Quirks

A Quirk is a gamemode in RAD that alters a key aspect of the gameplay for the entirety of the run. There are 14 total Quirks to unlock, starting with Normal.

List of Quirks
Every Quirk is listed below, described by the New Game menu and elaborated on parenthetically when needed.


 * Normal - "Standard game rules" (Player begins the run with 6 hit points and can select any unlocked bat)
 * Key Master - "Floppies flop out at a higher rate."
 * Cheapskate - "Stores lower their prices to attract tightwads." (Merchants in the Fallow lower their prices for all items, including Shermie in the town.)
 * Meat Lovers - "More meat! Tuck in your bib, and remember to pace yourself." (Weak mutants drop meat considerably more often, while stronger mutants across the stages drop meat slightly more often)
 * Yeet Lovers - "Put your thumb on the scale for ranged Exo Mutations."
 * My Buddy - "You don't have to go it alone. Find more friends in the wasteland. Or on your body." (Greater chance to acquire Home Slice, Teenybopper, and Death Roe, as well as items like Polyp Pal and Laser Pal.)
 * Deviated Fire Heart - "One of your normal hearts is replaced by a fire heart"
 * De-Made One - "You can't absorb rads. Hope you're good with a bat." (Exo Mutations cannot be obtained through filling the Rad Gauge, while Endo Mutations can only be obtained from Endo Machines or Items)
 * Brittle - "You have a case of Hollow Bones, and a bunch of unhealable hearts." (Player begins run with 1 single heart and five Multi Battle Hearts, totalling 15 temporary hit points)
 * Shark Style - "Run faster, but die if you stop. Mutants drop more meat to chomp." (Player moves with fairly greater speed but, when stationary, loses 1 hit point every 3 seconds. Mutants drop meat at comparable rates to Meat Lovers)
 * Glass Cannon - "Half the hearts, double the bat damage." (Player begins run with 3 hit points but does considerably more melee damage)
 * Hurts So Good - "Pain makes you stronger." (As player health decreases, melee damage increases)
 * Unstable - "Taking damage can jumble your mutations." (Every hit not absorbed by a temporary heart to swap any acquired Exo Mutation. Any upgrade status is lost upon swapping)
 * Devolution - "Enter the Fallow with a fully mutated bod. Slowly lose mutations as you progress." (Player begins run with 3 Exo Mutations and several Endo Mutations, all random. Similar to De-Made One, the player cannot absorb rads, so any Exo Mutations are permanently lost within the run. Endo Mutations behave as in De-Made One.)