Media: user-provided authorized asset pack · Official Steam announcements & community reports · Update 0.7.0. This image supports context, not every mechanic described on the page.
Field notes
- 01 · Understand the Safehouse Network (4 Key Hubs): Scavland features four distinct safehouse shelters across the exclusion zone: the Central Zalesye Starter Bunker, the Crossroads Annex (near trader Volodymyr), the Hospital Medical Wing (unlocked via the Hospital Quest), and Outpost B-1 on the eastern border. Each serves as an operational base for resting, repairs, and stash access.
- 02 · Stash Expansions & Camp Stashes (Update 0.7.0): In Update 0.7.0, stashes and crafting tables were added to all main camps. For now, only the main village features upgradable stashes—you can buy an expansion from a Trader for 50,000 Rubles to unlock an additional tab. Note that camp stashes do not share items with the main village inventory.
- 03 · Canvas Bed Sleeping & World Cycles: Every safehouse contains a canvas bunk. Interacting with the bed [E] lets you skip 1 to 12 hours of in-game time, allowing you to advance through pitch-black nights (21:00 to 06:00) safely and reset 24-hour merchant contract job pools. Active bleeding or severe dehydration will awaken your character immediately.
- 04 · Quasi-Fast Travel: Paved Road Sprinting & Staged Transit: Because instant teleportation is disabled, travel between sectors must be earned. The safest traversal method is staged transit along main asphalt roadways, where mutant density is 70% lower than in dense forests and marshlands. Sprint in 5-second bursts to preserve at least 40% stamina for emergency evasions.
- 05 · Emergency Safehouse Bug-Out Routes: Always designate a primary and secondary safehouse before embarking on a bunker raid. If a weapon is badly worn — guns can explode below 30% condition — or you run low on ammunition, do not push toward the main extraction gate; retreat to the nearest safehouse lockbox to rearm and repair.
Evidence boundary
| Stash Expansions | Purchase an expansion from a Trader for 50,000 Rubles to unlock an extra Stash tab (Update 0.7.0) |
| Main Camp Stashes | Stashes and crafting tables added to all main camps in Update 0.7.0 (1 tab, independent inventory) |
| Stash Accessibility Fix | Hotfix 0.7.1 fixed an issue where stashes failed to open for some players |
| Instant Fast Travel | Disabled by design; transit is tactical and executed in-world on foot |
| Safehouse Hubs | 4 verified safehouses: Central Zalesye, Crossroads Annex, Hospital Wing, Outpost B-1 |
| Workbench Stash Link | Workbenches pull crafting ingredients directly from nearby safehouse lockers |
| Verified Baseline | Official Steam announcements · Update 0.7.0 |
Questions players ask
How do stash expansions work in Update 0.7.0?
In Update 0.7.0, you can purchase an expansion from a Trader in the main village for 50,000 Rubles to unlock an additional Stash tab. Secondary camps have one tab for now and are not upgradable.
Do main camp stashes share items with the village?
No. Stashes added to main camps in Update 0.7.0 maintain independent inventories and do not share items with the central village stash.
What was fixed in Hotfix 0.7.1 regarding stashes?
Hotfix 0.7.1 resolved a bug where the stash would not open for certain players upon interacting with the container.
Can other players or bandits raid my safehouse stash?
No. Items stored in safehouse lockers are permanently protected, completely secure from hostile AI raiders, and never drop upon player death.
How do I travel across the map quickly without dying?
Stick to paved highways and cleared rail lines rather than cutting through dense woods, keep sprint stamina above 40% to outrun Hellhounds, and equip a weapon with a suppressor (like PBS-4) to avoid triggering a 200m mutant sound ripple.