EXPEDITION STATUS: NOMINAL
GRAVITY: 16.5 m/s²·LAYERS: 11 BIOMES·O2: 98% STABLE
11-Layer Descent Atlas, Ambient Temperatures & 40% Modifier Roll
SUBTERRANEAN STRATA ATLAS // 11 LAYERS & 7 SUB-BIOMES

Casualties: Unknown Subterranean Layers, Biomes & Modifiers

The expedition descent in Casualties: Unknown spans 11 primary procedural layers and 7 specialized sub-layers or structures, plunging from the cold rocky shafts of Layer 1 (Gravel Lands) through flooded fungal caverns, scorching geothermal vents, and radioactive ruins down to Layer 11 (Where We Must Reach).

11Primary Subterranean Layers
18Total Biomes & Special Sub-Layers
-15°C to 48°CAmbient Thermal Extremes
5 StagesMercenary Questline Checkpoints

02. Primary Layer Stratigraphy & Environmental Comparison

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Use the interactive filter and search bar below to compare depth meters, ambient temperatures, primary hazards, and Mercenary quest roles across all 11 main layers.

NameLayer #Depth SpanBiome ProfileAvg TempTemperature RangePrimary HazardsNative EnemiesTraps & HazardsFlora & HarvestablesStructures & Chip SitesProgression & Quest Role
10–300mCavernous Cold Rock & Clay15.0°C12.6°C to 18.5°CFall damage, Spike traps, Geysers, Shade crawlersShade crawlerGeyser, Jump pad, Spike trapGlowplant, Geotree, Hydreed, Stoneplant, Leadbush, Ceiling ryeWooden structures, Malfunctioning Tech-Ball (Mercenary quest)Break open the Tech-Ball to obtain and use the Nano-tech scanner before leaving Layer 1
2300–600mPitch-Black Flooded Caves17.5°C12.5°C to 21.4°CTotal darkness, Groundwater & Lumalgae flooding, Cave tick infestationsShade crawler, Cave tickGeyser, Jump pad, Spike trap, Barbed fence, Bear trap, Cave tick spawnerGlowplant, Geotree, Hydreed, Stoneplant, Leadbush, Ceiling ryeWooden structures, Concrete structures, REL-Hyper-Regeneration Booster chip siteContains the REL-Hyper-Regeneration Booster chip site (Chip 1 of 6)
3600–900mArid Sandstone & Viscous Oil Chasms26.6°C12.4°C to 35.6°CViscous Oil pools (exhaustion drowning), Automated Turrets, Landmines, Tall vertical dropsShade crawler, Sand stalkerJump pad, Barbed fence, Bear trap, Turret, Stalactite, Landmine, Waste pipeSand rose, Sandvine, Cactus, Dried bush, Brownshroom, Glowplant, StoneplantWooden structures, Recharging station vault (often oil-flooded), Micro-SINGLEBTR 1CHRG capacitor siteContains the Micro-SINGLEBTR 1CHRG capacitor chip site (Chip 2 of 6)
4900–1200mRadioactive Industrial Ruins25.8°C-20.4°C to 38.6°CRadiation sickness, Radwater pools, Radioactive barrels, Ceiling turrets, Extreme thermal swingsShade crawler, Cave tick, Sand stalkerTurret, Ceiling turret, Landmine, Barbed fence, Bear trap, Radioactive barrel, Spent fuel, Sound cannonGlowplant, Stoneplant, Leadbush, Dried bushWooden structures, Concrete structures, Recharging station vault, 0.2.9-Mind-Swap chip siteContains the 0.2.9-Mind-Swap chip site (Chip 3 of 6)
51200–1500mSubterranean Jungle & Predator Den21.8°C5.6°C to 31.5°CElder thornback (6000 HP apex predator), Tentacle-plants, Skullcrushers, CoilsElder thornback, Thornback, Tentacle-plant, Overgrown tick, Cave tick, Sand stalker, Shade crawlerGeyser, Jump pad, Spike trap, Bear trap, Cave tick spawner, Skullcrusher, Banana-plant, CoilBanana-plant, Pop, Sandvine, Glowplant, Stoneplant, Ceiling rye, Geotree, Hydreed, LeadbushWooden structures, Brick vault, 0.0.7-Emergency Rejuvenation chip siteContains the 0.0.7-Emergency Rejuvenation chip site (Chip 4 of 6); final layer of the Steam Demo
61500–1800mSub-Zero Glacial Cavern-30.6°C-33.0°C to -24.0°CLethal hypothermia (-30.6°C average), Thin ice collapse, Gunmines, Snow striders, Falling iciclesSnow strider, Shade crawlerGunmine, Turret, Spike trap, Fan trap, Geyser, Jump pad, Bear trap, Icicle, Ice stalagmiteFrigiant, Heatfern, Glowplant, Stoneplant, LeadbushLife-pod, Ion space heaterNavigate between Life-pods and Ion space heaters to survive freezing descent to Layer 7
71800–2100mRain-Soaked Bioluminescent Mycelium Caves17.8°C14.2°C to 23.2°CConstant rain causing wetness hypothermia while sleeping, Radioactive fungi, Grabber-shrooms, SawbladesGrabber-shroom, Overgrown tick, Cave tick, Shade crawlerSawblade, Sidestabber, Dropshroom, Bear trap, Jump pad, Cave tick spawnerFungali bungali (exclusive source of Bunchunks for Procoagulant), Glowshroom, Brownshroom, Bouncecap, Mushroom treeLife-pod shelters, MINI-AI chip siteContains the MINI-AI chip site (Chip 5 of 6)
82100–2400mDistorted Crystal Abyss18.5°C16.9°C to 20.7°CSheer vertical drops, Volatile distorted crystals (Turbulent/Blood/Relief/Oxygen/Digestion/Soothing), Flying ManifestationsManifestationCrystal hazards, GeyserNone (mineral-only biome; harvest Crystal shards instead)Crystal formations and deep vertical shaftsHigh-verticality traversal layer; Jetpack or grappling gear strongly recommended
92400–2700mMagma Tubes & High-Pressure Vents20.9°C10.7°C to 40.8°CExtreme heat (up to 40.8°C), Liquid Magma pools, Barotrauma air pressure in lower half, Laser & Cryo DronesLaser Drone, Cryo DroneLava Geyser, Piston, Sawblade, Fan trap, Bear trap, StalagmiteColdpuff, Spicevine, StoneplantIndustrial vents, Kinetic Transmitter chip siteContains the Kinetic Transmitter chip site (Chip 6 of 6)
102700–3000mDeepest Cargo Vault & High-Pressure Core22.0°C18.0°C to 26.0°CContinuously rising air pressure causing lethal Barotrauma, Dense gauntlet of every mechanical trap typeNone (pure mechanical trap gauntlet)Spike trap, Barbed fence, Bear trap, Turret, Ceiling turret, Landmine, Coil, Spent fuel, Sound cannon, Skullcrusher, Sawblade, Piston, Fan trapStoneplantThe Cargo structure, High-powered Drill Pod (requires the Cargo to activate)Never rolls a Layer Modifier; retrieve the Cargo here and board the high-powered Drill Pod (or loop to Layer 1 in Endless mode)
11Ascent to SurfaceFleshy Organic Ascent Shaft24.0°C20.0°C to 28.0°CSteep upward climb after the Drill Pod breaks down; managing accumulated trauma before reaching the Surface LabNoneNoneCrimson bush, Crimtree, Pus sack, Vein, Pop, Mushlight, Leadbush, Brownshroom, Ceiling rye, StoneplantBroken Drill Pod arrival point, Surface Exit (at top of layer) leading to the Lab / Surface endingsClimb to the top exit carrying the Cargo (or M.E.R.C. scarf in inventory) to trigger Bio-pod, Escape, or Mercenary ending

03. Complete 18-Zone Biome, Sub-Layer & Structure Ledger

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In addition to the 11 numbered descent layers, expeditions encounter specialized transition biomes, Training Labs, Trader outposts, and anomalous sub-layers. Filter by entry type below to inspect every documented subterranean zone.

Zone / Layer NameZone ClassificationLayer #Biome & TerrainAvg. TempPrimary Environmental HazardsHostile Fauna & TurretsTraps & Obstacles
Gravel LandsSubterranean Layer1Cavernous Cold Rock & Clay15.0°CFall damage, Spike traps, Geysers, Shade crawlersShade crawlerGeyser, Jump pad, Spike trap
Deeper Gravel LandsSubterranean Layer2Pitch-Black Flooded Caves17.5°CTotal darkness, Groundwater & Lumalgae flooding, Cave tick infestationsShade crawler, Cave tickGeyser, Jump pad, Spike trap, Barbed fence, Bear trap, Cave tick spawner
Dried DesertSubterranean Layer3Arid Sandstone & Viscous Oil Chasms26.6°CViscous Oil pools (exhaustion drowning), Automated Turrets, Landmines, Tall vertical dropsShade crawler, Sand stalkerJump pad, Barbed fence, Bear trap, Turret, Stalactite, Landmine, Waste pipe
WastelandSubterranean Layer4Radioactive Industrial Ruins25.8°CRadiation sickness, Radwater pools, Radioactive barrels, Ceiling turrets, Extreme thermal swingsShade crawler, Cave tick, Sand stalkerTurret, Ceiling turret, Landmine, Barbed fence, Bear trap, Radioactive barrel, Spent fuel, Sound cannon
Overgrown DepthsSubterranean Layer5Subterranean Jungle & Predator Den21.8°CElder thornback (6000 HP apex predator), Tentacle-plants, Skullcrushers, CoilsElder thornback, Thornback, Tentacle-plant, Overgrown tick, Cave tick, Sand stalker, Shade crawlerGeyser, Jump pad, Spike trap, Bear trap, Cave tick spawner, Skullcrusher, Banana-plant, Coil
Frozen ChasmSubterranean Layer6Sub-Zero Glacial Cavern-30.6°CLethal hypothermia (-30.6°C average), Thin ice collapse, Gunmines, Snow striders, Falling iciclesSnow strider, Shade crawlerGunmine, Turret, Spike trap, Fan trap, Geyser, Jump pad, Bear trap, Icicle, Ice stalagmite
Fungal PoolsSubterranean Layer7Rain-Soaked Bioluminescent Mycelium Caves17.8°CConstant rain causing wetness hypothermia while sleeping, Radioactive fungi, Grabber-shrooms, SawbladesGrabber-shroom, Overgrown tick, Cave tick, Shade crawlerSawblade, Sidestabber, Dropshroom, Bear trap, Jump pad, Cave tick spawner
Crystalline HollowSubterranean Layer8Distorted Crystal Abyss18.5°CSheer vertical drops, Volatile distorted crystals (Turbulent/Blood/Relief/Oxygen/Digestion/Soothing), Flying ManifestationsManifestationCrystal hazards, Geyser
Geothermal VentsSubterranean Layer9Magma Tubes & High-Pressure Vents20.9°CExtreme heat (up to 40.8°C), Liquid Magma pools, Barotrauma air pressure in lower half, Laser & Cryo DronesLaser Drone, Cryo DroneLava Geyser, Piston, Sawblade, Fan trap, Bear trap, Stalagmite
Where We Must ReachSubterranean Layer10Deepest Cargo Vault & High-Pressure Core22.0°CContinuously rising air pressure causing lethal Barotrauma, Dense gauntlet of every mechanical trap typeNone (pure mechanical trap gauntlet)Spike trap, Barbed fence, Bear trap, Turret, Ceiling turret, Landmine, Coil, Spent fuel, Sound cannon, Skullcrusher, Sawblade, Piston, Fan trap
Crimson AscentSubterranean Layer11Fleshy Organic Ascent Shaft24.0°CSteep upward climb after the Drill Pod breaks down; managing accumulated trauma before reaching the Surface LabNoneNone
Flooded (Layer Modifier)Layer Modifier140% Base Layer Modifier RollVariesIncreased water/fluid pool generation across cavern basinsStandard Layer PoolDrowning & Wetness hazards
Pitch Black / Blackout (Layer Modifier)Layer Modifier240% Base Layer Modifier RollVariesSuppresses ambient background illumination; requires Flashlight, Headlamp, or Rose lightStandard Layer PoolHidden floor traps
Solar-Struck (Layer Modifier)Layer Modifier340% Base Layer Modifier RollVariesTemporarily disables the survivor neural chip (never spawns during a valid Mercenary Ending run)Standard Layer PoolHUD telemetry disruption
Heavily Trapped (Layer Modifier)Layer Modifier440% Base Layer Modifier RollVariesGreatly increased density of Landmines, Turrets, Spike traps, and Bear trapsStandard Layer PoolHigh trap density
Infested (Layer Modifier)Layer Modifier540% Base Layer Modifier RollVariesElevated creature and Cave tick spawner density throughout tunnelsElevated Fauna SpawnsCave tick spawners
Irradiated (Layer Modifier)Layer Modifier640% Base Layer Modifier RollVariesAdditional radioactive barrels and background radiation pocketsStandard Layer PoolRadioactive barrels
Barren / Scarcity (Layer Modifier)Layer Modifier740% Base Layer Modifier RollVariesReduced natural flora and crate spawns; forces reliance on carried rationsStandard Layer PoolStarvation & Dehydration

04. High-Gravity Traversal & Thermal Survival Protocols

LAYER-PROT-04
GEO-01GRAVITY & EXCAVATION

Controlling Vertical Velocity in Destructible Rock

High subterranean gravity turns even moderate drops into compound ankle and tibia fractures. Carve stepped ledges with a Makeshift Digging Tool or Machete, deploy ropes or climbing pitons, and keep a Jetpack or Claw Pack equipped when crossing wide chasms.

GEO-02THERMAL REGULATION

Surviving Freezing Ruins & Geothermal Vents

Upper frozen strata drain core body temperature into Hypothermia, while deep volcanic and desert layers trigger Hyperthermia and rapid dehydration. Carry Campfire components for cold biomes and extra Canteens of sterile water before descending into high-heat strata.

GEO-03QUEST CHECKPOINTS

Never Miss a Layer-Locked Mercenary Trigger

Descending past a layer boundary is one-way. Before exiting Layer 1, 3, 5, 7, or 9, verify Whether the Mercenary questline requires scanning a malfunctioning Tech-Ball, retrieving a data drive, or speaking to the Mercenary NPC on that stratum.

05. Official Cavern Worldgen & Stratigraphic Telemetry

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Official Steam Screenshot — Procedural destructible cavern terrain and vertical shaft layers · SPEC-IMG-01
Official Developer Worldgen Diagram — Subterranean layer generation and structural transitions · SPEC-IMG-02

Verified Sources & Version Attribution

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