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Dusk Prowler
All mobs · Rustback beetle · Floater
The Dusk prowler is a dark blue native predator with swept ears, a mane and a long balancing tail. New prowlers appear on supported outdoor terrain at night. Existing prowlers remain dangerous after sunrise.

New spawns also require ground light level 7 or lower. Sufficiently bright placed lights prevent new prowlers, but existing creatures can still enter lit areas. See lighting and spawning.
Prowlers detect a visible player within roughly 16 metres, pursue on the ground and bite. They have 18 health; a successful bite deals 3 HP before armor.
The bite has an approximately 0.65-second preparation. Back away or put solid terrain between you and the prowler before it lands. Attack using the normal mining/attack button while aiming within melee reach. Your selected weapon supplies its ordinary damage.
Prowlers can follow one-block ground steps and route around nearby obstacles. They cannot climb vertical walls like beetles, and they do not mine blocks or raid machines. They return toward home if drawn beyond their leash or after losing sight of you for long enough.
Prowlers currently drop no item on defeat. Their health, identity and intent survive Save/Load, subject to the ambient population rules.
Capture: September 13, 2026, stability-review player. This daylight review fixture shows the model clearly; natural prowler spawning remains night-only.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.