Bestiary
Read the threat before committing
Identify the creature’s silhouette, then check its habitat and attack pattern below. Hull is its health; XP raises your level; Haul still needs to reach a dock before you can spend it. A large reward does not remove the risk of carrying it home.
- Lunges and charges: leave room to move sideways. A warned lane is a reason to reposition before the rush starts.
- Rings and walls: find the spaces between shots. Multiple waves can punish moving back too early.
- Homing shots: watch their path after launch; the initial aim is not their final direction.
- Boss phases: new attacks unlock at the Hull thresholds listed in each pattern. Boss cooldowns shorten below half Hull.
Enter deep encounters within your depth clearance, with an exit route and enough Hull to leave. Use the equipment handbook when visibility, movement, or weapon range is limiting your approach.
Fauna
Ambient, defensive, and summoned life
Sunlit faunaDrift Jelly14 Hull · 10 XPA passive Sunlit target for learning aim and collecting an early load.
None
Sunlit faunaGlassfin Shoal26 Hull · 24 XPSmall, passive Sunlit fauna; leave space to track the moving group.
None
Twilight faunaIronclaw Crab165 Hull · 25 XPRetaliates with a warned spine fan and a close lunge. Leave room to back away.
3-shot fan · 2 damage per projectile · 140 speed · 330 range · 5.4s cooldown · 0.7s warning
Twilight faunaInkveil Squid135 Hull · 40 XPRetaliates with a slow spread while backing away. Move across the warned firing direction.
3-shot fan · 2 damage per projectile · 125 speed · 420 range · 6s cooldown · 0.75s warning
Twilight faunaLanternfish102 Hull · 20 XPPassive Twilight fauna, below the starting depth clearance.
None
Twilight faunaRift Snapper216 Hull · 38 XPSweeps two short fans and lunges at close range. Stay clear until both waves pass.
3-shot fan · 2 waves · 0.3s between waves · sweeping · 1.5 damage per projectile · 145 speed · 380 range · 5.8s cooldown · 0.7s warning
Midnight faunaMidnight Angler600 Hull · 130 XPSweeps two wide fans and lunges at close range. Move sideways during the warning.
5-shot fan · 2 waves · 0.35s between waves · sweeping · 2 damage per projectile · 135 speed · 520 range · 4.5s cooldown · 0.8s warning
Midnight faunaShock Eel440 Hull · 90 XPThree narrow fans sweep across its firing direction. Leave the warned lanes before the first wave.
3-shot fan · 3 waves · 0.22s between waves · sweeping · 1.5 damage per projectile · 175 speed · 540 range · 4.8s cooldown · 0.7s warning
Salvage entityResource Node880 Hull · 60 XPA stationary salvage target. Check surrounding threats before staying to mine it.
None
Midnight faunaCrown Medusa560 Hull · 85 XPTwo expanding rings leave a fixed opening. Follow the gap through both waves.
Up to 12-shot ring · fixed opening · 2 waves · 0.5s between waves · 2 damage per projectile · 100 speed · 420 range · 5.6s cooldown · 0.95s warning
Midnight faunaRazortail Hagfish380 Hull · 75 XPCloses quickly while sweeping two short spreads. Keep space to move across its aim.
3-shot fan · 2 waves · 0.3s between waves · sweeping · 1.5 damage per projectile · 140 speed · 400 range · 5.3s cooldown · 0.7s warning
Wall-mounted predatorSpitter Barnacle420 Hull · 100 XPAttaches to walls below 4,000 m. Warns before two spine fans. Dodge sideways or break line of sight with rock.
5-shot fan · 2 waves · 0.38s between waves · sweeping · 2.5 damage per projectile · 140 speed · 560 range · 4.2s cooldown · 0.85s warning
The Trench faunaTitan Isopod4,500 Hull · 850 XPSweeps three wide spine fans and lunges at close range. Wait for the last wave before closing in.
7-shot fan · 3 waves · 0.36s between waves · sweeping · 2.5 damage per projectile · 125 speed · 620 range · 5.4s cooldown · 0.95s warning
The Trench faunaTrench Gulper2,800 Hull · 520 XPUses two wide spreads and close lunges. Keep an exit behind your sub.
5-shot fan · 2 waves · 0.42s between waves · sweeping · 3 damage per projectile · 120 speed · 560 range · 5.2s cooldown · 0.95s warning
The Trench faunaBlackwater Viper2,000 Hull · 420 XPThree fans sweep across the warned firing direction. The projectiles keep their launch course.
3-shot fan · 3 waves · 0.25s between waves · sweeping · 2 damage per projectile · 145 speed · 620 range · 5.6s cooldown · 0.85s warning
Stationary predatorAbyssal Bloom1,700 Hull · 300 XPA rooted predator that fires three slow rings. Use the fixed opening while the waves spread out.
Up to 16-shot ring · fixed opening · 3 waves · 0.58s between waves · 1.8 damage per projectile · 82 speed · 420 range · 6.5s cooldown · 1.1s warning
Summoned faunaBroodling950 Hull · 110 XPSummoned by the Brood Mother. Extra attackers can close an escape route.
3-shot fan · 5 damage per projectile · 195 speed · 620 range · 4.8s cooldown
Cave minibosses
Player-triggered elites · return after 3½–6 minutes
Cave miniboss · Tier 1Fossil Warden8,400 Hull · 900 XP
Move sideways out of its sweeping fans, then use the fixed opening in its rings. Wait for the last wave before moving back in.
5-shot fan · 2 waves · 0.35s between waves · sweeping · 2.2 damage per projectile · 135 speed · 520 range · 4.018s cooldown · 0.8s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Aimed fan | 2.7 per projectile | 5.5s (4.95s enraged) | 9-shot fan · 3 waves · 0.38s between waves · sweeping · 155 projectile speed · 0.9s warning |
| Radial ring | 2.8 per projectile | 7s (6.3s enraged) | Up to 14-shot ring · fixed opening · 2 waves · 0.6s between waves · 105 projectile speed · 1s warning |
Cave miniboss · Tier 1Lantern Matriarch11,400 Hull · 1,200 XP
Three rings share a fixed opening. Keep enough distance to avoid the close nova while passing the waves.
Up to 12-shot ring · fixed opening · 2 waves · 0.5s between waves · 2.2 damage per projectile · 100 speed · 420 range · 5s cooldown · 0.95s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Radial ring | 2.6 per projectile | 6.2s (5.58s enraged) | Up to 16-shot ring · fixed opening · 3 waves · 0.55s between waves · 108 projectile speed · 1s warning |
| Repel burst | 11.2 damage · 115 push | 7.5s (6.75s enraged) | 185 radius · 1.05s warning |
Cave miniboss · Tier 2Ribcage Horror16,500 Hull · 1,800 XP
Use the central gap through all three walls. Leave the marked position before its pincer waves converge.
Up to 12-shot ring · fixed opening · 2 waves · 0.5s between waves · 2.5 damage per projectile · 100 speed · 420 range · 4.516s cooldown · 0.95s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Bullet wall | 3.7 per projectile | 6.4s (5.76s enraged) | 8-shot wall · 5-shot gap · 3 waves · 0.46s between waves · 130 projectile speed · 1.05s warning |
| Pincer volley | 3.7 per projectile | 5.5s (4.95s enraged) | 8 flanking shots · 2 waves · 0.5s between waves · 160 projectile speed · 0.95s warning |
Cave miniboss · Tier 2Echo Maw24,000 Hull · 2,600 XP
Leave the warned charge lane during the windup. Avoid the slow wake shots, then move clear of the sweeping fans.
5-shot fan · 2 waves · 0.42s between waves · sweeping · 3.7 damage per projectile · 120 speed · 560 range · 4.194s cooldown · 0.95s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Telegraphed charge | 32.2 contact · 2.7 wake projectile | 7s (6.3s enraged) | 390 rush speed · 0.8s committed lane · 8-shot wake · 78 wake speed · 0.22s between wake rings · 1.05s warning |
| Aimed fan | 3.7 per projectile | 6s (5.4s enraged) | 11-shot fan · 3 waves · 0.42s between waves · sweeping · 125 projectile speed · 0.95s warning |
Cave miniboss · Tier 3Blackwater Stalker33,750 Hull · 3,600 XP
Pincer waves converge on the warned position. Leave it, then stay clear of the next charge and its wake.
3-shot fan · 3 waves · 0.25s between waves · sweeping · 2.7 damage per projectile · 145 speed · 620 range · 4.308s cooldown · 0.85s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Pincer volley | 4.1 per projectile | 6.2s (5.58s enraged) | 10 flanking shots · 3 waves · 0.38s between waves · 175 projectile speed · 1s warning |
| Telegraphed charge | 21.8 contact · 2.7 wake projectile | 6.5s (5.85s enraged) | 500 rush speed · 0.5s committed lane · 6-shot wake · 88 wake speed · 0.2s between wake rings · 0.95s warning |
Cave miniboss · Tier 4Titan Isopod48,000 Hull · 4,800 XP
Use the central wall gap and the fixed ring opening. Stay outside the close nova and wait for each final wave before approaching.
7-shot fan · 3 waves · 0.36s between waves · sweeping · 3.7 damage per projectile · 125 speed · 620 range · 4.154s cooldown · 0.95s warning
| Special attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Bullet wall | 5.2 per projectile | 6.8s (6.12s enraged) | 12-shot wall · 5-shot gap · 3 waves · 0.5s between waves · 140 projectile speed · 1.15s warning |
| Repel burst | 20.7 damage · 190 push | 7.2s (6.48s enraged) | 220 radius · 1.1s warning |
| Radial ring | 3.8 per projectile | 7.4s (6.66s enraged) | Up to 22-shot ring · fixed opening · 3 waves · 0.6s between waves · 100 projectile speed · 1.05s warning |
World bosses
One per room · replacement 5 minutes after defeat
World boss · The TrenchThe Leviathan420,000 Hull · 10,000 XP
Shoot the core. The tail blocks shots and takes no damage, so firing into it wastes your reload. Back off far enough to see the crossing helix and aimed volleys, and stay outside the close repel burst. Later, bullet walls join the fight; check the gap each time because it moves. Wake streams arrive near the end and make chasing the tail dangerous.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Crossing helix | 12 per projectile | 0.5s (0.4s enraged) | 185 speed · 1,400 range |
| Aimed volley | 16 per projectile | 2.9s (2.1s enraged) | 3 shots · 230 speed · 1,300 range |
| Repel burst | 26 damage · 165 push | 6s (4.3s enraged) | 165 range · 200 radius |
| Bullet wall | 20 per projectile | 7.2s (5.2s enraged) | 11 shots · 190 speed · 1,550 range · 0.9s warning · active below 66% Hull |
| Wake streams | 10 per projectile | 0.5s (0.3s enraged) | 6 shots · 175 speed · active below 36% Hull |
World boss · The TrenchThe Maw315,000 Hull · 9,000 XP
Move sideways out of the charge warning before the rush starts. Chasing the Maw immediately afterward can put you in its projectile trail. Its pincer shots come from the flanks, so watch both sides as you turn. The later fan fires several waves; don’t cut back after just the first. At low Hull, the Maw adds homing shots that can follow you into the next dodge.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Telegraphed charge | 34 impact · 8 trail | 7.8s (5.6s enraged) | 1,550 range · 1s warning · 620 rush speed · 0.95s rush · 6-shot trail |
| Pincer volley | 14 per projectile | 2.5s (1.8s enraged) | 4 shots · 205 speed · 1,450 range |
| Aimed fan | 15 per projectile | 4.3s (3.1s enraged) | 5 shots · 280 speed · 1,550 range |
| Radial ring | 11 per projectile | 5.2s (3.7s enraged) | 10 shots · 130 speed |
| Aimed fan | 12 per projectile | 7s (5s enraged) | 7 shots · 220 speed · 1,450 range · 3 waves · active below 60% Hull |
| Aimed volley | 10 per projectile | 6s (4.3s enraged) | 8 shots · 155 speed · 1,850 range · homing · active below 35% Hull |
World boss · The TrenchThe Dreadnought651,000 Hull · 12,000 XP
The broadside and heavy aimed shot both have warnings. Watch them while moving through the outward rings, and keep clear of the close repel burst. Terrain can trap you between volleys if you leave yourself only one way out. As the Dreadnought loses Hull, it adds a rotating cross, then repeated bullet walls. Find a gap in every wall; passing the first doesn’t finish the attack.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Radial ring | 14 per projectile | 4.9s (3.5s enraged) | 18 shots · 145 speed |
| Broadside | 16 per projectile | 5.6s (4s enraged) | 6 × 2 shots · 215 speed · 1,750 range · 0.9s warning |
| Aimed volley | 60 per projectile | 5.6s (4s enraged) | 1 shot · 350 speed · 1,950 range · 1.15s warning |
| Repel burst | 34 damage · 225 push | 7s (5s enraged) | 200 range · 240 radius |
| Rotating cross | 11 per projectile | 0.4s (0.3s enraged) | 4 shots · 180 speed · active below 70% Hull |
| Bullet wall | 16 per projectile | 8.5s (6.1s enraged) | 13 shots · 210 speed · 1,750 range · 1.05s warning · 3 waves · active below 40% Hull |
World boss · The TrenchThe Brood Mother357,000 Hull · 11,000 XP
The cage forms around the position marked by its warning, then its shots travel inward. Move away from the center during the warning and pick a gap before they close in. Kill Broodlings that crowd your escape route, but keep watching the mother’s homing shots. She adds a spiral late in the fight, making it harder to stay in one place and fire.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Closing cage | 18 per projectile | 7.2s (5.2s enraged) | 12 shots · 175 speed · 1,750 range · 460 radius · 1.4s warning |
| Aimed volley | 12 per projectile | 5s (3.6s enraged) | 6 shots · 160 speed · 1,550 range · homing |
| Radial ring | 12 per projectile | 6.7s (4.8s enraged) | 12 shots · 180 speed |
| Broodling summon | 3 adds · 9 maximum | 16s (11.5s enraged) | 3 summons · active below 88% Hull |
| Spiral curtain | 9 per projectile | 0.5s (0.3s enraged) | 5 shots · 145 speed · active below 40% Hull |
World boss · The TrenchThe Undertow504,000 Hull · 11,500 XP
Move away from the gravity-well marker during the warning. The field pulls you toward that point once it activates, while the boss keeps firing spirals and fans. Leave room between yourself and the terrain so the pull doesn’t spoil your escape. Staying near the core also exposes you to the repel burst. At low Hull, the Undertow adds bullet walls; regain control of your position before trying to pass a gap.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Gravity well | 300 pull force for 3s | 10.5s (7.6s enraged) | 1,050 range · 620 radius · 1.35s warning |
| Spiral curtain | 11 per projectile | 0.6s (0.4s enraged) | 4 shots · 175 speed · 1,500 range |
| Aimed fan | 13 per projectile | 4.7s (3.4s enraged) | 7 shots · 235 speed · 1,550 range |
| Repel burst | 28 damage · 270 push | 7.4s (5.3s enraged) | 205 range · 235 radius |
| Bullet wall | 17 per projectile | 8.2s (5.9s enraged) | 9 shots · 185 speed · 1,600 range · 1s warning · active below 45% Hull |
World boss · The TrenchThe Lighteater462,000 Hull · 11,200 XP
Choose a path through the terrain before the blackout hits. Homing shots and rings keep coming while the screen is dark. Floodlights and Abyssal Eyes reduce the blackout; Hydrophones can show nearby contacts, though cloaked and anechoic enemies stay hidden. The Lighteater adds a rotating cross later, so leave room to change direction.
| Attack | Damage / effect | Cooldown | Pattern |
|---|---|---|---|
| Blackout | 88% blackout for 5.5s | 12s (8.6s enraged) | 1,150 range · 820 radius · 1.45s warning |
| Aimed volley | 13 per projectile | 3.8s (2.7s enraged) | 5 shots · 220 speed · 1,600 range · homing |
| Radial ring | 11 per projectile | 6.2s (4.5s enraged) | 14 shots · 155 speed |
| Crossing helix | 12 per projectile | 0.7s (0.5s enraged) | 195 speed · 1,500 range |
| Rotating cross | 12 per projectile | 0.5s (0.4s enraged) | 6 shots · 185 speed · active below 42% Hull |
Reading the archive
Hull, rewards, attack damage, movement, cooldowns, and ranges are generated from the live balance definitions. Fauna movement is shown after the global fauna-speed multiplier. Boss cooldowns accelerate to 72% of their listed interval below half Hull. Distances marked “u” are in-game world units. SubTrench Games maintains this reference for v0.6.0. Tactical notes explain the documented patterns; they are not guarantees of a winning loadout. Balance may change between releases. Report an incorrect entry.