Scavland Main Quest Guide: How Far the Story Goes Right Now
The Scavland main quest ends at Inhuman Knowledge and the neuromancer — about 80% of Act One, per the developer. Every documented story mission, sourced.
FAQ
Does Scavland's main quest end at Inhuman Knowledge?
How long is the Scavland story?
What is the first quest in Scavland?
Is the neuromancer a real boss name?
Will more main quests be added?
How far does the main quest go right now?
To the neuromancer, and then to a blank page. As of September 16, 2026, players who finish the Inhuman Knowledge quest defeat a boss the community calls the neuromancer, after which the quest book empties — and that is not a bug. The developer confirmed it directly on September 14: “What you’re playing right now is around 80% of Act One,” with the remainder of the act already finished pending polish and the current focus on “bug fixes and QOL improvements.”
Two details make that statement stronger than the usual Early Access promise. The rest of Act One is described as done — written and built, waiting on polish, not waiting on design. And the story does not stop at Act One: three full lore acts are written and planned, which matches the official store page’s framing of Early Access as the first act of a three-act story (see the Early Access guide).

Which story missions are actually documented?
Fewer than you would expect for an 80%-complete act — and this wiki would rather show the short, sourced list than pad it. Every mission below traces to a first-hand source; community-reported entries carry their dates:
| Mission | What is documented | Source |
|---|---|---|
| Dead Man’s Rest | The first tutorial quest — named in the demo-era changelog, shown completed in the official journal screenshot | Official changelog + screenshot |
| Mutant Disposal | Appears completed in the same official journal screenshot | Official screenshot |
| For my hands only | Grigory’s quest, shown in the official screenshot with a reward of $3,315 and 25 reputation | Official screenshot |
| Deliver the Hideout parts | A journal objective visible in official footage — 6,840 ₽ and 25 reputation | Official gameplay clip |
| Corpsbearer | A mid-chain quest with an “inform the Mudlarks” step; one player’s progress stalled on dialogue with an NPC named Ilya (September 12 thread) | Community-reported |
| Factory-district toolbox | A step asking for a toolbox for the mechanic in the factory district (Chinese-language thread) — possibly the quest one player remembers as the “battle royale factory quest” | Community-reported |
| Saving Face | A turn-in whose timing matters: handing it in early dropped one player from Neutral back to Enemies (September 15 thread) | Community-reported |
| Inhuman Knowledge | The final available main quest — ends at the neuromancer boss and a blank quest book | Community-tested, corroborated |
The order above follows the chain as far as reports place it; entries without position evidence are listed by strength of documentation, not claimed sequence. One adjacent fact: players cite an achievement, “Establish a business relationship with Anatoly,” as tied to the first or second main quest, with a cited completion rate around 8.2% — community-reported, but a useful gauge of how few players have run the full chain so far.
What is Inhuman Knowledge?
The current end of the road. The quest’s own spelling wobbles between community posts — “inhuman” and “inhumane” both appear, and no official text has settled it — but its shape is consistently reported: prepare heavily, fight the boss players call the neuromancer, and watch the quest book go blank when you win. The September 14 thread that named it also produced the developer’s 80% confirmation, which is why this page treats the blank book as a milestone rather than a bug.
What the thread does not tell you: where the neuromancer sits, what it takes to reach it, or what its phases are. No player has published that walkthrough yet, and this wiki does not invent one. The preparation advice that exists today is generic but real — the boss road runs through the same combat pillars, gear economy, and faction standing as everything else, so the practical reading list is the bestiary for tactics, traders for gear access, and jobs and contracts for the grind that funds it.
Where does the story go after that?
To the rest of Act One first — officially finished, pending polish — and then to Acts II and III, which the roadmap frames as new regions, quests, creatures, and factions. If your quest book is blank today, the honest status is: you are current, not done. When the next story drop ships, it arrives through the official news hub and gets indexed in the update tracker the same day, with this page following.
Until then, the game around the story does not stop: the jobs system refreshes daily, faction reputation still climbs, and the wasteland’s own Life system keeps generating fights you never started — the parts of Scavland that were never on the critical path to begin with.
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Where to go next
Scavland Jobs and Contracts: The Quest System Explained
How the journal, tracking, and daily jobs wrap around the story
Scavland Update Tracker: Patch Notes and Official Changelogs
The page that logs Act One's remaining 20% when it ships
Scavland Bestiary: How to Beat Every Enemy
Boss-prep tactics for the road to the neuromancer
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