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Spoilers for the base game and Downpour campaigns' earlier destinations are unmarked.

Rain World (Video Game)
What fate a slugcat?

I am growing increasingly impatient with the writing of your description inside me and my folders.

Rain World is a 2017 2D Speculative Biology-themed exploration game developed since 2011 by Videocult and published by [adult swim] for PC (via Steam), PS4 and Linux. It takes place in a world where the industrial environment is abandoned and the ruthless ecosystem is in shambles.

After a devastating flood separates it from its family, a lonely slugcat has to contend with the harshness of the place it's now in. Every so often, a deadly torrent of bone-crushing rain sweeps across the land and makes survival a living nightmare, forcing wildlife to retreat into their dens to hibernate. When the rain stops, they wake and search for food for their next hibernation — and slugcats are on the menu. The slugcat, both predator and prey, too has the same plan: eat and find shelter before the rain to hibernate, and also traverse this desolate, decaying world in the hopes of reuniting with its kin.

Gameplay can be described as a Cinematic Platform Game with Survival Horror elements in a Metroidvania style map. It also relies quite a bit on Emergent Gameplay and Immersive Sim elements, with the main gimmick being the ecosystem of the world, which is highly reactive and nonscripted, and the interaction between the different creatures both hindering and helping the player in unexpected ways. For starters, the game is segmented into "dry seasons" when the titular rain stops, forcing the player to return to shelter with enough food in stock to properly hibernate and survive. In addition, the game is further divided up into nonlinear "regions" rather than one cohesive map. To move forward, the player must accumulate enough "Karma" by successfully surviving regions enough times, and in doing so can move on. Graphically, the game's standout feature is that almost all creatures, including the slugcats themselves, operate on a system of procedural animation: rather than having premade animations, the game's physics engine determines the motion of every creature in real time and the character models respond accordingly.

An Expansion Pack titled Rain World: Downpour was released on January 19th, 2023, which adds more areas and five new playable characters, as well as local co-op and randomizer modes.

On March 28th, 2025, Akupara Games released a second DLC, The Watcher; which involves the eponymous retooled Nightcat exploring a variety of new regions, some of which are canonized fanmade regions.


The game provides examples of:

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    Tropes appearing in the base game 
  • Advanced Movement Technique: The slugcat has a ton of difficult-to-perform moves, like slides and backflips, that can be used to gain a tactical edge on his predators or otherwise assist with exploration. Mastering these moves can turn the initially slow and plodding slugcat into an absolute terror on the battlefield as you leap and duck around your opponents.
    • Turning around while running gives Slugcat a slight backwards boost.
      • Jumping while suddenly turning around makes Slugcat backflip and jump higher. This lets the Rivulet leap especially high.
      • Repeatedly jumping after turning around exploits both the speed boost and the fact that horizontal speed isn't lost while airborne, allowing Slugcat to traverse flat ground faster.
    • Pressing down and jump while walking makes Slugcat slide. A mid-slide jump can be performed to move farther and faster, particularly as the Gourmand.
    • Pressing down and forward lets Slugcat roll after falling to the ground from an angle. This prevents it from being stunned after a drop.
      • Pouncing can be done instantly by jumping from a roll. The pounce is longer after shorter rolls, and higher after longer ones.
    • Throwing an object mid-air slightly boosts Slugcat in the throwing direction, allowing it to jump slightly farther than normal.
    • Jumping on a ledge makes Slugcat climb onto it. This can be done after a pounce.
    • Pressing jump while moving backwards in a tunnel makes Slugcat turn around, to move in the opposite direction faster.
    • Pressing jump while moving forward in a tunnel gives Slugcat a small boost before they slightly fall.
    • Holding straight up or down while throwing a spear mid-backflip allows the same attack power in those directions as in the sides, or even pinning an enemy to the ground or ceiling. It can also be used to create miniature vertical poles, giving you a little extra height.
    • Jump-boosting in water uses up a lot of breath, but allows for sharp turns that allow Slugcat to traverse underwater corners or evade aquatic lizards.
      • Boosting at a slight angle below the surface of water allows Slugcat to swim fast, whilst exploiting its buoyancy to maintain its breath.
    • Slight snakelike turns allow Slugcat to traverse underwater faster.
    • Pressing against a wall in zero-gravity allows Slugcat to crawl on it slowly, or even round corners.
    • Reorienting Slugcat to throw its tail around will boost it in the tail's direction in zero-gravity.
  • After the End: The precursors are nowhere to be found, monsters are roaming the place, and vast industrial architecture is decaying around you, but there's a strange beauty to it all.
  • A.I. Is a Crapshoot: Five Pebbles drained massive amounts of water from the region/continent/planet in order to sustain the facility he's housed in, which causes the deadly rains you encounter, since the water evaporates and gets released into the atmosphere. This water overconsumption also caused the collapse of Looks to the Moon, who depended on shared water supply.
  • Alien Sky: Downplayed. Normally it's too cloudy to see the sky, but that changes when you're on top of the superstructures. At first glance, the sky seems to be identical to Earth's, especially since the moon looks the exact same as ours. However, upon closer inspection (and over multiple visits), you can see that the stars are green, they are visible during the day but not during the night, the moon never changes phases, and it seems to rise from the west. Looks to the Moon mentions a "firmanent" while reading one of the coloured pearls.
  • All There in the Script: Many items and creatures aren't mentioned by name in the game itself; the names they are known by are derived from internal code and/or external sources such as patch notes.
  • Animate Plant: Pole Plants, Monster Kelp and Worm Grass are plant-like organisms that are stationed in one spot but actively move and grab nearby prey (including the player). Pole Plants catch their prey by mimicking climbable poles and letting their prey grab them, which stimulates their feelers and springs the plant into action, Monster Kelp respond to sound and reach in to grab whatever is in reach, and Worm Grass detects prey by sight and attempts to latch onto prey in their limited reach, but individual tendrils have a weak grasp, failing to grab either quick or massive organisms. In all cases, they work to pull their victim underground.
  • Antepiece: If you follow the Overseer (the small yellow worm), the game makes extensive use of these to teach you essential survival skills.
    • The first area doesn't have any rain come until you're right next to a shelter, so you can Take Your Time learning the Slugcat's controls, how to hunt bat-flies, and eat fruit to survive.
    • When you are introduced to the rain, you are right next to a shelter, so you can immediately learn where you should go when you can see the earthquake that indicates the imminent rain. In addition, a curious player can witness the effects of the rain both outside and inside (crushing rain and flooding respectively) with relative safety.
    • To teach you how Scavengers value pearls, the first 2 times you need them (getting past a Scavenger Toll and buying a lantern respectively), you are able to find a free pearl on the way.
    • Your first foray through the Outskirts inevitably leads you to your first predator, the Lizard. Conveniently, there are also many scattered poles you can climb and crawling spaces you can squeeze through, which shows evading creatures is as much a strategy as fighting them head-on.
    • Through the intended path in the Shorelines, you'll find a beached Jetfish, with the game nudging you to carry it to sea, where you'll find that you can ride the Jetfish in an empty environment to let you come to grips with its controls, as well as cluing you in that some creatures, while hostile, can be beneficial to you.
  • Anti-Gravity: The interiors of active Iterators (as evidenced by in-game Five Pebbles) are permeated with zero gravity conditions and you have to rely on carefully clinging to objects, deliberately pushing into appropriate directions with jumps and occasionally, throwing items (which strangely give slugcat momentum with the throw, not opposite to it) to navigate instead of helplessly floating around. Iterators themselves can control the field at will. The anti-gravity effect fades away when nearing the exterior of the superstructure, which the player can experience across one particular room. Anti-gravity is projected by droning generators, which can be damaged — in the Unfortunate Development area, which is corroded by the Rot, anti-gravity intermittently switches on and off.
  • Apocalypse How: Class 3a, originally intended to be Class 5 or 6. As part of their belief that all living things were suffering in the Great Cycle of reincarnation, the Benefactor civilization strived to find a way out; to allow all living beings to ascend. Their attempts ultimately failed, and in the end they all left the world and their creations behind in their own global ascension via the old flawed method of Void Fluid.
  • Artificial Brilliance:
    • Most creatures will start to become frightened and will flee when near death, albeit slowly due to being crippled.
    • Lizards have a "rivalry system" of sorts whereby two lizards near each other will gradually get more and more annoyed with each other and eventually will fight to assert dominance. The differing lizard types even have different rates of getting annoyed, with green lizards being by far the most territorial, even being the only lizard type who will stand and fight a vulture.
    • Yellow lizards are very good at surrounding you and seem to even have a "leader" in every pack, frightening said leader off can cause the whole pack to lose their telepathic cohesion.
    • Vultures can be unmasked, and doing so will cause them to aggressively stalk and hunt you over the next few cycles, unlike other enemies who won't show up again for the most part after a cycle or two. Unmasked vultures are additionally "bullied" by masked vultures. Additionally, the mask can be worn by the slugcat, and this will garner the respect of the Scavengers and will frighten most lizards away.
    • The number of Enemy Mine situations occurring in the game can actually lead to you befriending otherwise hostile creatures, along with feeding them. They'll even follow you around and fight with you, even sleeping in shelters with the slugcat.
    • The tentacled blob-things called the Rot are very good at fishing through tunnels with their tentacles to try and snatch the slugcat, though they're not quite intelligent enough to stop doing so after you've speared said tentacles enough times.
    • Scavengers have both a local and a global reputation system, in which by trading with them, paying their tolls, and aiding them in battle you increase reputation, while by ignoring them in fights, stealing from them, attacking or trying to pass by tolls without paying reduces it. This means that the Scavengers can range from sheltering with you, giving you items and warning you of dangers at max reputation to sending kill squads at minimum to get rid of you. Furthermore, individual scavengers have different personality traits so each one treats the slugcat differently regardless of what the average reputation is, and they also remember the slugcat's actions. They even attempt to communicate with the slugcat via body language, and can even misunderstand the slugcat's movements.
  • Artificial Intelligence: There exist several supercomputers called Iterators. You can meet two of them, though it won't be easy to get to their respective facilities.
  • Artificial Stupidity:
    • Especially prior to Downpour's release, Rain Deer often seem to forget how to walk, trip and fall, and are difficult to ride.
    • Miros Birds often get stuck on corners, and are unable to free themselves. This can prevent you from passing through them safely.
    • Blue Lizards are prone to just spinning in place. Endlessly. Even if they catch you and kill you instead o taking you to a den they can just decide to treat you like a luna park ride for the rest of the cycle. It can get frustrating if they just happen to be in a position where they're blocking the way because once they start spinning they don't stop.
    • As mentioned higher up, Rain World's AI is brilliant, but it aims to be realistic in its brilliance. And much like in real life, animals can be clumsy and act stupid regardless of their intelligence. A lizard in Rain World falling off a wall that to us, for whatever reason, is very obviously a bad idea to climb, could be analogous to dogs chasing rabbits they obviously can't catch, or crabs in a bucket, or even us humans arguing over pointless things.
  • Ascend to a Higher Plane of Existence: The Echoes of the Benefactors you meet are a result of botched ascendance procedure, members of the civilization whose ruins the game takes place in. Apparently, the members of the ruined civilization attempted to break the cycle of reincarnation by ascending/transcending material existence, using something called Void Fluid. However, if a person had too many vices, or was especially arrogant, it would get stuck between this world and the next. Your ultimate goal is to follow in their footsteps after maxing out your karma - strange creatures called guardians will chase you away once you reach the end of the game otherwise.
  • Battle in the Rain: Normally (and ironically enough) this trope is Subverted; creatures could only be fighting in rainfall for a few seconds before the full force of the storm arrives and kills everyone outside. However, Downpour plays it straight by occasionally having the shelters fail, forcing the player to go out and potentially encounter predators during a non-lethal period of rain.
  • Befriending the Enemy: Lizards can be tamed if fed enough food (usually corpses of other creatures). Also, you can do very basic trade with Scavengers. They mainly deal using pearls, and can be traded with for items, safe passage through their tollbooths, or a free weapon depending on who you give it to.
  • Benevolent Architecture: The Outskirts has plenty of poles in open spaces, to help beginners outmaneuver the game's first two predators: green lizards cannot climb poles, and you can leap over the more agile pink lizards once they climb after you.
  • Big Fancy Castle: Shaded Citadel is a huge, cathedral-like building shrouded in darkness.
  • Bioluminescence Is Cool: There are all sorts of lifeforms capable of glowing in this game.
    • All types of Lizards have neon glowing heads, and bright spots around the rest of the body, usually their spikes. The only exception to this are Black Lizards, who are blind.
    • Lantern Mice live in particularly dark areas (like Shaded Citadel) and are capable of making their entire body glow on command. They gather in large groups while glowing to keep the photophobic spiders away.
    • Several types of flora can glow too, such as Slime Mold, Mushrooms, Lilypucks and Glow Weed. The last one is frequently used by the Scavengers as an alternative to a lantern.
    • Many of the purposed organisms in the Iterator's interior can glow, most prominently Inspectors and Neuron Flies. If the slugcat eats a Neuron Fly, it turns bioluminescent itself.
  • Black and Blue and Scary All Over:
    • Rot cysts, specifically Daddy Long Legs in this case, are voracious black blobs with striking blue crosses marking their bulbous "body". Compared to most other creatures, they look nothing like any animal or plant and are highly dangerous; other creatures tend to avoid them as they are difficult to kill and easily grab their prey with sticky tentacles.
    • Cyan Lizards, like most lizards, have a black body base, and uniquely, a black head, with cyan eyes and 2 cyan rings on their sides. And like most lizards they harbor hostility to most smaller (and some larger) creatures. Due to their ability to climb both background and foreground walls, plus their exclusive power to charge up long and fast leaps, their deadly presence can be a nuisance to avoid, especially given their prevalence in high-up, precarious areas.
  • Blackout Basement: The majority of the appropriately-named Shaded Citadel is nearly pitch-black, forcing the player to find some source of light to move through any predators lurking in the dark there. Filtration System below the Subterranean is lit only by dim red lights while the slugcat has to contend with its labyrinthine layout.
  • Bookends: Both the opening scene and the closing scene depict the Slugcat behind a huge-stumped tree.
  • Boring, but Practical:
    • While there are plenty of items the slugcat can carry and utilize, none are as ubiquitous and handy as the humble rock. While these items do very little damage, they have a plethora of uses ranging from stunning creatures (specifically flipping Lizards' armored heads back for a clean spearing), as a noisy distraction for sound-sensitive creatures, to knock down hanging fruit or batflies, or even as a traversal tool as part of the game's advanced movement techniques. Whatever the use, you will always want/have one handy for majority of the game, even with slugcats who have other combat options, such as Artificer and Spearmaster.
    • The standard spear will be your staple weapon as it's almost as ubiquitous as the aforementioned rocks and equally as multi-purposed. Besides the obvious, it also serves to create platforms to climb on to help with traversal, with prudent usage even letting you bypass difficult sections. While the explosive and electric spears are more exciting, they're hard to come by and harder to part with, making the bog-standard spear your go-to for 95% of the game.
    • For the average player, you're much better off avoiding combat altogether instead of engaging it. As a slugcat, your killing potential is very small and the odds are always stacked against you, making it prudent to hide from or evade creatures unless you absolutely have to engage in combat. Of course, this only counts for slugcats who don't rely on kills for sustenance.
  • Call a Smeerp a "Rabbit": Almost nothing in Rain World is the animal it's named after, whether formally or colloquially.
    • It's easiest to start with a downplayed one: lizards. They resemble salamanders with crocodile jaws more than lizards and have unusual capabilities, but real adult salamanders are lizard-shaped.
    • In a hilarious twist of irony, the actual named "Salamanders" specifically resemble axolotls. (In their defense however, axolotls and salamanders are related to each other at the very least, once again making this a downplayed example.)
    • The "slugcats" comprising the player characters resemble rodents or musteloids, and most frequently get compared to the former, with Five Pebbles even outright calling Rivulet a "wet mouse". Word of God says they are neither furry nor slimy; they are naked, like humans.
    • "Vultures" are floating black boulders with seemingly ornamental, tentacle-like wings, and no other limbs. They attack live prey instead of scavenging for carrion, they move mainly by gaseous propulsion, and while their faces are relatively bird-like, they wear individualized masks, apparently made of carbon fiber. "King vultures" additionally have a pair of retractable, laser-sighted harpoons they launch to spear prey.
    • "Miros birds", named after the birds painted by Joan Miró (Fig 1, 2), look like completely wingless ratites (e.g. emus, maybe kiwis), but all black, without feathers, constantly snapping scissor-like metallic beaks, and glowing yellow eyes, which flash rainbow when the "birds" are blinded.
    • "Centipedes" are symmetric, having a head at each end. They kill prey by attaching both heads to it, and running a strong electric current through it. They can only see fully out of one head at a time, and their sight is mainly movement-based.
    • "Spiders" never spin webs or have venomous fangs; they are solitary hunters, who capture prey by pouncing. Their backs have a number of tube-like growths coming off of them. "Spitter spiders" additionally spit leech-like sacs filled with slow-acting paralytic venom, which drain into you if they hit you.
    • Red and sea leeches do not suck your blood like the majority of real-life ones; they simply attach to you in great numbers. Their weight pulls you to the bottom of the water, and you drown. Downpour's jungle leeches, however, do in fact suck away your food pips.
    • "Kelp" is a single amphibious, omnivorous tentacle coated with what seems like dry, rustling vines. It captures prey by grabbing them with its tip and then drawing them into its den. They hunt entirely by sound.
    • Pole "plants" (also known as pole mimics) behave very similarly, with the difference being how they initially capture prey: they imitate poles, and any prey that tries to touch them will become stuck to them and will be drawn into their dens to get eaten.
    • "Daddy long legs" are based in design on epithelial cancer cells, being composed of fleshy, blob-like growths and extruding long, stringy tentacles (more like an octopus's limbs than a harvester's) to capture prey, which is drawn into the central mass to be slurped up.
    • Not even "fruits" are named honestly; they are apparently the pupae of an unknown bug. Regardless, they count towards the vegetarian passage.
    • "Gooieducks" are odd, crunchy fungi, named after a kind of real-life clam.
  • Cartography Sidequest: Of a kind. The Wanderer Passage requires you hibernate at least once in every area of the game, many of which are optional.
  • Cash Gate:
    • The player levels up every cycle they survive, and levels down every time they die (unless they eat a special flower). Passing between the game's regions requires you to be above a certain level. If the player has thoroughly explored an area but doesn't have the level required to move on (a likely occurrence given the game's crushing difficulty), they're forced to spend one or more cycles trekking already-explored territory leveling up. Food usually respawns after 2 or so cycles, so it becomes an exercise of memorizing where it spawns, then finding the best path to get it while avoiding enemies. Note that the game does not save between regions. If you pass through a gate to a new region and then die before finding a save point, you'll be stuck in the old region if this drops your level below the required number.
    • You must give a pearl to the Scavenger Toll to be granted passage, lest the Scavengers try to kill you.
  • Central Theme:
    • Cycles of death and resurrection. The player character awakening back at the beginning of the day they die is canon; they must prove their balance and worth to travel between regions, and the vanilla Slugcats' standard endings have them transcend the cycle.
    • The sheer impact of the passage of time. Each Slugcat's journey is on a different spot in the timeline, once the Benefactors are gone. Shoreline wasn't the vast lake it was before the Hunter's time, and the Rot infestations slowly decrease and increase in Garbage Wastes and Five Pebbles, respectively; in the Saint's campaign, the Rot is gone from Garbage Wastes, and Five Pebbles winds up in a decrepit state.
    • The combination of spirituality and speculative futurism. The Benefactors desired to ascend from their mortal coils, and they created huge supercomputers called Iterators to find a way to do the same for creatures who cannot comprehend ascension. The Iterators' actions and ultimate downfalls influence the ecosystems around them, and both they and intelligent animals seek out a Fantastic Nirvana.
  • Collection Sidequest: The Scholar Passage requires you collect at least three lore pearls and bring them with you to a shelter to hibernate.
  • Colour-Coded for Your Convenience: Lizards, centipedes, and larger spiders are color-coded by their different abilities. They're often even named after their colors as well.
  • Combat, Diplomacy, Stealth: The three vanilla campaigns are centered around the attributes of each slugcat in it:
    • Survivor, the classic mode, is based on Stealth: they use their movement to evade the attention of predators, gathering smaller food items each day.
    • Monk, the "easy" mode, is based on Diplomacy: creatures are slower to attack them and will more readily befriend them. The Monk is weaker and lighter than usual, encouraging the treatment of creatures as fellow wild animals instead of simple video game enemies.
    • Hunter, the special "hard" campaign, is based on Combat. Robust and a fast runner, they are forced to kill larger animals for meat and encouraged to traverse varied environments briskly before their disease overtakes them.
  • Combat Pragmatist: Slugcat is encouraged to use all aspects of their environment in order to survive, and every creature operates on this trope thanks to their Artificial Brilliance. For example, predators might leave Slugcat alone if it can hand them some food or can kill something in the vicinity for the creature to take. A vulture would rather prioritize the corpse of a lizard than go after the nimble slugcat, for instance. Since certain creatures get temporarily stunned if a spear can lodge itself in their torso, and things like invinciblity frames are near nonexistent in this game, it's also possible to stunlock enemies to death. Be weary that the same thing also applies to you as well however.
  • Complete Immortality: Thanks to the cycle of life and death, nothing can die permanently, they will just keep reincarnating. The Benefactors tried using Void Fluid, but unless they rid themselves of desires, they were left behind as an Echo.
  • Continuing Is Painful: Dying lowers your karma by one level, which means you have to go through another cycle just to get it back to where it was before.
  • Cosmic Horror Reveal: Subverted. Diving into the Void Sea reveals that there are titanic unnerving creatures known as Void Worms swimming inside of it, but they are actually Gentle Giants who help ascend other beings by dragging them to the bottom of it.
  • Crapsack World: Civilization has died out? Check. Quasi-permanent deadly weather? Check. Almost everything in the world is out to kill each other? Double Check.
  • Critical Existence Failure: Averted. Damaged creatures struggle to move around, and often try to run back to their dens to recuperate. Injured lizards even drop their prey occasionally, allowing you to escape. A few creatures display Subsystem Damage of sorts; vultures lose the ability to fly, and a Daddy Long Legs' tentacles can be rendered useless. This can backfire horribly as a creature can still attack you even as they bleed to death, such as a dying scavenger managing to spear you before collapsing.
  • Deadly Euphemism: The iterators refer to leaving the eternal cycle of life and death as "Crossing Out".
  • Difficult, but Awesome: The Hunter demands this playstyle to be engaged with, as you have a stark 20 cycles to finish the game and primarily dine on large predators rather than plants, meaning you better be keenly aware of how slugcat can function in combat or die. Becoming a solid hunter means you get access to a bunch of excellent tools, like being able to store spears, consume predators for tons of food points, a pearl in his stomach, and a useful green neuron fly that can be instantly used to reboot Looks-To-The-Moon to full power. As a downside, his karma is incredibly low and due to being "karmically imbalanced" he cannot gain the maximum karma expansion from Five Pebbles and thus must search for Echoes if he wishes to ascend. Plus, it's freaking awesome to tear the predators hounding you to shreds with spears and rocks.
  • Down the Drain: Drainage System, and the underground structures comprising much of Shoreline, are networks of tunnels with water filling much of them.
  • Emergent Gameplay: A crowning example, and ingame this trope is almost enforced. The game tells you absolutely nothing about how its mechanics work outside of the controls, leading to the player discovering things on their own. This is taken up to eleven with the creature A.I, which is complicated enough to have a serious amount of variety and possible tactics depending on the creature.
  • End of an Age:
    • The game takes place in an indeterminate amount of time after the Benefactors all Ascended, leaving behind their structures, the Iterators, and purposed organisms. Wildlife is slowly taking over all facets of life, swallowing the structures, the Iterators are a whole are extremely distressed by the Mass Ascension as they're left with no purpose and slowly eroding from a lack of proper maintenance, and the purposed organisms evolve independently, even forming their own cultures.
    • The deeper you go into the map, the more "layers" of civilization you get to see. At the very top (on top of the iterators) you see massive futuristic cities, underneath the iterators you see typical trains extremely similar to real life ones, under those you see brick structures, and under those are ancient ruins. It's quite the showcase of the different stages of civilization.
    • The creation of the Iterators itself was an end of an age. A pearl states that due to the effects the Iterators have on the environment (creating bone-crushing rains by their mere presence), living on ground level became impossible, forcing the Benefactors to live on top of their creations.
    • Several Echoes comment on this trope, especially on Downpour's Saint campaign (which is chronologically the latest). For example there's an Echo that always comments on how the fields they used to own became completely unrecognizable over the passage of time, another laments how things like revolutions and politics eventually amounted to "rusted metal in frozen puddles", and some others express curiosity or excitement over what the future will bring.
  • Eternal Engine: The majority of the world's regions take place in factories, but most of them don't function anymore. The exception is the built-to-last Five Pebbles subregion, although even that area is on the verge of shutting down. Five Pebbles is horribly eroded in the Rivulet's campaign, and by the Saint's time, the structure has fully collapsed.
  • Fake Difficulty: The slugcat has a large repertoire of moves at its disposal, but the player is only told about a handful of them and expected to learn the rest through experimentation. While some, like the backflip and the slide, might be learned during the course of natural play, more complex moves like downward spear chucking and slide flipping likely will not. What turns this into Fake Difficulty and not merely Guide Dang It! is that some of these advanced moves are important for traversing certain areas.
  • Fantastic Flora: Much like the animals, the plants are also alien. The striking majority of them aren't even green, usually being in shades of red, and they grow in strange shapes, like spirals or far too organised roots. And that's not getting to the enemy plants, like the Monster Kelps and the Pole Mimics.
  • Fantastic Nirvana: The Precursors became so advanced that they managed to find a way to achieve a state of nirvana free from the pains of reincarnation. In fact, they actually left behind a door to it so lesser beings like Slugcat can find it. It's not actually a door, but a secluded underwater area where great beasts/spirits swim around, and the only way to pass is to let one drag you down. However, unlike all the other predators in the game, it doesn't cause another death, and does indeed allow Slugcat's spirit into a paradise where they're reunited with their family. Similar endings happen with all the Slugcats but the Saint and Artificer, where after they take the ride, they briefly swim along with the many other Slugcat spirits before arriving at the site where they ascend. The only exception to this is the Hunter, who can't keep up with the other spirits and sinks deeper into the abyss where a mysterious being seems to catch them.
  • Fantasy Counterpart Culture: The Benefactors (or at least, what we hear about them from Looks to the Moon) take a lot of cues from Buddhism, and other eastern religions. There is a focus on reincarnation, ridding oneself of earthly desires, and their garb draws from South Asian aesthetics.
  • Fission Mailed: An unusual take on the trope. After most enemies incapacitate you and the Game Over appears (accompanied by a single bass sound), they'll start dragging your body back to their nest. Should the player just wait, there is a chance that something will force the predator to drop you from their mouth, such as another creature fighting with them over your body. Should that happen, the Game Over disappears and you re-take control of your character, allowing you to continue playing as if nothing happened. If the enemy's attack kills the slugcat instead of incapacitating it, its eyes will be crossed out instead of shut and the bass sound will play twice instead of once.
  • Gainax Ending: While possible, albeit unlikely. That player can figure out that their going to ascend by venturing into the Depths before they see the ending. It still doesn't prapare the player for suddenly meeting cosmic entities of unimaginable scale, seeing countless versions of the protagonist in an endless void, and witnessing the slugcat's childhood home from the opening cutscene warped into a ethereal paradise.
  • Gameplay and Story Segregation: The ever decaying state of the world is a major plot point, yet there are more functional shelters for Monk than there are for Survivor, and more for Survivor than there are for Hunter. Even though Hunter is the earliest and Monk the latest slugcat in the vanilla timeline.
  • Genre-Busting: Rain World is a Cinematic Platformer and Survival Sandbox game with elements of a Metroidvania all at the same time, with tons of Speculative Biology scattered all throughout.
  • Getting Eaten Is Harmless: Slugcats can safely store some small animals (particularly hazers and vulture grubs) in their stomachs, and regurgitate them later without any harm to the little creatures.
  • Going Cosmic: From the beginning, the game is about survival, and hopefully finding your family. Then you meet nigh-omniscient AIs, echoes of Precursors, and find yourself on the path to achieve transcendence. Near the end of the game, a cosmic worm leads you to the souls of your kin. Any questions?
  • Guide Dang It!: The game takes less than 5 minutes to stop holding the player's hand. After that, the almost complete lack of text, clear feedback, or explanations of any sort means that players will discover most game mechanics by looking it up online, from other players, or through experimentation. The game does give solid enough directions to complete it by following the Overseer's directions and exploring, but it's still very easy to get lost or blunder into a region you're not prepared to take on.
  • Hailfire Peaks: Several regions consist of different environments placed next to each other, without those being distinct subregions:
    • Shoreline has large, deep lakes with only a few spires jutting up from them. However, below them lies a clean sewer system with almost nothing deadlier than some Jetfish.
    • Shaded Citadel's highest floors are decently lit with big arches supporting them. However, its middle levels are normally pitch-black, and the path to the Memory Crypts is a quiet grotto, with stagnant water inhabited by Monster Kelp and illuminated by Lilypucks.
    • Chimney Canopy's bottom, entered from Industrial Complex, is composed of flats and large tubes that are hospitable enough for the landbound Pink Lizards there. However, its heights are more dangerous to traverse, necessitating travel on more vertical and horizontal poles, and smaller platforms easily blocked by Vultures.
  • Hint System: For the Remix update, screens after hibernations provide hints about the game, such as how to execute advanced movement techniques, useful methods to deal with predators, and hints on how to achieve passages.
  • Kaizo Trap: The Depths is almost entirely devoid of enemies or hazards, with the Guardians only attacking if you arrive without maximum karma. However, there's a drop that is large enough for a careless player to die by fall damage, just a few screens away from finishing the game.
  • Karma Meter: Scavengers, squidcadas, lizards, jetfish, and rain deer have reputation systems where their behavior changes based on how the Slugcat treats them. Protecting and feeding creatures, and giving items to Scavengers, increases reputation. Attacking creatures, stealing from Scavengers, and trespassing their tolls without high reputation will lower reputation.
    • Ironically, the karma system does not count and is instead a sort of lives system (at least in Expedition Mode)
  • Knowledge-Based Progression: The game explains very little outside of basic movement and the core gameplay loop (find enough food to survive, and find a shelter). In order to make any progress, you need to learn how karma works, how other creatures act, how various items work, and figure out Advanced Movement Technique to progress. You can go anywhere, you just need to figure out how to get there.
  • Law of Chromatic Superiority: The strongest, deadliest variants of Lizards and Centipedes are red.
  • Level in the Clouds:
    • Chimney Canopy and Sky Islands are primarily made of small structures extremely high above ground, making bright skies above an unsurvivable drop a constant.
    • The Exterior's Wall (whose height trait extends to Downpour's Metropolis and Luna) feature this geometry to a lesser degree, but areas high enough will play this trope literally (too high for rain to be a threat).
  • The Many Deaths of You: Eaten by bigger animals, eaten by carnivorous plants, drowned by leeches, electrocuted, mauled by the rain, fell into a bottomless pit, and every variation of the above...
  • Mass Monster-Slaughter Sidequest:
    • The Outlaw Passage requires you kill at least seven creatures over consecutive cycles.
    • The Hunter passage can potentially turn into this, as it requires having an exclusively carnivorous diet for at least six cycles, which can potentially require killing creatures to eat them (like Lizards as Hunter).
  • Minimalist Cast: Excluding the occasional Echo (which only appear once each and are optional), there are exactly three characters in each campaign: Looks to the Moon, Five Pebbles, and the Slugcat you're playing as. Most of the time you're entirely alone, Pebbles kicks out visitors, and Moon is at the furthest edge of the map, enhancing the feeling of isolation.
  • Multiple Endings: If you die as the Hunter with cycles counting below 1, your playthrough is terminated, your final score is tallied, and the Hunter permanently dies, having turned into a Rot cyst. The campaign lets you choose whether or not to revive Moon, as well as whether to ascend and whether to bring the aquamarine pearl to Moon as well.
  • Mushroom Samba: Eating a mushroom temporarily distorts the world around you, but it's actually to your benefit, as it increases your mobility and slows down everything else.
  • My Rules Are Not Your Rules: Any creature that can access pipes has access to a lot more of them than you do. You can fully expect a lizard to just vanish into the ground and reappear from the wall above you by using a pipe that doesn't exist for you. They also have their own exclusive shelters from which they emerge and to which they return as the cycle comes to a close.
  • Noodle Implements: There are several pearls that Moon just can't figure out what they could be possibly used for or can only make guesses at; for example many pearls are random strings of numbers that she can only assume are part of some cipher, or that pearl that only has the number 8 on it and nothing else.
  • Organic Technology: Before they vanished, the Benefactors made extensive use of "purposed organisms", creatures they designed to fulfill particular tasks, such as cleaning the insides of pipes. Looks to the Moon and Five Pebbles are two such organisms, built to be supercomputers, but don't be deceived by the humanoid "puppets" you interact with — their bodies are made up mostly of "microbe strata" that extend across their whole facilities (or used to, in Looks to the Moon's case). Looks to the Moon theorizes the Slugcats themselves are evolved/descended from purposed organisms, and it's likely most of the other creatures you encounter have similarly unnatural origins.
  • Oxygen Meter: Each slugcat gets one when they're fully submerged, appearing as fading dots at the bottom of the screen. They all have different lung capacity, with Rivulet's having the greatest (they have trace gills) and Artificer's the smallest.
  • Painting the Medium:
    • The rain is depicted as shears in the pixel art and screen shake, as if it's literally tearing the world apart.
    • As you approach the Void Sea, the pixel art begins to warp and distort, the outline of your character becoming more and more abstract. This is used to show just how alien the whole place is.
  • Palmtree Panic: Much of Shoreline consists of small "seasides" of land next to a lake teeming with its own adapted life, resulting from the spillage of water from the collapse of Looks to the Moon next to Waterfront Facility.
  • Permadeath: The Hunter can suffer this if you don't finish the game within 20 cycles. Upon reaching 0 cycles, the Hunter begins to have seizure-like spasms and moves at a reduced speed. Any deaths while under 0 cycles will result in the run being over.
  • Perpetual Storm: Every day, a drought of up to 20 minutes occurs, during which the phases of gameplay take place. The player can keep track of how long until the storm restarts by checking the rain clock on the map screen. As the rain starts hitting the ground, the screen starts shaking and the lights grow dim. The water level rises by many screens, and in places exposed to the sky, the downpour will stun any player who tries to move through it. Should the player fail to reach a safe house before the main of the storm arrives, which takes about a minute, the player instantly dies, no matter where he is. It can be assumed that even if the player manages to find a place safe from the rain/water, the drop in temperature caused by the nearby flowing water will cause death by hypothermia.
  • Polluted Wasteland: The Garbage Wastes, with their sickly green water and buzzing flies fit this trope perfectly.
  • Popcorn on the Cob: There are literal popcorn plants. They look like regular corn plants except with red leaves, and if you throw a spear at them the leaves open to reveal popcorn inside, complete with a popping sound. They're also endless sources of food for any non-Spearmaster slugcat, regardless of dietary requirements.
  • Primal Fear: The game practically runs on this. To start, nearly every enemy is out to eat you, most likely alive, and many of them are essentially monstrous versions of known unpleasant animals such as bugs, spiders, squids, reptiles, leeches or vultures. There are multiple dark and claustrophobic areas. And you have to constantly scavenge for food lest you starve.
  • Recoil Boost: Present, but works in reverse — throwing spears and rocks accelerates the slugcat into the same direction the throw was made, not away from it. Extremely helpful in the insides of the Iterators, which are permeated with anti-gravity.
  • Riddle for the Ages: What was Sliver of Straw's solution to the Triple Affirmative?
  • Shout-Out: One of the generic pearls you can give to Five Pebbles would be about a simulation called The World Machine, which sounds awfully familiar to anyone who has played OneShot (2014).
  • Soft Water: No matter what height you fall from, as long as you land in water you'll be fine. Though it does knock some air out of the Slugcat.
  • Speculative Biology: The game takes place on an unnamed planet where the striking majority of lifeforms have been genetically modified by the since extinct Ancients, while every single cycle bone crushing rains pour down the land. You play as a Slugcat, which is an omnivore very near the bottom of the food chain (most of the time). The game is unique in that it fully emulates the behaviors and food chains of all the fantastic creatures in it, such as having animals antagonize you over food sources, the behavioural changes between different subspecies of lizards, and a truly astounding amount of Bioluminescence and half-mechanical beings. On top of that, the different campaigns of the game take place over a very long period of time, so throughout them you can see different species evolve, appear, spread, and go extinct.
  • Stomach of Holding: Slugcats can swallow small inedible items to regurgitate later, freeing up their hands for other purposes.
  • Story Breadcrumbs: Provided in the form of pearls, given to Looks to the Moon, dialogues after reaching Echoes around the game world, and through the way the ecology has adapted to various locations.
  • Suspicious Video Game Generosity: If a Karma Flower grows in an area all on its own, expect the following area to be particularly difficult. Also, consuming those flowers is an one-time thing; once consumed they require multiple cycles to respawn.
  • Techno Wreckage: The entire game. The plot takes place in a planet where the previously dominant highly advanced civilization has disappeared, and all that's left is their ruins, including the Iterators, mountain-sized biomechanical supercomputers slowly falling to disrepair since there's nobody to maintain them. There's not a single pixel in the map that's not made up of technology falling apart and getting overtaken by nature.
  • Timed Mission:
    • Almost every region is under threat by a storm at the end of each cycle. If the player doesn't make it to shelter in time, they will almost certainly die through either the flooding of interior areas or the sheer force of the rain outside. This is most prominent when playing as the Rivulet, as its cycles are significantly shorter than usual.
    • The Hunter has a terminal illness plaguing it. It starts the game with 19 cycles of being healthy and can have 5 more tacked on if you know where to look, but once those are up it begins to suffer seizures and penalties to its statistics, and if you're killed after the counter hits zero, your save file is rendered unplayable.
  • Translator Microbes: Since the playable characters are slugcats (animals that evolved after the era of the Benefactors), they cannot understand their language. That's where the Mark of Communication comes in; Iterators can essentially modify the brains of the living beings that enter their chamber to understand the ancient language. This mark manifests as a glowing white pixel above the slugcat's head when they're standing still. It also reflects on the gameplay; if you visit Looks to the Moon or Five Pebbles prior to receiving the mark, you'll hear their incomprehensible Voice Grunting, which is replaced by text after receiving it. Similarly, you'll only be able to hear what Echoes say after getting the mark.
  • Trial-and-Error Gameplay: Though less about figuring out the exact sequence of moves to make in any situation, like many examples, and more with figuring out the mechanics themselves, which are often obtuse. "Why did those masked monkeys kill me?" "Is this species of red-tinged plant going to eat me, be explosive, or give me a rich source of food?" "I hit that lizard in the head, why didn't it get hurt?" Well, the only way to find out is to try again. Or look it up on the wiki.
  • Underground Level: Subterranean consists of dimly-lit caves, and the bottoms of Pipeyard and Shaded Citadel are water-filled lakes within the ground. These areas comprise the bowels of the game world.
  • Unlockable Difficulty Levels: The Hunter, as well as Downpour's five slugcats, are unlocked by beating the game as previous slugcats.
  • Video Game Cruelty Punishment: Eating one of Looks to the Moon's neurons will anger her Overseers, who will then cease guiding you, and will also cause Moon to convulse and, if you eat all the neurons, ultimately kill her. Curiously, if you work to bring some neuron flies back to her, Moon will eventually forgive you. She outright states once you have the Mark of Communication that it's hard to blame you because, to her, you're a speechless animal who doesn't know right from wrong.
  • Warp Whistle: Surprisingly and inexplicably, one can use a Passage to warp to any known shelter after hibernating. Less surprisingly, it has limited uses only unlocked by completing achievements.
  • What Happened to the Mouse?: What happens to any iterators other than Five Pebbles and Looks to the Moon after Hunter's campaign is a complete mystery.
  • What the Hell, Player?: If the player takes or eats one of the neurons belonging to Looks to the Moon, she will berate them if she doesn't like them and her Overseer will produce a likewise angry projection of a dead slugcat before leaving the player on their own.
  • Who Wants to Live Forever?: The central conflict of the setting. All of the Benefactors are gone, leaving behind massive supercomputers called iterators, all trying to find a way to end their immortality without using the Void Fluid. One of them, Sliver of Straw, signaled she found it, but somehow died (an extraordinary occurence due to the distributed nature of Iterator systems) before being able to tell the rest. This sets the events of the game in motion.
  • A World Half Full: A downplayed and very long-winded version: the more combative campaigns are first in the timeline, whereas the nature-taming Monk (and Downpour's fleeting Rivulet and pacifistic Saint) are last. That means that over time, fighting in the game world becomes less practical, and ascension becomes more accessible to wildlife.

    Tropes appearing in the Downpour DLC 
  • Acid Pool: In Spearmaster's and Artificer's time, the Garbage Wastes has pools of deadly green acid, many situated in buildings only found at that time.
  • All for Nothing:
    • The entirety of Artificer's campaign becomes pointless in the long run. Five Pebbles recruited them to kill the Scavengers damaging his structure, but with the Rot, his structure turns into a pile of rubble anyway, and Scavenger numbers recover elsewhere after Monk's campaign.
    • The Benefactors created the Iterators to solve the Great Problem, which is how to ascend creatures who cannot understand ascension. Five Pebbles and Looks to the Moon admits there was no way to truly know the solution if the Saint ascends them both. They explain that they were looking for a solution to death and ascension without having experienced either themselves, and even if they stumbled on a correct solution they had no means of telling them apart from the false ones or testing it and verifying those results. Their position right from the get-go made finding the Triple Affirmative impossible, so their entire creation—and all the suffering they went through—was ultimately pointless as they couldn't fulfill their main purpose. To this end, an Echo in Saint's campaign bitterly states all it amounted to was a bunch of rusted buckets in puddles of frozen water.
  • All the Worlds Are a Stage: The Rubicon is the Point of No Return in Saint's campaign, and it's an amalgamation of several different rooms from previous areas in the game (including those of other campaigns like the Underhang) and several enemies or hazards seen in them.
  • Anachronic Order: Each slugcats' journey is set in a different time from one another. You'll have Monk and Survivor unlocked first, then you'll unlock Hunter, whose story takes place before the previous two. The Downpour DLC also adds characters whose story takes place before the Hunter, but also after the Monk. The complete order is as follows: Spearmaster -> Artificer -> Hunter -> Gourmand -> Survivor -> Monk -> Rivulet -> Saint. ??? is exempt from this timeline, since their campaign is designed to be exceptionally difficult regardless of its logical sense within the story.
  • Anti-Gravity:
    • In Spearmaster's campaign, which takes place before Looks to the Moon's collapse, anti-gravity is still on within the facility, but the damage from water deprivation means that it randomly shuts off, leaving Moon's puppet collapsed on the floor.
    • In Rivulet's campaign, most of Five Pebbles' structure is corroded by the Rot, so anti-gravity is erratic at best and permanently non-functional in some segments (like Pebbles' chamber). After removing the Rarefaction cell, the Iterator no longer can afford anti-gravity and it turns off permanently. To compensate, the player can temporarily activate the anti-gravity of the rarefaction cell itself, allowing one to enter low-gravity mode for a limited time, which is invaluable for traversing this otherwise impassible terrain.
  • Apocalypse How: Played for Laughs in the ??? dating sim. Every ending involving the egg somehow destroys reality, though the Class differs from case to case. For example Saint's version seems to crash reality while Gourmad turns into a black hole.
  • Art Shift: The dating sim ending has everything look like it was badly drawn in MS Paint, with the addition of random photoshopped images.
  • Big Fancy Castle: The building traversed throughout Outer Expanse gives off a similar sense of adornment to Shaded Citadel's, albeit in similarly lavish wilds.
  • Black Comedy: ???'s campaign in a nutshell. Whenever you die you get treated to the devs making fun of you, every area has some absurd name like "Tower of Gains" or "we forgot to render this one sorry", and the egg is a weapon of mass destruction. And then there is the dating sim, in which said egg brings the end of the world at least five times, and murder is the correct response to failing to romance someone. The whole thing is summed up pretty well when you meet Five Pebbles.
    Five Pebbles: Hello creature, you've come at the perfect time.
    The solution has been found.
    The solution is portable.
    The solution has been implemented.
    And it comes in three delicious flavors.
    Five Pebbsi: Triple Affirmative
    ...
    Would you like to try a sample?...
    *kills you*
  • Bookends:
    • In one of the campaigns, specifically the Saint, you start off freezing in Windswept Spires — also known as Sky Islands but frozen over. Upon maxing out your karma cap by visiting the Echoes and going through Rubicon, all of the karma is vanished away and the Saint transforms into something resembling an Echo. After that they wake up in Windswept Spires again, in the exact same spot, with the exact same karma they started out with; instead of ascension breaking the cycle, for Saint it is the cycle.
    • The beginning and end of the timeline as a whole. Spearmaster's ending pans up to the sky, while Saint's ending pans down from the sky, showing the damage which distant Iterators in the background have suffered from.
  • Borrowed Biometric Bypass: One of Artificer's unique gimmicks is their (semi)permanently low karma, making passing through most karma gates impossible by normal means. To compensate, they can kill scavengers, who have their own karma levels exclusive to Arti's campaign, and drag their bodies to karma gates to "fool" them into opening.
  • Breaking the Fourth Wall: In the dating sim ending, Spearmaster absolutely obliterates the fourth wall to complain about being in a dating sim again, the developers removing their mouth, how hard they got nerfed, and how they almost didn't make it into the game. ??? joins in to complain about the nerfing.
  • Brick Joke: In the base game there's a pearl of a company thanking another one for a drink shipment that's so deeply engraved Moon is stunned at its clarity and assumes whoever wrote it wanted it to last forever for some reason. Well, in Downpour we found out they succeeded; it's one of the two still readable pearls in Saint's campaign.
  • Collection Sidequest: Gourmand has the Food Quest, which requires of them to eat 20 different types of food to unlock an extra ending. It doesn't differ too much from the original outside of unlocking slugpups for other campaigns.
  • Developer's Foresight:
    • The Outer Expanse is naturally only accessible by Gourmand, Survivor and Monk; the gate is unusable in other campaigns. However, through the use of mods, other Slugcats can visit the Outer Expanse and reach Journey's End where, instead of causing a crash or softlock, the game will skip over the non-existent ending cutscene and end the run as usual. Curiously enough, as it treats this as a non-ascension finish, the Hunter's ending is handled as permadeath instead of a win which makes sense considering they are infected with the Rot and would, naturally, succumb to it in due time since ending their journey in the Outer Expanse wouldn't allow them to ascend.
    • Due to Metropolis being exclusive to the Artificer, the Echo there is normally unavailable in other campaigns. By using mods to get in however — such as the official Expedition mod where Metropolis may be chosen as a starting location for Survivor and Monk — or an exploit that may be performed as the Gourmand, access to it can be gained as any character. Talking to the Echo in this manner yields alternative dialogue instead of the one given to the Artificer.
    • While Looks to the Moon can examine anything that the player brings to her, there are a select few things that cannot naturally be brought into her chamber — namely, large creatures such as Rain Deer. These creatures already cannot fit through pipes and on top of that have to somehow be moved from where they are, facilitating the use of glitches or mods to do so at all. If the player manages to get any of these to her chamber, Looks to the Moon will give responses tailored to the creature in question such as "Oh no" for Rot creatures, asking how they could fit a Leviathan or any of the Vultures, and pure astonishment if it's one of the Guardians (which are in a very remote location and practically impossible to bring along).
  • Difficult, but Awesome: Slugpups, unlocked from Gourmand's quest, are juvenile slugcat NPCs that are, for all intents and purposes, another you. They have a multitude of personalities and you can even carry and command them with gestures, as well as some combat prowess with throwables and spears, and two item "slots". Unfortunately, they are also incredibly frail, require food like you, and are overall very unpredictable. Taking care of a slugpup is a large undertaking, especially in a game where it's hard enough to take care of yourself, nevermind another creature with you. It's easy for them to become The Load and most players often throw the pup to the nearest predator to rid themselves of the extra responsibility. But if you're patient and diligent, you have an ally that gives you a bigger advantage in fights and can save you from the jaws of a hungry predator. That, and a cute lil' fella who'll keep you company in the otherwise bleak and lonely world.
  • Distant Finale: The Saint's campaign is the very last in Downpour's timeline, and the environment has drastically changed to evoke this. The monsoons are gone, being replaced by blizzards. Several of the creatures have changed appearances, the levels have different names, and Five Pebbles' structure is almost completely gone, among other things.
  • Easter Egg: Moon's Submerged Superstructure is normally explored as part of the Rivulet's campaign. With clever use of jetfish and/or bubbleweed however, the region can be entered & explored as Hunter, Gourmand, Survivor, Monk and Saint, albeit at great risk and difficulty. The Hunter, Gourmand, Survivor or Monk can then find a torn white Cloak which can be given to Moon, the same one she wears during the Rivulet & Saint's campaign. Meanwhile, the Saint can find an extra Echo in the Bitter Aerie with unique dialogue noting how difficult reaching it is.
  • End of an Age: Saint's campaign takes place in an era where the rains have stopped and are replaced with equally lethal blizzards. But that's not all. With their ability to Ascend other beings, they're able to Ascend Iterators, putting a definite end to the legacy of the Benefactors.
  • Escort Mission: In Gourmand's campaign, you can find slugpups, which you then can choose to take care of ad bring with you. This includes feeding them and teaching them movement tech, and generally they learn to mimic your behavior. After completing Gourmand's campaign, you can also find slugpups in Hunter, Survivor, and Monk's campaigns.
  • Extended Gameplay: With Downpour, several slugcats have endings that don't involve their ascension, and, given they're still alive and still more or less immortal, you can continue to play the game on that file either to reach the standard ascension ending or just to explore and survive for as long as you wish.
  • Fake Difficulty: In the secret ??? campaign, while the difficulty is upped in general, in some areas it comes in the form of messing with the graphics settings (like turning a room entirely red), making it hard to see.
  • Final Boss: To achieve one of the two endings of Artificer's campaign, you have to kill the Scavenger Chieftain. Unlike all other Scavengers, they wear armor that lets them take several hits, and can kill Artificer as easily as any other Scavenger can. It's the only instance in the entire game of having to win a specific fight to finish the game.
  • Gusty Glade: When the Saint comes across a blizzard at the end of a cycle, harsh winds may blow them left or right.
  • Have a Nice Death: Whenever you die in the ??? campaign, you get a voice-acted message that says "Rest in Peace, Gamer."
  • Hailfire Peaks:
    • Pipeyard is designed as a varied "crossroads" between multiple regions near the west side of the game world. The upper side has drier flats and holes, but its lower levels have dimly lit ponds, as well as the tighter corridors of Filtration System creeping from said subregion.
    • Outer Expanse's main area is a tangerine, tropical wilderness, but such constantly permeates a bright, fancily-carved villa.
  • Hourglass Plot: Five Pebbles and Looks to the Moon as the timeline progresses. At the early stages, Five Pebbles has his full power and the arrogance of a god, while Looks to the Moon is broken to the ground, inactive and naked. However, as the timeline progresses, everyone, including Pebbles, combines their efforts to restore as much power to Moon as possible, while Pebbles slowly succumbs to the Rot. By the time of Rivulet's campaign, Pebbles and Moon have the same standing, with their cans in similar states of disrepair, running on next to no power, and both puppets forced to the ground. By the time of Saint's campaign, Pebbles' can has crashed, everything has been completely torn open, and he's barely cognizant, seemingly incapable of perceiving anything other than the cold and colours; meanwhile, Moon is fully cognizant, her can still has power, her puppet floats, and overall everything runs as smoothly as possible.
  • Interspecies Romance: ??? is attracted to the overly buff golden lizard in Rubicon but Saint kills it before they get a chance to flirt. In the Spearmaster section, one route involves a red lizard playing wingman for a blue lizard to ???.
  • Joke Weapon: The Joke Rifle. Yes, it's a modern rifle sized for the slugcat. You can load it with just about anything, including Noodlefly Eggs that fire baby Noodleflies. It's only available for non-story mods like some Challenges or Sandbox. With certain types of ammo, it can actually be pretty useful.
  • Jungle Japes: A couple of areas are very jungle-like (sharing the unusual "blinking flowers" as background plants):
    • The Outer Expanse is filled with tangled forest life, along with a damp climate and some patches of Worm Grass laying around.
    • In Saint's campaign, Drainage System has been overcome with underground plant life, making it a more lush ecosystem inhabited by spiders and centipedes.
  • Mass Monster-Slaughter Sidequest:
    • The Dragon Slayer passage added in this DLC requires you kill at least one of each type of Lizard.
    • Expedition mode occasionally adds such quests. A highlight is the Saint-exclusive "Change of Heart", which gives Saint the Joke Rifle and tells them to murder everything.
  • Meaningful Rename: Several regions and their subregions change names in certain campaigns to reflect their significantly altered state through the timeline.
    • Spearmaster and Artificer don't have Shoreline but rather Waterfront Facility, with the unruined region filled with structures that are yet to collapse in the future.
    • In Rivulet's timeline, the superstructure of Five Pebbles is renamed The Rot due to the extent it has been infected, and only Recursive Transform Array retains the original name.
    • The Saint campaign has the most extreme changes by far, as every region now has a new name, regardless of how much they changed, such as the starting region (Sky Islands) now being Windswept Spires. The biggest change by far is the campaign exclusive Silent Construct, which is actually the combined remains of Shaded Citadel, Five Pebbles, and the Exterior, with only the entryway to Pebbles' chamber retaining the original name.
  • Missing Secret: Most of the Slugcats can raise their Karma level to 10 by meeting Echoes and/or Five Pebbles, but Artificer can only reach level 9. Try as you might, there is no way for Artificer to get one level higher. This is intentional, as the ending where Artificer tries to ascend shows what happens if a creature enters the Void Sea prematurely.
  • Multiple Endings:
    • Every slugcat can ascend by finding Five Pebbles and/or enough Echoes to attain a maximum karma of 10, then going to the Void through the bottom of the Subterranean's Filtration System. This is the standard ending for all three vanilla Slugcats.
    • The Gourmand's standard ending is to unlock the Subterranean-Outer Expanse gate by consulting Five Pebbles, and then relay its findings to the slugcats at the end of the region. If the Gourmand's food tracker is complete, the ending cutscene will be expanded, and the Hunter, Gourmand, and Survivor will be able to find and care for Slugpups.
    • Completing the Gourmand's campaign unlocks the Outer Expanse gate for the Monk and Survivor. If the latter two return to their home, the Survivor will find it without the respective family they sought, but the Monk will reunite with the Survivor and their new Slugpups.
    • The Artificer's standard ending is to enter Metropolis and kill the Scavenger chieftain. This finalizes their revenge, locks their standard max karma at 1, and causes the surviving Scavengers to flee to the Garbage Wastes.
    • If the Artificer attempts to ascend through the Depths, the Void Worm refuses to drag them to the afterlife. They swim downward anyway and reunite with their dead pups for just a few seconds, before their soul ceases to exist.
    • The Rivulet's standard ending is to bring a Rarefaction Cell from Five Pebbles' Rot to Moon, rebooting some of her systems and letting her consult Five Pebbles one last time.
    • The Spearmaster's standard ending is to deliver Moon's overwritten pearl to the top of the Communications Array, allowing her to send her last message before most of her structure collapses.
    • The Saint's campaign downplays this into multiple variants of one ending. Once they reach Five Pebbles, their new powers allow them to ascend Pebbles and/or Moon. Once they traverse Rubicon in place of the Depths, they meet up with whichever Iterators they ascended, and then rise back from the Void, in order to become an Echo that helps other creatures ascend.
    • ??? going through all the trouble to ascend takes them to a dating simulator where they try to mate with any of the other five Downpour slugcats. It is very much Played for Laughs, and has multiple endings in and of itself.
  • Never Trust a Trailer: The Gourmand's section of the Downpour Slugcat Showcase shows it looking between a Blue Fruit and a Spear, as if planning to craft them together. In the gameplay proper, the Gourmand cannot use Spears to craft.
  • Non-Linear Sequel: While the base game already had an anachronistic order, this DLC takes it several steps further.
    • With a Survivor or Monk clear, along with Hunter you also unlock Artificer and Gourmand. Artificer takes place before Hunter and Gourmand after, but of course you can play those campaigns in any order.
    • By clearing any of the three campaigns above, you unlock Spearmaster and Rivulet. Spearmaster is the first slugcat in the timeline, while Rivulet takes place significantly long after Monk. Once again, you can play them at either order.
    • You only unlock Saint after clearing both Spearmaster and Rivulet, and their campaign is the latest in the timeline. However, given what Spearmaster and Rivulet's unlock conditions are, it's perfectly possible to unlock Saint without having played all other campaigns.
  • Noodle Incident: There is an added room in Subterranean right above the giant pit that has an abandoned Scavenger toll. It's unclear what led the Scavengers to abandon it.
  • One-Hit Kill: There are two things that can kill virtually anything in the game:
    • The first is the Singularity Bomb, which when thrown will create a distortion radius that will one-shot anything within, including Guardians, Leviathans, and Rot creatures. It won't work on Five Pebbles, though, as he will fling both the Slugcat and the bomb out in a panic.
    • After gaining maximum Karma, the Saint can slowly ascend any creature, including Leviathans and Five Pebblesnote . The only enemies that can survive a single use are Guardians, which take three for it to work, and the Void Worm, which leaves after one use.
  • Planet Heck: Rubicon, internally initialized after "Hell Region", is Saint's counterpart of the Depths. It's an underworld region amalgamated from familiar geometry and full of powerful creatures and lethal, lava-like Void Fluid.
  • Platform Hell: While there are already some pretty difficult platforming areas in the game, the ??? secret campaign pumps it to absurd difficulty. Not only the whole map is full of exceedingly difficult enemies including the campaign-exclusive Train Lizards, but the map itself has gotten far more difficult throughout, with obstacles like Rot or malfunctioning devices from Recursive Transform Arrays in places they absolutely don't belong in, giving you far less room. In addition, there is some form of Fake Difficulty in many areas, such as one that's purposefully painted entirely red to disguise all the red enemies that roam in it, all constant rain and shelter failures. This is all made worse by the fact this slugcat has by far the highest food requirement, no ability to store food for later, and no special skills to help it traverse the landscape like many other Downpour slugcats do.
  • Shout-Out:
    • Challenge #58: Corridor Patrol is literally just Pacman with the Serial Numbers Filed Off. You move in a maze pipe full of lizards and your task is to eat all the food without getting eaten. The colour pallete is black and dark blue, the first track that plays sounds a lot like 8-bit music, and even the layout of the pipes is near identical to Pacman.
    • Challenge #66 is called "Hyper Light Transfer".
  • Sidequest: The DLC adds several different types of alternative game modes and quests to the game, though all of them are optional.
    • Expedition mode gives you a random list of tasks to fullfill such as "kill this number of lizards" or "hibernate x amount of times" or "reach this point in the map". You can decide the difficulty level but the quests are randomly generated, and dying too many times means you failed it.
    • The seventy challenges for the Champion achievement. They range from "babysit these pups for two minutes" to "eat this much food" to "solve this puzzle", and tops it all off with a Superboss.
  • Silliness Switch:
    • Playing as ??? makes an otherwise dark, atmospheric game completely silly and somehow even more ludicrously difficult, and ends with a dating sim that is played entirely for laughs.
    • The Downpour DLC adds the Eggspedition secret (warning: linked video may contain spoilers), which requires you to bring each one of the 8 main playable slugcats over to specific points in the world to wait a few seconds. This unlocks an optional rainbow skin that makes your playable character light up dark areas with a rainbow of colours.
  • Spiritual Antithesis: The Downpour DLC, while providing additional survival gameplay, is one to the base game. The narrative at Rain World's launch evokes fear of a dying world: to live is to suffer, and the Survivor's only way of reuniting with its family is to transcend the mortal plane. The More Slugcats campaigns, however, show what it means to love a dying world. Ascension becomes an underwhelming alternative, the Saint's only ending is to become an Echo out of the selfless desire to put the world to rest, and the Gourmand's philosophy steers the farthest from the Survivor's: the former supports its mortal colony and is called an indulger of the simple things in life.
  • Suddenly Voiced: The secret ??? campaign. The game gives you voice-acted messages to make fun of you dying.
  • Tide Level: Downpour has versions of Drainage System and Shoreline's path to Subterranean where drainage machinery is still active enough to make the water levels repeatedly rise and fall. This was implemented to allow traversal by the Artificer, an explosion-attuned Slugcat whose lungs detonate if they stay underwater for more than five seconds.
  • Unexpected Gameplay Change: The ending of the ??? secret campaign changes from the ludicrusly hard version of typical Rain World gameplay that it was previously to a visual novel dating simulator, complete with dialogue choices and multiple endings.
  • Urban Ruins: Metropolis is an abandoned city above Five Pebbles' can, its systems running autonomously even as it is being ransacked by Scavengers.
  • The Very Definitely Final Dungeon: Rubicon, only accessible in Saint's campaign, takes what was once more or less just a brief victory lap to the ending and turns it into a sprawling, hellish Marathon Level comprised of nearly every other biome in the game.
  • Weather Gameplay Mechanic:
    • Each cycle has a rare chance of a shelter failure (more common in Rivulet's campaign), causing Slugcat to wake up earlier than when the cycle timer starts, with periodic rainfall, flooding of many rooms, new aquatic creature spawns, and the inability to hibernate in the same shelter on said cycle unless it's entered from the bottom.
    • Saint's campaign replaces rain with snowfall, which gradually reduces Saint's temperature. A deadlier blizzard, eventually with horizontal winds, appears as the cycle timer gets low.

    Tropes appearing in The Watcher's campaign 
  • Ability Depletion Penalty: If your invisibility/fog meter runs out, your slugcat is momentarily stunned and exhausted while they are forced to become visible again (allowing the meter to regenerate for longer).
  • Absurdly Short Level:
    • Due to the Rot blocking access to most of the map, the only accessible part of Farm Arrays in Watcher's intro is the small area between the Outskirts gate and where the Echo is usually situated. There's only 9 rooms remaining and the entire region can be passed through in the span of a minute.
    • Corrupted Factories is split into two disconnected halves; while the top half is similar in size to the other corrupted basegame regions, the bottom half is little more than a short walk straight to the exit and is comprised of a whopping four rooms.
  • Achievement Mockery: 'Mindless swimmers and floaters' is achieved if the Watcher dies to a Ripple Amoeba.
  • Adaptation Expansion: The DLC introduces several new regions that were not in the game, like the Outer Rim, while occasionally expanding on different ones like the Hydroponics area attached to the Industrial Complex.
  • Advanced Movement Technique: After Watcher gains the ability to briefly float by increasing their maximum Ripple level, quickly pressing the special button before jumping allows Watcher to jump much higher than usual. This can be chained with another float to trivialise vertical obstacles.
  • Alternate Timeline: Heavily implied. While it's impossible to visit Five Pebbles or Looks to the Moon, the Prince's remarks they absorbed several Iterators, Unfortunate Evolution being a carbon copy of Unfortunate Development, and the presence of a rot-infected void worm implies this is a timeline where Pebbles' Purple Rot evolved and spread out of the structure so far and wide it reached other iterators and pierced the void-depths (unlike the base game and Downpour where it's relatively contained due to only being able to survive in Five Pebbles' structure).
  • Artistic License – Biology: Strawberry Lizards are preyed on by, among other "basic" Lizards, the stalwart Pink ones. Most Strawberry Lizards in Pillar Grove can lineage into a Pink Lizard if killed by the player. This is despite real prey animals' numbers growing out of control without their predators, and culling of prey animals causing those higher on the food chain to become less populous themselves — in Signal Spires and the Downpour DLC, Strawberry Lizards are only common in places where most tertiary consumers are absent.
  • Artistic License – Chemistry: The deadly "brine" pools in Aether Ridge aren't wholly accurate to real-life salt:
    • While real briny water has a lower freezing point than freshwater, it is also denser, so creatures that normally show positive buoyancy shouldn't sink in the brine.
    • The pools should only be releasing vapor if they're made of liquid nitrogen, which is also less dense than water.
    • Regardless of their composition, the brine pools have no inherent reason why they're glowing in the dark.
    • There are salt flakes that float like snow does, unlike real-life salt minerals.
    • The survivable saltwater, unlike in real life, isn't corrosive to the metallic walls or the Leviathan fossil in Salination.
  • Brick Joke: One of the coloured pearls in Sky Islands features No Significant Harassment jesting that the key to personal ascension was in a lizard skull all along. If the illegal data pearl from Chimney Canopy containing info about circumventing the self-destruction taboo is brought to the Ancient Urban Pearl Reader, a lizard skull can be seen among the instructions.
  • Deadly Duststorm: In any desert regions and Desolate Tract's structures, dust storms replace rain as the end-of-cycle hazard.
  • Developer's Foresight: Once you are warped away from the vanilla regions, they become inaccessible and your karma indicator is permanently replaced by ripple level. If you somehow come across a karma gate after this point — which would entail pushing your way back to the vanilla regions (not the rotted variants) because there are no karma gates in any of the Watcher-exclusive regions — it will refuse to function and visibly reject the Watcher's ripple level (it flashes red).
  • Down the Drain:
    • Turbulent Pump contains underwater piping with one-way currents.
    • Verdant Waterways consists of a tower where water is pooled to and from rooms.
  • Earth Drift: In the mod version of Aether Ridge, various decals in rooms have Japanese kanji, with subregion elemental decals having "fire" for Heat Ducts, "water" for Salination, "laboratory" for Cold Storage, "force" for Thermal Relay, and "light" for Lumen Station (a region Station Annex was slated to lead to) before Shattered Terrace was implemented into the Watcher DLC. In said Watcher DLC, the kanji are absent, with other decals lacking any real-world language.
  • Eldritch Location: Daemon. Eyes and arms can be found throughout the place, it is an Unnaturally Looping Location, and several terrain chunks are levitating and gravity is lower. The vents functionally teleport the Watcher: despite not having any visible connections to other vents such as being on disconnected levitating chunks, entering one will still send you to another one as if they were connected. Furthermore, Daemon can't be infected by Rot. There are monoliths there that somehow track and mark the Watcher's progression, and in one ending the spheres of different areas are floating around them.
  • Elemental Motifs: Outside the main Aether Ridge region in this DLC, each area that was a subregion or adjacent area made by Kaeporo has a different condition with a symbol noting it: ice for Cold Storage, fire for Heat Ducts, electricity for Thermal Relay, water for Salination, poison/biohazardous spores for Fetid Glen, and light for Shattered Terrace.
  • Enlightened Antagonist: There are new types of Scavengers called "Templars" and "Disciples" that can create golden Karma shields. Many are secluded to Fetid Glen, Shattered Terrace, and Outer Rim.
  • Extradimensional Emergency Exit: The cycle timer is reset upon warping to a different region. If there's just no time to reach the shelter in time, if one doesn't know where the nearest shelter even is, if not enough food has been found to hibernate without starving, then portaling away is a backup plan. However, the other side will still contain predators and environmental threats, making it but a second chance. With the ability to spawn portals on their own, the Watcher has the ability to call in quits anywhere, but without the karma shielding from a consumed Wheel Flower, their situation will change From Bad to Worse.
  • Flower Motifs: Flowers are an ever-present theme in the campaign. The Watcher needs to consume Karma Flowers to teleport safely. Areas overtaken by the Rot have strange small trees growing in them. The Rot cyst that the Prince emerges from blooms like a flower, while the Prince themself has a daisy-shaped head and is connected to the cyst with something that looks like a stem. And in one ending, they're bound with Karma Flowers.
  • Gusty Glade: Parts of Aether Ridge, Cold Storage, and both versions of the former's Aerial Tramway have constant winds that complicate parkour.
  • Invisibility: One of the main abilities in the campaign given to the Watcher by Spinning Top. By holding down the appropriate button for a longer while, their being fades away, its duration limit displayed on the interface by a foggy bar that recharges when invisibility is not active. This cloaking does not extend to anything outside of their person, which includes items they're carrying or mud that coats their body. In addition, creatures can still hear their movement if they're loud enough.
  • Level in the Clouds: Signal Spires has no threat of rain, due to clear skies being visible above the clouds.
  • Minimalist Cast: Even moreso than the base game. Other than the Watcher, the only characters you interact with are Spinning Top, and optionally the Prince and the Weaver.
  • The Monolith: Daemon, a shortcut leading to Shattered Terrace, features a dark rectangular-prism monument on the center island.
  • Mood Whiplash: The first time you find an Echo in the game. All Echos in the base game and Downpour are serious and somber giving words of wisdom or contemplating their fate. Approach the location where any of the Echoes in the few available regions are and you hear this bizarre sound as you approach the location, until...
    Spinning Top: OAOAOAOA! Minerals! Sinew! Liquids! OAOAOA liquids?? Do you excrete, little thing?? Yes you do!
  • Multiple Endings:
    • The Watcher's standard ending is to follow Spinning Top until they reach Ancient Urban, with the Echo returning to the site where it tried and failed to ascend. With a new sense of clarity, it thanks the Watcher and manages to successfully ascend. The Watcher then goes to the Echo's former room and happily plays with the toys there.
    • If the Watcher spreads the Rot to as many regions as possible using rifts, they witness an abundance of Karma Flowers growing all over the Rot, immobilizing the Prince in the process.
    • Following the Weaver and closing all the rifts results in a cutscene where the Watcher and the Weaver looks into each other's eyes, before the Watcher looks to something unseen (apparently) and the end credits roll. The save point is reset to Daemon regardless of where you were.
    • The fourth and final ending is also the hardest to achieve. You must awaken the Prince, complete Spinning Top's ending, AND the Weaver's ending, all in the same save file. Then you must go to a new set of monoliths in Daemon which activate upon completing those things. This takes you through a long sequence of uncontrollable teleports before throwing you in the Depths. What follows at first looks like the standard Ascension sequence, except that the Void Worm never shows up, and slowly the Watcher transforms into... something echo-like. The only indication you're given this ending exists is the three mysterious pillars in Daemon that give poetic descriptions of the three characters.
  • Mythology Gag: The top-left of Migration Path strongly resembles Sky Islands' pathway to the mod version of Aether Ridge. Several rooms are jury-rigged from the mod and partially filled with sand, and there are many Pink, White, and Yellow Lizardsnote , Noodleflies, an Eggbug, a Pole Plant, and Popcorn Plants. The region's Vulture mostly inhabits that space, too, never the tracks where Tower Crabs are migrating.
  • Palmtree Panic: The Rusted Wrecks consist of wavy sands and oxidized pier structures around a green ocean.
  • Path Deduction Puzzle: The northern rooms of Fetid Glen contain invisible mushroom platforms that can't normally be seen; the player has to spot them with a light source or the minimap to locate where they can and can't stand on.
  • Permanently Missable Content:
    • The vanilla game's regions in the beginning of Watcher's campaign can't be revisited after the third encounter with Spinning Top, so any coloured pearls the player didn't bring along with them become inaccessible and can't be read.
    • The fourth encounter with the Weaver prevents Watcher from spreading sentient rot and fully locks the player out of the Prince's ending if it isn't completed beforehandnote . Likewise, the corrupted base game regions also become inaccessible because the player can no longer bad warp.
  • Poisoned Weapons: A Tardigrade's poison can be applied to a spear by stabbing it, which can then be used by Slugcat or Scavengers to poison and quickly kill anyone that it stabs.
  • Portal Endpoint Resemblance: Fixed warp points in Watcher-only regions have ripple tears depicting the room and region palette the portal leads to. The spots that lack a portal hint at which regions Spinning Top can be found in.
  • Power Floats: Using the camouflage ability while at high enough ripple will cause the Watcher to briefly float from the power, allowing for some extra vertical movement.
  • Roaring Rapids:
    • Turbulent Pump features water currents that can force the Watcher in one direction while blocking off the other way.
    • Verdant Waterways' grates can temporarily trap the Watcher with the rushing water.
  • Ruins for Ruins' Sake: Torrid Desert mainly comprises a temple-like building, but nothing is told of the history behind it.
  • See the Invisible: Being covered with paint, viscous lizard spit or mud makes the Watcher's invisibility non-functional until it dries out.
  • Shifting Sand Land: Badlands, Migration Path, Torrid Desert, and Outer Rim are dry and filled with sand dunes.
  • Slippy-Slidey Ice World: The Surface, used as a late-"timeline" version of Aether Ridge, is between the snow & ice of the cold Tundra Fault & Fallen Tramway, the middle lands warmed by the whist heating system above.
  • Teleportation Sickness: Passing through portals without resting comes with significant drawbacks. The first warp is harmless, but after that the Watcher will become increasingly debilitated until they get to rest in a shelter.
  • Tide Level: Verdant Waterways' rooms repeatedly flood with water, and then drain it.
  • Time Travel: It is very heavily implied that several regions Watcher can warp to are actually the same region in different points in time with similar geometry and internal region names, such as Verdant Waterways eventually collapsing and becoming the Fractured Gateways. The Watcher can also be warped to heavily infected variations of the base game's regions compared to their state in the prologue, long after the Sentient Rot infection initially started.
  • Underwater Level: Coral Caves is a cavernous haven of aquatic life, with deeper sections housing coral tubes, Jetfish, and many Tardigrades.
  • Unique Enemy:
    • Non-spoiler creatures from Downpour exist in the data for The Watcher. While some creatures see regular use, such as Caramel and Eel Lizards, other creatures are much rarer or only appear during the base game portion of Watcher's campaign, due to Watcher using Gourmand's creature spawns.
    • A single Elite Scavenger can be lineaged in Chimney Canopy. This scavenger is the player's only source of its unique Vulture Masks, Electric Spears or Singularity Bombs.
    • The only Mother Spider in Watcher's campaign is from a lineage den in Fetid Glen. Another Mother Spider can be found in The Gutter subregion of Chimney Canopy if both Downpour and The Watcher are enabled at the same time. This also makes Fetid Glen the only Watcher-exclusive region to contain Coalescipedes.
    • Mother Long Legs exclusively appears in the rot-infested version of Garbage Wastes. Unique to this region is also two Rot Loaches. Despite their resemblance to the regular Loaches in Desolate Tract, they are unrelated and Loaches are unaffected if Desolate Tract gets infected with Rot.
    • A pair of non-Downpour related instances:
      • A single Tardigrade in the lower caverns of Coral Caves has the unique "Slayer" attribute, appearing much larger and boasting a unique colour scheme. It also restores twice the usual food pips if eaten.
      • A "gigantic" variant of the Locust Whale appears in a single large room near Fractured Gateways' warp to Cold Storage and nowhere else. Uniquely, it eats anything that comes into contact with its mouth, which applies only to the Locusts in the room with it.
  • Unnaturally Looping Location: Space in Daemon wraps around: falling off brings the Watcher back at the top and going too far to either side will send them to the opposite side.
  • Visible Invisibility: When using their invisibility, the Watcher's peeping eyes are still visible, but nothing can see them. This is just a gameplay mechanic so the player can see where the Watcher is.
  • What Happened to the Mouse?:
    • Since it's impossible to visit Five Pebbles or Looks to the Moon, it's unknown what their status is and what happened to them, much less all the other Iterators. The existence of Unfortunate Evolution and the Prince's comments about assimilating several of them imply they may have fallen victim to the Prince, especially given they said they've been hopping across time and space.
    • In the opening cutscene, we see a slugcat attacking the Watcher's family, leaving the Watcher alone. What happened to that slugcat or the family members? Did they die? Are they lost? It's never expanded upon.

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