Fast answer
Choose recruits for the job you need: combat, Kitchen production or another staffed room. Professions increase the chance of related skills, with a stronger effect in 0.0.0.858. In an existing save, inspect candidates arriving at the Tavern over the following days; the change does not promise to reroll the skills of your current roster.
Read a profession before choosing a recruit
The profession tooltip lists its description, the skills that appear more often and its own bonuses. Update 0.0.0.850 introduced profession-based skill chances, and 0.0.0.858 increased their influence further. This changes likelihood rather than guaranteeing a particular skill or a fixed numerical chance.
- Identify the room or combat role you need to fill.
- Read the candidate’s profession tooltip and actual skills.
- Choose for the existing bonus as well as possible later skills.
- Do not plan around a guaranteed roll that the tooltip does not promise.

Existing save: inspect later Tavern candidates
The developer places the visible effect of the profession change on candidates arriving at the Tavern in the following days. Keep a working roster while you inspect those arrivals. Restarting a campaign or discarding a trained fighter is not required by the update.
- Keep your current fighter equipped and recovery-ready.
- Check the next days’ Tavern candidates and their profession details.
- Compare them with the specialist vacancy you actually have.
- Avoid disabling a critical room just to move its worker into combat.
Cook, Baker and the green Kitchen branch
Cook adds a percentage to food from each dish; Baker adds a flat food bonus. Handyman, Generous Portion, Out of Nothing and Day Off affect upgrades, food output, possible food returns and raid-free-day food. Read a recruit’s actual skills before assigning those benefits to them.
- Compare bonus-inclusive recipe output with the staff you own.
- Re-check room upgrade costs after changing the worker.
- Treat Out of Nothing as a chance to recover food spent.
- Check day news for saved food and a Day Off bonus.
Raid XP, fallen fighters and Barracks defense
All squad members going on a raid receive one quarter of the experience earned by the playable character. Fallen fighters now gain experience as well. Barracks fighters gained more defense XP in 0.0.0.833 and again in 0.0.0.850; neither announcement gives a universal XP amount.
- Review the departing squad before counting shared XP.
- Check progression for living and fallen fighters after the raid.
- Keep Barracks defense and clinic readiness in your staffing plan.
- Do not sacrifice a viable team solely to chase an unspecified XP bonus.
Necromancy, the raven and trophy skulls since October 15
The Major Update expanded the necromancer toolkit. A new implant type, Necroskulls, unlocks a second active necromancer ability in the skill tree, and active abilities can also be carried as consumable vials. The Necrotech skill no longer requires an implant. A new raven companion skill adds a shoulder-mounted helper in combat, and trophy skulls hanging from your armor now reflect the Necromatter earned during your last raid.
- Check the skill tree for the second active ability if you run a necromancer.
- Unlock the raven skill for a passive combat companion that perches on the character.
- Re-check Necrotech: the old implant requirement is gone.
Necromancer follow-up: Raise Dead and Necrotech Skull
In the Necrotic Zone, Raise Dead can turn walking dead into allies after 0.0.0.833. The Necrotech Skull description also explains its use in the skill tree. These are different actions from reviving a fallen roster member at the base.
- Use the skill tree for the Necrotech Skull.
- Read Raise Dead in the Necrotic Zone before selecting a target.
- Use the fallen character menu or Clinic for roster revival.
- If trophy skull rattling is distracting, use its raid settings toggle.
Demo gameplay
Demo walkthrough · DaOpa · demo version
Patch notes and gameplay
Follow the current patch notes for changed rules and the Steam listings for the full game and demo.
