Currently, all survivors in Lurking Giants are identical — no abilities, no classes, no differences beyond player skill. The VERITY rework will change this with the introduction of a Survivor Perks and Classes system. This RPG-style addition gives survivors active tools for the first time, fundamentally shifting the game from pure hide-and-relocate to a more strategic experience with build choices and counterplay options. This guide covers everything known about the upcoming perk system.
Why Survivor Perks Are Being Added
The current survivor experience in Lurking Giants has two limitations that the perk system addresses:
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No counterplay: Survivors cannot fight, slow, or outmaneuver the Giant with abilities. The only option is to hide better. This creates a passive gameplay loop that can feel helpless.
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No variety: Every survivor plays identically. There are no build choices, no specialization, and no reason to play one survivor differently from another. After dozens of rounds, the experience becomes repetitive.
The perk system introduces meaningful choices: do you build for pulse resistance, sprint endurance, audio awareness, or cover bonuses? Each choice creates a different playstyle and different counterplay against each Giant.
Confirmed Information About the Perk System
| Information | Status | Source |
|---|---|---|
| Survivor perks and classes are coming | ✅ Confirmed | Discord developer comments + community reports |
| RPG-style system | ✅ Confirmed | Described as class/perk based |
| Specific perk names and effects | ❌ Unknown | No official information |
| How perks are unlocked | ❌ Unknown | Could be coins, XP, or free |
| Number of perk slots | ❌ Unknown | Could be 1, 3, or more |
| When perks launch | ❌ Unknown | Part of VERITY rework, no date confirmed |
Speculated Perk Categories
Based on the current gameplay limitations and the needs of survivor players, the following perk categories are the most likely additions:
Pulse Resistance Perks
These perks reduce the impact of visibility pulses, giving survivors more time and safety during the highlight phase:
| Speculated Perk | Potential Effect | Game Impact |
|---|---|---|
| Pulse Dampener | Highlight duration reduced from ~10 sec to ~6 sec | More relocation time before Giant arrives |
| Pulse Shield | 1 pulse per round does not highlight you (random which one) | One guaranteed safe period |
| Pulse Delay | Your highlight appears 2-3 seconds after other survivors | Giant reaches others first, you escape |
| Post-Pulse Dash | Sprint speed boosted for 5 seconds after highlight fades | Faster relocation to new cover |
Pulse Resistance perks would be the highest-impact category because the visibility pulse is the core threat. Even small reductions in highlight effectiveness translate to significantly better survival rates.
Sprint and Movement Perks
These perks address the limited movement options survivors currently have:
| Speculated Perk | Potential Effect | Game Impact |
|---|---|---|
| Extended Sprint | Sprint duration increased by 30-50% | Longer relocation distance per pulse |
| Sprint Cooldown | Sprint cooldown reduced by 25% | More frequent sprinting during inter-pulse |
| Silent Movement | Walking/sprinting produces less audio | Harder for Giant to track by sound |
| Quick Turn | Faster direction changes while sprinting | Better evasion in tight spaces |
Sprint perks are the second most impactful category because the E-key sprint is currently the only movement advantage survivors have over the Giant. Enhancing sprint directly improves the core survival mechanic.
Audio and Detection Perks
These perks enhance the survivor's ability to detect the Giant before visual contact:
| Speculated Perk | Potential Effect | Game Impact |
|---|---|---|
| Audio Amplifier | Giant footsteps audible at 50% greater distance | More advance warning of approach |
| Haunt Warning | Audio cue when Giant activates Haunt within 40 meters | Know when you are being scanned |
| Proximity Alert | Screen edge glows when Giant is within 20 meters | Visual backup for audio cues |
| Vibration Sense | Controller vibration when Giant is within 15 meters | Tactile warning system |
Audio perks address the most common survivor problem: the Giant appears without warning. Currently, only headphone users can reliably detect approaching Giants through audio. Perks that standardize detection would help all players.
Cover and Concealment Perks
These perks enhance the effectiveness of cover positions:
| Speculated Perk | Potential Effect | Game Impact |
|---|---|---|
| Haunt Resistance | Reduces Guilt Haunt detection by 20-30% in cover | Makes walls partially effective against Guilt |
| Lantern Shield | Lantern light leak reduced by 50% | Harder for Giant to spot your light |
| Shadow Meld | Longer concealment in bush cover (Giant must be closer to detect) | Makes bushes marginally viable |
| Last Position | After pulse, fake afterimage lingers for 3 seconds | Giant may chase afterimage instead of you |
Cover perks are interesting because they create counterplay against specific Giants. A Haunt Resistance perk directly counters Guilt's wall-penetrating scan, while Shadow Meld would only be useful against Locust (who cannot see through walls anyway).
How Perks Change the Gameplay Loop
Before Perks (Current)
The current survivor loop is simple:
Pulse highlights you → Wait for highlight to fade → Sprint to new cover → Stay still until next pulse → Repeat
Every survivor executes this loop identically. The only variables are player skill, map knowledge, and cover selection.
After Perks (Post-Rework)
The post-rework survivor loop includes build-dependent decisions:
Before round: Select perk build based on map vote result and your playstyle
Pulse highlights you → Perk may reduce highlight duration or delay it → Sprint to new cover (perk may boost sprint) → Use audio perk to track Giant position → Select cover type that synergizes with your cover perk → Repeat with perk-informed decisions
The key change: Survivors must think proactively about their build before each round, then make perk-informed decisions during gameplay. This adds a strategic layer that currently does not exist.
Counterplay Implications
Perks vs Each Giant
Different perk builds will have different effectiveness against each Giant:
| Perk Build | vs Locust | vs Guilt | vs Verity (Speculated) | vs Doctor Nowhere (Speculated) |
|---|---|---|---|---|
| Pulse Resistance | Medium — Locust relies on pulse info | High — Guilt also relies on pulse info | Unknown | Unknown |
| Sprint Enhancement | High — Locust is slower, more catchable | Medium — Guilt is faster, harder to outrun | Unknown | Unknown |
| Audio Awareness | High — Locust has louder footstep audio | Medium — Guilt can approach from above | Unknown | Unknown |
| Cover/Haunt Resistance | Low — Locust Haunt already blocked by walls | Very High — Directly counters Guilt's penetration | Unknown | Unknown |
Strategic insight: Cover perks that counter Guilt are less useful against Locust (since walls already block Locust's Haunt). This creates a strategic decision: do you build for the most dangerous Giant (Guilt) or the most common one (random selection)?
Giant Counterplay to Survivor Perks
Giants will also need to adapt their strategy based on survivor perk builds. If a Giant notices that survivors have pulse resistance perks (shorter highlights), they may need to:
- Chase more aggressively during highlights — Less time to reach survivors means faster response needed
- Use Haunt more frequently — Compensate for reduced pulse information with active scanning
- Focus on audio tracking — If survivors have shadow meld or lantern shield, visual detection becomes less reliable
How to Prepare for the Perk System
Develop Transferable Skills Now
Skills that transfer to the perk system:
- Audio awareness — Even without audio perks, learning to track the Giant by sound is essential
- Cover selection logic — Understanding WHY certain cover is effective (Haunt reduction, two exits) transfers regardless of perks
- Pulse relocation discipline — The timing of relocation after highlights is always relevant
Save Coins for Perk Unlocking
If perks require coin investment (which is likely), start saving now:
- Current Guilt cost: 7,000 coins
- Estimated new Giant costs: 7,000-10,000 each
- Estimated perk unlock costs: Unknown, but could be 1,000-5,000 coins per perk
- Recommended: Prioritize Guilt first (most impactful current purchase), then save for perks
Frequently Asked Questions
Are survivor perks confirmed? Yes, the perk and class system is confirmed as part of the VERITY rework. However, specific perk names, effects, and the unlocking mechanism have not been officially announced.
Will perks make the game easier for survivors? Intended to add depth, not just power. Perks give survivors more options, but Giants will likely receive new tools as well. The goal is strategic variety, not making survivors overpowered.
Will I have to pay Robux for perks? Unknown. Perks could be coin-based, free, or a mix. The game pass system (2x Giant Chance, 2x Voting Power) is separate from the perk system. Watch the official Discord for pricing announcements.
Can I change my perks between rounds? Likely yes, but not confirmed. Most RPG-style systems allow build changes, and restricting perks to one build would reduce the strategic value of the system.
How will perks interact with the visibility pulse? Some perks may reduce pulse effectiveness (shorter highlight, delayed reveal), but the pulse itself is the core mechanic and is unlikely to be fundamentally changed. Perks modify how you respond to the pulse, not whether it happens.
Preparing for the Perk System Now
While the specific perks are unknown, you can prepare by developing the skills and resources that will make the perk system more impactful:
Develop Skill Diversity Now
Currently, most survivors play the same way because there are no build choices. The perk system will reward players who are comfortable with multiple playstyles:
| Current Playstyle | Transferable Skill | Post-Perk Application |
|---|---|---|
| Deep cover specialist | Cave/tunnel navigation | Build for cover/Haunt resistance perks |
| Aggressive relocator | Sprint timing and route planning | Build for sprint enhancement perks |
| Audio-focused survivor | Headphone-based Giant tracking | Build for audio awareness perks |
| Map knowledge expert | Cover position memorization | Build for cover bonus perks |
Save Coins and Robux
The perk system may require coin or Robux investment:
| Resource | Current Recommendation | Post-Perk Use |
|---|---|---|
| Coins | Save after unlocking Guilt | Unlock and upgrade perks |
| Robux | 250-500 reserve | Possible premium perk options |
| Time investment | Practice diverse strategies | Perk testing and optimization |
Practice Without Perks First
The most important preparation is mastering the current perk-free gameplay. Perks enhance existing skills — they do not replace them. A survivor with poor relocation timing will not be saved by a sprint perk, and a survivor who does not use audio cues will not benefit from audio perks.
Master the fundamentals first (pulse relocation, cover selection, lantern management, E-key sprint), and the perk system will amplify these skills when it launches.