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 EasyNormalHardVery 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 EasyNormalHardVery 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 EasyNormalHardVery Hard
Knowledge point cost baselinebaselinebaseline+20%
Workshop point cost baselinebaselinebaseline+15%
Forge point cost baselinebaselinebaseline+15%
Lab point cost baselinebaselinebaseline+15%
Radar point cost baselinebaselinebaseline+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 EasyNormalHardVery Hard
Stat Increase (Fatigue, Hunger, etc.) baselinebaseline+20% faster+20% faster
Stat Decrease (Fatigue, Hunger, etc.) +25% fasterbaselinebaseline-10% slower
Disease / Wound / Affliction duration 2 days3 days3 days4 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 EasyNormalHardVery Hard
Worker expedition item yield +20%baselinebaseline-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 EasyNormalHardVery 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) baselinebaselinebaseline+25%
Days per enemy level point (time ramp) 25 days20 days15 days10 days
First distance level-up at N steps from camp 5443

What difficulty does not touch