Difficulty
Dead In Antares has four difficulty modes. Normal is the baseline, and the other three shift specific mechanics relative to it. A separate mechanic, Guardian's Influence, ramps on its own timer regardless of the difficulty mode you pick.
Resource attrition
Every natural resource station tracks a 0 to 100 attrition gauge. At 75 and below the yield drops. See Attrition.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Food attrition drop per use | -3 / use | -5 / use | -6 / use | -7 / use |
| Food attrition refill per night | +29 / night | +25 / night | +25 / night | +20 / night |
| Material attrition drop per use | -2 / use | -3 / use | -4 / use | -4 / use |
| Material attrition refill per night | +17 / night | +15 / night | +15 / night | +12 / night |
Station condition
Every manufactured station tracks a 0 to 100 condition gauge. At 75 and below workers take increased state penalties (e.g. Fatigue, Stress, etc.). See Condition.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Station condition loss per use | -4 / use | -6 / use | -7 / use | -7 / use |
| Station condition loss per night | -1 / night | -2 / night | -3 / night | -3 / night |
| Shelter condition loss per night | -4 / night | -6 / night | -8 / night | -8 / night |
| Condition restored per repair click | +25 | +20 | +20 | +17 |
Crafting and camp point costs
How much crafting effort (point bar) every recipe costs at each camp station. Only Very Hard increases the costs.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Knowledge point cost | baseline | baseline | baseline | +20% |
| Workshop point cost | baseline | baseline | baseline | +15% |
| Forge point cost | baseline | baseline | baseline | +15% |
| Lab point cost | baseline | baseline | baseline | +15% |
| Radar point cost | baseline | baseline | baseline | +15% |
Character progression and states
Difficulty affects how quickly character stats swing and how long negative traits last. It also scales the skill XP characters earn per action. See Experience.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Stat Increase (Fatigue, Hunger, etc.) | baseline | baseline | +20% faster | +20% faster |
| Stat Decrease (Fatigue, Hunger, etc.) | +25% faster | baseline | baseline | -10% slower |
| Disease / Wound / Affliction duration | 2 days | 3 days | 3 days | 4 days |
| Character skill XP gain | +25% | baseline | -20% | -30% |
Loot and crafting economy
Difficulty changes the expedition yield. And it changes the material ingredient cost (Ore, Wires, etc.) of every recipe.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Worker expedition item yield | +20% | baseline | baseline | -15% |
| Recipe ingredient cost (materials) | -15% | baseline | +10% | +20% |
Combat and enemy scaling
Enemies gain levels over time (as days pass) and over distance (as you explore further from camp). Difficulty mode nudges both pacings. HP and damage entries here are multipliers applied on top of every enemy's own base stats. See Enemy Scaling.
| Mechanic | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|
| Character Effect Resistance | 25% | 20% | 15% | 15% |
| Enemy HP (scales every enemy's base) | -25% | baseline | +15% | +20% |
| Enemy damage (scales every enemy's base) | baseline | baseline | baseline | +25% |
| Days per enemy level point (time ramp) | 25 days | 20 days | 15 days | 10 days |
| First distance level-up at N steps from camp | 5 | 4 | 4 | 3 |
What difficulty does not touch
- Recipe unlock trees, garden growth rate, weather probabilities
- Item tiers, shop inventory, quest content, dialogue
- Tribute amounts, water supply mechanics, map layout
- Encounter tables, battle turn order, skill cooldowns
- Stats on your own weapons and armor