Check this guide for creatures, anomalies and mutants encountered in the various environments in Project Silverfish. Each creature listed is an active in-game entity and not a typical NPC – with one friendly exception.
Table of Contents
Complete Guide to Creatures, Mutants, and Anomalies
From flesh-mutated horrors to environmental hazards, this catalog covers every known creature, mutant, and map anomaly currently discovered.
Creatures & Mutants
These hostile entities range from mutated animals to biomechanical horrors. Many are aligned with factions like the Cultists, NFTA, or Insurrection.
Dogs

- Appear in packs
- Melee only
- Can jump, bark before appearing
- Easily distracted and often get lost
Hell Hounds

- Enhanced version of regular dogs
- Stronger, faster, and more aggressive
Ghost Dogs
- Encountered exclusively in Perdition
- Invisible until hit
- Extremely high damage, short visibility window
Firebirds

- Humanoids with flaming heads
- Explosive punches, detonate on death
- Appear in industrial zones
- Aligned with Cultists
Knight Constructs

- Similar to Firebirds
- Attack with ether lightning emitted from their heads
- Cultist-aligned and extremely dangerous
Bathysphere

- Mechanized, heavily armored orb
- Equipped with an ether minigun
- Requires multiple rockets to destroy
- Frequently accompanied by cultists
Bug Mutants

- Appear in swarms, primarily underground
- Usually passive, though unpredictable
- May drop mushrooms on death
Arc Wardens

- Floating stone constructs in the Stone Maze
- Charge ether electricity before attacking
- Extremely tanky
- Drop artifacts such as Arc Wardstones and Lightning Rods
Poltergeist

- Found only in Perdition
- Teleports short distances when shot
- Currently non-lethal
Explosive Mutants

- Melee-only with red-lit heads and chests
- Frenzy and explode when shot
- Ubiquitous across most maps
Wraith
- Rare and highly lethal
- Black orb surrounded by red-lit metal rings
- Fires ether lightning and absorbs over 100 rounds
- Summoned using Wraith Cores; must be defeated to recover the core
Demon Engine

- Found underground and occasionally in Cistern
- Resembles a jet engine with a front-facing shredder
- Erratic flight and small explosions
- Loud, noticeable, and currently unkillable
Post-Humans / Consumers
- Zombie-like NPCs wielding melee weapons
- Frequently emit distorted advertisements
- Aligned with the NFTA
- Police Variant
- Rare spawn
- Black trench coat and 9mm revolver
- Flower Girl
- Appears as a woman in a dress with a flower-covered head
- Heard crying before seen
Flayers
- Skeletal, fast humanoids with animal heads and hook hands
- AP rounds over-penetrate and are ineffective
- Only engage in melee combat
Not-Deer (Not a Wendigo)
- Humanoid with a deer skull
- Extremely quiet
- Weak to fire, deadly in melee
- Best used against other enemies
Mr. Handy / The Handyman
- Silent and slow, but deadly
- Multiple small hands cover its body
- Teleports the player into melee range after a brief charge-up
Aneurysm Ghost
- Identified by distant wails
- Spawns to chase the player and inflict mental damage on contact
Homunculus
- Human-like, Insurrection-aligned enemies
- Wears armor and uses firearms, including the Scorcher
- Occasional acid-spitting variant
Gas Mask Children
- Tiny, hostile figures in gas masks
- Appear in laboratory settings
- Best not to think about them
Sewer Friend

- Non-hostile entity found in Cistern
- Can be traded with
- The only friendly “creature” on this list
Anomalies & Map Hazards
These hazards are randomly or permanently spawned phenomena that significantly impact gameplay. Some are static, while others roam or react to player presence.
Glass Jellyfish

- Transparent entities that float in clusters
- Contact causes damage
- Can be pushed but not destroyed
Siren Jellyfish

- Color-shifting orbs emitting song
- Forces players to look at them
- Can pacify enemies by placing “bubbles” on their heads
- Possibly reacts to explosives
Ether Storm

- Blood-red skies and warning sirens
- Summons red ether lightning targeting living entities
- Often refreshes artifact spawns
White Fog
- Thick fog followed by sirens
- Spawns “Half-Angels,” tanky humanoids with Flayer traits
- Noted for their eerie howling
Black Fog
- Envelops everything in pitch darkness
- No lighting equipment functions
- May spawn Half-Angels
- Rare and extremely dangerous
Shadow Domes

- Appear as blackened ground circles
- Trigger waves of shadow monsters
- Hard to spot, but audible before entry
- Permanent variants exist in labs with Ether Drills
EMP Field
- Disables all electronic equipment within range
- No direct damage but highly disorienting
Electric Field

- Similar to EMPs but causes lightning damage
- Can be disrupted temporarily by throwing objects
Fireworks

- Sparkling red bursts that explode on contact
- Persistent in the refinery after destroying the core
- Can be triggered by thrown items
Fire Wisps / Fireballs / Fire Sprites

- Flaming orbs that chase players and unleash fire cones
- Follow specific patrol paths
- Permanent spawns in Cistern
Shadow Corpses

- Visible only with flashlights
- Contact inflicts mental damage
- Found in Perdition and near Ether Drill tunnels
Glass Spider Webs

- Damage-on-contact hazard
- Can be broken by movement, melee, or thrown objects
- Similar in effect to Glass Jellyfish
Floor is Lava

- Smoldering ground hazard
- Erupts into flames when entered
- No cooldown, always dangerous
Anti-Gravity Zones
- Create floating environments
- Rare, with a permanent version near Black Lake
Observer Orbs
- Three silver orbs in the sky
- Psychic damage when looked at
- Relocate across the map afterward
- May be tradeable (unconfirmed)
Black Holes

- Small, wind-roaring anomalies
- Pulls in players, objects, and enemies
- Deals moderate damage and causes chaotic knockback
- May chain into one another
Silver Orb

- Found at the Stone Maze’s center
- Radiates deadly radiation
- Meant to be observed, not approached
Nerve Center / Ether Core

- Found in Perdition
- Similar in appearance to the Silver Orb
- Emits radiation damage

