Scavland factions

Scavland Factions

Scavland factions: 10 unique groups, dynamic reputation, vendor-tier unlocks. Community names stay incomplete. Jobs move standing — roster and thresholds TBA.

Standing unlocks vendor stock.

~10 min read

At A Glance

Scavland factions are the people layer of Zalesye: 10 unique factions, a dynamic reputation system, and traders whose stock improves as standing rises. Steam’s Early Access list is that blunt. Scavland from NoShadow does not ship a skill tree — vendor tiers, rubles, guns, and plates *are* the progression. This page is how standing moves and why you do not shoot the stall you still need. It is not a fake ten-name roster, a diplomacy spreadsheet, or a “max all factions by Friday” chart. Verified September 6, 2026.

Jobs and requests on contracts are the practical lever. Sell dense loot at a trader whose tray you actually want. Territory borders, exact reputation numbers, and diplomatic truces stay TBA. Community nicknames in circulation are incomplete. Hostile survivors on the road are not automatically a named faction you can befriend.

FactDetail
CountOfficial: 10 unique factions in Early Access Act I
SystemDynamic reputation — treatment and opportunities change with standing
UnlocksVendor / trader tiers: better weapons, equipment, attachments, supplies
How standing movesJobs, requests, contracts — see contracts
Named (community, incomplete)Gunners, Mudlarks, Rada, Strelki, Mutniki — not a full ten
Do not publishFake 10th–10th names, exact rep numbers, a complete diplomacy chart
TrucesDiplomatic truces mentioned in notes (Raisa) — TBA until in-game proof
Co-op standingIrrelevant until co-op ships (planned, not Act I)
RelatedContracts · loot · weapons · map

Work the board

Matched by build plan, shared topics, and guide progression — not random related links.

How many Scavland factions exist in Early Access?

Steam’s EA feature list says 10 unique factions and a dynamic reputation system. Act I is the first region: core systems, factions, quests, progression. Later acts are promised more regions and more faction story — that is a roadmap sentence, not a reason to pad this page with ten invented banners. Scavland also lists settlements, traders, scavengers, and survivors as the social furniture of Zalesye. Those words overlap in the world. They are not ten extra factions.

A Vulture is the player job title — a scavenger living on what the old world left behind. Whether “Vulture” is also one of the ten named groups is TBA. Do not treat the HUD class line as a roster entry. Do not copy early design-doc flavor (Palatines, Mechanists, and similar) onto this wiki as if the live ten were confirmed. If the journal does not show the name, it is not a page we will fake.

Scavland settlement camp with stall, fire, and patrol path

Ten is a count, not a database

This Scavland factions article will stay useful if Act I patches rename a camp. The useful facts are the count, that reputation is dynamic, and that traders gate kit. Entity pages for each syndicate wait on a data pipeline. Until then, inspect the live journal and the stall UI. Screenshots of a complete ten-column chart from a third-party list are how wikis get sued by their own readers after a Tuesday patch.

If a Discord screenshot shows eleven flags, believe the Steam count until we recapture. If it shows five, you are looking at the incomplete community set, not a nerf.

Act I is not the whole war

Official complete-game talk includes Act II and Act III with new regions, quests, creatures, factions, and story. That does not mean you should ignore standing now. Vendor tiers in Act I are how you feed weapons and attachments before bunkers get rude. Play the ten that exist. Do not “save reputation for later acts” as a strategy — we have no evidence standing carries like a MMO expansion currency.

How does Scavland factions reputation actually move?

Official copy: meet people, take dangerous jobs, complete requests, and build reputation so traders offer better weapons, equipment, attachments, and supplies. Steam also says reputation shapes how you are treated and what opportunities open. That is the whole published formula. There is no official table of “+12 for a Hellhound ear” or “hostile at −40.” Anyone posting exact Scavland factions thresholds is guessing. Mark guesses as guesses or delete them.

The practical loop is still Prepare → Explore → Scavenge → Survive → Return → Upgrade. Upgrade is where standing lives. You cannot upgrade a vendor from a backpack beacon. If you die with the contract item on your back, death recovery is now a reputation problem as well as a loot problem.

Jobs first, sightseeing second

Take work that names the camp you still visit. Random mutant corpses are not automatically standing unless the journal said they were. Human squad hunts and rare retrievals sit on contracts because they are job types, not a hidden faction skill. If two brokers both want your afternoon, pick the stall whose ammo or oil you will buy this week.

Selling loot at a friendly trader is how you convert junk into the tray you unlocked. Community notes say different stalls can prefer different goods. We will not invent which butcher pays more for mutant meat. Watch the live buy pane.

Do not farm a number that is not on screen

If the UI shows a bar, a rank word, or a locked tray, play to that. If it does not, stop writing a spreadsheet. Dynamic reputation can also go down — shooting the wrong patrol, failing a turn-in, or treating a settlement like a free loot pin are obvious ways to hurt yourself. Exact penalties stay TBA. The survival version of the same lesson is on survival: A-Life does not pause because you are confused about who owns the road.

What do trader tiers unlock as standing rises?

Traders sell weapons, equipment, attachments, and supplies. Best stock is earned. That is the Scavland factions economy in one sentence: jobs → standing → kit → deeper raids. Prices stay TBA. We will not publish a ruble sheet. Community talk that “standing changes rates” is plausible and still not a wiki number until the tooltip is captured.

Attachments you cannot buy yet are not a reason to raid a bunker naked. World drops exist. Hoard what your current gun accepts. When the tray finally opens, buy the part that matches a playstyle you already run — stealth, suppression, close bunker, daylight surface — not a fashion optic. See attachments. Keep the gun firing on repair. Springs and scrap still come from loot, not from a reputation node.

Scavland Gunners trader Grigory dialogue at a van stall

One stall you can still visit

Early hours fail when a Vulture is “neutral everywhere and useful nowhere.” Pick the vendor that gates ammo you can actually shoot, oil, filters, or the attachment family your rifle accepts. Do your contracts for that camp first. Spread-the-love diplomacy is how you stay locked out of every good mag.

If a camp is on the map between you and extract, that is a routing fact, not a max-rep homework. Walk around a fight you cannot feed. Standing does not replace survival taxes.

Locked trays are not bugs

Grey stock is a standing or stock-roll problem until proven otherwise. Do not empty your stash buying a relic you cannot oil. Do not assume day-one vendors sell infinite repair kits. After a patch, recapture the tray — EA will shuffle this. Co-op will not magically share your personal standing until co-op exists.

Which faction names are safe to use without inventing a roster?

Community / wiki chatter that we will repeat, all marked incomplete: Gunners, Mudlarks, Rada, Strelki, Mutniki. That is five. Steam promised ten. The other five stay TBA on this page. Do not “complete” the list with lookalike Soviet nouns. Do not merge Gunners with every armed NPC on the highway.

Use those five names only as “people have seen this label,” not as a tier list of who to befriend first. We have no verified vendor-priority order. We have no verified starting camp. Open the journal. Talk to the stall in front of you.

Raisa and truces are notes, not a guide

Diplomatic truces show up in design notes; Raisa is mentioned in those notes. Until the live game shows a truce UI, a named diplomat, and a consequence, this wiki treats the whole thread as TBA. Do not plan a pacifist run around a character who may be flavor. Do not shoot a settlement because a leaked doc said they were “always hostile.”

Hostile survivors are not a befriend list

Steam lists mutants and hostile survivors as threats. Bandits and remnants of the old world sit in the same world copy. A squad that shoots you on the RO-29 rumor road is a combat problem for weapons and map, not automatically one of the ten. Human Squad Hunts are a job type on the contracts page. Do not reverse-engineer a faction ID from a bounty title.

How do A-Life, territory, and hostile survivors fit?

Official A-Life language: creatures, NPCs, and factions act without waiting on you — patrol, fight, move. A quiet road can grow a squad. A settlement can inherit a problem while you are in a bunkers hatch. Reputation does not pause the sim. You still extract when the kit no longer matches the tile.

Territory borders are in-game. We will not draw a fake Zalesye coloring book. If a camp has a visible edge, respect it. If it does not, do not invent one from a third-party overlay — and do not trust this sentence as a map. Route on map. Fog is mist, not a faction weather.

Noise is diplomacy you did not file

Community night talk (flashlight cone, unsuppressed ripple) is a survival topic. It still matters here: a loud magazine across a settlement you are trying to befriend is how “dynamic reputation” becomes a lecture. Suppression and stealth are official combat tools. They are cheaper than an apology we cannot document.

Do not turn a camp into a loot pin

Scavenging abandoned settlements is the Steam pitch. Looting the stall you still need is how Vultures become the hostile survivor. Dense junk belongs in the pack after you know you can extract. Furniture does not buy standing. Spark plugs might, if that trader buys them — check the pane, then leave.

What should I do after extract if I care about standing?

Turn the job in before you greed a second marker. Sell bulk junk at the stall you are building. Stash the retrieval extras and the gun you cannot feed. Repair. Then open the journal again. That is Upgrade. Scavland factions standing is a side effect of finishing work, not a separate minigame.

If the tray still looks like day one, you either picked the wrong camp, failed the turn-in, or the roll is thin — all TBA to quantify. Take another contracts line that names the same people. Do not start a bunker clear “to impress them” unless the journal said so.

  • Do01Name the stall you still need before you leave the safehouse.
  • Do02Accept work that matches that stall — not a random loud hunt.
  • Do03Carry the retrieval in a slot you will not fill with chairs.
  • Do04Extract; turn in; sell dense junk at that trader.
  • Do05Inspect the tray. Buy ammo/oil/parts you can use this week.
  • Do06Do not write a ten-name roster from memory. Re-read the journal.

Standing is not a class

No classes. No skill tree. A “trader main” is a playstyle: you take jobs, you sell density, you unlock trays. You still jam, cook in radiation, and die with a backpack. Read beginner-guide if the first loop is still the stuck point. Read loot if the bag is full of furniture.

When to stop caring for a session

If night is coming, the gun is in the jam band, or Mist is the next tile, standing can wait. Dead Vultures do not unlock vendors. Come back in daylight with oil and a filter. The ten factions will still be there. The fake roster on a random site will still be wrong.

What next

Next: take contracts that actually move the stall you still need.

Spend the haul on loot rules, then kit weapons. Route on the map.

Hubs: guides · wiki.

FAQ

How many Scavland factions are there?

Steam: 10 unique factions and dynamic reputation. Names and borders stay TBA here. Community nicknames (Gunners, Mudlarks, Rada, Strelki, Mutniki) are incomplete.

Is Vulture a faction or a job title?

You play a Vulture (scavenger). Whether it is also one of the ten named groups is TBA. Do not add it to a fake roster.

Can I max all ten on day one?

Unverified. Assume jobs take real raids. Exact thresholds are unpublished. Pick the stall you still need.

Do trader prices have a wiki table?

No. Prices TBA. Standing unlocks tiers; community says rates can move. Check the live pane.

What about Raisa and diplomatic truces?

Notes only. TBA until the live UI shows a truce and a consequence.

Does co-op share reputation?

Co-op is planned, not in Act I. Ignore shared-standing theorycraft.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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