Creature Survival · Strategy · Cosmo Cheats

Beasts of Bermuda

Sastrei Studios’ storm-lashed creature sandbox. Grow, group, nest, outlast the weather.

Welcome to the Cosmo strategy hub for Beasts of Bermuda. Sastrei Studios built its creature survival sandbox around a commitment no other dinosaur game makes as hard: the weather is a participant. Fronts roll in, lightning finds exposed high ground, waterspouts churn the shallows, and your creature’s Comfort bar answers to all of it. Everything below is vanilla, mechanics-only knowledge: the survival loop, the eight status bars, the roster by niche, weather and Comfort, growth and Marks, diet, combat, nesting and inheritance, server modes, and the habits that get a creature to adulthood instead of into something else’s stomach.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "Your Status Bars". A line drops from it and branches to five boxes stacked down the page: "Health", "Stamina", "Ability", "Comfort" and "Food".02Your Status BarsHealthStaminaAbilityComfortFood
Figure 1. Section 02 of this page is "Your Status Bars". These are the first five of the eight entries it lists.

01 · The Survival Loop

You are the animal. Everything else is weather and other players.

  • You play the animal No humans, no taming, no bases. You pick a species, name it, set its colours and spawn as a juvenile.
  • Creature slots persist Your animal is saved to a slot on the server. Log back in days later and it waits at the growth you left.
  • Grow or get eaten You spawn small enough to be a meal. Every comfortable, fed minute widens the gap between you and what hunts you.
  • The sky is an opponent Storms are not scenery. Wind shoves flyers off line, lightning punishes exposed ridges, and a passing front bleeds Comfort.
  • Company is a mechanic Creatures near others of their own kind gain Comfort faster. Herds and packs are rewarded by the systems, not just socially.
  • Death costs the animal The slot dies with the creature. Marks and unlocks survive; the hours banked in that body do not.
  • Three domains, one archipelago Land, water and air are all playable, with deep shelves just offshore. A Mosasaurus and an Acrocanthosaurus rarely meet.
  • The line continues through nests Adults lay eggs that other players hatch from, carrying part of the parents’ investment. Servers breed their own replacements.

02 · Your Status Bars

Eight readouts drive every decision you make.

  • Health Flat hit points and the slowest bar to recover. It refills only while you are fed, watered and reasonably comfortable.
  • Stamina Drains on sprinting, hard swimming, climbing and flapping. An empty bar means you cannot disengage, which kills more animals than damage.
  • Ability A separate pool that species powers bill to. Roars, lunges, dives and defensive moves draw from it, and it refills slowly.
  • Comfort The stat that makes this game different. It rises in the right biome, climate and company, and falls in storms and isolation.
  • Food A steady drain scaled by size and activity. Adults eat large infrequent meals; juveniles graze or scavenge almost constantly.
  • Water A faster clock than food and easier to forget. Learn where the drinkable sources sit along the routes you actually use.
  • Growth Progress toward adulthood, tracked as a value rather than a level. It ticks up while your needs are met and stalls when they are not.
  • Weight Your mass. It decides what you can shove, what can drag you, and whether a flyer can lift you. Heavier wins brawls, loses chases.

03 · Playable Creatures by Niche

Land, water and air, sharing one archipelago.

Land Predators Bite, bleed, run it down
  • Tyrannosaurus
  • Acrocanthosaurus
  • Cryolophosaurus
  • Utahraptor
  • Austroraptor
  • Oxalaia (semi-aquatic)
Bring
Stamina discipline and the patience to grow for hours before you are genuinely dangerous.
Take
Map control, first claim on any carcass, and the ability to end most encounters you start.

The longest road in the game. A juvenile carnivore is prey to nearly everything, so the early hours are scavenging, not hunting.

Land Herbivores Bulk, reach and retaliation
  • Parasaurolophus
  • Stegosaurus
  • Pachycephalosaurus
  • Coahuilaceratops
  • Therizinosaurus
Bring
A willingness to play defensively and keep a herd together instead of wandering off alone.
Take
Plentiful food, steady growth, and defensive tools that punish a predator who commits badly.

Herbivores never run out of food, which makes them the most reliable growers on any server. The skill is positioning.

Water Hunters Oxygen, ambush and open ocean
  • Mosasaurus
  • Kronosaurus
  • Elasmosaurus
  • Deinosuchus
  • Kaprosuchus
Bring
Comfort with a breath meter and the discipline to stay in the domain where you win.
Take
Near immunity to land threats, rich fishing grounds and ownership of every crossing point.

The water is the safest place on the map if you belong there. The crocodilians straddle both worlds and forgive a lot.

Flyers Wind, altitude and reach
  • Hatzegopteryx
  • Pteranodon
  • Tropeognathus
  • Rhamphorhynchus
Bring
Constant attention to wind direction and the habit of landing before stamina forces it.
Take
Unmatched map awareness, safe travel between biomes and escapes nothing on the ground answers.

Flyers see everything and survive almost nothing on the ground. One bad gust at low altitude ends a session.

04 · Notable Creatures

A sampling across the four niches.

CreatureNicheNotes
TyrannosaurusLand apexThe heaviest land bite and the slowest road to adulthood. Wins any fight it can close; loses to anything that reaches water.
AcrocanthosaurusLand apexFaster and leaner than the Tyrannosaurus, with better pursuit. The pick for hunting actively rather than holding territory.
UtahraptorPack predatorIndividually fragile, collectively frightening. A coordinated pack takes targets none of them could touch alone.
StegosaurusLand herbivoreThe thagomizer tail turns a chase into a mistake. Very hard to kill from behind, which is where predators want to be.
CoahuilaceratopsLand herbivoreHorns and a charge. The most proactive herbivore here, able to drive a mid-tier predator off a carcass rather than just survive it.
ParasaurolophusLand herbivoreSpeed and a call that carries. The classic first creature: quick to grow and fast enough to leave trouble behind.
MosasaurusOpen waterThe apex of the deep. Unassailable offshore and helpless out of the water, so the danger is straying shallow during a storm.
DeinosuchusShoreline ambushSits at the water line where land creatures have to drink. Heavy burst damage and a clean retreat into deep water.
HatzegopteryxFlyerThe largest flyer and the only one genuinely dangerous on the ground. A scout that can contest a kill when it picks its moment.

05 · Weather, Storms and Comfort

The signature system, and the one newcomers ignore.

  • The forecast is a mechanic Conditions move across the map on their own schedule, from clear spells through rain to full storms. Read the horizon before crossing open ground.
  • Fronts change the whole map A front drops temperature, cuts visibility, raises low ground and pushes every creature toward the same sheltered terrain at once.
  • Lightning punishes exposure Bare ridges and open shorelines are the worst places to stand mid-storm. Tree cover, gullies and the lee of high ground all help.
  • Wind owns the flyers Flight is a wind problem before it is a stamina problem. A headwind burns your bar twice as fast; a gust can put you in the sea.
  • Climate band matters Each species is tuned to a temperature range. Sitting outside it drains Comfort even in clear weather, quietly costing you growth.
  • Comfort feeds growth The loop worth memorising: shelter raises Comfort, Comfort speeds growth and regeneration, and growth is the only real protection here.
  • Sleep is an active choice Resting somewhere sheltered recovers Comfort far faster than standing around. The trade is that a sleeping animal cannot react.
  • Waterspouts and the shallows Storms over water wreck the shallows. Aquatics dive to sit them out; shoreline ambushers lose their hunting ground until it passes.

06 · Growth, Marks and Attribute Points

Two currencies: real time, and the Marks you keep.

  • Growth is time times condition The clock only pays properly when your needs are met. A fed, comfortable animal grows several times faster than a hungry one.
  • Stages change your kit Growth thresholds gate abilities, damage brackets and access to nesting. A juvenile and an adult play like two different creatures.
  • Marks are the currency you keep Marks accrue from playing, surviving and growing, and unlike your creature they survive death. They are the account-level progress.
  • Spend Marks on abilities Abilities are unlocked with Marks and slotted onto a creature rather than handed out on a level curve, so your set is a real decision.
  • Attribute points at each stage Growth milestones hand you points to spread across attributes. There is no casual respec, so build for the role you intend to play.
  • Specialise, do not spread Points thinned across everything make an animal mediocre at all of it. Commit the majority to the two attributes your species leans on.
  • Appearance unlocks Colour sliders and patterns open through Marks and time played. Cosmetic only, but it is how a pack recognises itself at distance.

07 · Diet and Foraging

Three diets, three completely different daily routines.

  • Three diets, three routines Herbivores, carnivores and piscivores solve different problems. Picking a species is picking which errand you run for the next few hours.
  • Glowing plants mark the food Edible vegetation reads visually distinct from scenery once you know the cue, and plant types differ in nutrition. Learn the good ones.
  • Carcasses and meat chunks A kill leaves a body that depletes as it is eaten, plus smaller chunks around it. Fresh meat feeds better than an old carcass.
  • Fish and the water column Piscivores work the shallows and the schools instead of hunting players. It is the safest diet and a forgiving first creature.
  • Bigger body, bigger appetite Stomach capacity scales with mass, so adults go longer between meals. The catch is that an adult meal has to be large.
  • Water is the tighter clock Thirst outruns hunger. Plan travel between known water sources, and plan a refill on both ends of any long inland detour.
  • Foraging under a front Storms are the best time to eat if food sits near cover. Fewer creatures move, the noise masks you, and dead time becomes Growth.

08 · Combat and Status Effects

Bleeding, fractures and stamina decide fights, not damage.

  • Bite, tail and charge Most creatures carry a primary bite, a heavier secondary and a movement option. The secondary has a long recovery, so throwing it early loses fights.
  • Bleeding Many attacks apply bleeding, which keeps working after you disengage. A wounded animal is trackable and killable without a second hit.
  • Fractures and limping Bad falls and heavy impacts break bones. A fractured creature loses speed and handling until it rests, turning an escape into a slow chase.
  • Stun and knockback Charges and headbutts stagger. The value is rarely damage; it is the second where the target cannot turn and you reposition or leave.
  • Abilities bill to one bar Every special move draws from Ability and it refills slowly. Fights go to whoever still has something left at thirty seconds.
  • Mass decides the shove Weight governs who gets pushed. A heavier creature can hold ground and body-block a lighter one off its escape route.
  • Disengaging is a skill Know your stamina number for a clean break and leave at it, not below it. Terrain, water and altitude beat outrunning something faster.

09 · Nesting, Eggs and Inheritance

How a server population regenerates itself.

  • Adults build nests Once a creature hits the required growth it can prepare a nest and lay a clutch. This is the endgame activity for most species.
  • Eggs sit in the world A clutch is a physical object anyone can find and anything can break. An unattended nest in a busy valley rarely lasts the night.
  • Spawning into a nest Other players pick an available egg as their spawn point and hatch as offspring of that pair. It is the fastest start in the game.
  • Inheritance rewards the parents Hatchlings carry over part of what the parents invested, so a well-built adult pair produces stronger juveniles than a fresh spawn.
  • Placement is the whole game Sheltered, climate-appropriate and off the travel lanes beats scenic. Comfort at the site also feeds whatever hatches there.
  • Guarding the clutch A nest wants an adult nearby, ideally two. Guarding is slow and dull and the most useful thing a grown creature can do for its server.
  • Why the nursery matters Servers with active nesting have more mid-sized creatures and better fights. A population that collapses to a few apexes stopped nesting first.

10 · Servers, Modes and Settings

Rule sets change the game more than patches do.

  • Official and community servers Officials run near-default rules and read the game as designed. Community servers tune growth, weather and behaviour rules to taste.
  • Growth and Marks multipliers Accelerated servers cut hours off an adult and soften a death. Standard rates make every creature a commitment. Match it to your time.
  • Weather intensity settings Storm frequency and severity are configurable. A high-intensity server is a survival puzzle; a calm one is a creature combat game.
  • Rule sets differ sharply Many servers enforce realistic behaviour: no mixed-species packs, no fighting outside your diet, territory respected. Read them first.
  • Sandbox and test servers Sandbox rules let you spawn and grow at will. Learn an unfamiliar species’ move set and ability costs there, not on a real slot.
  • Audio is your early warning Calls carry a long way and directional audio is the best information source in the game. Headphones beat any video setting.
  • Video settings for foliage Foliage and shadow quality cost the most frames and hide the most threats. Drop both a notch and switch motion blur off.

11 · Pro Tips

Habits that compound across a long-lived creature.

  • Learn on something small Do not make a Tyrannosaurus your first creature. A mid-tier animal reaches adulthood quickly, teaches you the map, and costs little.
  • Treat Comfort as your health bar Newcomers watch Health and ignore Comfort, then wonder why they are not growing. Comfort is the input; everything else is downstream.
  • Log out somewhere dull Your creature stays in the world. End sessions in sheltered, low-traffic terrain near water, not on an open shoreline.
  • Grow inside a group The Comfort bonus from company is substantial and a second pair of eyes beats any attribute point. Find same-species players early.
  • Read the sky before open ground Check the horizon, the wind and the light before committing to a crossing. Most deaths happen to animals caught halfway by a front.
  • Respect the water line The shoreline belongs to whatever is already in the water. Drink where you have an escape route, and watch a channel before swimming it.
  • Pick one creature and learn it Species fluency beats variety. Exact stamina numbers and turning radius on one animal carry you further than knowing twenty badly.