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About the game

Lethal Company

Co-op horror

Lethal Company game artwork
Lethal Company · Game artwork

About Lethal Company

The objective is a profit quota, and survival is how you keep working towards it. Understanding how those two pull against each other reorders your decisions on a moon, from which one you land on to whether the crew splits up at the door.

You are a contractor, and the score is scrap delivered

You work for the Company, and the job is collecting scrap from abandoned, industrialised moons to meet a profit quota. The developer's own advice is blunt: just never miss the quota. That one line reframes the entire game, because survival is the method rather than the point of the trip. A dead worker brings nothing back, and the quota is what the Company is actually counting.

Cash earned then goes into three different places. The store's own split is travel to new moons with higher risks and higher rewards, or suits and decorations for your ship, and the Company store aboard covers the tools themselves, so the lights, shovels, walkie talkies and stun grenades come out of the same money that buys the next route. Spending on the decor and the wardrobe is not wrong, since the ship is where the crew spends its quiet time, but it is money the next moon does not get.

Choosing the moon is the first real decision

Because the store frames the richer moons as coming with higher risks, the useful habit is picking the moon for the quota in front of you rather than always taking the richest one on the list. Over-reaching on the last run of a deadline is how a trip ends with an empty ship, and an empty ship does not help you meet a number.

Scanning creatures you meet fills a bestiary, and journal entries left by a previous crew are scattered through the derelict interiors, so exploration pays the crew back in information as well as in scrap. A filled bestiary is the cheapest thing you will ever buy, because the price is the few seconds it takes to scan something you were already running from.

The ship role is a real job, not a spectator seat

Lethal Company offers two ways to work, and its own description frames them as equals. One player can stay aboard to guide the rest using the ship's radar to call out traps and the terminal to open remotely locked doors. Alternatively, everyone goes in together.

The radar player matters more than the role suggests. The dangers here are described as preying on the vulnerable and the lonesome, so a voice telling you which hallway not to take is the direct answer to the way the game kills people. The terminal is the other half: it can open doors the crew on foot cannot, so some routes through a facility depend on somebody staying behind to watch the screens.

Going in as a full squad trades that command view for speed and carrying capacity, and it suits moons where the walk back is more dangerous than the search. Either way, decide who is doing what before you land: working it out in the dark, with a crewmate already loaded down with scrap, is the worst possible time to sort it out.

Tools, night and the trip home

The Company store carries the equipment the job needs: lights, shovels, walkie talkies, stun grenades and boomboxes. The store lists them together as useful tools for the job, and most of them answer a specific failure: light for visibility, a shovel for defence, walkies for coordination, a stun grenade for the moment that has already gone wrong. The boombox is the one that is not a way out of a hazard, so know why you are carrying it before it takes the slot a light would have used.

Night is a deadline rather than a mood. Things get dangerous when it falls, and the developer's instruction is to communicate with your crewmates and carry the valuables back before that happens. The practical version is simple: agree a departure point while the crew can still see. The last line of the description asks you not to leave anyone behind, which is easier to honour if you have already decided what a rescue is worth to the run.

Should you play it

Yes, and the real question is who you play it with. The game is built around four players and a voice channel: the description has one crewmate guiding the rest from the ship's radar while the others push deeper in, and that split only pays off when you are actually talking to each other.

One thing to go in knowing: this is still an Early Access game. The current version added three new creatures native to the forest moons plus a returning one, a utility slot dedicated to the tools you have bought, new rooms inside the facility interiors, a complete exterior rework for one forest moon with foliage updates for two more, and new graphics and accessibility settings. The developer's own post says the version after it should be more content-focused, which is a plan rather than a date. You are buying something still being finished, so some older advice will have stopped being true.

Developer
Zeekerss
Genre
Co-op horror

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