← Stealth

Sight

Enemies do not simply see everything inside one fixed radius. Their vision has a shape, your visibility changes its effective reach, and clear line of sight still matters.

Stance visibility
1.0× / 0.8× / 0.5×
Scout passive
0.70× range
Reduced Signature
0.60× range

Reducing visibility

Code confirmed

Range is only one part of enemy vision.

Stay low, use stealth armour when available, break line of sight, and avoid assuming that an enemy's listed sight range is a guaranteed detection radius. Direction and sensor type matter too.

Vision geometry

A Helldiver must fall inside the enemy's visual field and pass the remaining visibility and obstruction checks before sight can contribute to detection.

Most enemies are strongest in front of themselves, while a smaller set use unusual front/rear or radial vision profiles. The exact shape determines whether moving to the side or rear actually helps.

Stance and stealth armour scale the effective field. Standing uses the full visibility value, crouching uses 0.8×, and going prone uses 0.5×. Scout and Reduced Signature then apply their own downstream range reductions.

Weather sight-range settings

Authored sight distances differ by weather effect and sometimes by the specific weather preset.

Sandstorms use a 12.5 m weather sight-range setting, while blizzards use 25 m. Thick Fog, Acid Storms, and Rainstorms can have different settings between weather presets.

These values come from the game's weather settings. The weather system carries the selected sight-range field when changing between presets. This is a distance setting, not a percentage reduction from each enemy's usual sight range.

Extracted authored weather sight-range values for the current game build. Different settings can apply to the same named effect.
Environmental effect Weather sight range Preset variation
Sandstorms 12.5 m 4 of 4 settings use 12.5 m
Blizzards 25 m 2 of 2 settings use 25 m
Thick Fog 50 or 55 m 4 settings use 50 m; 2 use 55 m
Acid Storms 60 or 75 m One setting at each value
Rainstorms 50, 55, 65, or 75 m 10 settings specify a range; 5 use the default (-1)
Intense Heat 90 or 100 m 5 settings specify a range; 14 use the default (-1)
AI interaction unresolved

Weather distance is not a confirmed enemy-detection cap

The weather system selects the authored distance from the active weather settings, but the verified enemy-vision calculation has not established where that distance enters detection. The value could not yet be classified as a cap, a replacement range, or another limit. Do not multiply these metre values by stance or armour factors to predict when enemies will see you.

The confirmed enemy sight calculation uses sensor geometry and the target's visibility, followed by distance and obstruction checks.

Each enemy has an authored sight field. The game compares the target against the sensor's directional, angular, or radial geometry. In that geometry calculation, the available viewing distance is scaled by the target's visibility and other sensor and equipment factors. A valid distance alone does not guarantee detection; obstruction and sensor state matter too.

Nighttime changes target visibility separately from weather sight distances. The authored night visibility factor is 0.8×. The code blends it with ordinary visibility according to the current nighttime amount: night contribution = (1 − t) + t × 0.8, where t is the nighttime blend amount. The contribution is 1.0× when t is 0, 0.9× when t is 0.5, and 0.8× when t is 1, before other adjustments.

The Hidden status applies a separate 0.5× visibility factor when active. The code also enforces a lower bound on the resulting visibility. Consequently, multiplying 0.8× and 0.5× is not always enough to determine the target's final visibility. The current code does not establish that sandstorms, blizzards, or other weather conditions automatically grant Hidden.

Stance and stealth armour modify the vision calculation as described above, but their combination with the authored weather distance remains unverified. The vision field simulator shows mapped sensor geometry and those existing player modifiers; it does not model weather sight distances, nighttime, or the Hidden status.

Vision field simulator

Select an enemy or friendly automated defense to see its mapped visual field, then move the Helldiver to test stance, armour, distance, and angle.

The visualization is centered on the enemy and fades toward the edge of its mapped vision.

Drag the target marker or enter distance and horizontal angle directly. Directional profiles favor the front, front/rear angular profiles can cover matching sectors in front and behind, and radial profiles cover all directions. Standing uses 1.0× visibility, crouching 0.8×, and prone 0.5×. Scout applies 0.70× detection range and Reduced Signature applies 0.60×. The selected armour passive stacks with stance; the two armour passives do not stack with each other. For Type 2, the top-down view assumes no height difference. The fade only shows distance to the edge of the mapped vision field; it is not an in-game detection probability. Weather-related sight limits are not applied by the simulator.

Profiles that cannot yet be matched to a named defense stay unresolved. Their known range can still be shown, but the site does not guess the missing angle settings. Detector Tower is a special case: the simulator shows the mapped mirrored rear sector, but normal gameplay does not provide a practically useful rear detection cone.

Drag the target anywhere on the field. Front/rear angular geometry assumes the target is at the sensor's elevation.

Unit / defense

Target position

Effective range
—
Geometry
—

Helldiver visibility state

Standing · No visibility passive Combined visibility 1.00×

Stance scales hostile vision range using the confirmed visibility values: Standing 1.0×, Crouched 0.8×, and Prone 0.5×. Scout then applies a 0.70× detection-range modifier and Reduced Signature applies 0.60×. The two effects multiply.

Enemy vision profiles

Range shows the main distance limit. Vision shape shows the matched directional, front/rear, or radial model.

0 results
Type Enemy / defense Range / front range Vision shape Special note
Defense Detector Tower 120 m Front/rear angular · 120 m · 9.5° H / 9.5° V Mapped as a narrow front/rear angular profile. Rear detection is effectively absent in normal gameplay; the exact cause is unresolved.
Defense Automaton Mortar Emplacement — Unresolved No base sight range confirmed.
Unit Agitator 55 m Directional · 55 m / 1 m / 1 m —
Unit Radical 55 m Directional · 55 m / 1 m / 1 m —
Unit Gunship — Unresolved No base sight range confirmed.
Unit Berserker 40 m Directional · 40 m / 1 m / 1 m —
Unit Assault Raider 50 m Directional · 50 m / 1 m / 1 m —
Unit Brawler 50 m Directional · 50 m / 1 m / 1 m —
Unit Commissar 50 m Directional · 50 m / 1 m / 1 m —
Unit MG Raider 50 m Directional · 50 m / 1 m / 1 m —
Unit Marauder 50 m Directional · 50 m / 1 m / 1 m —
Unit Pyro Trooper 50 m Directional · 50 m / 1 m / 1 m —
Unit Raider 50 m Directional · 50 m / 1 m / 1 m —
Unit Rocket Raider 50 m Directional · 50 m / 1 m / 1 m —
Unit Scout Raider 50 m Directional · 50 m / 1 m / 1 m —
Unit Trooper 50 m Directional · 50 m / 1 m / 1 m —
Unit Reinforced Scout Strider 55 m Directional · 55 m / 1 m / 1 m —
Unit Scout Strider 55 m Directional · 55 m / 1 m / 1 m —
Defense Bunker Turret 120 m Unresolved geometry · 120 m range —
Defense Cannon Turret (Stationary) 120 m Unresolved geometry · 120 m range 2,100 HP; mounts a Fusion Battle Cannon.
Attached weapon Factory Strider Fusion Gatling Guns (2 guns) 60 m Front/rear angular · 60 m · 20° H / 20° V 300 HP each; separate sensors from the Factory Strider body.
Attached weapon Factory Strider Cannon Turret (Dorsal turret) 120 m Front/rear angular · 120 m · 30° H / 60° V 900 HP; mounts the Fusion Repeater Cannon.
Unit Dropship 200 m Directional · 200 m / 1 m / -1 m —
Unit Conflagration Devastator 50 m Directional · 50 m / 1 m / 1 m —
Unit Devastator 50 m Directional · 50 m / 1 m / 1 m —
Unit Heavy Devastator 50 m Directional · 50 m / 1 m / 1 m —
Unit Incendiary MG Devastator 50 m Directional · 50 m / 1 m / 1 m —
Unit Rocket Devastator 50 m Directional · 50 m / 1 m / 1 m —
Unit Hulk 40 m Directional · 40 m / 1 m / 1 m —
Unit Hulk Bruiser 40 m Directional · 40 m / 1 m / 1 m —
Unit Hulk Firebomber 40 m Directional · 40 m / 1 m / 1 m —
Unit Hulk Obliterator 40 m Directional · 40 m / 1 m / 1 m —
Unit Hulk Scorcher 40 m Directional · 40 m / 1 m / 1 m —
Unit War Strider 55 m Directional · 55 m / 1 m / 1 m —
Unit Annihilator Tank 40 m Directional · 40 m / 1 m / 1 m —
Unit Shredder Tank 40 m Directional · 40 m / 1 m / 1 m —
Unit Vox Engine (Main) 60 m Directional · 60 m / 1 m / 1 m Main profile shown; attached sensor profiles also use 60 m and 120 m.
Unit Barrager Tank 60 m Directional · 60 m / 1 m / 1 m —
Unit Factory Strider (Main body) 50 m Directional · 50 m / 10 m / 10 m Body sensor profile. Its Fusion Gatling Guns and Cannon Turret have separate sensor entities.
Defense AA Emplacement 2000 m Radial · 2000 m No hearing multiplier confirmed; special long-range visual profile.
Defense Command Bunker — Unresolved Bunker body has no direct sensor profile; its separate turrets use 1× hearing / 120 m base sight.
Unit Hive Lord 1000 m Directional · 1000 m / 800 m / 300 m Special 100× explosion-listening profile.
Unit Alpha Commander 40 m Directional · 40 m / 1 m / 1 m —
Unit Bile Spewer 40 m Directional · 40 m / 1 m / 1 m —
Unit Bile Spitter 40 m Directional · 40 m / 1 m / 1 m —
Unit Bile Warrior 40 m Directional · 40 m / 1 m / 1 m —
Unit Brood Commander 40 m Directional · 40 m / 1 m / 1 m —
Unit Hive Guard 40 m Directional · 40 m / 1 m / 1 m —
Unit Hunter 40 m Directional · 40 m / 1 m / 1 m —
Unit Nursing Spewer 40 m Directional · 40 m / 1 m / 1 m —
Unit Pouncer 40 m Directional · 40 m / 1 m / 1 m —
Unit Predator Hunter 40 m Directional · 40 m / 1 m / 1 m —
Unit Rupture Spewer 40 m Directional · 40 m / 1 m / 1 m —
Unit Rupture Warrior 40 m Directional · 40 m / 1 m / 1 m —
Unit Scavenger 40 m Directional · 40 m / 1 m / 1 m —
Unit Spore Burst Hunter 40 m Directional · 40 m / 1 m / 1 m —
Unit Spore Burst Scavenger 40 m Directional · 40 m / 1 m / 1 m —
Unit Spore Burst Warrior 40 m Directional · 40 m / 1 m / 1 m —
Unit Warrior 40 m Directional · 40 m / 1 m / 1 m —
Unit Predator Stalker 50 m Directional · 50 m / 1 m / 1 m —
Unit Stalker 150 m Directional · 150 m / -1 m / -1 m —
Unit Shrieker 75 m Directional · 75 m / 1 m / 1 m —
Unit Charger 40 m Directional · 40 m / 1 m / 1 m —
Unit Charger Behemoth 40 m Directional · 40 m / 1 m / 1 m —
Unit Rupture Charger 40 m Directional · 40 m / 1 m / 1 m —
Unit Spore Charger 40 m Directional · 40 m / 1 m / 1 m —
Unit Bile Titan 45 m Directional · 45 m / 10 m / 10 m —
Unit Impaler (Main) 60 m Directional · 60 m / 1 m / 1 m Body profile shown. Separate tentacle sensor: 5× hearing / 40 m base sight.
Unit Dragonroach 150 m Radial · 150 m —
Unit Harvester 65 m Directional · 65 m / 1 m / 1 m —
Unit Stingray 500 m Radial · 500 m —
Unit Obtruder 40 m Directional · 40 m / 1 m / 1 m —
Unit Watcher 40 m Front/rear angular · 40 m · 25° H / 35° V —
Unit Voteless 25 m Directional · 25 m / 1 m / 1 m —
Unit Fleshmob 35 m Directional · 35 m / 25 m / 25 m —
Unit Elevated Overseer 45 m Directional · 45 m / 1 m / 1 m —
Unit Overseer 45 m Directional · 45 m / 1 m / 1 m —
Unit Wretch 45 m Directional · 45 m / 1 m / 1 m —
Unit Xenobite Ardent 45 m Directional · 45 m / 1 m / 1 m —
Unit Crescent Overseer 50 m Directional · 50 m / 1 m / 1 m —
Unit Crusher 65 m Directional · 65 m / 1 m / 1 m —
Unit Gazer 85 m Front/rear angular · 85 m · 120° H / 120° V —
Defense Cannon Turret (100 m variant) 100 m Front/rear angular · 100 m · 180° H / 180° V Two current Illuminate Cannon Turret sensor variants.
Unit Gatekeeper 100 m Directional · 100 m / 1 m / 1 m —
Unit Veracitor 100 m Directional · 100 m / 1 m / 1 m —
Defense Cannon Turret (120 m variant) 120 m Unresolved geometry · 120 m range Two current Illuminate Cannon Turret sensor variants.
Unit Warp Ship 200 m Directional · 200 m / 1 m / -1 m —
Defense Lightning Spire 25 m Unresolved geometry · 25 m range No hearing multiplier confirmed; special visual profile.
Unit Leviathan 3000 m Front/rear angular · 3000 m · 40° H / 40° V No hearing multiplier confirmed.
Code confirmed

Detector Tower rear vision is not practically useful

The Detector Tower combines 5× hearing with a mapped 120 m / 9.5° / 9.5° front/rear angular vision profile. In normal gameplay its rear detection is effectively absent. Its sensor direction comes from a dedicated sight orientation, but current evidence does not establish whether that orientation or another condition makes the mapped rear sector irrelevant.

Sentry vision

Automated Super Earth defenses also use directional or radial vision rather than seeing every direction at once.

Automated defenses first find eligible targets and check obstruction, then apply the same vision-shape rules used by hostile sensors.

Flame, Laser, Machine Gun, Gatling, Autocannon, Rocket, Mortar, EMS Mortar, and Gas Mortar Sentries use the directional model. Their side and rear vision values are disabled, so the sensor itself only sees forward. Their turrets can still rotate through a full circle; rotating to look behind is different from seeing every direction at once.

For a forward-only directional profile with side = −1, the usable viewing angle narrows as the target gets farther away. The exact shape follows R(θ) = (front + 1) × cos(θ) − 1 in front of the sentry. A Gatling or Machine Gun Sentry can therefore accept a target about 70° off-axis at 25 m, but only about 21° off-axis at 70 m.

Tesla Tower is the major deployable exception: it uses a 25 m radial field. Facing does not create a blind spot in this mapped vision model.

Confirmed friendly vision profiles
Friendly entity Vision model Control Traverse Practical field
Flame Sentry Type 1 · 50 / -1 / -1 m Autonomous −180° to +180° yaw Shortest directional sentry range; side and rear vision are disabled.
Laser Sentry Type 1 · 50 / -1 / -1 m Autonomous −180° to +180° yaw Same 50 m forward-only vision profile as the Flame Sentry.
Machine Gun Sentry Type 1 · 75 / -1 / -1 m Autonomous −180° to +180° yaw Forward-facing vision; the usable angle narrows with distance.
Gatling Sentry Type 1 · 75 / -1 / -1 m Autonomous −180° to +180° yaw Same forward-facing vision as the Machine Gun Sentry.
Autocannon Sentry Type 1 · 100 / -1 / -1 m Autonomous −180° to +180° yaw Same 100 m forward-only vision profile as the Rocket Sentry.
Rocket Sentry Type 1 · 100 / -1 / -1 m Autonomous −180° to +180° yaw Longer forward range; side and rear vision are disabled.
Mortar Sentry Type 1 · 125 / -1 / -1 m Autonomous −180° to +180° yaw Long-range forward-only vision.
EMS Mortar Sentry Type 1 · 125 / -1 / -1 m Autonomous −180° to +180° yaw Same 125 m forward-only vision profile as the standard Mortar Sentry.
Gas Mortar Sentry Type 1 · 125 / -1 / -1 m Autonomous −180° to +180° yaw Same 125 m forward-only vision profile as the other Mortar Sentries.
Tesla Tower Type 3 · 25 m radial Autonomous Fixed radial sensor No facing requirement; the field is radial.
SEAF SAM Site Directional · 1,200 / 1 / 600 m Autonomous objective defense Static emplacement Very long asymmetric sensor: strong forward and rear reach, almost no side range.
Examples of Type-1 sentry vision narrowing with distance
Sentry Target distance Maximum horizontal offset
Flame / Laser 25 m 59.3°
Flame / Laser 45 m 25.6°
Machine Gun / Gatling 25 m 70.0°
Machine Gun / Gatling 50 m 47.9°
Machine Gun / Gatling 70 m 20.9°
Autocannon / Rocket 50 m 59.7°
Autocannon / Rocket 90 m 25.7°
Mortar / EMS Mortar / Gas Mortar 100 m 36.7°
Code confirmed

Sentries use two vision models

Every current autonomous Sentry in this set uses the standard forward-facing directional model except Tesla Tower, which uses a radial field.

Sight loss and memory

A failed visual check can stop current sight validation without erasing information that already exists elsewhere in the AI state.

Stored target information, hearing, group reactions, the current target, and alert state can remain relevant after visual contact is lost. Exactly when all remembered information expires and the enemy fully disengages is still unresolved.

Target priority

A separate distance × facing calculation can affect which already-known target an enemy prefers. It happens after the enemy has information about possible targets, so it should not be treated as the formula for whether the enemy sees you in the first place.

Open the calculated visualization →

Vision shapes

The game uses three confirmed vision shapes with different range and angle rules.

Confirmed vision-shape models
Model Top-down shape Parameters Exact rule Interpretation
Directional Directional field Front range · side range · rear range R(θ) = |cosθ| × end + (1 − |cosθ|) × side Facing selects the front or rear range. Disabled side or rear values can remove those parts of the field.
Front/rear angular Dual angular volume Range · horizontal half-angle · vertical half-angle d < R; |asin(lateral)| < H; |asin(vertical)| < V The check does not distinguish forward from backward, so narrower settings produce matching front and rear sectors.
Radial Radial Range d < R Facing does not matter; the top-down field is circular.

Front/rear angular vision uses horizontal and vertical angle limits. Because its check does not distinguish forward from backward, the top-down field can form matching front and rear sectors instead of one normal forward cone.

The Watcher confirms this behavior in normal gameplay: it can visually detect a Helldiver positioned behind it inside the rear sector, matching the code-confirmed front/rear angular geometry.

Unusual profiles

Most ordinary units use the standard directional model. These are the confirmed exceptions with front/rear or radial behavior.

Confirmed non-standard vision profiles
Faction Entity Vision type Profile Vision shape Mapping status
Automaton Detector Tower Front/rear angular 120 m · 9.5° H / 9.5° V Narrow forward sector. A mirrored rear sector exists in the mapped geometry but is effectively absent in normal gameplay. Mapped
Automaton Bunker Turret Front/rear angular Unresolved geometry · 120 m range The vision type is known, but the exact angle settings are not uniquely matched. Partially mapped
Automaton Cannon Turret (Stationary) Front/rear angular Unresolved geometry · 120 m range The vision type is known, but the exact angle settings are not uniquely matched. Partially mapped
Automaton Factory Strider Fusion Gatling Guns (2 guns) Front/rear angular 60 m · 20° H / 20° V Opposing front/rear sectors · ±20° H · ±20° V Mapped
Automaton Factory Strider Cannon Turret (Dorsal turret) Front/rear angular 120 m · 30° H / 60° V Opposing front/rear sectors · ±30° H · ±60° V Mapped
Automaton AA Emplacement Radial 2000 m Radial / all-direction field. Mapped
Terminid Dragonroach Radial 150 m Radial / all-direction field. Mapped
Illuminate Stingray Radial 500 m Radial / all-direction field. Mapped
Illuminate Watcher Front/rear angular 40 m · 25° H / 35° V Opposing front/rear sectors · ±25° H · ±35° V Code + gameplay confirmed
Illuminate Gazer Front/rear angular 85 m · 120° H / 120° V The angle limits do not meaningfully restrict the field; range is the practical boundary. Mapped
Illuminate Cannon Turret (100 m variant) Front/rear angular 100 m · 180° H / 180° V The angle limits do not meaningfully restrict the field; range is the practical boundary. Mapped
Illuminate Cannon Turret (120 m variant) Front/rear angular Unresolved geometry · 120 m range The vision type is known, but the exact angle settings are not uniquely matched. Partially mapped
Illuminate Leviathan Front/rear angular 3000 m · 40° H / 40° V Opposing front/rear sectors · ±40° H · ±40° V Mapped
Super Earth Tesla Tower Radial 25 m Radial / all-direction field. Mapped
Code confirmed

Watcher rear detection is gameplay-confirmed

A controlled gameplay test shows a Watcher detecting a Helldiver directly behind it, supporting the code-confirmed front/rear angular vision model.

For front/rear angular profiles, angle limits above 90° no longer meaningfully restrict that direction. Gazer's 120° / 120° profile and the 100 m Illuminate Cannon Turret's 180° / 180° profile therefore behave more like all-direction sensors limited mainly by range than narrow cones.

Several 120 m turret profiles are confirmed as front/rear angular but cannot yet be matched to one exact angle pair. Their vision type and range are listed without guessing the missing angles.

Factory Strider cannon

The destructible turret and the weapon it fires have different names.

Factory Strider sensor-bearing parts
Part Health Vision shape Weapon
Main body 10,000 Directional · 50 / 10 / 10 m —
Fusion Gatling Guns (2) 300 each Front/rear angular · 60 m · 20° H / 20° V Fusion Gatling Gun
Cannon Turret 900 Front/rear angular · 120 m · 30° H / 60° V Fusion Repeater Cannon

Cannon Turret is the 900-HP dorsal turret assembly. It uses front/rear angular vision: 120 m range, 30° horizontal half-angle, and 60° vertical half-angle. The weapon mounted in that turret is the Fusion Repeater Cannon.

This is not the same entity as a stationary Automaton Cannon Turret. The stationary version has 2,100 HP and mounts a Fusion Battle Cannon. Both expose a 120 m primary range in the current sensor table, but the stationary turret has not yet been matched to one exact front/rear angular angle pair.

Fusion Repeater Cannon weapon values
Fusion Repeater Cannon Value
Direct damage 1,500 ballistic · 1,500 durable
Blast damage 100
Blast radii 1.2 m inner · 6 m outer · 8 m shockwave
Direct armor penetration 6 / 5 / 5 / 0
Fire cycle 3-round salvo · 60 RPM within salvo · 6 s reload cycle
Spread 20 × 20 mrad
Demolition force 50 impact · 50 blast
Stagger force 60 impact · 50 blast
Push force 30 impact · 70 blast

Open formula

Remaining sight question
Question Current limit
How does each weather sight-range setting affect actual detection? The authored weather sight distances and their selection during weather transitions are mapped. The final relationship with enemy sight ranges, friendly automated targeting, and other vision modifiers still needs a native-code linkage.
How do the mapped vision shapes become final detection? The three vision shapes are mapped. The remaining gap is how visibility, changing sensor state, obstruction checks, and target-memory updates combine into the final result.
Which angle settings belong to every 120 m defense? Several 120 m front/rear angular profiles use different angle pairs. The Factory Strider dorsal turret is matched, but some stationary and Illuminate turret variants are still ambiguous.

Evidence standard

How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.

How the OTL rates evidence

The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.