Factions

How Jobs Work in Scavland

The journal pays you to walk. The wasteland invoices the walk.

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Jobs and Contracts

Jobs and contracts are how a Vulture meets Zalesye without writing a thesis. The Steam page lists a journal for contracts, main quests, and side quests. Developer recaps describe a reworked job UI with icons, plus hunt and retrieval types that can spawn across the map. This page is the work loop. Traders is the cash-out. Reputation is the long memory.

Where jobs live

Press J for the quest book. It is a book. After the job-system pass, entries show icons for items and objectives. Do not trust a half-heard Mudlark warning. Write it down in the only notebook the game gives you. How to play is the interface lecture. This page is what the icons are for.

NPCs in town hand work. Farmers buy scrap and still have chores. The Rada organises. Gunners look like people who pay in brass. Mudlarks send you northwest with poor hospitality. Read factions before you treat a uniform as XP.

Job types the public record names

  • Human squad hunts — track and eliminate squads that can spawn anywhere. Further away, bigger reward. The Life system does not pause those people for your convenience.
  • Rare item retrievals — find objects placed dynamically. Again, distance equals pay. Creator footage includes a dogtag run to an NPC named Yelena; treat named retrievals as journal objects, not vendor trash.
  • Local chores — demo examples include killing small rats and fetching odd vials. Nearby work teaches the roads.
  • Faction errands — warn the Mudlarks, move a corpse story, talk to the Rada. These are how rank starts.

Main and side quests sit next to this board. Act I is the first region plus those quests. Do not skip the nearby rat list because a south marker looks cinematic. Map will still be there after you eat.

Distance is the difficulty slider

Pay scales with how far the ping sits from town. That is honest design and a trap. A high-pay hunt on the far side of Zalesye is a survival check with a currency sticker. Pack a round trip. Mark two roads home. Turn around at the first serious bleed.

If you cannot afford a bunker hatch, you cannot afford a far squad. Nearby jobs fund cleaning kits. Far jobs fund funerals until the kits are boring.

How to turn work in

  1. Read the journal before you leave.
  2. Take one nearby job, not three far ones.
  3. Complete it without picking a faction war.
  4. Come back. Turn it in before you shop so rank and coin land together.
  5. Check whether a stall grew a limited row. That is reputation doing its job.

Quest objects are not vendor trash. A Mudlark warning sold to a farmer is a save-file joke. Crafting can wait. The journal cannot.

Combat jobs versus quiet jobs

Hunts are combat. Retrievals often want stealth. A homemade pistol is a flare. If the job does not say make noise, do not. Humans take cover and flee. Rats still bite. Named abominations near factories are not a beginner contract.

Ammo is the real wage. A job that spends two magazines to earn one box is a hobby. Walk around fights that do not pay.

After 4 September 2026

Early Access will keep adding contracts as the team patches. The method should not change: nearby first, journal honest, shops after turn-in. Official channels live on the links hub. This wiki will name new job types when Steam news does, not when a screenshot looks exciting.

Work is how you stay a person in Zalesye. Shooting is how you stop being one. Keep the beginner checklist next to the journal until nearby jobs feel boring, then let distance pay for better magazines.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I find jobs in Scavland?

Talk to NPCs in settlements and read the journal with J. Icons mark objectives after the job-system rework. See how to play.

Why do far jobs pay more?

Distance is the risk. Squads and rare items can spawn across the map. Pack for the walk home, not only the ping. Use the map page.

Should I take every contract?

No. One nearby job per trip. Far hunts wait until survival and a cleaning kit are boring.

Do jobs raise faction rank?

Turning work in is the safe lever. Shooting the client is the unsafe one. Details on reputation.