The current answer

A new campaign has used Normal instead of Hard as its default since v0.4.19. In v0.4.23, Normal and Easy also receive lower Active Skill Energy costs, while Very Hard and Devastation use lower Research Work Amount multipliers. Normal remains a clear baseline for a first current-version run, but it does not remove the need to learn food, recovery, recruitment, and retreat decisions.

Difficulty should answer a learning question. If you are learning the settlement loop, select a setting that lets you observe production, research, and room pressure without losing the run to a single unknown. If you are testing combat, keep the management pressure in mind so a fight result is not confused with a supply failure.

Choose a setting before starting

1. Open New Campaign and read every visible difficulty description. Record whether the current screen separates combat and management, and whether it mentions saves, item drops, or other restrictions.

2. For a first run, start with Normal unless the current description or your goal points elsewhere. Normal gives you a stable reference for comparing guides, player reports, and your own next run.

3. Choose Easy when the main obstacle is learning the interface, recovering from mistakes, or understanding the settlement loop. That is a learning setting, not a permanent statement about skill.

4. Choose Hard or above when you already understand the production and retreat loop and specifically want greater pressure. Do not use a higher label to compensate for an unprepared party or an unknown recipe.

5. Before confirming, check whether the selected management and combat choices are saved with the campaign. Screenshot or note the selection when testing a new build.

Read combat and management pressure separately

Combat difficulty changes the danger of entering and surviving rooms. Management difficulty changes how much work, food, mood, time, or resource pressure the settlement must absorb between expeditions. The exact modifiers belong to the current difficulty reference and in-game description, not to a permanent table copied from the Demo.

When a run fails, name the layer before changing difficulty. A party that dies in the first room has a combat or preparation problem; a party that wins but cannot replace food, recover, or finish research has a settlement-management problem. Lowering the wrong axis can hide the cause without teaching the fix.

Use the same short route when comparing settings. Hold party, destination, supplies, and return rule constant where possible, then record what changed: enemy pressure, loot, food consumption, mood, production, or the number of safe rooms.

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Common difficulty mistakes

Do not carry the old Demo default into a current EA campaign. The v0.4.19 default change and v0.4.23 balance changes are why an older video can contradict the current start screen or combat feel.

Do not judge a setting from one deep room. Procedural layouts, party choices, research order, and supplies all affect the result. Use a repeatable short expedition and compare the failure signal rather than only the final outcome.

Do not promise that Normal is universally easy or that Hard is universally better. The useful choice is the one that leaves you enough information to identify the next improvement without turning every unknown into a restart.

Version boundary

Update this page with each official difficulty change. Keep a dated change log for default setting, new difficulty options, management penalties, combat modifiers, drop rules, and save restrictions so historical advice cannot silently become current advice.