Quirks

Quirks are modifiers selected at the beginning of a run that add a change to the way the game is played.

There are a total of 12 Quirks that are unlocked by completing progress at the end of each run.

1. No Quirk: Standard game rules.

2. Key Master: Floppies flop out at a higher rate.

3. Cheapskate: Stores lower their prices to attract tightwads.

4. Meat Lovers: More meat! Tuck in your bib, and remember to pace yourself.

5. Yeet Lovers: Put your thumb on the scale for ranged Exo Mutations.

6. My Buddy: You don't have to go it alone. Find more friends in the wasteland. Or on your body.

7. Deviated Fire Heart: One of your hearts is a Fire Shield Heart.

8. De-made One: You can't absorb rads. Hope you're good with a bat.

9. Brittle: You have a case of Hollow Bones, and a bunch of unhealable hearts.

10. Shark Style: Run faster, but you die if you stop. Mutants drop more meat to chomp.

11. Glass Cannon: Half the hearts, double the bat damage.

12. Hurts so Good: Pain makes you stronger.