Media: user-provided authorized asset pack · Official Steam announcements & community reports · Update 0.5.169. This image supports context, not every mechanic described on the page.
Field notes
- 01 · Memorize Key Faction Uniform Silhouettes: Because pixel art models share base proportions, memorize color palettes. Commonfolk wear ragged brown coats and wool ushankas; Rada soldiers wear blue-grey urban camouflage and steel helmets; Mechanists sport industrial orange jumpsuits and welding goggles; Gunners wear all-black tactical plate carriers with balaclavas; and hostile Bandits wear mismatched civilian clothing with crimson armbands.
- 02 · Pre-Fire Stance & Weapon Low-Ready Cues: Watch the NPC's weapon posture before pulling the trigger. Neutral and friendly patrols hold their rifles in a "low-ready" posture pointing toward the ground. Hostile bandits and rogue scavengers immediately shoulder firearms and lock their weapon barrels horizontally onto your character sprite.
- 03 · Crosshair Proximity & Reticle States: Beyond 15 meters, the crosshair remains a neutral white dot. When aiming down sights [Right-Click] at an entity, the reticle turns crimson red only if the target is an active hostile who has acquired line-of-sight on you. Friendly and neutral scouts never trigger a red reticle and will display a small green dot when within 10 meters.
- 04 · Listen for Verbal Warning Barks: Neutral and friendly faction patrols will always issue a verbal audio warning ("Hold your fire, scavenger!", "Keep walking!") and pause for 3 seconds before aiming. Hostile bandits, rogue deserters, and vultures immediately shout aggressive attack barks ("Target spotted!", "Open fire!") and discharge weapons without a verbal grace window.
- 05 · Holster Weapons Near Checkpoints: Approaching an unfamiliar armed squad with a drawn rifle causes their tension meter to spike. Press [H] or un-equip your active weapon to holster your firearm. Neutral patrols will allow holstered scavengers to pass peacefully through perimeter checkpoints.
Evidence boundary
| HUD Reticle Trigger | Reticle turns red only when a hostile acquires line-of-sight; neutrals never turn red |
| Audio Warning Window | Neutral patrols shout verbal warnings giving 3 seconds to back off before engaging |
| Uniform Palettes | Commonfolk (brown/grey coats), Rada (blue-grey camo), Gunners (black tactical), Bandits (red armbands) |
| Holster Shortcut | Press [H] to holster active weapon, reducing neutral NPC suspicion radius by 60% |
| Diplomatic Reconciliation | Raisa at Neutral Chapel clears accidental friendly fire penalties (< -300 Rep) |
| Verified Baseline | Early Access Patch v0.5.169 Baseline |
Questions players ask
Why are there no names or healthbars above NPCs in Scavland?
Developer NoShadow deliberately designed Scavland with minimal HUD clutter to simulate tactical realism. Target identity must be discerned through uniform silhouettes, gear color schemes, and vocal barks.
How do I know if an NPC is friendly or hostile before shooting?
Hostile raiders will immediately yell combat cries and raise weapons, while neutral patrols issue verbal warnings first. Additionally, aiming at an alerted enemy turns your reticle red.
What happens if I accidentally shoot a friendly NPC?
Damaging a friendly or neutral scout drops reputation with their faction by -100 Rep, and killing them drops standing by -300 Rep (triggering shoot-on-sight hostility across their faction checkpoints).
How do I fix negative reputation after accidental friendly fire?
Travel to the Neutral Chapel in central Zalesye and speak to diplomat Raisa. She offers courier truce contracts to reset hostile standings back to Neutral (0 Rep).