DERELIKT’s enemies are described officially as eldritch abominations, but the public material stops short of a full bestiary. A few names appear in demo previews. The correct response is to label them, not to turn them into invented stat blocks.
The confirmed threat categories
| Threat | Status | What is known |
|---|---|---|
| Eldritch abominations | Confirmed | The official description calls the station’s hostile life eldritch abominations. |
| Crawling creatures | Confirmed | Spider-like creatures are visible in official screenshots and described in demo previews. |
| Trimorph | Preview | Named in a Noisy Pixel preview; not yet documented with official stats or a bestiary entry. |
| Rogue sentries and turrets | Preview | Preview reports describe damaging sentry robots and some indestructible turrets. |
| Environmental hazards | Confirmed | Dark corridors, failing systems and resource scarcity are part of the horror loop. |
The official description also names “alien-infested” corridors and a station that grows more dangerous the deeper you go. That is an escalation promise, not a list of enemy types.
Creatures: what the screenshots show
Official screenshots show multiple unlabelled biological forms: a floating fleshy mass with a single eye and tentacles, small spider-like crawlers in cargo and industrial spaces, and a pale humanoid inside a specimen tank. These are visual records, not a taxonomic catalogue.


A Noisy Pixel preview specifically names the Trimorph as a threat you need room to react to. It is a preview name for a demo encounter, not an official boss page with health values. The same preview describes small crawlers and a larger tentacled creature, but not every visual can be mapped to a final enemy type.
Sentries, turrets and things that should not move
DERELIKT is not only a creature feature. The Noisy Pixel preview describes rogue sentry robots as a larger problem than the crawlers, with heavy damage, and says some turrets cannot be destroyed. Official screenshots show a floating machine with a red sensor eye sharing a room with crawling creatures.
| Element | What previews report |
|---|---|
| Rogue sentries | Heavy damage; require quick repositioning and cover. |
| Turrets | Some cannot be destroyed; avoid rather than fight. |
| Floating sensor units | Seen in official media; exact behaviour and counterplay are not documented. |

The station is a threat too
Failing systems, dark corridors, blocked routes and scarce supplies kill runs as effectively as a creature. The official text promises that the station becomes more dangerous the deeper you go. Some of that danger is material: unlit rooms, damaged infrastructure and organic spaces that do not look like the outpost you entered.
The “old song” and the mysterious drone are part of the narrative threat layer. Public material does not reveal whether they are enemies, environmental systems or something else. We do not assign them mechanics they have not been given.

Names, evidence and the limits of both
| Label | Meaning | Example |
|---|---|---|
| Confirmed | Official description, publisher copy or store listing. | Eldritch abominations; alien-infested station. |
| Preview | A named hands-on preview observation, not a final data sheet. | Trimorph, rogue sentries, indestructible turrets. |
| Unknown | No public names or values. | Health, damage, weaknesses, drops. |
Why there is no full bestiary yet
A bestiary needs names, locations, behaviours, drops and values. The demo can provide some observations, but the full roster and final balance are not public. Generated creature pages with invented names would be worse than an honest gap.
When the full game is available, this page will become an actual threat database with tested notes and clear evidence. For now, use it as a survival briefing: learn the silhouettes, respect the machines, and do not assume a name from a preview is final.
How to prepare without fake numbers
- Watch the floor and ceiling. Crawlers and organic hazards do not always arrive at eye level.
- Keep an exit. A narrow room plus a heavy sentry is a bad trade.
- Do not fight every turret. If it cannot be destroyed, route around it.
- Reserve ammunition for the thing that moves. Static hazards can often be avoided.
- Treat audio and lighting as intelligence. The station is designed to make silence feel unreliable.
Read the weapons guide for ammo planning and thedemo guide for a spoiler-light first run.