Global difficulty
Changes the rules and forgiveness of the whole save. Patch 1.0.1 added clearer descriptions and a separate recommendation for new players.
Patch 1.0.1 · Decision reference
Difficulty is three different questions wearing one skull-shaped coat. Separate the rules of the save, the relative mission warning, and the contract-specific way this job can go wrong.
Changes the rules and forgiveness of the whole save. Patch 1.0.1 added clearer descriptions and a separate recommendation for new players.
A relative comparison against other missions in the current Solar System. It helps rank choices; it is not a published win-probability formula.
Objective, failure conditions, floors, employer, mission type and the loss you bring. A low relative skull cannot erase a bad objective match.
Read left to right
The developers have not published a formula that converts skulls, faction power and equipment into a success percentage. This guide will not invent one.
Choose by friction
Start with the part of the game that is blocking learning. These are decision prompts, not official preset names.
Choose the in-game difficulty recommendation intended for new players, then read which death or restart consequences it changes.
Adjust: run-level forgivenessKeep your run settings and compare current skulls, mission tooltips and failure conditions before accepting.
Adjust: mission selectionInspect the modular difficulty descriptions in your current build. Change the specific friction only after reading its in-game effect.
Adjust: one documented settingPatch 1.0.1 interface read
Patch 1.0.4 & 1.0.2 · enemy behavior & mechanics
Patch 1.0.2 raised PMC enemies’ average dodge by 2–5%, while Patch 1.0.4 introduced a 1299 Bane cap, 11–21 day station cooldowns, and dodge chance displayed to the tenth.
Quasimorphosis previously scaled indefinitely. Patch 1.0.4 established a strict 1299 Bane point ceiling. While crossing 1000 still unleashes Baron incursions and elite demon phases, corruption no longer spirals into infinite enemy stat bloat.
Stations now incur an 11–21 day cooldown after completing a mission before generating new contracts. Only Monitoring stations bypass this limit. Grinding low-skull contracts at one location is no longer possible—plan multi-station travel loops.
Dodge chance is now displayed to the tenth of a percent. For agile PMC and alien targets with high dodge rates, swap from low-accuracy single-shot rifles to high-pellet shotguns, burst-fire SMGs, or AoE explosives.
Stunning perks like War Crime (Spaceborn Ghosts) and Dirty Shot (Tunnel Rats) now successfully affect Quasimorphic Barons. Excess stun AP carries directly over to future turns, giving players genuine crowd-control against boss spawns.
Community field notes · muted autoplay
This 12-minute video was published on 3 August 2026, before the 1.0.2 AI changes. It can help you recognize the launch interface; it cannot establish current dodge, patrol or alert behavior.