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Items & Crafting · 1.0

Crafting Recipes — How Crafting Works & Key Recipes

Read the crafting menu and INT gates, plus cross-checked sterilized dressing, headlamp, and makeshift digging tool recipes (may change by patch).

11/10/2026 1.0 Last updated: 11/10/2026 6 min read

What is crafting in Casualties: Unknown?

Crafting is a full survival crafting system tied to the Intelligence trait and hundreds of discoverable items. The Steam store page highlights “Robust crafting mechanics,” ~300 items, and traits Intelligence, Strength, and Resilience. You combine qualifying ingredients in the crafting UI; many medical items also feed the limb damage loop described on the medical guide.

This article is not a complete recipe index (community databases track well over a hundred crafts). It teaches how to read the menu and lists three early recipes with multi-source corroboration plus material-gathering logic.

Crafting menu listing recipes such as Makeshift digging tool with ingredients and an info panel

How do you read the crafting menu?

Official demo-era trailer frames and beta screenshots show a consistent layout (UI from pre-1.0 media):

Panel area What it tells you
Recipe list Selectable outputs grouped by type (tools, medicine, utilities, etc.)
Ingredients Required items, condition floors (for example “≥90% condition”), liquid volumes, or quality tags (Dressing, Nails, Hammering)
Info Output condition, stack size, and INT needed to recognize or complete the craft
“You haven’t made this before.” Discovery flag visible in trailer frames — first-time crafts may behave differently until learned (community-reported)

Intelligence (INT) gates recognition: each recipe’s Info line lists INT needed (for example INT 1 on sterilized dressing in the Miraheze sterilized dressing page and INT 8 on the Headlamp page). The Steam feature list positions Intelligence as a run-long trait, so investing in INT skills remains relevant across all eleven layers.

When you bandage injuries, the separate health-panel minigame (drag dressing around a limb) is not the same screen as bulk crafting — see bleeding for triage order.

Crafting menu showing the Sterilized dressing recipe and ingredient requirements from the demo-era trailer

Which starter recipes are corroborated across sources?

The table lists only recipes whose ingredient sets matched at least two independent references on 2026-11-10 (Miraheze Wiki, Casualties Unknown DB, Wikily, and the demo 7.0 crafting table on GuideWiki where noted). Volumes and condition floors may shift — confirm in-game.

Output INT needed (reported) Ingredients (reported) Why it matters
Sterilized dressing 1 One Dressing-quality item at ≥90% condition plus a liquid or source providing 20 total Antiseptic quality (GuideWiki demo table lists 20 mL Antiseptic; Miraheze allows any qualifying liquid) Upgrades basic dressings for bleeding, skin damage, pain, and disinfection — pairs with infection prep
Headlamp 8 Flashlight, Rope, one item with Nails quality, one item with Hammering quality Hands-free light; demo trailer also shows foliage rope as rope-type input (demo-era visuals only)
Makeshift digging tool 7 Flimsy knife, Rope, Stick ×2, 10 mL Bio-chem fluid Early mining tool before titanium picks; feeds Hammering/Cutting qualities for later crafts

Not listed here: pickaxes, firearms ammo chains, late-layer titanium refining, and the remaining ~290 items — those need dedicated layer loot knowledge (Gravel Lands, Deeper Gravel Lands) or your own discovered recipe book.

Crafting menu showing the Headlamp recipe with foliage rope among the ingredients, from the demo-era trailer

How do you gather materials for these recipes?

Think in qualities and liquids, not exact loot names, when you are still learning INT thresholds:

Dressing and antiseptic (medical lane)

  • Dressing-quality items include basic dressings and related textiles on community item pages. Ripping cloth and combining ripped dressing stacks is the usual path toward sterile upgrades (community-reported crafting chain).
  • Antiseptic often arrives as liquids or antiseptic-bearing plants — the Steam blurb notes flora can help when you start bleeding. Layer guides help you plan which zones to scout before you need sterile wraps.

Rope, sticks, and bio-chem fluid (tool lane)

  • Rope and string crafts appear throughout community material tables (GuideWiki lists rope-derived components). Sticks are common wooden intermediates with low INT recognition costs.
  • Bio-chem fluid shows up repeatedly as a 10 mL catalyst in demo-era medicine and tool recipes (makeshift digging tool, splints, syringes in GuideWiki’s demo table). Treat exact drop locations as layer-dependent and not fully verified in primary sources here.

Light and metal qualities (utility lane)

  • Flashlight recognition sits at INT 7 on the Headlamp wiki page — plan Identification XP before you craft the INT 8 headlamp output.
  • Nails and Hammering qualities come from scrap tools, wrenches, and staged metal salvage. The makeshift digging tool itself supplies Hammering 10 and Cutting 5 for downstream recipes such as the pickaxe (community-reported).

How does crafting interact with survival systems?

Crafting is not isolated from vitals:

  • Medical crafts feed the dressing minigame and injectors seen in official Steam screenshots (combat pen, vitals monitor). When bleeding stacks, craft or loot dressings before consciousness drops — see bleeding.
  • Tools change mining speed and stamina costs (community-reported stat lines on the makeshift digging tool wiki page).
  • Traits — Intelligence for recipes, Strength for physical tasks, Resilience for long-term survival — mirror the Steam bullet list. Console addxp exists for testing but is not part of legitimate progression (console commands).

For hardware comfort during long crafting sessions, confirm specs on system requirements. For run rewards after deep crafts, compare endings and the mercenary ending branch.

What should you do after reading this page?

  1. Open crafting in-game and compare the Ingredients column to the table — if anything disagrees, trust your client on version 1.0.
  2. Pack for your target layer using beginner guide route advice.
  3. Avoid copying entire recipe spreadsheets from community wikis; use them as checklists, not substitutes for in-game discovery.

Sources checked

Last checked 2026-11-10 against the sources above, game version 1.0.

Screenshots and trailer frames: official Steam store page and trailers, © Orsoniks / Oro Interactive.

FAQ

Does Intelligence affect crafting in Casualties: Unknown?
Yes. Official Steam lists Intelligence as a core trait, and recipe info panels in official trailers show INT needed values per item. Below the listed INT, outputs may stay unidentified or fail according to community-reported crafting rules.
Can crafting recipes change after launch?
Yes. Demo-era trailer frames (build 7.0.1) and beta screenshots may not match game version 1.0. Re-check ingredients in your own crafting menu after patches.
What should a new player craft first?
Community guides prioritize medical basics such as sterilized dressing, light sources like the headlamp, and early tools such as the makeshift digging tool once you meet each recipe’s INT gate—exact priorities depend on your layer and injuries.
Where do crafting materials come from?
The Steam page cites about 300 items, flora for patching wounds, and loot from prior expeditions. Specific spawns vary by layer and trader encounters; this page lists ingredients only for the corroborated recipes below.

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