$9.99Lethal Company Scrap runs with friends, after dark
You and your co-op friends land on abandoned moons, grab scrap from their rusting ruins, and sell it to the Company before you miss quota. Days start silly and end scary, and someone always gets left behind.
Is Lethal Company worth it?
Lethal Company is worth it if…
- you want co-op games where teamwork quickly turns into shared disaster stories
- you like horror that is scary one minute and funny the next
- you and your co-op friends enjoy short runs with a clear quota to chase
- you like splitting roles, with one friend guiding from the ship
Screenshots
Scrap runs for the Company
You are a contracted worker, which means you land on an abandoned moon, walk into its steel-and-concrete ruin, and carry out whatever sells. Every run has one rule: meet the profit quota. Earn enough and you can risk a harder moon for better scrap, or spend it on fancy suits and decorations for your ship. Fail it and the run ends badly. The loop is simple, procedural, and tense in the best way — you always know what to do, never how it will go wrong.
Better with a full crew
Going in alone gets you killed fast. Things on these moons prey on the lonesome, so stick with your co-op friends or split the work. One of you can stay on the ship, watch the radar, call out traps over the walkie-talkie, and open locked doors from the terminal. The rest go inside with flashlights and shovels. You scan the creatures you meet for your bestiary, which feels very scientific right up until one of them eats your crewmate.
Get out before dark
Daylight is for exploring the outdoors and rummaging through the derelict underbelly. Night is for running. The moons turn much more dangerous after dark, so you and your crew have to decide when to stop grabbing valuables and haul everything back to the ship. Leave early and you might miss quota. Leave late and you might leave someone behind. That walk back with a full inventory while your walkie-talkie goes quiet is where the horror and the comedy meet.
Shovels, stun grenades, boomboxes
The Company store sells tools that make the job almost survivable: lights, shovels, walkie-talkies, stun grenades, and boomboxes for morale, or for noise. Death is permanent for the run, so every trip inside is a small gamble with your scrap and your gear. The mix of dread and silliness is a highlight. One minute you are coordinating like professionals, the next someone is bonking a monster with a shovel while dressed like a traffic cone.
What else should co-op friends know?
How does playing together actually work?
You land as a crew of contracted workers and decide how to split up. You can all push into the ruin together, or leave someone on the ship to watch the radar, warn about traps, and pop locked doors from the terminal. Walkie-talkies keep you in contact, which matters because carrying scrap, watching for creatures, and finding the exit is too much for one person.
What are you doing on the moons?
Collecting scrap to meet the Company's profit quota. You explore the outdoors, scan creatures for your bestiary, then head into the industrial ruins for valuables. Sell enough to pass quota, then spend the extra on travel to riskier moons or on suits and ship decorations. Miss quota and you lose the run.
Is it actually scary or just funny?
Both, often in the same run. Daylight scavenging with friends feels loose and joking, then night falls and the moons turn hostile. Dark corridors, traps, and creatures that hunt lone workers keep things tense, and permadeath means mistakes stick. The comedy comes from how fast good plans fall apart over voice chat.
How long is a session with friends?
Built around short trips. You land, loot, and try to get back to the ship before night makes it too dangerous. Time management is the whole game: push for one more piece of scrap or play it safe. That makes it easy to play a few moons in an evening and stop after a good disaster.

















