Story Missions and the Camp, Explained

What 1.0 added

Before version 1.0 this game had no story. The 1.0 update added one, along with the hub it is delivered from, and it is by some distance the largest content addition in the game’s history — the studio described the update as “the size of around four typical major content updates.”

The numbers, from the changelog:

ContentCount
Main story missions15
Survivor personal missions45 (five for each of the nine)
Repeatable quests19
Lines of dialogue and mission briefings”Well over 1,000”
New achievements, of which Story88, of which 64

The Survivors’ Camp

A hub location you visit between runs, made of four sub-locations. Three things happen there:

  • The Briefing Room offers you a mission after every run, and holds the Mission Log.
  • A radio plays messages that change after each run. Some, per the studio, “only appear on certain days of the year” — a detail worth knowing if you are hunting for everything the game contains.
  • Survivors talk to each other about their routines and how they get along.

If you preferred the old flow, the studio kept it: there is a “Quick Run” option on the main menu that skips the Camp entirely, and a toggle that restores all the old menu options.

How missions are offered

Missions arrive in a semi-random order, which is the part that worries people. It should not:

  • Nothing is missable. The Mission Log lets you refresh yourself on a storyline’s past events and manually retry a mission you have not completed, rather than waiting for it to be offered again.
  • The Log tells you when you are blocked. It shows whether you need to unlock a particular mode or map before a given narrative thread can continue.
  • Since patch 1.0.0c, missions appear in the Log after you read the brief — you no longer have to play a mission before it is logged, which makes switching between threads much less awkward.

Missions are runs with extra objectives layered on, not separate content. You are still playing the game; you just have something specific to do while you do.

The 15 main story missions

In achievement order, the main storyline runs: Prologos → Parodos → Stasimon → Exodus → Catharsis → Genesis → Growth → Troubles → Universal State → Desintegration → Penetration → Replication → Assembly → Adsorption → Release.

The first five are the structural parts of an ancient Greek tragedy — prologos, parodos, stasimon, exodus, catharsis — and the rest read as a chemistry and biology sequence. Release is the one that marks completing the main storyline, and it is the closest thing this game has to credits.

The story concerns the survivors discovering the source of the virus, which ties directly into the Bio Lab arena added in the same update — “the place it all started.”

Survivor questlines

Each of the nine survivors asks for five missions that reveal their backstory. Completing them unlocks repeatable quests for that survivor. Every mission of either kind raises Team Bond, the squad-wide bonus to Cash and Specialization Points.

The full chains, and the naming joke behind each one, are in the survivors guide. The repeatable side has one achievement: Oh Shoot, Here We Go Again — complete 10 repeatable missions.

One patch note that matters

Trauma, the Medic’s first mission, was softened in patch 1.0.0c: items required went from 3 to 2. The patch note describes it as “adjusted to hopefully be a bit less traumatic.” If you bounced off that mission during launch week, it is genuinely easier now.

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