Caves are a primary point of interest in Sons of the Forest, making their return from The Forest. Exploration yields loot, outfits, weapons, and utility items, lore snippets, and progresses the story. There are a total of nine marked caves that appear on the GPS.
Once caves are opened (destroying planks covering the entrance), mutants can begin spawning on the surface. Building near cave entrances eventually becomes very dangerous, as mutants begin to spawn in highest quantity near the caves as the days progress. After killing enemies, at least 2 mutants naturally respawn in the area each day.
Creepy takeovers of cannibal villages will begin occurring after at least one cave has been opened.
This is fork like Cave and in one end you can find the Stun Gun and Leather Jacket. And in the other there is Rebreather with water exit, but be aware of the Shark swimming in it and waiting to bite your leg if you recklessly jump into the water. Instead throw him one of the severed limbs that lay around and wait until he starts munching on it, than you can safely swim near him.
The entrance is at the confluence of two rivers down from the mountain crash site. Once inside the player is greeted with untraversable wall of stalagmites with a zipline that leads over them. Accessing the rest of cave requires the Rope Gun. Following this, large sections of the cave is fully flooded and requires the Rebreather.
The entrance to the cave is cut into the rock face next to the second largest lake by surface area. Right by the entrance a couple of cultists lay dead next to a book. Inside lies a flooded section that requires the Rebreather for further access.
Creepies will no longer be focused around cave entrances in late game after loading a save. They should now be distributed around a larger area
Collisions on light blockers for cave entrances removed (could block actions)
Fix for underwater controller thinking it's still in a water volume when trigger is disabled fixes underwater rendering that could happen in lava cave under certain conditions
Complete re-work of cave D (and added some surprises)
Added extension to cave B
Some details and tweaks to cave b
Small wood bridge added over jump area in hell cave
Added missing rocks to hell cave merged collision to stop enemies occasionally falling through floor
Some improvements to cave A detailing
Merged collision meshes for cave and bunker transition groups and ice caves
Dynamic hanging skull lights added to some caves
Fixed some breakable cave boards being misaligned on clients
Fixed issue that if the player is already wearing the gold armor, and it is then forced on from the gold room or hell door cutscenes, it would be permanently visually stuck on
Added proximity voice chat with filters for in caves & underwater along with adding additional filtering to the walkie talkie
Added new world details, more paths, partially dug tunnels by excavators, new Jianyu camps, 14 new mini caves and cellars and many other environment tweaks and updates
Revised hell cave door opening, will now require additional steps to open
Added NPC Timmy to hell cave
Added new cave (unlocks after end game sequence)
Hell cave lava, lighting, effects, details and audio re-worked and improved
Improved some areas in Cave D where players were getting stuck
Solar panels cannot be placed anymore in occluded areas (underground cellars)
Improved nav mesh for hell cave
Removed extra locator on GPS for cave F
Cave entrance bat flocks can happen at any time of day now
Added a flashing Exclamation mark and bright red light to discoverable laptops
Required Items UI for structures is now hidden when the player is in caves or bunkers
Improved some spittle layout in caves
Smaller cave icons on GPS
Adjusted the enemy spawns in some caves and bunkers
Increased volume of bats
Added new Hell cave audio and reverb snapshot
Made mutants in caves footsteps louder, made cave wind louder
Added events for moving structures and changed reverb on in cave objects