Raid Defense

Mechanics Guide — Remnants: Post-Collapse Idle Survival

Contents

Overview

Raids are timed assault events where groups of raiders attack your settlement's walls simultaneously. Each raid lasts 25–30 seconds depending on threat level — Strength 1 raids last 25 s; Strength 6 and above last 30 s. Raiders approach from up to four directions — North Wall, South Wall, East Gate, and West Flank. You assign garrison to each wall and intercept advancing raiders before they breach.

Raids start once your population reaches 10+. They are both a threat and an opportunity: successfully repelling a raid earns Caches and Influence. Losing a wall costs resources. Losing all walls is a severe penalty.

Raid Timing

Base interval
600s
10 minutes with 0 Watchtowers
Per Watchtower
+60s
Max 5 towers = +300s (15 min total)
Max interval
900s
With all 5 Watchtowers built
Raid duration
25–30s
25s at Strength 1, +1s per level, capped at 30s (Str 6+)
Priority build: Watchtowers before anything else in the Defense panel. Each one is 60 free seconds between raids. Five towers gives you 25% more breathing room overall.

Raid Strength

Raid strength scales from 1 to 10 based on your colony's progression — shelter level and total scrap accumulated drive the formula. Higher strength means more raiders, faster advance speed, and harder surges.

Strength scales with progress, not time. Rushing Shelter upgrades without building defense first = immediately facing high-strength raids unprepared.

Walls & HP

Each of the four walls has a base HP. Raiders drain it continuously during the assault. Perimeter Walls add a percentage damage resistance that applies to all walls.

Garrison Assignment

Your garrison pool is a percentage of total population, set by Guard Barracks. During a raid, you assign this pool across the active walls using sliders or the AUTO-BALANCE button.

During raids: watch which wall has the most raiders. Shift 60–70% garrison to it. Leave 30% covering other walls in case of a surge redirect.

Surge Attacks

Surges are intensified assault bursts that trigger during the raid. A surge targets a single wall with increased damage multiplier and faster raider advance. Surge warning: "⚡ BREACHING CHARGE — [WALL NAME]!"

Surge is the #1 cause of unexpected breaches. If you're evenly distributing garrison and a surge hits a lightly-defended wall, it will fall. Always keep garrison mobile and react to surge warnings.

Breach & Recapture

When a wall's HP reaches zero it is breached. You have a 12-second recapture window to reassign garrison to that wall and restore it. If recapture fails, the breach resolves and resources are lost.

Build Medic Stations early. They turn every breach from a guaranteed loss into a recoverable situation. The 12-second window is generous if you react.

Defense Buildings

BuildingMaxEffectUnlock
Watchtower5+60s raid interval per tower. −45s scavenge cooldown per tower.3× Bunkhouse
Perimeter Wall6+10% damage resistance per wall (all sides). Max +50% (capped at 5 walls applied).1× Watchtower
Floodlights5−8% surge damage per level (max −50%). Lvl 3+: raiders may retreat in final assault.2× Watchtower
Guard Barracks5+10% garrison pool per building (base 25%, max 75% of pop).2× Perimeter Wall
Armory2Garrison up to ×2 effectiveness. Lvl 1: Concentrated Fire ability. Lvl 2: Counter-Raid Sortie (delays next raid after every repel).1× Guard Barracks
Medic Station4−15% breach losses per level (max −60%). Enables wall Recapture (12s window to restore a fallen wall).1× Guard Barracks

Recommended Build Order

  1. Watchtowers ×5 — interval extension is highest ROI in the entire Defense panel.
  2. Perimeter Walls ×3–4 — base damage resistance before raids get strong.
  3. Guard Barracks ×2–3 — garrison pool expansion.
  4. Medic Station ×2 — recapture + loss reduction. Critical before strength 5+.
  5. Floodlights ×3 — surge protection for deep runs.
  6. Armory ×2 — late game, counter-raid delay is powerful.

Raid Rewards

Successfully repelling a raid (all walls hold) earns:

Reward quantity scales with raid strength — a strength-8 repel is substantially more valuable than a strength-2. High-strength raids become net positive for your economy once your defense is solid.

Mid-game pivot: Once you have 5 Watchtowers + 4 Perimeter Walls + 2 Barracks + 2 Medic Stations, raids become a reliable Influence and Cache income source rather than a survival threat. Start treating them as farming events.

Strategy

Infiltrators

Infiltrators are enemy scavengers that slip into your settlement between raids. They quietly drain your resources each tick until you manually repel them. Unlike raids, they give no warning — the Defense panel badge pulses when one is active.

Check the Defense panel regularly — even when no raid is imminent, infiltrators may be actively draining you. The nav badge will pulse orange when one is present.
Multiple infiltrators stack. Three active infiltrators drain 9% of production per tick. In mid-to-late game this is a meaningful loss — repel promptly rather than letting them accumulate.

Also see: Expeditions Guide →  ·  New Player Guide →  ·  Wiki Hub →

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