Zeekerss’ Lethal Company has quickly turned out to be a popular title in the horror co-op gaming community. Released as an early access game on Steam on October 23, 2023, the game has received wide praise for its fun gameplay and incredible co-op experience. However, one of the most interesting parts of Lethal Company is its lore, which many players don’t happen to know much about. And we can’t just let that slide. So, this guide will help you know all about it.
If you’ve already played Lethal Company, you will quickly realize that the game is highly inspired by things like SCPs and creepypastas. Lethal Company’s lore is fascinating and something that many in the community want to know about. So, without much further ado, continue reading to find out what’s its all about.
Lethal Company Lore explained
Before we delve deeper into Lethal Company’s lore, we would like to mention the fact that the game is still in early access, and as such, the lore can be changed and expanded as time goes on. But for now, this is what we know so far when it comes to the game’s lore.
Lethal Company starts with the player waking up on an abandoned ship. Upon a quick look around this ship, the player notices that the ship has nothing but a couple of posters and a terminal, along with a Post-it note stating the command for accessing the terminal. After typing in SIGURD, the terminal gives the player a quick rundown of the moons, animals, items, and, of course, the Company. Like most horror titles, the player happens to be unaware of how they got there in the first place. And for now, the only thing that they can do to survive is pick up scraps from moons. Luckily, the player is already on a moon called Assurance.
Assurance is a desert planet and is pretty empty for an abandoned factory, along with some strange constructions and other items. While exploring the surroundings of the desolate factory, the player eventually comes across a tape recorder. And coincidentally, this one has the pilot’s log. Almost every major bit of lore is told to the player via the existing twelve logs, so finding one is a crucial part of understanding Lethal Company and its story. All obtainable logs are Sigurd’s entries and can be accessed by typing in SIGURD, as you might have done at the start of the game.
LOG ENTRIES
1) First Log
Date: August 22, 1968
The first log introduces us to Sigurd and his crew of four: Richard, Desmond, Jess, and himself. It’s revealed to the player that Sigurd is writing the logs to keep his sanity as his crew goes about completing their contract. Their work is dangerous, as Sigurd writes: “The turnover rate here is enormous, maybe cause this job sucks and every one turns over dead!” However, at this point, it isn’t explicitly stated what Sigurd and his crew are doing.
2) Second Log: Smells here!
Date: August 24, 1968
This is the log where Sigurd mentions the company. In the log, Sigurd goes on to complain about the horrid smell and how he hates being in the tight hazmat suit. The log also mentions that Rich (or Richard) is the smelliest one among them. Furthermore, the crew finds a couple of frying pans and a big nail, and Sigurd wonders why the company is even trying to use these scraps.
3) Third Log: Swing of Things
Date: August 27, 1968
Sigurd once again complains about Rich smelling bad, this time stating, ”he smells like a rancid tuna can.” Aside from that, he writes that there’s always someone who is equipped with a shovel to hit anything that appears to be moving, signifying that something dangerous is going on. Sigurd goes on to write that there are big security doors with letters and numbers and that they always have someone on camera duty whenever they open one of these doors. The player is also made aware of the fact that it’s Desmond who opens these doors by typing in some codes. Sigurd then mentions that they sold some scraps to the company that day at 70% value. Not only that, Sigurd writes just how terrified he got when listening to the person behind the counter, but no one else in his crew gave any heed to that.
4) Fourth Log: Golden Planet
Date: August ??
Log Four is a mysterious one as it focuses on something called a Golden Planet. Sigurd writes that he talked to a voice on his walkie-talkie, noting that the voice “was like a part of the screams.” The voice tells Sigurd that the Golden Planet actually exists and that it isn’t just a legend. The voice continues that the Golden Planet got swallowed up by something called the “Beast” and that the planet was being digested in the Beast’s body. When Sigurd asks the voice what this beast is, the voice answers that he doesn’t know what it is and that after the beast ate the planet, he forgot everything.
The voice would just keep on talking even when Sigurd tried to stop it. Furthermore, he says that he told the voice that he could get him and that he was inside the building. But when the voice heard that, he started to freak out. This just annoyed Sigurd, so he turned off the walkie-talkie. Sigurd ends the log by writing that he told Jess about it, but she told him that the Golden Planet was just a story. However, she also told him to quit, and if Sigurd left, she would leave too. But in the end, Sigurd decides to stay.
5) Fifth Log: Shady
Date: August 31, 1968
This time we get to learn the fact that it rains on the moon, where Sigurd and the crew are. He mentions that he’s on camera duty once again and that he’s unable to sleep on the small beds the crew is provided on the ship.
By now, Sigurd has started to think that their job is not what it seems like, while describing it as “shady”. This time around, we get to learn that the crew is paid good money and that the contract is only for a season. Moreover, everyone on the crew got through an assessment exam on the phone, with Sigurd saying that the voice on the other end of the phone sounded weird. It’s mentioned that all crew members signed their contracts on the ship itself, and the shuttle itself was autopiloted.
Sigurd now starts writing that he thinks the voice on the phone is fake. He has also started to have bad dreams and contemplates going home. But his relationship with his father doesn’t allow him to do that.
6) Sixth Log: Sound behind the wall
Date: September 4, 1968
The sixth entry tells us that Sigurd and the crew got up early that day to sell their scraps. This time the rate for them was 120%, and Desmond mentioned to Sigurd that something like this was rare. Then Sigurd once again goes on to complain about Rich and his bad smell.
Sigurd’s mental health begins to deteriorate, as he informs the reader that he heard an awful sound behind the company building. His crewmate, Jess, thinks he’s homesick, but Sigurd just says he’s sick of his cheap suit.
7) Seventh Log: Goodbye
Date: September 7, 1968
Things now start to spiral out of control. Sigurd opens up with the news that he and his crew left Rich behind. The incident happened when the crew was going for one last room check for the day. Sigurd was unable to get the door to open, and when he looked for Rich, he wasn’t there. The only ones present were him and the Flower Man inside the room. Sigurd is particularly angry with his crewmates for leaving Richard behind and calls them cowards.
8) Eighth Log: Screams
Date: September 13, 1968
The remaining members of the crew were scared to death, so Sigurd had to call the Company to inform them about Richard’s unfortunate death. Sigurd mentions that he recognized the voice on the other end of the phone as the one from the interview and training videos. The voice does listen to the information and tells Sigurd that Rich’s family will be contacted and that the Company will send someone else as a replacement. Sigurd remarks that the voice talked very fast.
Sigurd also mentions in the log that he can hear screams in the walkie-talkie when near the Company building. His other crewmates now believe him and, as a result, want to quit their jobs. Sigurd, however, decides not to.
9) Ninth Log: Idea
Date: September 19, 1968
Sigurd begins the log by saying that Desmond and Jess are now much more active. We also learn that the replacement for Rich is also coming in a few days. Sigurd remarks that he’s starting to get better sleep but can still smell Rich. Desmond also gets an idea to track the weird fake voice on the phone call.
10) Tenth Log: Nonsense
Date: September 27, 1968
The new crewmate is named Lucas and is a scaredy-cat. But Sigurd does state that the replacement doesn’t smell as bad as Rich did. Apart from that, we get the big revelation that Desmond successfully traced the call and found out who the people on the other side are.
The log states that Desmond traced the call to a group of people who happened to be across the whole solar system. Sigurd ends the log by wondering if “there really is a big monster in the company building…” He further goes on to say that if people from across the solar system trapped it in the building, his crew was feeding the monster to keep it tame.
11) Eleventh Log: Hiding
Date: September 30, 1968
At this point, Sigurd’s mental health is beyond fixing. He starts the log by saying that he keeps having dreams of the Company monster and thinks it’s “really big” and “fast”. He mentions in the log that he asked if Desmond could take control of the autopilot and get to the coordinates of the people on the phone. But Desmond tells him that taking control of the autopilot could kill them, and the only way to get to those coordinates would be to get their own private ships. But even that might prove dangerous since nobody knows what could be there.
Sigurd’s memories are now gone. He doesn’t remember how he got there or if he even said goodbye to his dad. He only remembers a few little things, like taking a shuttle flight to the building where he signed the contract, contradicting the previous log where he mentioned signing a contract on the shuttle itself and not the company building. He ends the log by writing that in his dreams he “feels like the company isn’t trapped in there at all; it’s just hiding.”
12) Twelfth Log: Desmond
Date: October 15, 1968
This is Sigurd’s last log. He begins the log by informing the reader that he’s encrypting the logs so that they can be hidden and also to ensure that the system doesn’t wipe them out. Following that, he states that their job was nothing more than a “guise”. The real job is to “keeping an incredible terror fed”. He wonders if all of this terror’s hunger has something to do with the desolate moons. Sigurd then ends his last log by writing, “Please have a good day and night — as what else is there for us to do?”
Currently, it’s pretty unclear as to what happened to Sigurd and his crewmates. Did the Company send them back, or were they kept beyond their contract? For now, this is all there’s to know. But we are pretty confident that we will get more info on the lore of Lethal Company in the upcoming months and updates. Apart from all that, if you want to know how to disable mines in the game, take a look at this guide. For more content like this, don’t forget to follow DigiStatement. Also, read: Lethal Company Hyena mod: How to download & install it (Link inside)