Lethal Company is a co-op horror game where you and up to 3 coworkers are contract employees for The Company, harvesting scrap from abandoned moons to meet a profit quota. Each three-day cycle, you choose a moon, land, explore the facility interior for valuable junk, and try to extract before the monsters kill you. A ship radar operator guides teammates through the facility using cameras and map screens. The game's corporate horror premise — dying is fine as long as you meet quota — creates a darkly funny atmosphere where genuine terror and workplace comedy coexist.
This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.
Core Mechanics
quota system
Every 3 days you must meet a profit quota by selling collected scrap at The Company moon. Quotas increase each cycle. Failing to meet quota results in 'termination.' You can sell at exactly the quota amount to keep surplus for the next cycle, or sell everything. Managing quota across multiple moons and deciding when to sell is a core strategic decision.
moon selection
Multiple moons with increasing difficulty and loot value are available. Cheap moons (Experimentation, Assurance) have lower loot value but fewer threats. Expensive moons (Titan, Rend) cost credits to visit but contain high-value scrap. Moon selection balances risk against quota pressure — behind on quota means risky moon runs.
scrap collection
Scrap items (random junk like bottles, paintings, apparatus) spawn inside facilities and have random credit values. One-handed scrap lets you carry a flashlight; two-handed scrap leaves you defenseless. The loot-to-exit loop creates tension — do you grab one more item or extract safely with what you have?
creature AI
Each creature has unique AI behavior. Bracken stalks from behind and kills on extended eye contact. Coil-Heads freeze when observed but move when you look away. Hoarding Bugs guard their loot pile. Eyeless Dogs hunt by sound. Learning each creature's mechanics determines survival.
ship upgrades
Credits buy ship upgrades: Teleporter (extract one player), Inverse Teleporter (teleport into facility at random), Loud Horn (scare some creatures), and cosmetic items. The Teleporter is the most important upgrade — it rescues trapped or dying players. Loud Horn can save players from certain creature types.
Builds Overview
| Build | Tier | Playstyle | Key Stats |
|---|---|---|---|
| Scout | A | Enter rooms first, check for threats, call out creature locations and scrap positions to the team. | Creature knowledge, facility layout memory, communication |
| Loot Goblin | S | Grab high-value scrap, sprint to ship, repeat until quota is met or danger is too high. | Speed, facility exit knowledge, item value assessment |
| Radar Operator | S | Monitor facility cameras, guide teammates via walkie-talkie, teleport players in danger. | Map reading, creature spotting on monitor, communication clarity |
| Bait Runner | A | Attract dangerous creatures away from teammates, use knowledge of creature AI to survive encounters. | Speed, creature behavior knowledge, escape route planning |
| Ship Manager | B | Handle logistics — moon selection, equipment purchases, scrap selling, quota tracking. | Quota math, moon knowledge, supply management |
Scout (A-Tier): The Scout enters the facility first with a flashlight and Pro Flashlight, checking for creatures and mapping the layout. They communicate room contents back to the team via walkie-talkie. Scouts take the highest risk but prevent the team from walking into ambushes.
Loot Goblin (S-Tier): The dedicated scrap carrier who grabs the highest-value items and rushes them to the ship. The Loot Goblin prioritizes valuable two-handed items (Apparatus, Cash Register) despite the danger of being unable to hold a flashlight. Speed and route knowledge maximize scrap extraction.
Radar Operator (S-Tier): The operator stays on the ship monitoring the facility map and security cameras. They guide teammates through the facility ('turn left, there's a dead end right'), warn about approaching creatures, and operate the Teleporter for emergency extractions. The most strategically important role.
Bait Runner (A-Tier): The designated sacrifice who draws creature attention away from loot carriers. Bait Runners know creature AI patterns — which ones chase, which ones can be outrun. They carry noise-makers and boomboxes to attract creatures to safe areas while teammates extract scrap.
Ship Manager (B-Tier): Manages the ship's equipment, sells scrap at the company moon, buys supplies, and handles the routing computer. The Ship Manager decides which moon to visit based on quota needs and budget. Less exciting but prevents the team from making poor economic decisions.
For full build breakdowns with gear and stat priorities, see our Lethal Company builds guide.
Equipment Guide
| Equipment | Why It Matters | Best For |
|---|---|---|
| Shovel | The only real weapon — a melee hit that stuns most small/medium creatures for 2-3 seconds. | Scout and Bait Runner for emergency self-defense against small threats |
| Zap Gun | A taser that continuously stuns a creature while you hold the trigger, draining battery. | Scout for crowd control against mid-tier threats |
| Stun Grenade | A thrown device that stuns all creatures in its radius for several seconds. | Any role for emergency team-saving stun in overwhelming situations |
| Extension Ladder | A portable ladder that provides access to otherwise unreachable areas — facility rooftops, cliff shortcuts, and elevated escape routes. | Scout for creating alternative routes and accessing hidden scrap areas |
| Jetpack | Grants flight capability but with difficult controls and limited battery. | Loot Goblin for accessing otherwise unreachable high-value scrap locations |
Shovel: The only real weapon — a melee hit that stuns most small/medium creatures for 2-3 seconds. Two shovel hits kill some smaller enemies. The Shovel doesn't work against large creatures (Forest Keeper, Earth Leviathan). Carry one as insurance but don't rely on it against anything bigger than a Hoarding Bug.
Zap Gun: A taser that continuously stuns a creature while you hold the trigger, draining battery. The Zap Gun doesn't kill but keeps a creature locked in place while teammates run past. Essential for Bracken encounters where you need time to escape without maintaining eye contact.
Stun Grenade: A thrown device that stuns all creatures in its radius for several seconds. Stun Grenades are consumable and expensive but can save the entire team in a bad situation. One grenade during a multi-creature encounter creates an escape window.
Extension Ladder: A portable ladder that provides access to otherwise unreachable areas — facility rooftops, cliff shortcuts, and elevated escape routes. The Extension Ladder also blocks some creature pathing. Creative ladder placement creates safe zones and shortcuts.
Jetpack: Grants flight capability but with difficult controls and limited battery. The Jetpack enables reaching elevated scrap, escaping ground-based creatures, and accessing facility areas from above. Crashing while using the Jetpack can damage or kill you.
Location Progression
| Location | Level Range | Key Rewards |
|---|---|---|
| Experimentation | Day 1 (quota building) | Safe scrap collection, facility layout practice, low-risk quota contribution |
| Assurance | Days 1-2 (mid quota) | Moderate scrap value, manageable creature density, good learning moon |
| Vow | Days 1-2 (medium risk) | Good loot value, outdoor creature encounters, forest navigation |
| March | Days 1-3 (primary farming) | Best loot-to-danger ratio, consistent high-value scrap, free landing |
| Titan | Day 3 (desperate quota run) | Highest value scrap, most dangerous creatures, make-or-break quota runs |
Experimentation: The easiest moon — low creature density, simple facility layout, and basic scrap. Free to visit with no landing fee. Use Experimentation for early quota days when you need safe, guaranteed scrap. Loot value is low but so is risk.
Assurance: Slightly harder than Experimentation with more creature spawns but better loot. The facility is larger with more rooms and more valuable scrap. Still free to visit. The go-to moon for consistent medium-value runs without risking credits on moon landing fees.
Vow: A forested moon with outdoor creature threats (Forest Keepers, Eyeless Dogs) between the ship and facility entrance. The facility interior has good loot but the outdoor journey is dangerous. Vow teaches outdoor survival skills that harder moons require.
March: Widely considered the best risk-to-reward ratio moon. March has excellent loot spawns, a manageable facility layout, and moderate creature density. Free to visit. Many teams run March repeatedly for consistent high-value hauls.
Titan: The hardest and most rewarding moon. Titan costs 700 credits to visit and features blizzard conditions (reduced outdoor visibility), the most aggressive creature spawns, and the highest-value scrap. Only visit Titan when desperately behind on quota or with a well-equipped team.
Tips That Actually Matter
- Sell at exactly the quota amount to keep surplus credits for the next cycle. Selling everything wastes potential buffer for harder quota days.
- The Inverse Teleporter saves trapped players by teleporting one random teammate into the facility — useful when someone dies near the entrance with valuable scrap, letting you retrieve it.
- Bracken (the flower-headed creature) kills if you stare at it for more than 3 seconds. Glance at it briefly to make it back off, then look away. Never maintain prolonged eye contact.
- Coil-Heads (spring-necked creatures) freeze when any player looks at them but move incredibly fast when unobserved. Keep one player staring while others escape. Never all look away simultaneously.
- March has the best loot-to-danger ratio of any free moon. Run March repeatedly for consistent quota meeting. Switch to Titan only when desperately behind.
- The Radar Operator on the ship is the most important role — they see the map, monitor cameras, and can teleport players in danger. Never leave the ship unmanned during facility runs.
- Eyeless Dogs hunt purely by sound — crouch-walk near them, don't talk on proximity voice, and place boomboxes to distract them. They ignore you completely if you're silent.
- Two-handed scrap items (Apparatus, Cash Register) are the most valuable but leave you unable to hold a flashlight or weapon. Have a teammate escort you when carrying these.
- The ship's horn scares some outdoor creatures temporarily. The Radar Operator should honk when teammates are being chased near the ship.
- Weather conditions affect difficulty — foggy days reduce visibility making outdoor travel dangerous, rainy days make some creatures more active, and eclipses increase indoor creature spawns.
Common Mistakes to Avoid
- Not assigning a Radar Operator — all 4 players entering the facility means nobody can monitor cameras, use the teleporter, or guide navigation. Always have one person on the ship.
- Staring at the Bracken for too long — the instinct to watch a threat is lethal here. Brief glances make it retreat, but 3+ seconds of eye contact triggers an instant kill.
- Staying in the facility past 6 PM — creature spawn rates increase dramatically after dark, and outdoor creatures become more aggressive. Plan to be back at the ship by 5 PM.
- Visiting expensive moons without budget — landing on Titan costs 700 credits. If you don't extract enough scrap to cover the landing fee plus quota, you've wasted the trip and fallen further behind.
- Selling all scrap immediately — keeping a buffer of unsold scrap means if a run goes badly, you can still meet quota from reserves. Only sell what you need to hit the current quota target.
Frequently Asked Questions
How many players can play Lethal Company?
Lethal Company supports up to 4 players in online co-op. Most gameplay is designed for 3-4 players, with one typically staying on the ship as Radar Operator. Solo play is possible but extremely difficult and missing the core co-op experience.
What happens if you don't meet quota?
After 3 days, if your sold scrap total doesn't meet the quota, you're 'terminated' (game over). Quotas increase each cycle. You can sell scrap at The Company moon any time during the 3-day period. Excess scrap beyond quota carries over as buffer for the next cycle.
Is Lethal Company still in early access?
The game launched in early access and continues to receive content updates including new moons, creatures, and equipment. The developer (Zeekerss) releases major updates adding significant content. The early access state hasn't prevented it from becoming one of the most popular co-op games.
What is the best moon in Lethal Company?
March is widely considered the best overall moon — free to visit, consistent high-value loot, and manageable creature density. For early quota building, Assurance is safe and free. Titan has the highest value loot but is extremely dangerous and costs 700 credits to visit.
What to Read Next
- Best Lethal Company Builds — Detailed breakdowns with gear, stats, and playstyle guides
- Lethal Company Tier List — Current meta rankings
- Lethal Company Walkthrough — Step-by-step progression from start to endgame
- Lethal Company Beginner's Guide — First session essentials
- Lethal Company Tips & Tricks — Advanced strategies and hidden mechanics



