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Animals - Version 14 vs Version 15
Aug 26, 2026, 01:33 PM
Added the gray wolf as the second named predator, with its stalking, nocturnal and pack behaviour
Aug 26, 2026, 01:40 PM
Added an official in-game screenshot of a stag being lined up for a shot
11Overview2233In the decades since the bacteriological war, wildlife has returned to the abandoned landscapes of Rooted's world. Animals serve dual roles in the game: as a food source through Hunting and Fishing, and as a potential threat through dangerous wildlife encounters.4455Confirmed Wildlife6677AnimalAddedRoleDeerJanuary 22, 2026First huntable wildlife. Roam the world freely. Described as the first step toward a deeper hunting experience.FishPhase 3 (planned)Fishing is on the planned list as a rod mechanic. No catchable fish species has been named.8+89Dangerous Wildlife9101011Not all animals are passive. Some wildlife species are aggressive and will attack players who enter their territory. These dangerous animals function as one of three enemy categories alongside hostile survivors and ROTOR robots. Wildlife encounters can vary between animals that flee from players and those that charge aggressively.11121213Hunting Development13141415The full hunting system is planned as part of Alpha Phase 3. Current hunting capabilities include:15161617Firearms: The M4A1 and Glock can be used to hunt wildlife. See weapons for details.Hunting traps: Traditional snare-based traps for capturing prey without using ammunition.Deer: Currently the only confirmed huntable animal in the game world.17181819Fishing19202021Fishing mechanics are being introduced in stages:21222223FeaturePatchDescriptionSwimmingv0.0.2.80 (Oct 2024)Players can swim in water, introduced as a prerequisite for fishing activities.Fishing rodPlannedRoadmap card for rod-based fishing. No trap-based fishing has been described.Open-water boat fishingPlannedFull fishing gameplay from boats on open water.2324Role in Survival24252526Animals are a primary component of the Food Management system. Hunted game and caught fish provide protein to supplement crops from gardening and foraged berries. Cooking captured food at a campfire or with a Cooking Pot makes it safe and more effective for sustaining the player.26272728Live Wildlife28292930Deer is the only species live in the world as of the January 22, 2026 update. The studio framed the deer as the first step toward a deeper wildlife system, and the implementation focused on movement, spawning, and basic combat behavior. Deer drop food items when killed, which feeds back into the hunting loop and food management.30313132Planned Species32333334Additional huntable species are confirmed as planned, with some intended to behave aggressively and some to be infected. The studio has not committed to a final roster; expect rollouts to align with Phase 3 pacing through 2026.34353536Wildlife typeStatusNotesDeerLiveFirst wildlife species; huntable, drops meat.Additional huntable speciesPlannedRoster to expand during Phase 3.Aggressive speciesPlannedConfirmed in FAQ; counter requires combat readiness.Infected speciesPlannedTied to contamination thread.3637Expanded Wildlife Layer (In Development)37383839A broader living-animal layer is in active development and is not yet in the public build. Animals are simulated across the whole map as lightweight agents and become full creatures when a player gets close, then fold back into agents once everyone leaves the area. The first three species being built each use their own behaviour archetype.39404041SpeciesRoleBehaviourMule deerPreyHerds and flees when threatened.Black bearApex predatorKeeps a per-player threat table and escalates, giving a warning charge before it commits.Bald eagleAvianAerial species with its own behaviour archetype.4142Senses and tracking. Every animal perceives by sight, hearing, and scent, and scent is carried on the wind, so staying downwind makes a survivor much harder to smell. Kills decay through stages from fresh down to bones, and while they do they pull scavengers toward the carcass. Footprints and blood leave tracking marks that last longer on soft ground, briefly on firm rock, and longest in snow. These systems are confirmed by the studio as work in development; the meshes, animation, audio, and per-species behaviour are authored separately on top of the systems layer.42434344Player Interaction44454546Until skinning and meat-cooking depth ships, animals function primarily as food sources gated by combat readiness. Players running coordinated co-op can split a hunt between scouting via drones and the actual approach, reducing missed shots and reducing the chance of scaring nearby herds.46474748Animal Perception And Visibility (In Development)48494950A June 2026 update detailed how animals will sense the player, work that is in development and not yet in the public build. Animals see within a forward cone that needs a clear line of sight, and they pick up scent across a range that shifts with the wind, so approaching from downwind matters. When an animal feels threatened it flees, sprinting away until it feels safe again.50515152The same update fixed visibility: animals now appear with their correct species model and stand properly on the ground, where earlier they could render as nothing. This perception layer is confirmed development direction rather than shipped content.52535354Hunting And Predators (In Development)54555556A June 12, 2026 development update advanced the hunting layer, work that is in development and not yet in the public build. Animals can now be hunted in full: they take the same per-bone hits as everything else, die, ragdoll, and leave a carcass that records the species and who made the kill.56575758Predators react with their own routine. A bear assesses the player, warns with a huff, charges, attacks, and disengages back to its territory once the player leaves. Its claws make the player bleed. Deer remain the only species live in the current public build; the bear and this hunting depth are confirmed development direction.58595960Wildlife Behavior Detail (In Development)60616162A July 2026 development update expanded how each wildlife species behaves, work that is in development and not yet in the public build. Hearing now runs on a shared noise system: a gunshot carries far across the map, footsteps register only a few meters away, and moving in a crouch stays silent, so sound discipline decides how close a survivor can get before an animal reacts.62636364SpeciesBehaviorDeerSpawn in small herds that alert and flee together. They bed down around midday with dulled senses. A buck answers with antler swipes when a doe is hurt, and mule deer break into a bouncing stotting gait during some escapes.BearPatrols a range, forages, and rests at midday. A badly wounded bear skips its warning posture and escalates straight to an attack, while one hurt below that threshold retreats entirely.WolfStalks low and slow with no warning display, sleeps through the day, and howls at dusk. It presses a chase differently than a bear does.EagleCircles on thermals, glides down to a perch, and takes off again. A gunshot sends it climbing higher, and a wounded eagle can no longer soar and hops along the ground.6465These per-species routines are confirmed development direction rather than shipped content. Deer remain the only wildlife live in the current public build.65666667The Gray Wolf67686869The gray wolf joined the roster as a second predator with a full data set, and the studio was explicit that it is meant to read as a genuinely different animal from the bear rather than a reskin of it. Where a black bear postures before it commits, the wolf gives no warning display at all: it stalks low and slow, closing the distance in a sneak until it decides to charge. It sleeps through the day and opens its hunting night with a howl at dusk, which inverts the window a hunter wants relative to deer.69707071Pack behaviour is authored but not yet wired up. The data for a coordinated pack hunt is in place while the logic that would drive it is still outstanding, so the wolf currently hunts as an individual. Its howl is audio content sourced separately, and several of its behaviours still play against placeholder animation. None of this is in the public alpha build.71727273SpeciesRoleSignature behaviourActive periodMule deerPreyHerds, alerts together, beds down around midday, opens flights with a stotting bounceDayBlack bearApex predatorPatrols a range, forages and digs, warns with a huff and a charge before committing, retreats when badly hurtDay, rests at middayGray wolfPredatorStalks low with no warning display, commits from a sneak, howls at duskNightBald eagleAvianCircles on thermals in an altitude band, glides down to perch, climbs away from gunfireDay7374Wildlife Territories (August 2026)74757576Patch v0.0.2.381 on August 14, 2026 included a pass on wildlife territories so that animals hold to their intended areas. The studio described it as a fix rather than a new system, and the wider wildlife layer covered above still belongs to the production build rather than to the public alpha.