Aug Menace
- Points
- +1
- Type
- Neutral
- Official description
- The Augmented content is unlocked at the start of the game. Earn 25% more credits for killing an aug. The aug menace never ends, and letting too many augs get away ends the game on every difficulty.
On this page
How it works
Aug content from day 1 and 25% more credits per aug kill, but the threat never ends, and letting too many augs escape ends the run on every difficulty.
For experienced players
Rating
One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
On Price GougeThis choice enables the full-presence game over even though the ordinary difficulty does not. It removes that part of the easier mode's protection.
On Mark UpThe same full-presence failure is enabled and the threat does not conclude normally. Higher kill income is compensation for a continuing task, not passive income.
Ratings by specialization
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
- Rating
- One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression.
| Specialization | Rating |
|---|---|
| Apprentice | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Water Merchant | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Fence | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Rock Bottom | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Hydroponic Farmer | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Gunsmith | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Chemist | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Rat Wrangler | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
| Aquafarmer | D One point starts an early permanent aug threat and raises valid kill rewards by 25%. Letting enough augs escape can end the run on every difficulty; that added failure condition is poor routine economic progression. |
Perks that work well with it
- Model Citizen
If deliberately taking the challenge, the valid-kill payout also receives the report-reward bonus. Identification and the permanent threat remain unchanged.
Perks that work against it
- Illiterate
The identification guide becomes unreadable while repeated identification is mandatory for survival of the run.
- Convict
The reduced report-reward multiplier also cuts valid aug-kill payouts, reducing the compensation for the additional threat.