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Scavland Factions and Reputation System Explained

How Scavland's ten factions, faction reputation, and trader reputation work, and how the Life system makes faction encounters happen without you.

9/2/20260.8.0Last updated: 10/17/20263 min read

FAQ

How many factions are in Scavland?
Ten. The official Early Access announcements confirm ten unique factions at launch, and all ten names are visible in the Relations tab shown in official gameplay footage.
How does reputation work in Scavland?
Reputation is officially confirmed as a two-layer system covering factions and traders separately, and completing jobs and contracts is what moves your standing. Since Update 0.8.0, every completed Job raises that faction's relationship by +5 (except Gunners and Bandits), and only witnessed kills and hits lower it — a memory that resets when you die. What each track unlocks will be documented once verified in the live game.
Do factions fight each other in Scavland?
Yes. The Life system lets NPCs, factions, and creatures move and interact independently — patrols travel, factions encounter each other, and fights can happen without the player. You may hear distant gunfire and arrive after it is over. Since Update 0.8.0, factions also launch campaigns to attack and capture each other's outposts.

What are Scavland’s ten factions?

Scavland’s Early Access ships with ten factions, each with what the developers call unique identities and characters. They are the power structure of the Zalesye wasteland — the parties fighting for control of the region — and the game’s story plays out between them across three planned acts.

The faction list below is read directly from the Relations tab shown in official gameplay footage — ten entries, each with its own reputation bar. The still below captures that same tab in an early journal, before any entry is filled in:

The Scavland journal open on the Relations tab — Jobs, Map, and Relations tabs on top, the page itself still blank with a single red marker — official in-game screenshot

  • Gunners
  • Renegades
  • Scientists
  • Commonfolk
  • Settlers
  • Church of Resurrection
  • Falanges
  • Anarchists
  • Thieves
  • Army

The full ten-group directory — one card per faction, with everything confirmed so far — lives in All 10 Scavland Factions. What each bar measures, and where the thresholds sit, is unverified — jobs list reputation alongside money in their rewards (see the jobs and contracts guide), absolute numbers are still unpublished — though Update 0.6.0 did put the first relative tuning on record, and made every trader rank cheaper to climb.

How does the reputation system work?

Reputation in Scavland is officially confirmed as two layers: a faction reputation system alongside a separate trader reputation system. In practice this means:

  1. Two independent tracks — standing with factions and with traders is measured separately, so your trading relationships are not just a copy of your faction alignment.
  2. Work moves your standing — completing jobs and contracts is the confirmed engine of reputation change, and since Update 0.8.0 (October 17, 2026) the rule is official and numeric: every completed Job raises that faction’s relationship by +5 (Gunners and Bandits excluded).
  3. Kills need witnesses now — since 0.8.0, harming a faction only matters when someone sees it: witnessed kills and hits lower your relationship, and that memory resets when you die. What reputation further unlocks is still unverified and will be documented here once confirmed in the live game.

What is the Life system?

The Life system is Scavland’s living-world layer: NPCs, factions, and creatures move and interact with the world independently. Patrols travel their routes, creatures wander, factions encounter each other — and fights can break out without you. You might hear gunfire in the distance, investigate, and arrive after everything is already over. Since Update 0.8.0 the factions go on the offensive, too: they launch campaigns to attack and capture each other’s outposts — so a camp that was friendly last week may fly different colors when you return.

For reputation’s economic consequences, see the jobs and contracts guide; for the people you’ll trade with, the items and crafting guide; for surviving the encounters in between, the combat and stealth guide.

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