Layers Guide: All 11 Depths

Navigate all Casualties: Unknown layers, from Gravel Lands to Crimson Ascent, with hazards, modifiers, and prep tips.

Casualties: Unknown layers are not just scenery for a digging game—they are the run’s pacing, risk, and resource rhythm. If you understand how the 11 Casualties: Unknown layers change hazards, lighting, enemies, and modifiers, you can pack smarter, route faster, and avoid deaths that have little to do with skill. This guide maps the full descent, the generation numbers that shape each run, and practical prep for every biome, while keeping ending spoilers to what affects planning.

How Casualties: Unknown Layers Work

The 11-layer structure is the core of every run: you descend through ordered biomes, each 307.2 meters tall, then finish with an ending sequence. Each of the 11 Casualties: Unknown layers has its own tiles, structures, traps, enemies, and items, so a route that works in the Gravel Lands will not automatically work later. With Endless enabled, reaching the cargo in layer 10 sends you back to the Gravel Lands instead of ending the run, and the descent continues until you die.

Layer generation is not fully predictable. A modifier has a 40% chance on the Tough preset, the default, and that chance can be changed in run settings. Layer 10 never receives a modifier. Trap and item density also changes by layer by default, and you can adjust those amounts from the main menu before starting.

The scale is deliberately hostile. One block measures about 0.30 by 0.30 meters, and gravity is 16.5 m/s², a bit less than twice Earth’s. That makes long falls and knockback more punishing than the blocky visuals might suggest. At the bottom of a layer, the save/continue prompt disables jumping until you choose an option; a jetpack can lift you off the floor, but it does not clear the prompt or restore jumping.

Run factValuePlanning impact
Layers per run11, then endingExpect a long descent
Layer height307.2 mVertical routes matter
Modifier chance on Tough40%Prepare for extra danger every few layers
Layer 10 modifierNeverCargo layer has no modifier roll
Block size0.30 mSmall gaps and falls add up
Gravity16.5 m/s²Falls are deadlier than they look
Endless cargo behaviorReturns to Gravel LandsCargo layer becomes a reset point

Layer Order at a Glance

The Casualties: Unknown layers order tells you what kind of mistake is waiting next. Use the table as a scouting sheet: the theme and main threats are more useful than memorizing every tile.

#LayerThemeMain threats to watchPrep takeaway
1Gravel LandsCold cavernsShade crawlers; geysers, jump pads, spike trapsShort falls, scaffolding, and ropes; learn the basics
2Deeper Gravel LandsDarker continuationBarbed fences, bear traps, cave tick swarmsNo background light; concrete beams replace wood
3Dried DesertSand and hard stoneTurrets, coils, stalactites, landmines, wall biters, shade crawlersTall drops and oil make mistakes costly
4WastelandRadioactive falloutSound cannons, toxirock, spent fuelNo enemies, but hazard routing matters
5Overgrown DepthsJungleSkullcrushers, grabber plants, thornbacks, ticks, elder thornbacks, wall bitersFood is abundant; enemy pressure is not
6Frozen ChasmIceCold, snow striders, gunmines, icicles, ice stalagmitesRotate heat sources to avoid hypothermia
7Fungal PoolsFungusRain, sawblades, sidestabbers, grabber-shroomsSleep in life pods to avoid freezing wet
8Crystalline HollowBioluminescent crystalsManifestations, large drops, crystal effectsInspect crystals and clear corpses
9Geothermal VentsHeat and lavaLava geysers, lava lamps, pistons, sawblades, drones, tentaclesManage heat; use coldpuffs for relief
10Where We Must ReachDeepest cargo layerDrill pod power objectiveCargo and drill pod define the finish
11Crimson AscentRed overgrowthDrill pod failure, vertical climbExit is at the top; climb on foot

After layer 11, breaking through the top triggers a surface cutscene. A pod takes you to the lab; carrying the M.E.R.C. scarf changes that outcome to the Mercenary ending. Those endings are separate from the descent itself, but the scarf choice is worth knowing before the final climb.

Modifiers, Settings, and Run Planning

Casualties: Unknown layers modifiers are the biggest reason two runs can feel different at the same depth. The 40% Tough-preset chance is high enough that you should expect extra danger roughly every other layer, but not so high that you can plan around a guaranteed modifier. Layer 10 is the exception: no modifier there, so the cargo layer’s challenge comes from its layout, drill pod objective, and whatever you carried down.

Setting or quirkWhat happensHow to use it
Modifier chance on Tough40% per layerPack flexible tools; do not over-specialize
Layer 10 modifierNeverTreat the cargo layer as modifier-free
Trap/item densityChanges by layer; adjustable in main menuTune challenge before the run
Bottom-of-layer promptJump disabled until save or continueLand, decide, then move
Jetpack at promptCan lift you; prompt remainsDo not rely on it to skip the choice
Liquids at layer bottomDisappearDo not depend on liquid at a transition
Items at layer bottomDo not disappearDropped gear is less likely lost
Tutorial overlapStructure can remain if you continue into another layer; save and reload removes itBe aware if tutorial traps mix with layer hazards

Endless runs change the route rather than the layer list. With that setting on, reaching the cargo in layer 10 sends you back to the Gravel Lands instead of rolling the ending, and the run continues until death. That makes the cargo layer a reset point: your late-run supplies and route knowledge matter, but the descent will not stop at the usual finish.

Layer-by-Layer Prep Priorities

For Casualties: Unknown layers runs, prep should match the hazard type, not just the biome name. The table below condenses the most practical adjustments.

Layer groupPrep focusWhy it matters
Gravel Lands and Deeper Gravel LandsLearn rope and scaffolding routes; check for ticks and trapsShort falls early, but darkness and fences raise risk later
Dried DesertScan for turrets, coils, stalactites, and landmines; plan oil escapesTall drops and viscous oil punish panic
WastelandRoute around sound cannons, toxirock, and spent fuelNo enemies, but standing in the wrong place is the threat
Overgrown DepthsUse abundant food and sap; keep space from thornbacks and ticksFood is easy; enemy contact is the real drain
Frozen ChasmRotate between Ion space heaters, heatferns, and life podsCold is the main danger; hypothermia kills
Fungal PoolsSleep in life pods; watch sawblades, sidestabbers, grabber-shroomsRain plus wet sleep can freeze you
Crystalline HollowInspect crystals; clear Manifestation corpses fastCrystal effects and corpse chains create chaos
Geothermal VentsManage heat; watch fake crates and wall tentacles; use coldpuffsLava, heat, and freezing beams punish slow reactions
Where We Must ReachSecure cargo; solve the drill pod power requirementThe drill pod needs a strong power source to carry you back up
Crimson AscentClimb to the top; expect the pod to breakThe exit is above, not below
  • Dried Desert: Oil is more viscous and harder to escape; fractures and exhaustion can turn a bad route into drowning. Use sand vines like climbing ropes and look for Rose lights, but treat recharge stations as suspect because they are frequently flooded with oil.
  • Frozen Chasm: Use Ion space heaters, heatferns, and life pods as warm points. Do not push into the cold without a return plan, and watch for snow striders and gunmines while you rotate.
  • Fungal Pools: Sleep inside life pods when wet; the constant rain can freeze you. Fungali bungali is documented only here and can be broken for bunchunk to craft procoagulant.
  • Crystalline Hollow: Kill Manifestations near safe ground, then eat or destroy corpses quickly; leftovers can become two more. Bigger groups are slower, so do not let them snowball.
  • Geothermal Vents: Treat container crates as suspect; some drones disguise themselves and fire a freezing beam. Wall holes can hide tentacles that drain blood. Break coldpuffs when you need cooling.
  • Where We Must Reach: The drill pod needs a strong power source, and it carries you back up after you secure the cargo. In Endless, the cargo sends you to the Gravel Lands instead.
  • Crimson Ascent: The drill pod breaks on arrival, so the final climb is on foot. The sky is golden, or grey if you carry the M.E.R.C. scarf.

Crystalline Hollow Crystal Effects

In Casualties: Unknown layers, the Crystalline Hollow is the layer where curiosity can kill you. Most crystals are ordinary, but some carry one or more properties. Examine special crystals up close before touching; crystals with several properties look visibly distorted. Tiny crystals and crystals near the layer entrance never have properties.

Crystal propertyEffect
HealingHeals the body once when touched
FragileShatters when touched
Gravitational distortionPushes away or pulls in anything nearby
ElectricShocks and knocks over whoever touches it
BurningIs on fire and burns whoever hits it
ThermalHeats or cools its surroundings
SepticCauses sepsis to anyone who stays near
UnstableTicks when touched or hit, then explodes
AnimatedReleases one or two Manifestations when touched or hit
Positional instabilityTeleports whoever touches it to a random nearby spot
MeltingDrips groundwater or lumalgae
KineticShakes and flings whoever touches it away
ElectromagneticPulses when touched or hit, draining battery charge
BrightExtremely bright
MetamorphicShimmers, is very durable, flashes when touched, and breaks into one to three random items
MimicSwaps places with another nearby crystal when touched
RadioactiveGives off radiation

Practical reads: Healing is a one-touch heal, so save it for real damage. Fragile shatters on contact; Unstable explodes after ticking; Animated releases Manifestations; Electric shocks and knocks you over; Radioactive gives off radiation. Thermal can heat or cool, and Melting supplies groundwater or lumalgae. If a crystal looks distorted, assume multiple effects and inspect from a safe distance.

FAQ

How many Casualties: Unknown layers are there?

There are 11 Casualties: Unknown layers, followed by an ending sequence. Each layer is 307.2 meters tall, and layer 10 is the cargo layer.

Do Casualties: Unknown layers always have modifiers?

No. The modifier chance is 40% on the Tough default preset and can be changed in run settings. Layer 10 never has a modifier.

What happens at the bottom of a Casualties: Unknown layers descent?

You get a save/continue prompt, and jumping is disabled until you choose. Liquids that touch the bottom disappear, but items do not. A jetpack can move you, but it does not remove the prompt.

How does Endless mode change the layer route?

With Endless enabled, reaching the cargo in layer 10 sends you back to the Gravel Lands instead of ending the run. The run continues until you die.