Depth Spelunking Entities

Understanding the Bestiary

Depth Spelunking hosts twenty-nine documented entities in the lobby Terminal Bestiary. Each entry describes behavior, detection methods, weaknesses, and lore. Entities range from common hallway threats you meet on Floor 2 to Deadly Sin bosses that occupy entire conditional floors. Learning individual behaviors matters more than generic horror instincts—Gazers, Lurkers, Mannequins, and the Sin of Envy all punish different mistakes.

Since the v0.6.5 update, entity spawning uses a point-based budget tied to floor size tiers and depth. Larger maps allocate more spawn points, allowing multiple entities or higher Mercer Danger Level threats. This replaced older purely random systems and makes deep floors predictably deadlier.

Mercer Danger Levels

Mercer Danger Level (MDL) rates entity lethality on a standardized scale used in Terminal entries and community tools. Lower MDL entities may be kited or avoided with basic line-of-sight play. High MDL threats like Deadly Sins and boss floors demand loadout preparation and team coordination.

Use our Entity MDL Lookup tool to filter threats by level when planning runs or Daily Mode seeds. Combine MDL knowledge with map size: a medium MDL entity on a cramped map often feels worse than a higher MDL entity on an open layout with cover.

Conditional and Boss Encounters

Not every entity spawns randomly. The Sin of Envy always appears on Floor 20 in Envy’s Coliseum. Mannequins inhabit The Mall from Floor 15 onward or via the Big Bad upgrade. The Sin of Sloth queues when players go too long without tasking. Malfunctions and other conditional events compete for next-floor slots with strict priority rules.

Boss encounters often replace standard tasks—Envy requires thirteen information papers; Sloth’s Cathedral runs a four-minute thirty-second timer after the first task. Study our dedicated boss guides and video walkthroughs before these milestones.

Survival Principles

Universal tactics only go so far: crouch to reduce sound, break line of sight with walls not pillars when entities pierce cover, and communicate entity positions constantly in co-op. Consumables like granola bars counter bleed; speed items help Envy chases; invisibility works differently per entity—Phantom’s Cloak does not fool Envy.

Traps since the Actual Pit-Stop Update add environmental hazards—Bear Traps, Glass bleed zones, Leeching Roses on Envy floors—that stack with entity pressure. Traps generally do not affect entities, so do not rely on traps to kill pursuers.

Frequently Asked Questions

How many entities are in Depth Spelunking?
Twenty-nine entities appear in the Bestiary with unique Terminal entries and behaviors.
What is MDL?
Mercer Danger Level is a threat rating scale used to compare entity lethality and spawn costs under the point-based system.
When did point-based spawning start?
Version v0.6.5 introduced point-based entity spawning tied to floor size and depth budgets.
Which entity appears on Floor 20?
The Sin of Envy always appears on Floor 20 in Envy’s Coliseum during standard runs.
Can entities hear me crouch-walking?
Many can, especially at close range or after Sloth’s timer expires. Crouch reduces but does not eliminate sound.