Core Gameplay

Core Gameplay Overview



Prey (2017) is an immersive sim that blends first-person action, survival horror, and RPG systems. You play Morgan Yu, aboard the space station Talos I after a Typhon outbreak. Every choice you make—from combat tactics to how you upgrade your abilities—shapes your experience. The core gameplay loop revolves around exploration, scavenging, combat, upgrading, and problem-solving.

Main Gameplay Loop


1. Explore the interconnected environments of Talos I (lobbies, labs, crew quarters, cargo bays, zero-g sections).
2. Scavenge for resources (materials, weapons, ammo, neuromods, chipsets) from corpses, crates, cabinets, and recycler stations.
3. Combat hostile Typhon enemies (Mimics, Phantoms, Technopaths, etc.) using a mix of weapons, GLOO, and Typhon powers.
4. Progress by completing main quests and side missions, which open new areas and provide neuromods.
5. Upgrade Morgan via neuromods (human or Typhon abilities) and weapon chipsets.
6. Craft items at fabricators using recycled materials; repair tools, fabricate ammo, medical kits, and exotic items.

Combat & Interaction Systems


  • Weapons: Wrench (melee), GLOO Gun (freeze enemies, create platforms), Pistol, Shotgun, Disruptor Stun Gun (stun robotic enemies), Harpoon (later), Q-Beam (high-energy beam), Golden Gun (unique pistol for finishing moves).

  • Typhon Powers: Acquired via Neuromod implants:

  • - Kinetic Blast (push enemies), Remote Manipulation (grab objects), Mind Jack (temporarily control robotic enemies), Psychoshock (damage and silence Typhon), Phantom Shift (dodge), Superthermic/Electrostatic/Corrosive charges, Mimic Matter (transform into objects).
  • Stealth: Crouch to reduce noise, use GLOO to block vents, hack terminals to disable security, disable cameras/turrets with Disruptor Stun.

  • Environment Interaction: Open/close doors, hack (if skill learned), pick locks with Mimic Matter, use fabrication, hack operator bots, recycle items, move heavy objects with Kinetic Blast.


  • Progression System


  • Neuromods: Consumable items that grant skill points. Installed at Neuromod Division chairs. Each neuromod adds a point, used to unlock tiers of human or alien skills.

  • Skill Trees:

  • - Human: Strength, Repair, Medical, Security, Hack, Stealth, Suit Modification, Laboratory Research, etc.
    - Alien: Typhon powers (Kinetic Blast, Psychoshock, Mimic Matter, etc.) — these increase Typhon awareness and risk of Nightmare attacks.
  • Chipsets: Passive boosts (e.g., faster reload, extra health, reduced damage) found or fabricated.

  • Upgrade Kits: Enhance weapons (damage, magazine, fire rate) found throughout the station.


  • Exploration


  • Talos I is a fully explorable space station with multiple interconnected areas. Many sections require backtracking after acquiring new abilities (e.g., Power Phantasm to break weak walls, Mimic Matter to slip through small gaps, Repair to fix elevators).

  • Zero-g areas (outside, certain labs) require a Jetpack (Suit Mod) or Arming Key locations. Use GLOO to create floating platforms.

  • Secret rooms and stashes often accessible via hidden vents, passwords from emails, or destroying breakable walls with explosives.


  • Quests & Missions


  • Main Quests: “The Empty Threat” (get to Neuromod Division), “The Lost and Found” (retrieve Morgan’s keycard), “Abandoned Ship” (investigate the escape pod), “The Breach” (reactivate satellite), “The Prison” (face your past), “The Apex” (final confrontation).

  • Side Quests: “The Black Market” (smuggler), “Dr. C’s Request” (research terminal), “The Arms Dealer” (weapons upgrade), “Crew Members” (rescue or help survivors).

  • Radio Calls: Random survivors or quest triggers broadcast on station frequency.


  • Economy & Crafting


  • Materials: Organic, Synthetic, Mineral, Exotic. Scavenged from environment, recycled from items.

  • Fabricators: Use materials to create ammunition, medical kits, weapons, chipsets, neuromods (if you have blueprint).

  • Kiosks: Vending machines that sell minor items (soda, candy) for spare parts; can be hacked for discounts.

  • Neuromods themselves are currency—trade them (via vendors or specific NPCs) for favors or upgrades.


  • Character & Build Growth


  • Human Specialist: Focus on Repair, Hacking, Security, and Stealth. Ideal for non-lethal approaches, turret control, and exploring secured areas.

  • Typhon Dominant: Invest in alien powers—high damage output, area control, but attracts Nightmare (special Typhon that hunts you).

  • Balanced: Mix human and alien skills for versatility. Many puzzles require specific abilities (e.g., Mimic Matter to enter small spaces, Repair to restore broken doors).

  • Endgame Flexibility: Neuromods can be removed/replaced (via Research skills) but with cost. Respec is possible late-game through a special machine in Deep Storage.


  • Endgame Structure


  • After completing “The Apex” (opening corrupted heart) and confronting the Typhon boss, you choose between several endings (activate Nullwave, use the Neuromod bomb, trigger station self-destruct, or escape).

  • There is no traditional post-game; once you finish, the game resets to the last save before the final choice. However, completion unlocks a New Game+ mode (if you import a save) or the Prey: Mooncrash standalone expansion (not part of base game).

  • The Apex fight requires heavy resource preparation—stockpile medkits, Psychoshock (to interrupt its attacks), and high-damage weapons (Q-Beam, Shotgun with fire ammo).


  • ---

    Core Gameplay by Player Progression Tiers



    Early Game (Hours 1–5)


    Starting location: Morgan’s Apartment → Skylight Bridge → Neuromod Division. You have a wrench, a GLOO Gun, and limited supplies.

    Primary Objectives: Learn basic survival: how to kill Mimics (use wrench or GLOO + wrench combo), how to recycle items, and how to install the first neuromod. The main quests send you to the Lobby, Psychotronics, and Talos I Hallways.

    Combat Tips:
  • Mimics are fast but weak; one wrench strike often kills a normal Mimic. Use GLOO to freeze them for easy kills.

  • The GLOO Gun can also block vents (prevents enemies from spawning) and create makeshift stairs.

  • Avoid engaging Phantoms (first encountered in Psychotronics) until you have a pistol or at least a charged wrench attack. Use stealth to bypass them.

  • Gather resources: recycle any excess items (coffee cups, spare parts) at yellow Recycler machines. Fabricate medkits and pistol ammo.


  • Exploration: Focus on main path but pick up every neuromod (glowing orange). Hidden rooms: use the GLOO Gun to extinguish fires (fire extinguisher or GLOO) to access locked lockers. Read emails for passwords (e.g., safe codes).

    Quests: “The Empty Threat” introduces combat; “The Lost and Found” teaches hacking (or Mimic Matter) to open locked doors. Side quest “Breaking the Ice” (in Crew Quarters) rewards a keycard.

    Build Advice: Early neuromods should go into Repair (fix turrets) and Hacking (open locked containers). One point in Combat Focus (slow time) greatly eases fights. Avoid Typhon powers until you have a handle on combat and resources.

    Mid Game (Hours 6–15)


    Location Expansion: Arboretum, Cargo Bay, Crew Quarters, Hardware Labs, Arboretum Greenhouse, GUTS (zero-g tunnel).

    Weapons & Upgrades: You now have access to a shotgun (near Hardware Labs after power restoral), Disruptor Stun Gun (for robotic enemies like Operators), and possibly a Harpoon (from wounded volunteer side quest). Upgrade kits for weapons become more common.

    Typhon Encounters: Phantoms appear regularly; some are upgraded (Etheric, Thermal). Mimics occasionally mimic furniture. Technopaths (Tech-phantom) appear in Cargo Bay—shock them with Disruptor or target weak spot. Nightmare can appear if you have high alien neuromod investment.

    Exploration & Resource Management:
  • Use the Recycler charges (green spheres) to recycle large collections of items (throw in a pile of junk).

  • Fabricate ammunition in bulk but prioritize neuromods (blueprint found in Psychedelic lab or from dead scientists).

  • Unlock the Power Phantasm ability (alien) to break red structural walls—opens many shortcuts.

  • Mimic Matter (need 1 alien mod) lets you slip through small maintenance hatches (often leading to hidden rooms with neuromods).


  • Key Side Quests: “The Black Market” (find smuggler’s stash in Cargo Bay), “Dr. C’s Request” (collect research data from various labs), “The Arms Dealer” (upgrade wrench to max and get Golden Gun).

    Build Options:
  • Human: Invest in Suit Modification (increase inventory), Medical (better medkits), and Security (turret hacking). This path supports exploration longevity.

  • Alien: Get Psychoshock (ranged damage + silence) and Kinetic Blast (push enemies). Keep no more than 3 alien mods to avoid persistent Nightmare.

  • Balanced: 1–2 points in Hacking, 1 in Psychoshock, 1 in Kinetic Blast, rest in human skills. This is recommended for first playthrough.


  • Combat Strategy: Use GLOO to freeze Phantoms, then shotty them point-blank. For Technopaths: destroy the white glowy sphere under their body (if visible) or use Disruptor. Against Nightmare: run and hide behind doors (it cannot open doors) or use Psychoshock to weaken it.

    Late Game (Hours 16–25)


    Areas Unlocked: Deep Storage (requires Mimic Matter or Repair to bypass security), Exterior areas (requires Arming Key from Deep Storage), Life Support (poisonous gas), Power Plant (radiation hazards), Shuttle Bay (escape pod parts).

    Weapons & Abilities: Acquire the Q-Beam (requires blueprint from the Lobby safe after hacking – code 0451). The Golden Gun (from side quest “The Arms Dealer”) deals heavy damage. You can now fabricate Neuromods at the fabricator (costs exotic materials). Typhon powers like Mimic Matter II and Phantom Shift become available.

    Enemy Scaling: Heavy Phantoms (with shields or flame aura) appear. Telepath enemies (control enemies via psychic blast) in Deep Storage. Apex Typhon begins sending multiple Nightmares if you have high alien mods.

    Progression Checkpoints: The main quests “The Breach” (activate satellite), “The Prison” (enter Coral bubble), “The Apex” (final mission). Side quests like “Crew Members” (find survivor bodies) and “Ammo Press” (make ammo fabricator) are great for resource building.

    Build Optimization: By now you should have 15–20 neuromods. Specialize:
  • Heavy Alien: All tree points into Typhon powers. Get Mind Jack (control robots) and Superthermic Charge (area burn). Combine with Combat Focus from human tree for unstoppable combos.

  • Human Stealth: Max Stealth, Security, Repair, and Leverage (pick up heavy objects). Use silenced pistol or Disruptor to clear rooms undetected.

  • Jack-of-all-trades: At least 1 point in Hacking, Repair, Suit Modification, Psychoshock, Kinetic Blast, and Mimic Matter. Fill remaining points into Combat Focus and Medical.


  • Resource Strategy: Late game, exotic materials are rare; use Recycler on Typhon corpses to get Exotic. Fabricate Neuromods only when needed (25 exotic per mod). Stockpile ammo and medkits before final areas.

    Puzzles & Secret: The “Statue Puzzle” in Deep Storage requires Kinetic Blast or Mimic Matter to align statues. The “Voice of the Stars” audio logs help locate hidden crew stashes.

    Endgame (Final 2–4 hours)


    Location: The final area is the Apex—a living Typhon asteroid attached to Talos I. Once you enter the corrupted heart, you cannot return to the station. Prepare thoroughly.

    Preparations Before Apex:
  • Return to the Neuromod Division to install any remaining neuromods. Respec if needed (use the machine in Deep Storage – sacrifice neuromods to redistribute points, or use the “Reset” machine in Psychotronics after finding the access code).

  • Craft at least 30 medkits, 100 rounds of shotgun ammo, 40 Q-Beam charges, and 5–10 Recycler charges.

  • Equip the Psychoscope (mandatory) and the Artemis Armor (best in slot, found in the self-sacrifice of a crew member near the Shuttle Bay).

  • Bring a Disruptor Stun Gun with extra cells for robotic Typhon segments.

  • Consider a high-level Hacking (to disable security nodes) and Repair (to fix broken panels).


  • The Apex Fight:
    1. Move through the Typhon biological structure, using Psychoshock to destroy bulging cyst-like obstacles.
    2. Face waves of Phantoms and Mimics. Use GLOO to block paths and create high ground.
    3. Encounter “The Heart” – shoot its three glowing nodes while avoiding its tentacle sweeps. The Q-Beam is most effective. Dodge its attacks using Phantom Shift or Combat Focus.
    4. After destroying the Heart, the station will start to collapse. Run to the escape pod.

    Ending Choices (all activated via the giant command panel in the Apex):
  • Nullwave Transmitter: Activates a device that destroys all Typhon within range, including Morgan (suicide).

  • Neuromod Bomb: Detonates the station’s neuromod supply, wiping out Typhon and killing all survivors (evil).

  • Self-Destruct: Blows up Talos I (can escape in escape pod if you repaired it earlier).

  • Escape Alone: Leave Morgan to his fate? Actually, the final cutscene shows Morgan hitting the escape pod alone, leaving the station to be destroyed or Typhon to spread? The escape ending requires you to have repaired the pod and not taken the self-destruct option.


No Post-Game: After credits, you can reload save before final choice or start New Game Plus (which carries over your neuromods, upgrades, and weapons) for a more powerful playthrough. There is no additional content after ending.

Summary Table of Tier Highlights



TierKey AreasMain ThreatsEssential UpgradesRecommended Build
EarlyNeuromod Division, Lobby, PsychotronicsMimics, Basic PhantomsWrench, GLOO Gun, 1 HackingHuman (Repair, Hacking)
MidCargo Bay, Arboretum, Hardware LabsEtheric/Thermal Phantoms, TechnopathsShotgun, Disruptor, 1 PsychoshockBalanced (Hacking+1 Alien)
LateDeep Storage, Exterior, Life SupportHeavy Phantoms, Telepaths, NightmareQ-Beam, Golden Gun, Mimic Matter IIHeavy Alien or Jack-of-All
EndgameThe Apex (Corrupted Heart)Apex Boss, Endless TyphonAll neuromods, Artemis ArmorOptimized (choose one focus)
This tiered breakdown covers how Prey evolves from a survival scavenger into a power fantasy, rewarding thorough exploration and smart upgrades. Approach each tier with patience—the station is your playground, but also your prison.