Updated 2026-07 · Lurking Giants Wiki
Survivor Perks and Classes in Lurking Giants
Preview of survivor perks, classes, and emotes coming to Lurking Giants: RPG-style progression, class roles, and how to prepare before the rework event.
ULTRA works is expanding Lurking Giants beyond pure hide-and-survive with a planned survivor perks, classes, and emotes system. Developer update videos and in-game community statements describe wave two of the massive rework as the largest content drop in the game's history — adding RPG-style progression on top of the existing night-cycle rules. This page previews what is confirmed, what is speculation, and how to stay ready before perks go live.
What Developers Confirmed
Multiple sources — including the developer update video on YouTube and community dev chat referenced in ThyCompany Gaming footage — list survivor perks, classes, and emotes as wave-two rework features alongside new giants, maps, and survivor attack items. Perks imply passive or active bonuses that change how survivors approach each round. Classes suggest role specialization beyond the current identical survivor loadout of lantern and flashlight.
Expected Class Design
No official class roster is published yet. Based on asymmetrical horror conventions and developer hype, expect classes that trade off mobility, detection resistance, or utility. A scout-style class might relocate faster between pulses. A support class could help teammates during highlight windows. A tank-style class might survive one extra hit — if attack items ship alongside classes as teased. Treat all specifics as pre-release until patch notes drop on the roadmap.
Perks vs Current Meta
Today's survivor meta is universal: learn E-sprint, rotate every pulse, never camp. Perks will add build variety but will not replace pulse discipline. Players who cannot survive Forest and City without perks will still lose after the update. Ground yourself in the survival guide and strategy tiers first.
Emotes
Emotes are confirmed for lobby and match social expression — taunting giants, coordinating teams, or celebrating sunrise. Whether emotes pause gameplay or create audio cues giants can track is unknown. Expect cosmetic-first design given ULTRA works' analog-horror tone.
Connection to Attack Items
Wave two also adds survivor attack items — the first time survivors can fight back. Perks and classes may synergize with these items. Read the attack items preview for the full combat shift.
Release Timeline
Wave one reworks Locust and Guilt abilities. Wave two ships perks, classes, emotes, Verity, Doctor Nowhere, new maps, and advanced movement. No fixed date — follow official links and the July 2026 update log. Gameplay basics: how to play.
Video Walkthrough
Watch gameplay footage to reinforce the strategies covered above. Video loads on scroll.
Frequently Asked Questions
Are survivor perks live yet?
Not in the current build. ULTRA works confirmed perks, classes, and emotes for the wave-two rework event.
What will survivor classes do?
Classes are expected to offer distinct survivor roles beyond raw hiding — similar to RPG loadouts. Exact abilities are unconfirmed until release.
Will emotes be cosmetic only?
Emotes are planned for lobby and in-match social expression. Gameplay impact is unknown until the update ships.
Do perks replace game passes?
No. Perks are in-game progression. Game passes like Powerful Flashlight remain separate Robux purchases.
How should I prepare now?
Master pulse relocation and both maps. Perks will layer on top of fundamentals — see the survival guide and roadmap.