See Category:Humanoid Enemies
Many types of enemies are standard humanoid guards. They use different weapons and appear in different environments. Different factions often have multiple variants with difference appearances and weapons. They can be killed almost instantly with headshots. Unlike civilians, most enemies will make footstep sounds. This gives you a means to discern if there are any active enemies in the area.
Cruelty Squad Cruelty Squad employees sport dark purple uniforms with "CRUELTY SQUAD" written in red on the back. They are incredibly dangerous, as they use the Precise Industry AS15, with perfect accuracy and max fire rate, which can leave you dead in seconds. Immune to headshots. They appear on Apartment Atrocity and Archon Grid. Their name is derived from their uniforms.
Ship Crew The crew of the Titanium Princess are dressed in white sailors' uniforms with "Crew" written in pink on their backs. They attack with deadly Minato M9s. Their name comes from their uniform.
Swamp Cultist Cultists belonging to the Swamp Cult sport camouflaged uniforms with military-style hats. They make use of the New Safety M62 and the Mowzer SP99, which they are known to worship. They appear within Bog Business and Casino Catastrophe. Their name is derived from the mission briefing of Bog Business.
Rubber Cultist Not much is known about the Rubber Cultists, besides that they regularly gather at the Rothenberg Fortress, and are a member of an expensive religion. The hostile variants are usually fully covered in blue uniforms, and use a a variety of weapons, including the Stern AWS 3000, the Spectacular Dynamics MCR Carbine, and the AMG4. The snipers among them have a unique behavior, where they will mark you for death, and every sniper with a sightline to you will begin firing. They are found primarily within Idiot Party, but also appear in Archon Grid. Their name comes from the source code.
Gore Grunt Archon Grid is full of these pulsating, fleshy guards. They're not much different from standard Security.
Darkworlder Darkworlders are the main residents of Darkworld. They are almost entirely black, with red eyes, and frequently carry the BN-99, but can also carry the Security Systems Anti-Armor Device. They are found almost primarily within Darkworld, but solo Darkworlders appear in many levels, especially as Rare Enemies.
Security, Redefined A specialty type of security, appearing in large numbers within Neuron Activator and Trauma Loop. They wear special uniforms and baseball caps, and carry the Parasonic MP-1 Nailer almost exclusively, but can also use the Security Systems Anti-Armor Device and Riot Pacifier. Another variant labeled "Elite" in the source code who wears a gasmask and wields a K&H X20 is found in far more levels. Their name is derived from their uniforms.
House Villagers The villagers in House don't appreciate cityfuckers coming around their town. They're particularly well armed and deadly, making the village an area that must be approached with extreme caution.
See Category:Armored Enemies
These enemies are notable for having armor. They cannot be harmed by standard weaponry, instead requiring special armor-piercing weapons to be killed.
Shock Trooper Shock troopers are an enhanced version of regular humanoid enemies. They wear an armored version of the red Bouncy Suit, which covers their entire body in armor, except for their eyes. They only carry the Stern M17, and while an armored enemy, can be killed by any weapon if shot in the eyes. Their name is derived from the Bouncy Suit item description.
Golem Golems are one of the toughest enemies in the game, wearing a special type of Golem Exosystem. The Exosystem covers their entire body in a black rocky-like casing, giving them extra armor, health, and removing all weak spots. Golems do not use weapons, instead punching the player. They are fast, and even though they are very large, they can fit through doorways. If killing them is not an option, it's best to avoid them vertically. Their name is derived from the name of the armor they wear.
Necromech Necromechs are extremely large robotic skeleton soldiers that are heavily armored and wield two AMG4s. They are identifiable by their massive size and skull heads. They are easily the most resilient enemy in the game, and killing them usually takes an unreasonable amount of ammo, even for the strongest weapons. A Necromech with Riot Pacifiers can be found in Cruelty Squad Headquarters and Trauma Loop when playing on Hope Eradicated difficulty. Their name has been confirmed by Consumer SoftProducts.
Inhuman Enemies[]
See Category:Inhuman Enemies
A large majority of enemies in the game are inhuman, mutated, or both.
Dog Fast, small quadrupedal creatures with a face that splits open four ways, exposing a ring of teeth. Very alert, very fast, but low health. Appears on Pharmakokinetiks, Paradise, Sin Space Engineering, Bog Business, Casino Catastrophe and Archon Grid. Their name comes from the game files.
Fleshrat Tiny creatures that deal 1 damage but cause the Toxic Shock status effect, which can drain up to 45 health. Equipping the Hazmat Suit will prevent the player from getting Toxic Shock if bitten by a fleshrat, but will not prevent the player from receiving 1 damage from the initial bite. Their size makes them incredibly hard to hit, making them an annoying enemy. They will leap at the player when close enough, and generally appear in hordes. They also appear as a "fish" when using the fishing rod. Armored versions of the fleshrat can be found in the level Trauma Loop. They are dark blue and tend to blend in with the dark blue floor, making them difficult to see. Their name comes from the game files.
Knifer Knifers are unusually tall humanoid creatures, with long limbs. They wield a knife, and rush the player down, dealing melee damage. When killed, the Knifer will explode into a toxic gas, similar to when a toilet object is destroyed. The gas will dissipate over the course of a few seconds. Their name comes from the game files.
Flower Flowers are huge, seal-like creatures that are green in color. They have a sunflower-like mane, and spit acid to attack the player. The acid can deal damage quickly, but can also be avoided. They are very slow, and not very aggressive. Their name comes from the game files.
Psycho Psychos (Or Psykers) are humanoids with large, hole-ridden heads, and carry the New Safety M62 exclusively. When a Psycho notices the player, their vision will begin to sway and focus in on the psycho, and their weapon will be forced to fire, wasting ammunition. They are usually alone, and the best way to take them out is to do so before they notice you. Their name comes from the game files.
Bouncy Castle Bouncy Castles are living flesh cubes, former humans mutated by experimental drugs. They act exactly the same as Flowers, spitting acid and moving slowly. Their name comes from the community, but they are referred to as "chiefs" in the game files (likely referencing the Chief of the Cult of PD, Mark, the first Bouncy Castle in the game.)
Bioslave Naked human-like abominations that only communicate in screams and explode into Knifer-like clouds of gas upon death. Most prominent in Seaside Shock.
Fleshman Visually similar to Psychos, but they do not have the strange mind control ability. Instead, they release a Fleshrat if their body is destroyed, and attempting to consume their flesh will immediately inflict toxic shock. Always equipped with BAG-82 pistols. Their name was confirmed by Consumer SoftProducts.
Zombie Zombies are smiling, fleshy humanoids. They move very slowly, and only have a melee attack. Crouching will allow you to avoid their attacks entirely. When killed, they will fall to the ground, and get back up after ten seconds, essentially making them immortal to normal weaponry. Armored versions of the zombie also appear on the level Trauma Loop, indicated by their blue coloring. The only way to permanently kill a Zombie is to use the Parasonic C3 DNA Scrambler or a fully-powered ZKZ Transactional Rifle [the gibs made from the latter option can still damage the player]. Their name comes from the game files.
Grid Crab Grid crabs (Or Gorbino's) are orange, octopus-like creatures that only appear in Archon Grid. True to the name of the level, Grid crabs will only move in a grid, and will always move towards the player, although they can only move in the four cardinal directions. They deal 50 damage on contact, and will instagib any enemy or civilian they touch. They act more so as obstacles than enemies, and cannot be defeated.
Flesh Pig Visible and immobile until it spots the player, then turns invisible and moves very quickly. Tougher than most enemies but weaker than Golems. Melee attacks inflict toxic damage. Only appears in Neuron Activator, House, and Trauma Loop. Trauma Loop also had armored variants of Flesh Pigs, indicated by their blue coloring.
Bosses[]
See Category:Bosses
The game has multiple bosses, being exceptionally strong and unique compared to the rest of the enemies.
Abraxas The target of Archon Grid. It is a large, three-headed creature, with a tail and two arms. It is in a constant waving motion, as it's faces rapidly flash different emotions. The left head shoots homing orbs at the player, and the right head shoots a slow-moving laser at the player. They can only be harmed when they are attacking, and the middle head can only be destroyed after the other two heads are. Upon it's third head being destroyed, the creature will fall to the ground, and the exit to the level will open.
HQ Target The target of Cruelty Squad Headquarters is an unnamed boss. It is a seemingly normal person, donning an attire with the word "LIFE" written around it. The boss has an extremely large amount of health, requiring some creative strategies to kill them. It also wields the Parasonic C3 DNA Scrambler, which it will fire at the player. Each shot will shrink the player further, and after around five shots, you will no longer be able to fire your weapons, forcing you to restart the level. Once the boss is killed, the exit to the level will open. Unlike exits from other levels, this exit is not indicated by the word "EXIT" in red. Instead it is the wall with a face on it that can be found behind the boss.
Freak Freak is a super-fast janitor with a Parasonic MP-1 Nailer found in the secret mission Neuron Activator. Fighting him is optional, but leaving him alive makes the "outdoor" area of Neuron Activator where he patrols extremely dangerous. Killing Freak once prevents him from appearing in the mission again in the future. Though he is unique, particularly challenging, and a named character, Freak is rarely thought of as a boss. A battle with Freak is usually over before the player realizes what attacked them, regardless of who won, making it very easy for the player to kill Freak early on and never realize they were a unique foe.
The Triagons The Triagons are an optional boss. They are completely black, worm like pillars found within the secret House level. They are three separate bosses, all grouped together on the same land formation. They will not attack unless fired at by the player. Once fired at, the Triagon shot will shoot a fast moving laser beam down at the player, similar to the Archon Grid boss. After being shot at enough to be "defeated", the Triagon will reward the player with some form of boon, and stop attacking. These boons include $1,000,000, the Golem Exosuit, and the Raymond Shocktroop Tactical weapon. After being fought once, they cannot be fought again, and will remain on the land formation, forever swaying back and forth.