|“||Embark on a journey through the depths of Europa. Travel from location to location, complete missions to earn money for supplies, discover new biomes—and perhaps eventually uncover the secrets of Europa.||„|
|~ In-game description|
The initial cash balance is 8,000 Europan Marks (abbr. mk). The price of the selected starting sub will subtract from and sometimes be limited by this amount.
In Singleplayer Campaigns, since the initial balance is 8.000 mk, only the Dugong (6000 mk), Humpback (7,800 mk) or Barsuk (3,999 mk) may be selected.
In Multiplayer, sub selection is not limited by starting cash, although the price of the sub will still subtract from the starting balance, down to a certain amount.
Once the desired sub has been picked, the game starts immediately; displaying the intro text and transitioning the camera to the controlled character inside the starting outpost.
|“||In the late 20th century, it was discovered that under the icy, irradiated surface of Jupiter's moon, Europa, lies a vast sea capable of sustaining life. This discovery sent shockwaves through the scientific community.
In the year 2022, the first manned space flight arrived on Europa to discover that the moon was indeed already sustaining life, in the form of hostile sub-aquatic fauna. Besides the wildlife, the researchers faced grueling difficulties posed by the dangerous radiation emitted from Jupiter and the intense cold and tremendous pressure of the Europan ocean.
Despite all their hardships, Earth-born colonists were able to construct a handful of habitable outposts where a new way of life developed over many decades. A new system of governance was formed by a coalition of the largest, most influential cities on the moon. Different industries made their mark in the new world, including mining, manufacturing, and chemical laboratories.
Over the years, Europan society became more and more dissociated from Earth. Fifty years ago, contact was lost entirely, and no more supply ships have arrived since.
Sub-aquatic travel and vehicles are in a key role in this new society, scouting for new inhabitable locations, protecting citizens from creature attacks, and establishing supply lines between stations as humanity ventures ever deeper to evade the lethal radiation from Jupiter above. The life of a crewmate aboard one of these submarines is a lucrative one, albeit dangerous and ofter short.
You have enlisted to serve on a _____-class submarine, docked at _____. The waters of Europa open before you-explore, help expand colonies, and make of this place what you will.
|~ Campaign intro text 1|
|“||Everything fades to black in this moment... You've just been commissioned by the Europa Coalition at _____ to serve aboard a _____ class sub. The waters of Europa open up before you, ever deadlier. A sense of déjà vu overcomes you—have you done this all before?||„|
|~ Campaign intro text 2|
The Map is the navigation system displaying the crew's current Location and different paths leading to other destinations with any Missions the player has picked up from the Outpost. It can be accessed through the overlay which appears on top of the screen when the player chooses to leave the Location near the docking area. Alternatively, the player may access the Map by using their sub's Navigation Terminal/Status Monitor in the Command Room and choosing to undock the sub from the Outpost.
The Map is displayed on a grid, 2 squares high and 15 squares wide. Squares are greyed out until they are travelled to. The crew starts their journey on the left side of the Map and progressively ventures deeper into the heart of Europa to the right. The further they go, the deeper, and the harder levels will get.
The two main elements on the map are Locations (outposts or empty locations) and Passageways (dashes forming a path between two Locations). When travelling from one Location to another, the crew must make their way through a Level, steering the submarine from the entrance to the exit. Locations and passageways the crew has set foot in will be highlighted in green.
There are five Biomes, each having their own difficulty, resources, and depth: from left to right, the Cold Caverns, the Europan Ridge, the Aphotic Plateau, the Great Void, and the Hydrothermal Wastes.
There are 8 types of locations throughout Europa's oceans. Additionally, 3 types of modifiers may be present on passageways between locations.
Natural Formations are uninhabited locations that are relatively fit for colonization. Since there are no Outposts at these locations, submarine crews are advised to restock on supplies and heal at Outposts before going into Natural Formations.
- Each turn, Natural Formations have a 30% chance of transforming into a Habitation Outpost within the next 1 - 2 turns if there is a Colony within 3 locations and no adjacent Hunting Grounds.
- If a Colony is within 2 locations, an additional 15% is added to the transformation chance.
- If a Beacon Station within 2 locations, an additional 20% is added to the transformation chance.
Outposts are where the citizens of Europa have made their cities and towns. Most people reside in these outposts, the rest being part of submarine crews. Outposts have a variety of uses, from military to research to mining.
- All populated outposts have a 50% chance of transforming into an Abandoned Outpost within the next 1 round if they are next to Hunting Grounds.
- All populated outposts will transform into Abandoned Outposts after 10 turns of being in Jovian Radiation.
- Habitation Outposts have a 30% chance of transforming into a Military, Research, or Mining outpost within the next 1 - 3 turns.
- Military, Research, and Mining Outposts have a 30% chance of transforming into a Colony within the next 2 - 4 turns if there is a Colony within 3 locations.
- If a Colony is within 2 locations, an additional 10% is added to the transformation chance.
Abandoned Outposts are the result of other outposts succumbing to Jovian Radiation or nearby Hunting Grounds.
Abandoned Outposts are distinct from other outposts in that they are solely inhabited by either bandits or monsters that must be wiped out in order to restore the outpost.
- Abandoned Outposts will transform into Habitation Outposts within the next 2 - 3 turns once a submarine's crew has liberated the outpost from unwanted intruders.
- Additionally, the recovered Habitation Outposts will be prevented from transforming again for 5 turns.
Habitation Outposts are the first outpost type established to provide a base for development into a different outpost when certain requirements are met.
Military Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by Coalition security forces. These outposts feature prison cells and secure armories which are accessible only to Outpost Security
Research Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by researchers studying surrounding fauna. Research Outpost contain state-of-the-art laboratories filled with electronics, terminals, and isolation cells for test subjects.
Mining Outposts are one of the three specialized outpost types scattered across Europa, mostly occupied by miners. Its interior can be distinguished from other Outposts by its unique mineshaft section.
A Colony is the first type of outpost the crew starts in, as well as the largest type of outpost. Colonies will not transform into other outpost types. This means that every location on the map, with the exception of the End Location, will eventually become a Colony if there are no Hunting Grounds or Jovian Radiation is disabled.
The End Location is the endpoint of a submarine crew's journey to the center of Europa.
Reaching this location will "end" the campaign, teleporting a submarine and its crew along with everything they've gathered back to their starting outpost, letting them start anew but with level difficulty increased by 25%, along with the map being reset and hidden again.
Passageways are the network of caves between reachable locations, and where the majority of submariners' lives take place.
Some passageways have structures, such as Alien Ruins, Wrecks and Beacon Stations.
Others also have monsters lying in wait under the main cavern, ready to take down any unfortunate submarine that wanders into the Abyss.
Hunting Grounds are passageways with a particularly troublesome Abyss monster. Hunting Grounds can prevent certain locations from transforming and cause Outposts to become abandoned.
The Coalition will reward anybody who can venture into the Abyss and kill the monster. A reputation bonus and cash reward will be given to the submarine crew who kills the monster and makes the area safe to inhabit.
Entering a passageway with a Hunting Grounds will automatically add the Hunting Grounds mission as a secondary objective.
Beacon Stations have the opposite function of Hunting Grounds; increasing the chance for an Empty Location to be settled and become an Outpost by 20%.
However, they are initially inactive and must be activated in order for this to be effective. The Coalition will also give a cash reward and reputation bonus to whoever manages to reactivate the Beacon Station.
Entering a level containing a Beacon Station will automatically add the Activate Beacon mission as a secondary objective.
At the entrance to a new Biome, the Europa Coalition locks the passage to those with good reputation, or to those who are willing to make a hefty "donation".
Submarine crews must speak to the Coalition Representative to gain access, however they will not allow passage unless the crew's reputation is satisfactory or the bribe is paid.
Below is a table with the required reputation and bribe amounts needed to enter each biome.
|Europan Ridge||30||10,000 mk|
|The Aphotic Plateau||40||12,000 mk|
|The Great Sea||50||15,000 mk|
|Hydrothermal Wastes||75||19,000 mk|
The yellow icon signals that the depth at the start of the passageway is able to be handled by a submarine, though the passageway may require the submarine to go below crush depth.
The red icon signals that the depth at the start of the passageway is already beyond reach of the submarine, and its hull will quickly give in to the pressure.
Factions are groups and organizations throughout Europa operating independently, each with their own agenda.
There are 4 Factions in Europa, listed below.
|“||The autocratic de facto superpower of Europa, with a distributed bureaucracy and an iron grip on the resources, manufacturing and power within Europan society. They rule by fear, and have a reputation for shutting disobedient colonies and outposts out of the supply loop, or simply subjugating them by direct force. Their motivation is ultimately to preserve humanity, but at any cost, and preferably with the status quo left intact.||„|
|~ In-game description|
|“||The Europa Coalition started off as a trade and cooperation agreement between the two largest Europan settlements and a handful of private paramilitary groups, but gradually grew to become what is essentially the Europan government.||„|
|~ Loading screen tip|
As shown on the Campaign's intro text, the Europa Coalition is also the player's employer.
|“||A small, underground organization seeking a more democratic society by any means, from petty resistance to full-blown terrorism, all with the end goal of disrupting the ability of the Europa Coalition to function, and to undermine its authority.||„|
|~ In-game description|
|“||Many Europan outposts don't recognize the Coalition's authority, although it is still powerful enough that few dare to openly oppose it. However, there are groups such as the Jovian Separatists who do fight against it, aiming to bring it down and create a more democratic society.||„|
|~ Loading screen tip|
|“||A mysterious and outlawed religious group with a transhumanist twist, they seek 'communion' with the husk parasite in order to usher in a new kind of humanity, one more capable of surviving in this harsh environment, more in tune with the local ecosystem, and devoid of pride, hatred, fear, or complex thought. Hated equally by the Europa Coalition and the Jovian separatists.||„|
|~ In-game description|
|“||Every once in a while, these minstrels, fools and clowns attempt to form unions, and names like "Europan Jesters' Association" pop up. In truth, the Honkmother's children are a less-than-organized lot who simply heed the call of the bikehorn.||„|
|~ In-game description|
|“||“Funny little fuckers, aren’t they?” Mike leans back in his chair. It squeaks in protest. “The legend has it that a cargo ship carrying entertainment supplies wrecked somewhere near Uusi-Turcu. They recovered a single survivor weeks later. She was wearing a striped shirt, rubber mask and gibbering something about a “Honkmother” who had kept her company.” He picks his nose and pensively inspects his findings. “Ever since, there’s been a group of ‘em what worships the Honkmother.” “Really?” you ask, enthralled. He flicks the booger off. “No. But that’s all I got.”||„|
|~ Mike the Idiot|
The Reputation system affects how Outposts and Factions relate to the crew. High reputation, for example, can allow for discounts for supplies at outposts or unlock special Events with factions. Low outpost reputation may turn Outposts hostile towards the players.
Reputation is a point based system that goes between -100 to 100 points. Certain reputation values are also given names - < -60 is Hostile, -60 - -21 is Unfriendly, -20 - 19 is Neutral, 20 - 59 is Friendly, and >60 is Revered.
Each Outpost has a randomized starting reputation ranging from -10 to 10.
The simplest ways to change an Outpost's reputation are to steal items or hurt its inhabitants, which will lower reputation or to complete missions, which will raise reputation.
Each item that a player is caught stealing will decrease outpost reputation by 1 point per item. These items are marked by a red hand symbol and cannot be sold at the outpost they were stolen from.
At Hostile reputation, outpost inhabitants will become scared and run away from crewmembers, while Outpost Staff and Outpost Security will start to attack them.
It is effectively impossible to regain reputation past this point due to not being able to acquire missions and being attacked when entering the outpost.
Outpost reputation also affects how much money Items can be bought and sold for at the Shop and how much money Submarine Upgrades cost.
All factions have unique starting reputation - 15 for the Europa Coalition, -10 for the Jovian Seperatists, -5 for The Church of Husk, and -5 for the Children of The Honkmother.
Faction reputation can be changed by doing missions or through Events.
Certain events require specific faction reputations, including blocked connections on the map, which will not open without enough Europa Coalition reputation.
Other than Europa Coalition reputation, other faction reputations have little to no impact on gameplay.
Main article: Events
Events are random occurrences the crew may encounter while at an Outpost. For each outpost, there is a chance that a randomized event may occur in a certain area of the Outpost or after a specific amount of time. Only 1 event can happen per outpost.
Some events require specific skills or reputation, and can change the outcome of the event depending on those factors.
In Multiplayer, if a player triggers an event but decides to ignore it via choosing the option to do so, a different player may still be able to trigger it. This is especially useful if the character doing a particular event isn't qualified enough to get the best result, but someone else in the crew is. However, this condition does not apply to every event.
The outcome of these events, for example, may affect an outpost or factions' reputation, reward the player with useful or exotic items.
Not all event outcomes are good however, and some can land the crew in a bad place. This is why it is essential to understand which options lead to which outcomes.
NPCs are the inhabitants and staff of Outposts.
The majority of NPCs on an outpost are just people living at the outpost.
Some NPCs, however, are Interactable NPCs such as the Store and Shipyard NPCs. These NPCs have icons above their head that tell the player where they are once they enter an Outpost.
Players can interact with these NPCs to buy items, upgrade their submarine, hire new crew members and more.
Main article: Store
The Store NPC allows players to buy and sell Items.
This NPC has a red shopping cart bubble above their head.
The Crew Management NPC allows players to hire, fire and rename bot crewmembers.
This NPC has a light-blue avatar bubble above their head.
The hiring price for new crew only depends on the sum of all their skill levels and is not affected by reputation.
Crew can be hired by pressing the button next to their name, then clicking the "Validate Hires" button on the bottom-right.
Existing crew and pending hires can be renamed by clicking their name, entering a new name and clicking the "Confirm" button.
Newly-hired crew will board the submarine once it is undocked.
Note that crewmembers who die during a round cannot respawn and are lost forever, unless revived with Console Commands before changing levels.
The pool of hireable crew members is mostly random in any outpost, although different Jobs are more available than others at certain types of outposts.
The table below shows the commonness of each job type for each outpost type.
|Colony||Habitation Outpost||Military Outpost||Mining Outpost||Research Outpost|
Main article: Shipyard
The two Shipyard NPCs let players upgrade and repair their sub, or purchase an entirely new one.
Buying and exchanging submarines, plus upgrading and maintaining them are the services the Shipyard provides for the crew's vessel. As the player progresses through the Campaign, so should their sub, especially if they have to start out with their Dugong, a barely armed rustbucket, and the Shipyard's services can help with bettering its hulls and devices. Or the player can outright purchase a much bigger, tougher, and more advanced sub in place of the old tin can, provided they have the funds for any of the above.
The Shipyard comprises 2 sectors that either share the same area or are practically next to each other, the Maintenance bay sector where new Submarines can be purchased and the Reactor sector that provides Upgrades to the currently selected sub.
The Maintenance bay is run by the Mechanic with the Sub icon above them and the Reactor sector is run by the engineering crew chief with the Upgrade icon above them.
Upgrades & Repairs
Main article: Shipyard#Upgrades
The first Shipyard NPC lets players purchase upgrades, repair submarines and recover lost shuttles.
This NPC has a green chevron bubble above their head.
Purchasing upgrades is vital to finishing a campaign, as submarines will not be able to go to the depths of the end of the campaign without hull upgrades.
Upgrades purchased on one submarine carry over to other submarines, except for different turrets, which are unique to each submarine.
Main article: Shipyard#Submarine
The second Shipyard NPC lets players purchase and switch between other available submarines.
This NPC has a light-green submarine bubble above their head.
Purchasing submarines is not necessary, but is recommended due to non-Deep Diver class submarines not having the hull strength needed to complete the final level, even with maxed hull upgrades.
The two default Deep Diver class submarines are the Remora and the Winterhalter.
In Singleplayer, all installed submarines are available.
In Multiplayer, available submarines need to be selected in a list before starting the campaign. However, the starting submarine does not have to be selected in this list to be used.
The Medical Clinic NPC offers medical treatment to crew, in exchange for money.
This NPC has a red cross bubble on their chest.
Players can heal their crewmates by talking to the NPC, clicking the crewmate's name, selecting the afflictions to heal and then pressing the "Heal" button on the bottom-right.
Afflictions will require more money to treat based on their severity, though poison afflictions such as the Husk Infection will require much more money to heal than normal afflictions.
Main article: Missions
Missions can be acquired by speaking to NPCs with white chat bubbles over their head.
Missions are not required to complete a campaign, though they are the easiest way to gain money and reputation.
An Outpost can provide a maximum of 4 missions per visit, 5 with certain special Events. One NPC, the manager of the station, will give out 3 missions. Another random NPC will give another mission, typically a Cargo or Monster mission.
Missions received in a Campaign are identical to those of the separate Mission game mode in Multiplayer.
To choose a mission when departing, a player must first select a destination, then click on the mission in the box that appears. When the mission is selected, it will have a checkmark to the left of its name. Missions can be unselected by clicking on the mission a second time.
Missions will persist even if they are not taken, and can be finished at a different time. Missions will only be reset once a campaign is finished. Additionally, undocking and redocking to an outpost will immediately replenish its acquirable missions.
- The Europan Mark takes its name from the historical Finnish currency, Markka.