the very last boss' monster log, but it's there:

    "...Why did we have a teleporter from this planet in our cargo hold?"

  • You Monster!: The final boss will call the survivors monsters when he dies. It is unclear why, but it is implied to be as much an accurate statement as it is frustration on the final boss's part — in the next shot, the camera pans over the interior of the ship, revealing that it is filled to the brim with dead aliens killed by the survivors.
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