All six Casualties: Unknown presets plus the 41 custom run settings, with defaults, ranges and the options that actually change survival.
Casualties: Unknown Difficulty Guide: Every Preset Explained
Casualties: Unknown does not have a single difficulty slider. It ships six presets and a custom run settings panel with 41 individual values, from loot density to the speed of infection. Two players can both say they are on "Normal" and be playing very different games.
This page lists every preset, every custom setting with its default and range, and the handful of values that decide whether a run is tense or simply unfair.
Official source: Casualties: Unknown store page ↗

The six presets at a glance
| Preset | Layer timer | Starting supplies | Core twist |
|---|---|---|---|
| Normal | 60 minutes | Emergency light | The baseline all presets modify |
| Relaxed | 120 minutes | Full kit | Ambient light enabled |
| Paradise | 180 minutes | Full kit | Brighter than Relaxed |
| Desolate | 60 minutes | Nothing | Colder, poorer, traders rarer but richer |
| Unchipped | None | Nothing | No health panel, line-of-sight only |
| Endless | — | — | Listed but unavailable |
The full kit is a lantern, dog food, a water bottle and a trash bag. The default layer timer is 60 minutes; when it expires, a radiation line pushes you toward the exit whether you are ready or not.
Normal
Normal is the reference point. Default loot, default traps, default infection, a 60-minute layer limit and an emergency light in your inventory. It is the correct first run: the first two layers are forgiving enough to learn in, and Dried Desert is where the systems start compounding.
Relaxed
Relaxed doubles the layer timer to 120 minutes, enables ambient light so you need fewer light sources, and gives the full starting kit. It does not remove damage. A bad fall still breaks a leg, and a Shade crawler still opens an artery.
Paradise
Paradise triples the timer to 180 minutes, makes ambient light brighter than Relaxed, and keeps the full kit. It is the most forgiving preset, but it is still the same damage model. Think of it as a longer, better-lit classroom rather than a story mode.
Desolate
Desolate removes your starting supplies, drops ambient temperature by 15 °C, makes loot and ore far less common, guarantees a layer modifier, and makes traders much rarer — while giving each trader triple the inventory. The result is a harsher economy with fewer but more valuable trading stops.
The temperature change is the part that kills. A route that works in a hoodie on Normal needs real insulation on Desolate, and layer 1's average 15 °C becomes a genuine cold layer.
Unchipped
Unchipped disables the health panel, restricts vision to line of sight, starts you with nothing and removes the layer time limit. You have to read blood loss, infection and consciousness from symptoms instead of numbers.
It is an excellent second playthrough and a terrible first one. If you try it, learn the symptom order in the bleeding guide first.
Endless
Endless is listed but unavailable because the game is already endless: the demo loops after layer 5, and the release continues after layer 11. A separate mode would duplicate the campaign.
All 41 custom run settings
The custom panel exposes the preset values individually. These are the defaults and ranges in the current build.
| Run setting | Default | Range | What it changes |
|---|---|---|---|
| Unchipped | Off | On / Off | Removes the health panel and limits vision |
| Loot density | 1× | 0×–5× | How much loot spawns per layer |
| Distance loot multiplier | 1× | 0×–1× | Multiplies loot density each layer you descend |
| Trap density | 1× | 0×–5× | How many traps spawn |
| Distance trap increase | 0× | 0×–1× | Adds to trap density each layer |
| Ambient light | Enough to see | Pitch black / Enough / Bright | Cave lighting |
| Layer time limit | 60 min | 1–300 min | Time before the radiation line arrives |
| Starting supplies | Emergency light | Nothing / Light / Full kit | What you begin with |
| Experience gain | 1× | 0×–5× | XP from all sources |
| Metabolism rate | 1× | 0.1×–2× | Hunger and thirst speed |
| Healing rate | 1× | 0.1×–3× | Natural recovery speed |
| Fracture pain rate | 1× | 0×–1.5× | Pain from using a broken or dislocated limb |
| Bleeding rate | 1× | 0.2×–2× | Litres per minute from wounds |
| Infection speed | 1× | 0.1×–3× | How fast an infection progresses |
| Infection chance | 1× | 0×–3× | Odds of a wound becoming infected |
| Fibrillation rate | 1× | 0.1×–3× | How often the heart misfires |
| Mood normalization rate | 1× | 0×–3× | How quickly mood returns to baseline |
| Bonus limb armor | 0 | 0–4 | Flat protection added to limbs |
| Stamina regeneration | 1× | 0.5×–2× | Stamina recovery speed |
| Attack damage | 1× | 0.2×–3× | Damage dealt by the player |
| Minigame hand shaking | 1× | 0×–2× | Difficulty of surgery and lockpicking minigames |
| Sleep cycle speed | 1× | 0.1×–2× | How fast sleep advances |
| Encumbrance cap | 1× | 0.5×–3× | Carry weight limit |
| Enable strokes | On | On / Off | Whether strokes can occur |
| Brain damage effects | On | On / Off | Whether brain damage impairs you |
| Force sleep | On | On / Off | Whether fatigue can force sleep |
| Low mood events | On | On / Off | Whether low mood triggers events |
| Liquid pushing | On | On / Off | Whether liquids push items and bodies |
| Enable disfigurement | On | On / Off | Whether facial damage persists |
| No sleep restrictions | Off | On / Off | Removes sleep requirements |
| Infinite last stands | Off | On / Off | Allows repeated last-stand saves |
| Trader chance | 33% | 0%–100% | Chance a layer spawns a trader |
| Trader item amount | 1× | 0.2×–3× | Stock per trader |
| Trader reputation offset | 0 | -100–100 | Starting reputation shift |
| Item decay rate | 1× | 0×–3× | How fast item condition drops |
| Lockpicking leniency | 1× | 0.5×–3× | Lockpick timing window |
| Layer modifier chance | 40% | 0%–100% | Odds a layer rolls a modifier |
| Time between earthquakes | 1× | 0.1×–5× | Earthquake frequency |
| Ambient temperature offset | 0 °C | -80–50 °C | Shifts every layer hotter or colder |
| Ore amount | 1× | 0.1×–3× | Ore node density |
| Debug world | Off | On / Off | Developer test world |
The most interesting difficulty comes from information and economy settings. Try Desolate with normal attack damage before you try Normal with 3× damage. The first changes how you plan; the second only changes how fast a mistake kills you.
The settings that actually change survival
Some options look dramatic and barely matter. Others look minor and reshape the run.
Infection chance and speed
These two are the real difficulty knob. At default, a wound checks for infection every 40 seconds using skin integrity and bleeding. Raising infection chance turns every scrape into a timer, and raising speed means the fever arrives before you can craft antiseptic. If you want a medical survival game, raise these before you touch enemy damage.
Bleeding rate
At 2×, an arterial wound can empty a useful fraction of your 5 litres in under a minute. This does not make combat harder so much as make post-combat the hard part. Combine it with low loot density and bandages become the most valuable item in the game.
Temperature offset
A -15 °C shift is exactly what Desolate does. It changes which layers are survivable in starting clothes and makes insulation mandatory. A +10 °C shift turns Dried Desert into a stamina drain and makes water planning harder.
Layer time limit
The timer is not a soft suggestion. When it expires, radiation pushes you out and the route behind you closes. A 60-minute limit forces a one-trip layer; a 120-minute limit allows a return to the pod. This single value changes the shape of a run more than most combat multipliers.
Loot density and ore amount
These control whether the game is about fighting or about finding. Low loot makes every container a decision; high loot turns the game into a power fantasy by layer 3. The distance multipliers stack as you descend, so a 1× base with a 0.9× per-layer multiplier gets noticeably poorer by layer 5.
Trader chance and stock
Desolate's identity comes from this pair: traders are rare, but each one carries triple stock. That makes a trader encounter a event rather than a routine stop, and it makes reputation worth protecting. The trader guide covers pricing and reputation.
The toggles people forget
Strokes, brain damage effects, disfigurement and low-mood events are all on by default. Turning them off makes the game less medical and more action. Leaving them on is why a head injury can end a run hours later: a stroke or a mood collapse is not visible on the body map until it happens.
Recommended settings by player type
First run: Normal, default loot and danger, health panel on, 60-minute timer. Use the beginner guide.
Demo veteran: Desolate with normal attack damage. You know the maps; the economy is the new puzzle.
Realism fan: Unchipped, default bleeding and infection, no layer timer. Expect to die to something you did not notice.
Modded co-op: Normal with loot raised one step. More players means more wounds and more mouths, and the medical economy does not scale on its own. The multiplayer guide covers what works.
Challenge run: Low loot, high danger, 100% modifier chance, no starting supplies. Do not add damage multipliers on top; supply starvation is already the challenge.
How difficulty interacts with traits
Strength, Resilience and Intelligence change what a setting means. High Strength carries more loot out of a low-loot layer; high Resilience survives the infection checks that make Desolate brutal; high Intelligence identifies medicine and unlocks recipes earlier.
On Unchipped, Intelligence becomes a navigation stat because item identification replaces part of the interface. On Desolate, Resilience is worth more than Strength because cold and infection are the main threats. The traits guide has the per-level numbers.
FAQ
Does difficulty affect achievements? The launch build has no Steam achievements listed, so there is nothing to lock out. If achievements are added later, expect presets to be tracked separately.
Can I change difficulty mid-run? No. Run settings are fixed when the run starts. Stored loot in the life-pod persists across runs.
Is Unchipped playable without the health panel? Yes, but you need audio cues and visible symptoms. It is not recommended for a first playthrough.
What is the difference between Relaxed and Paradise? Relaxed gives 120 minutes and ambient light; Paradise gives 180 minutes and brighter light. Both start with the full kit and keep the same damage model.
Sources and further reading
Related guides
More Casualties: Unknown Guides
Every weapon in the Casualties: Unknown demo ranked: damage, swing speed, durability, ammo and which weapon fits which layer.
How blood volume, bleeding rate, tourniquets and transfusions work in Casualties: Unknown, and the order to treat a bleeding limb.
The three playable characters in Casualties: Unknown, what Experiment can do in the demo, and what is actually confirmed about Milky and Dune.
How crafting works in Casualties: Unknown: the five tabs, Intelligence requirements, failure tiers, blueprints and the recipes worth making first.
What the free Casualties: Unknown demo includes, how long it takes, where it ends, what carries over and how to install it on Steam.
Casualties: Unknown endings explained: the confirmed story goal, the unreleased final layers, what the demo does at layer 5, and what is still speculation.
Every enemy in Casualties: Unknown, its layer, attack pattern and drops, plus the Elder Thornback fight and the traps that kill more players than monsters.
A practical triage guide for Casualties: Unknown: bleeding, infection, fractures, pain shock, fibrillation and the items that treat each condition.
