The shape of a run
A run begins on a cursed elevator that carries the crew down from the Outpost into shifting underground ruins. What you find there is furniture: breakable, carryable, and worth gold once it is fed to the Grinder. What finds you is the Corrupted — vessels like yours that the Rot has taken, reacting to sound, movement and each other in ways the developers openly describe as impossible to predict.
The failure state is collective. If every member of the crew breaks, the run loses its loot, which is what makes a teammate blocking a corridor a tactical event rather than a joke. The store description frames this as a design decision rather than a bug: extraction is a shared risk, and the Grinder only pays out for what actually reaches the elevator on the way back up.
The nine features the publisher lists for the game describe the same loop from a systems angle: vessel possession and swapping, physics-driven co-op extraction horror, tactical carpentry with interactive furniture, procedurally shifting underground dungeons, persistent Outpost rebuilding, cursed emotes, rescuing survivors in the Deep Layers, body corruption and mutation, and cosmetics. Every one of those nine pillars shows up somewhere on this ledger; none of them is expanded with numbers the developers have not themselves published.
Source — Steam appdetails about_the_game.
Reading the HUD
No controls page or HUD legend has been published, so this table is read directly off the eleven official store screenshots rather than off any developer documentation. Six readouts recur across the frames that show combat or elevator moments, and all six are listed once here rather than repeated per screenshot.
| Readout | Position | Observed |
|---|---|---|
| Health | Bottom left, red cross | 100 in lit chambers, 78 mid-fight, 30 in the drum corridor |
| Energy | Bottom left, yellow bolt | Separate bar: 140 in the Outpost, 105 in combat |
| Hotbar | Bottom centre | Four numbered slots; a pistol in one frame, a saw weapon in another |
| Damage numbers | On the target | 7, 12 and an emphasised 14! in one exchange |
| Nameplates | Above each crewmate | POLAR, GRAPES, CLOUDZ, JERRY, BUBBLES, TRUTHINGTON — one colour each |
| Prompts | Bottom right | Grab on the mouse, Build on Tab, Eject on R |
Eject on R is the line worth marking: it separates the Spark from its body, which the developers describe both as a survival move and as a way to launch a teammate out of theirs. Sparks & Vessels takes it from there, including what the store's own gameplay clip shows about which hosts exist beyond the wooden default.
Source — Official store screenshots 1, 3, 6 and 11; no controls page has been published.
The Corrupted and the Rot
The Corrupted are vessels the Rot has taken. The developers commit to exactly one behavioural claim: they react to sound, to movement and to each other, and the interaction of those three is deliberately unpredictable. Nobody at the studio has given an enemy a name, a health value, an attack pattern or a weakness — and the 1.0 announcement adds "new enemies", "elite encounters" and "boss encounter" as categories without naming one.
Depth is the difficulty dial. The deeper the crew goes, the worse the Rot gets: bodies warp, voices distort, emotes change. Two of the 21 launch additions push directly on that pressure — two new biomes with dedicated ambience music, and new elevator modifiers that change a run before it starts. Both are developer-listed scope items rather than numbers, so this ledger records them as areas of the game that changed at 1.0 rather than as a difficulty curve with values attached.
That is why this sheet has no bestiary. Named rosters circulate elsewhere; the wikis publishing them state in their own pages that the names are unverified, which the evidence audit on What is confirmed works through in full, alongside the exact route count the largest of those competing wikis publishes.
Source — Steam appdetails about_the_game; 1.0 scope list of 14 July 2026.
Contact sheet — what is down there
With no roster published, the publisher's own frames are the reliable record. Each of the five frames below is a distinct official scene pulled from the eleven store screenshots, in the order Steam itself lists them. Click a frame to bring it up on the stage above the strip; the caption states only what the frame actually shows, quoting the HUD numbers and nameplates where they are legible rather than guessing at anything outside it.

Frame 1 of 5 — Spiked Corrupted, store frame 1Four crew vessels — POLAR, GRAPES and CLOUDZ are named over their heads — hold a lit chamber against a much taller Corrupted with a spiked crown and a flail arm. Health and energy both read 100.
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05
Frames 1, 2 and 3 show three visually distinct Corrupted archetypes at three different ranges — melee flail, sawtooth lure and a ranged robed figure — which is as close to a bestiary as the published material gets this week. Frame 9 shows a threat waiting in an unlit doorway rather than attacking, with the Rot's colour fringing visible on the pipework; frame 10 shows the consequence side, two players reduced to Sparks while another vessel remains embodied.
Source — Steam store screenshots, App ID 4450620, in the order the store lists them.