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Lethal Company puts players in the role of contract workers assigned to recover scrap from industrial moons. Each location is procedurally built, with decaying structures and scattered valuables hidden inside. The task seems simple: gather enough materials to meet a fixed quota. But the risk increases with every moon visited, and the time limit adds pressure. Players must decide how far they’re willing to explore before heading back to safety. Failing to return in time—or failing to deliver enough scrap—can end the contract early.
Players can enter the site alone or with a group, with different roles making each run more manageable. One player may remain on the ship, tracking movements with radar and unlocking doors through the terminal, while others search for items. Voice communication becomes essential, especially when players split up or face threats. Tools purchased from the Company store—like flashlights, walkie talkies, or stun grenades—can offer limited protection or utility, but they require careful planning and coordination to be effective.
Each moon features dangers that increase over time, especially after nightfall. Environmental hazards, unknown creatures, and strange sounds begin to appear more frequently, pushing players to retreat before the situation becomes uncontrollable. Losing a crewmate during extraction means sacrificing any scrap they carried, and replacements cost valuable funds. Lethal Company balances resource management with high-stakes decision-making, forcing players to choose between greed and survival every time they open a door or descend a hallway.
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