Traps
The force multiplier — let the ground do the killing while you stay warm.
Traps are reported as the environmental weapon class: devices that hurt or hold threats without you standing in the cold to do it. In a game where exposure is the real enemy, a trap is efficiency.
They turn a dangerous area into a farm you can check from a warm room — exactly the kind of leverage a survival sandbox rewards.
What Traps are for
- Defensive and offensive without personal exposure risk.
- Force multiplier for base protection and hunting lanes.
- The smart player’s weapon: let the world do the work.
The resource angle
- Cost is materials, not ammunition — sustainable if you scavenge.
- Placement matters more than the trap itself.
- — Trap types and trigger mechanics
- — Whether they are reusable
- — Effectiveness vs wildlife vs factions
Data version 2026.10.12 · reviewed 12 October 2026.