Survival hub
DREADMOOR Survival Guide
Four resource loops, day routine, night routine, and the discipline that holds every run together.
Survival in DREADMOOR ties fishing, crafting, boat upkeep and combat into a single resource loop. Resources are scarce across the Submerged Lands, trust between settlements is fragile, and the trawler wears out between expeditions — so the routine you build around those constraints decides whether a run lasts the night.
- Loops
- Fishing, crafting, boat upkeep, combat
- Day routine
- Fish, salvage, sell, queue repairs
- Night routine
- Dock or barricade, restock, plan next day
The four loops
The four resource loops share the same torn-page and scrap-metal budget, so any one of them can starve the others if it runs hot:
- Fishing — pulls catches that sell at traders, burn as fuel, or break down for materials.
- Crafting — turns components into bait, harpoon variants, medicines and survival tools.
- Boat upkeep — covers repairs and module upgrades, paid in torn pages.
- Combat — costs harpoon durability and medicine; mutant creature kills yield Animal Fat and Animal Blood that feed back into medicine recipes.
A safe routine treats each loop as a daily expense, not a sprint. Chase the loop whose unlocks unblock the next expedition and leave the rest on yesterday's stock.
Day routine
- Leave the settlement dock with a full fuel tank and stocked medicines.
- Fish the named zones you can reach in daylight, working surface marks and gulls.
- Salvage one or two wreck sites while you are in the area; bring blueprints back, scrap stays in the hold.
- Sell the day's catch at the next settlement dock before the run home gets dark.
- Repair and queue the next module at the dry dock while the boat is docked.
Daytime is for fishing, salvaging and trade. The fish hold has to be managed because sea creatures devour each other in storage, so the cooler cycle matters as much as the cast.
Night routine
Barricade a dock or settle in before nightfall. Night brings more dangerous fauna and explicit warnings about staying outside after dark, so the night routine is a finish-line discipline:
- End each day's run at a settlement dock or a barricaded location.
- Restock medicine and bait at the workbench and trader.
- Slot the next boat module or queue the repair bill.
- Plan tomorrow's run before sleeping — not after.
For the specific preparation list that turns a daytime routine into a planned night expedition, see the DREADMOOR night expeditions guide.