100DAS Wiki

The Day-by-Day Guide — Confirmed Events, Honest Gaps

The run is simple to state and hard to finish: survive escalating days and nights until Day 100. Here's what is actually confirmed about the timeline — and where the guides you'll find elsewhere are guessing.

Written by Casey Marlin · Last updated July 17, 2026
This update: timeline events cross-checked against Pro Game Guides' tested guide and the official listing

The confirmed timeline

Days 1–3
Foundation

Harpoon everything floating: planks, furniture, crates. Build a Sawmill early (10 Wood + 2 Metal — it turns raw wood into planks and gates Bonfire level 3; experienced players run two). Add a Crab Trap for passive food.

Every night
Threat window

Nights bring danger and the difficulty scales with the day counter. The Angler Fish hunts anyone off-raft at night or without a lit Bonfire — and it never breaks chase. Keep the fire fed; a Flare Gun can redirect it.

Night 6–7
Alien invasion

A scripted alien attack hits your raft. It's repellable with melee weapons, and the aftermath yields a Transponder that unlocks Alien Island.

Mid-run
Raid nights & islands

Raid nights can wipe an underbuilt base — defenses (walls, Auto Turret for solo players) stop being optional. Between nights, sail out: Fisherman Island (closest, has a Dinghy and a trader), Survivor Islands (clear Ghost Pirate waves to rescue crew), Mini Islands (quick chests).

Bonfire Lv.4+
Infrastructure payoff

The Magnet (30 Metal + 10 Wood) comes online at Bonfire level 4 and pulls in effectively infinite metal — the point where scarcity stops being the enemy and the nights become the whole game.

Day 100
The finish

Reach it and you've won the run — 'survive 100 days and get rich' is the official framing, wrapped in the Bermuda Triangle mystery storyline.

What's still unverified

Other sites publish tidy tables claiming exact events for every day — a Day 20 attack spike, a Days 80–100 "Bermuda endgame", a fixed list of six bosses. We haven't found a trusted source for any of it, and the sites publishing those tables contradict each other, which is usually what invented content looks like. What we can say:

  • No verified full day-by-day event table exists anywhere yet — we're building one from tested runs and will publish days as they're confirmed.
  • Late-game content (Volcano, Ice Region, Kraken) is real — the updates and class weapons confirm it — but exactly which days trigger what remains unconfirmed.
  • Whether storms exist as a weather event is unestablished. No trusted guide mentions them.
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FAQ

What is the goal of 100 Days At Sea?

Survive 100 days and get rich — that's the official description. Along the way you build up a raft base, sail to islands, and work toward uncovering the mystery of the Bermuda Triangle.

What happens on Night 6 and 7?

An alien invasion event lands on your raft around Night 6–7 (per Pro Game Guides' tested guide). It's manageable with melee weapons, and clearing it can drop a Transponder — the item that unlocks Alien Island.

What is the Angler Fish and how do I avoid it?

A night predator that hunts you relentlessly if you're off your raft at night or if your Bonfire goes out — and once it locks on, it doesn't stop. Keep the Bonfire lit, stay on the raft at night, or redirect it with a Flare Gun.

What should I build first in 100 Days At Sea?

The tested early build order: fish planks and furniture out of the sea with your harpoon, get a Sawmill running in the first days (10 Wood + 2 Metal, converts wood into planks), add a Crab Trap for passive food, and push Bonfire to level 4 for the Magnet — effectively infinite metal.

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