Scavenging
Mechanics Guide - Remnants: Post-Collapse Idle Survival
Overview
Scavenging is the early-to-mid-game burst-reward system. Instead of waiting on passive production, you send survivors out to pick through the ruins for an immediate haul of resources. Every run is a small push-your-luck minigame: a ruined location offers a grid of face-down cards, and you flip them one at a time to claim loot - or trip a hazard.
The Scavenging panel unlocks at shelter level 2 once the Population system is active and you have at least 3 survivors. Launching a run requires at least 5 people in the settlement, since you are sending a crew out into the wasteland.
How a Run Works
- Press Scavenge to roll a random ruin location. Each location reveals a grid of 6 cards.
- Flip cards one at a time. Each card is either a resource reward or a ☢ HAZARD.
- Reward values scale with your current production rate, so a run is always proportionally useful - never trivial, never trivializing.
- When the grid is exhausted, the run ends and a cooldown begins before you can scavenge again.
Ruin Locations
The location is chosen at random each run and determines the bias of the loot table - what you are most likely to find. Every location carries some hazard weight.
| Location | Leans toward |
|---|---|
| 🏪 Collapsed Supermarket | Food, scrap, a little cache |
| 🏗 Military Surplus Depot | Scrap-heavy, cache, some water |
| 🏥 Hospital Ruins | Food, tech, cache (higher hazard) |
| 🚛 Overturned Cargo Convoy | Mixed scrap / food / water |
| 📚 University Library | Tech-rich, plus Memory Shards for the World Archive |
| ⛽ Abandoned Fuel Depot | Scrap and power cells |
| 🏢 Collapsed Apartment Block | Scrap, food, and survivor rescues |
Loot Card Types
- Resources - scrap, food, water, tech, and power cells, valued against your live production rate.
- Supply Cache - feeds the Expeditions blueprint economy. Cache and Archive cards only appear once Blueprints are unlocked; before that they are replaced with scrap.
- Memory Shards - the World Archive currency, most common at the University Library.
- 👥 Survivors - a small population boost (1-2 people), most likely at the Apartment Block.
- ☢ Hazard - the only bad card. It costs you the equivalent of 60-100 seconds of scrap production, so it always stings more than a single resource card rewards.
Cooldown & Watchtowers
After each run, scavenging goes on cooldown. The base cooldown is 8 minutes. Every Watchtower you build improves your scouting and shaves 45 seconds off the timer, down to a floor of 3 minutes at 5 towers.
| Watchtowers | Scavenge cooldown |
|---|---|
| 0 | 8:00 |
| 1 | 7:15 |
| 2 | 6:30 |
| 3 | 5:45 |
| 4 | 5:00 |
| 5 (max) | 3:00 (floor) |
Strategy
- Scavenge on every cooldown. Empty cooldown time is wasted value. Run it the moment it is ready, especially during active play.
- Build Watchtowers early. More frequent runs compound over a session, and the towers help your raid defense at the same time.
- Flip cautiously when ahead. Each flip is a fresh hazard chance. If a run has already paid for itself, there is no shame in being glad the grid is nearly done.
- Hit the University Library for the Archive. When you are reconstructing the World Archive, Memory Shards from the Library run accelerate transmissions.
- Hunt the Apartment Block for population. Survivor cards are a meaningful early bump toward your next building unlock and the population scrap dividend.
Also see: Raid Defense → · World Archive → · Expeditions → · Wiki Hub →
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