There is a mission where a gravely ill furry creature is lying in a corner of an abandoned building along with old scraps and toys. It will die whatever interjection occurs. You have the opportunity to euthanise it by shooting it, feeding it, or leaving it alone to it's fate. This scene, like most others, is experienced through text only.
There is an option to prove your strength to an NPC by cutting yourself with a dagger and it will take a little bit of your health away. This isn’t shown however.
There are several storylines and endings to the game. Multiple endings have results that may cause negative feelings in the player, including major character death. These endings can be circumvented depending on player action.
There is a melee attack that, when used on animals, causes squishing sounds. There are also multiple instances in which fleshy squelches are produced when destroying certain objects.
The gender of the Atlas is iffy, but regardless its worshippers refer to them as “Father” and another character refers to them as his “Brother”. One storyline points towards the Atlas actually being female meanwhile the others don’t explore their gender at all.
The police-like robotic entities in the game are portrayed as a negative force by most species, and are regarded as an enemy. The only race that sees them as a positive force is the other robotic race.
Certain actions may cause squelching or squishing noises. Most of these actions are entirely optional, and are often the result of destroying clearly labeled objects.
You can destroy both eggs and egg sacs. The eggs have no living babies in them, only items that can be picked up, and the egg sacs contain living creatures that are aggressive. You can also acquire non-fertilized eggs as a consumable item.
There are eggs and egg sacs in multiple areas of the game. If these egg sacs are destroyed, they will produce aggressive larvae. If the eggs are destroyed, they will produce small orb-like items that can be collected. Eggs are also a consumable item that can be gathered from docile creatures.
There are multiple drivable cars by the player, and each one makes its own unique honk if a specific button is pressed. There are also friction sounds from the tires on the ground. These cars are entirely optional to obtain and drive.
There is one fourth-wall break where Telamon acknowledges the player directly, and questions if our reality is just another layer of the simulation. The game is very meta and focuses around in-universe fourth wall breaks concerning the world as a simulation frequently, which the plot revolves around.
NPCs can be seen wandering on the surface of many planets, but can either be assisted so that they can leave, or are implied to be doing so of their own volition.
The player can kill animals. Their bodies will remain on the planetary surface until the player leaves the area. Predatory animals will also kill prey to the same effect.
There are drug-like substances, and descriptions of what happens if certain individuals use them, but usage of these substances is not shown. There is also an optional building in planetary settlements that resembles a bar.
Not a snake, but there are giant snake-like creatures that will jump out of the ground and destroy anyone directly in their path. By giant I don’t just mean compared to the player model, but legitimately almost as large as the space stations in-game.
The player can die due to extreme heat exposure. This can be avoided in a multitude of ways. There is also an enemy with a flamethrower weapon that is used to attack the player.
One of the main questlines involves assisting a character who turns out to have already been dead for a very long time. There are also graves that can be found on planetary sites with holograms of the individuals inhabiting them, but these holograms are only visible when interacting with the graves. There are also monoliths that, when interacted with, will sometimes have interactions with spirits of individuals long past.
You have the opportunity to euthanise it by shooting it, feeding it, or leaving it alone to it's fate. This scene, like most others, is experienced through text only.