DERELICT

The 60 decks

The ship is sixty decks deep. Its biomes repeat on the way down — the second pass (“II”) and the third (“III”) are darker, rust- and violet-tinted, and home to deeper natives. A boss guards every third deck; the escape craft waits in the Reactor on deck 60.

DeckNameBossLoot gradeEnemy kindsNotes
1Habitation—3Crew quarters and mess. The bunks are made and the coffee is decades cold. Everyone left in a hurry — or never left at all.
2Hydroponics—6Food gardens gone feral. The vines learned to reach back, so the crew sealed the doors — from the outside.
3Bio-Labbrood matron—8Where the ship studied what it found adrift. The samples studied back. Containment is a suggestion here now.
4Cargo Hold—10Manifests stacked for a port that never received them. Loader frames still shuffle crates in the dark.
5Cryo Bay—12Long-sleep berths for the voyage home. Most pods read empty. A few read occupied. None read alive.
6Flooded Deckdock custodian—14A coolant breach drowned this level. Things adapted to the wet, and the cold, and the long wait.
7Vacuum Breach—19Hull opened to the void here. The seals mostly hold. Move fast and don't trust the pressure lights.
8Medbay—16Surgery and recovery. The autodocs kept operating long after there was anything left to save.
9Server Vaultsecurity overseer—19The ship's memory, humming behind blast doors. The Overseer's thoughts still live in these racks.
10Armory—16Weapons lockers and assault frames. The crew armed up before the end. It was nowhere near enough.
11Dark Sub-Deck—18Off the schematics — unlit, unlogged, unpressurised in places. The ship forgot this level on purpose.
12Maintenance Bayfoundry warden—20Where the repair drones docked. Now the machinery mends itself, endlessly, growing into the walls.
13Quarantine—21Sealed with the worst of it inside. The signage still glows: DO NOT OPEN. Someone did anyway.
14Engine Core—20The drive that woke on its own and chose an unknown course. The heat in here behaves like something alive.
15Bridge Wreckagehive mother—17The command deck, blown open to a starfield nobody's watching. Cold emergency lighting over consoles that stopped mattering.
16Xenobio Containment—17Bio-Lab's worse sibling. Whatever got loose here didn't stay in one sample jar for long.
17Drive Coil Access—17Engineering deeper than the Engine Core — bare, arcing coils, not sealed reactor plumbing. Nothing insulates you down here.
18The Ossuarycorrosion mass—16Crew remains fused into the bulkheads, decades of them. This is revenant country, and it's crowded.
19Black Vault—16The ship's classified security archive. Whatever it was protecting, it's still protecting — bigger and angrier than before.
20Abyssal Hold—15Flooded cargo under crushing pressure, worse than the deck above sea level. Things down here don't need to breathe.
21Containment Thresholdsovereign overseer—15The corruption is visibly seeping upward here — the deck that convinced the crew to seal everything below it. They were right to.
22Corrupted Depths—15Past the Threshold, the corruption stopped seeping and started owning the place outright.
23The Choir—13Something learned to sing in the ship's own resonant frequency. The comms system still carries it, deck-wide.
24Marrow Vaultmarrow warden—13Bone and cable, fused into the walls by whatever the corruption became down here. It remembers being crew.
25Slag Furnace—12Molten runoff from something far below the Engine Core. It's hotter than anything above it, and it's still rising.
26The Last Mile—12The final stretch. Everything down here exists to make sure you don't reach the Reactor.
27Habitation IIhold mawMk II38Crew quarters and mess. The bunks are made and the coffee is decades cold. Everyone left in a hurry — or never left at all.
28Hydroponics IIMk II38Food gardens gone feral. The vines learned to reach back, so the crew sealed the doors — from the outside.
29Bio-Lab IIMk II37Where the ship studied what it found adrift. The samples studied back. Containment is a suggestion here now.
30Cargo Hold IIpack alphaMk II37Manifests stacked for a port that never received them. Loader frames still shuffle crates in the dark.
31Cryo Bay IIMk II35Long-sleep berths for the voyage home. Most pods read empty. A few read occupied. None read alive.
32Flooded Deck IIMk II34A coolant breach drowned this level. Things adapted to the wet, and the cold, and the long wait.
33Vacuum Breach IIcitadel batteryMk II35Hull opened to the void here. The seals mostly hold. Move fast and don't trust the pressure lights.
34Medbay IIMk III35Surgery and recovery. The autodocs kept operating long after there was anything left to save.
35Server Vault IIMk III33The ship's memory, humming behind blast doors. The Overseer's thoughts still live in these racks.
36Armory IIthe unquiet choirMk III32Weapons lockers and assault frames. The crew armed up before the end. It was nowhere near enough.
37Dark Sub-Deck IIMk III32Off the schematics — unlit, unlogged, unpressurised in places. The ship forgot this level on purpose.
38Maintenance Bay IIMk III32Where the repair drones docked. Now the machinery mends itself, endlessly, growing into the walls.
39Quarantine IIspore motherMk III32Sealed with the worst of it inside. The signage still glows: DO NOT OPEN. Someone did anyway.
40Engine Core IIMk III32The drive that woke on its own and chose an unknown course. The heat in here behaves like something alive.
41Bridge Wreckage IIMk IV33The command deck, blown open to a starfield nobody's watching. Cold emergency lighting over consoles that stopped mattering.
42Xenobio Containment IIcoil leviathanMk IV34Bio-Lab's worse sibling. Whatever got loose here didn't stay in one sample jar for long.
43Drive Coil Access IIMk IV34Engineering deeper than the Engine Core — bare, arcing coils, not sealed reactor plumbing. Nothing insulates you down here.
44The Ossuary IIMk IV32Crew remains fused into the bulkheads, decades of them. This is revenant country, and it's crowded.
45Black Vault IIarchseraphMk IV33The ship's classified security archive. Whatever it was protecting, it's still protecting — bigger and angrier than before.
46Abyssal Hold IIMk IV33Flooded cargo under crushing pressure, worse than the deck above sea level. Things down here don't need to breathe.
47Containment Threshold IIMk IV32The corruption is visibly seeping upward here — the deck that convinced the crew to seal everything below it. They were right to.
48Corrupted Depths IIstrider colossusMk V34Past the Threshold, the corruption stopped seeping and started owning the place outright.
49The Choir IIMk V35Something learned to sing in the ship's own resonant frequency. The comms system still carries it, deck-wide.
50Marrow Vault IIMk V34Bone and cable, fused into the walls by whatever the corruption became down here. It remembers being crew.
51Slag Furnace IIhunter primeMk V33Molten runoff from something far below the Engine Core. It's hotter than anything above it, and it's still rising.
52The Last Mile IIMk V32The final stretch. Everything down here exists to make sure you don't reach the Reactor.
53Habitation IIIMk V30Crew quarters and mess. The bunks are made and the coffee is decades cold. Everyone left in a hurry — or never left at all.
54Hydroponics IIIslag heartMk V32Food gardens gone feral. The vines learned to reach back, so the crew sealed the doors — from the outside.
55Bio-Lab IIIMk VI34Where the ship studied what it found adrift. The samples studied back. Containment is a suggestion here now.
56Cargo Hold IIIMk VI34Manifests stacked for a port that never received them. Loader frames still shuffle crates in the dark.
57Cryo Bay IIIthe last captainMk VI36Long-sleep berths for the voyage home. Most pods read empty. A few read occupied. None read alive.
58Flooded Deck IIIMk VI40A coolant breach drowned this level. Things adapted to the wet, and the cold, and the long wait.
59Vacuum Breach IIIMk VI35Hull opened to the void here. The seals mostly hold. Move fast and don't trust the pressure lights.
60Reactorreactor sentinelMk VI31The ship's heart, and the escape craft's berth. What the crew fed the reactor still moves down here.