Field archive

Research

Choose a system or search for a mechanic. Published reports lead with gameplay effects and practical values.

Hierarchy

Browse by system

Related mechanics are grouped together. The map below shows where systems overlap.

Relationships

Related mechanics

Select a mechanic to see which other mechanics directly connect to it.

Connections to related mechanics.
Detection & AI
Spawns & encounters
Combat & damage
World & generation

Core archive

Major research

Core systems with broad gameplay effects.

Detection & AI

Stealth

How hearing, sight, alertness, memory, group reactions, and target selection combine when enemies notice a Helldiver.

Open research →
Detection & AI

Sight

How enemy vision changes with direction, distance, stance, stealth armour, sensor type, and line of sight.

Open research →
Detection & AI

Hearing & sound

How far footsteps, weapons, impacts, and other sounds travel, which enemies hear farther, and what suppressors actually reduce.

Open research →
Detection & AI

Alertness & target selection

How enemies stay alert, relay reactions, remember possible targets, choose who to attack, and respond after losing sight.

Open research →
Detection & AI

Danger & suppression

How projectile near misses build Danger, how accumulated Danger feeds AI behavior, and why aim flinch is a separate target-specific response.

Open research →
Spawns & encounters

Patrols

How several Patrol timers run at once, what speeds them up, and how the game chooses a group, direction, route, and spawn location.

Open research →
Spawns & encounters

Encounter timing

Why ordinary reinforcement timing changes during a mission, and how objective encounters, scripted waves, and Patrols use separate timing systems.

Open research →
Combat & damage

Weapon recoil

How drift, camera climb, stance, movement, recovery, injuries, exertion, charge, heat, point shooting, and camera shake shape firing recoil.

Open research →
Combat & damage

Damage resolution

How armor and penetration resolve, how periodic damage carries fractional values between ticks, and when projectiles continue through a target.

Open research →
Combat & damage

Projectile damage falloff

How retained projectile speed changes direct damage, why distance is only an indirect factor, and how movement, armor, durability, and pass-through interact with falloff.

Open research →
Combat & damage

Explosion falloff & demolition

How explosion distance changes damage, Demolition Force, armor penetration, stagger, push, and status strength, including the separate standard and wide-blast curves.

Open research →
Combat & damage

Explosions & line of sight

How one explosion can damage several body parts, how each part contributes to main health, and when blast damage requires line-of-sight verification.

Open research →
Spawns & encounters

Enemy constellations & composition

Interactive composition-tag odds, spawn-template composition, and specialist replacements across Patrols, guard forces, Encounters, and traveling groups.

Open research →

Focused archive

Investigations

Focused questions and narrower mechanics.