Surviving Sandworms, Drumsand, and Quicksand in Dune: Awakening

Surviving Sandworms, Drumsand, and Quicksand in Dune: Awakening
Plan at night, route around red‑circle hazards, thump off‑line, and wear Softstep Boots—do it right and you’ll cross dunes without feeding Shai‑Hulud or your loadout to the sand. (Image credit: Funcom)

Lure the worm, cross the dunes, and keep your gear—pro tactics for thumpers, night runs, Softstep Boots, and today’s death penalties.


Arrakis is vicious in the way only a rules‑driven desert can be. If you understand how sandworms aggro, how drumsand and quicksand work, and what the game actually takes from you on death, you can plan routes that feel daring instead of doomed. This guide distills the current state of things (through late September 2025) and gives you a practical toolkit to travel, harvest, and fight without feeding Shai‑Hulud—or your hard‑earned gear—to the sands.


Know the enemy: how sandworms actually behave

Funcom’s own “Communinet” update made two key points that shape your plans: sandworms are independent entities with patrols and behaviors, and while you can influence them with noise/vibration and thumpers, you can’t simply conjure them at will. Thumpers are tools to distract or lure, not a “summon worm here now” button. That design choice is what makes worm management tactical instead of scripted.

On the ground, the fastest way to get killed is to create rhythmic vibrations on open sand. Sprinting, driving, using Holtzman tech like shields or suspensors, and firing compactors all escalate the “worm threat.” Multiple reputable guides line up on this: move quietly, favor rocky islands, and kill devices that hum. If a worm breaches, the stealth game is over—reach rock fast.

A recent official patch raised the stakes even further: colliding with a sandworm above ground on open sand is now instant death, and worms in the Deep Desert sometimes use a shorter breach animation, giving you less reaction time. Assume the window to react is shorter than it looks and commit to the nearest rock.


Drumsand vs. quicksand: read the map, live longer

Two surface hazards define whether your crossing is routine or suicidal:

  • Drumsand sharply increases worm attraction. Think of it as a siren that amplifies whatever vibration you’re already making. Good players still die here because they do everything else right but cut straight across a drumsand patch at speed. The safest move is to route around it or traverse in short, quiet bursts from rock to rock.
  • Quicksand (separate from drumsand) drags vehicles and players down. Don’t try to reverse a sandbike out—it wastes time and vibration. Dismount immediately and use tools (grappler/shigawire claw, suspensor belt) to get horizontal momentum toward rock; you can retrieve or respawn the vehicle later.

The game helps you plan: hazard zones are marked as large red circles on the map. Mouse over to distinguish drumsand versus quicksand; drumsand is where “worm attraction” spikes, while quicksand is where vehicles sink. Treat both as do‑not‑loiter zones.

Pro tip: drumsand’s amplification is so aggressive that even “safer” compactor setups and worm‑threat reduction gear won’t save you if you linger or fire multiple shots. Community testing reports that two or three compactor shots on drumsand will usually call the worm. Keep your extraction short and surgical.

Night travel: when darkness helps (and when it doesn’t)

The developers themselves nudge you to travel at night, hug the shadows, and master water discipline. At night, you avoid brutal sunstroke timers and can sustain longer overland movement with fewer hydration pit‑stops. That’s real—embrace it.

But the worm doesn’t sleep. Veterans note that nighttime is easier, not safe: open‑sand dwell time is still limited to seconds or a minute or two at best, depending on your noise profile and gear. Plan the same rock‑to‑rock hops you would by day; you just have more margin for heat and hydration mistakes.


Thumpers: use them like a pro (and don’t be that player)

Thumpers are at their best when you treat them as decoys. Drop one off your intended line, wait for the breach far away, then cross your dangerous gap while the worm tunnels to the thumper. For very long traversals, a two‑thumper method works well: place Thumper A to pull the worm away from your starting side, then (if needed) Thumper B downrange to redirect it again while you finish the crossing. And if you’re harvesting, thumper first—cross second—so you’re not lighting up drumsand while the worm is still “on your side.”

A few cautions:

  • You cannot force a spawn on demand. The thumper influences aggro; it doesn’t create a worm out of thin air. Work with the creature’s patrol.
  • Don’t thump near strangers. Players have abused thumpers to grief others, even in PvE‑only areas, by dragging worms across common routes. It’s bad etiquette—and likely to get addressed server‑side—but it’s also a threat you should plan around. Keep an eye and ear out whenever you see a fresh thumper in the distance.
Unlocking thumpers: if you’re still early, the Trial of Aql progression ultimately grants the schematic. It’s worth the detour; thumpers are essential for safe crossings and spicy harvest runs.

Softstep Boots: the best baseline protection you can wear

If you’re serious about crossing dunes on foot, Softstep Boots are the standout pick. Their unique perk reduces “worm threat” by roughly 45%, meaning your steps generate less rhythmic signal on the sand. Treat that as extra time budget on open sand, not immunity.

There are several Softstep variants, but Tabr Softstep Boots (and similar named sets) share the signature effect: “each step… melts into the sand, reducing the vibrations that attract the worm.” They’re crafted from a unique schematic and sit in the light‑armor slot, so they’re easy to integrate into a travel or harvest kit.

How to get them right now

  • Targeted farm: community and guide sites consistently point to Imperial Testing Station No. 197 (Western Vermillius Gap) as a reliable spot for the Softstep schematic. The chest isn’t guaranteed—expect respawn timers and repeats.
  • Buy or trade: check the Exchange at Arrakeen/Harko if your server economy is lively. Prices vary widely by world and week.

Important limits: Softstep Boots buy you grace, not a hall pass. On drumsand, even “‑45% worm threat” is often overwhelmed: a few compactor shots or a long sprint can still get you eaten. Route around drumsand whenever possible; when you can’t, crouch‑move and keep your exposure minimal.


A safe crossing, step by step

Use this checklist before any long dune transit:

  1. Stash valuables in base/storage. Assume you might die—plan your risk. (The next section explains what you lose in each case.)
  2. Gear for quiet: Softstep Boots on; shields/suspensors off; decide if the suspensor is your emergency quicksand tool (turn it on only when you must float).
  3. Plot the line at night: mark a rock‑to‑rock spine on your map avoiding red hazard circles. Where you can’t avoid drumsand, draw the shortest exposure.
  4. Carry a thumper (two is better): drop it off‑line to pull the worm wide before you step onto the sand.
  5. Vehicle discipline: if you’re on a sandbike, keep Vehicle Backup Tool ready so you can store it instantly if breach timing is bad or you’re sinking in quicksand.
  6. Move like a Fremen: crouch across open sand; accelerate only to finish a sprint to rock. No rhythmic tapping—commit and cross.
  7. If you sink: dismount, grapple toward rock, or pop the suspensor belt to glide out—just long enough to clear the patch. Don’t stay floating on sand.
  8. If breach happens: forget stealth; the worm has you clocked. Sprint or drive in a straight line to the nearest rock. Don’t zigzag.

Current death penalties (September 2025): what you actually lose

The penalties vary by cause of death and where it happens.

1) Sandworm or Coriolis Storm — the hard reset

  • You lose everything on your person (equipped + backpack + ammo + currency) with no corpse to recover. Vehicles present at death are lost. This is the punishing edge that makes route planning—and thumpers/nights/boots—so critical. Multiple guides and the in‑game guidance agree on this point.
  • Newer players do get one small grace: the first time you’re eaten while riding a sandbike, you may be offered a one‑time sandbike save via the Vehicle Backup Tool. Don’t rely on it twice.
  • Patch watch: the devs clarified the storm warnings UI and made worm collisions above ground instantly lethal—both changes reinforce the “don’t flirt with the apex” rule.

2) Standard PvE deaths (NPCs, hazards other than worm/storm)

  • You drop Solari/Spice and a portion of stackable resources; your equipped gear takes durability damage, and you can recover a corpse bag if you reach it. Authors disagree on the exact percentages per patch, but the behavior is consistent: part of your pack is recoverable with a time/route penalty.

3) Default PvP deaths (zones with PvP enabled, no special decree)

  • Expect to drop Solari/Spice and some stackables, take a durability hit on equipped gear, and leave a recoverable bag—but recovery is often unrealistic in contested wrecks. The developers have talked about keeping “default” PvP less punishing than worm/storm deaths.

4) Landsraad decree weeks: “Right of Salvage” in the Deep Desert

  • When your world passes the Right of Salvage decree, Deep Desert PvP areas flip to full‑loot for the week: die there and other players can take everything you carried. Patch 1.2 tightened the description and (in Hotfix 4) fixed cases where the decree didn’t drop items as intended. Read the weekly law board before you head north.

Bottom line: outside of special PvP law weeks, the only two causes that truly nuke your inventory are sandworms and Coriolis storms. Everything else ranges from “retrieve your bag” to “durability tax + partial loss.” Route planning is how you decide which penalty you’re likely to face.


A fast kit for safe spice runs

  • Armor: Softstep Boots + a light stillsuit with heat protection. (Move quiet and shrug off day heat if you must.)
  • Tools: 2× Thumpers, Shigawire Claw (grappler), Vehicle Backup Tool, and a compactor tuned for the field you’re harvesting.
  • Tactics: Thumper off‑line → night crossing → short harvest window → leave when you see wormsign. Avoid drumsand if at all possible.

Advanced movement notes

  • “Sandwalking” at night: Players have demonstrated a viable night‑only rhythm of movement (Softstep Boots + grappler bursts) to cross big gaps like the Vermillius Gap. It’s emergent, not officially taught, and may change with patches—treat it as a skill to practice rather than a feature to rely on.
  • Suspensor belt is a tool, not a travel mode: It’s great for skipping a bad quicksand patch; it’s also a Holtzman device that increases worm threat on sand. Use for seconds, not minutes.

Situational playbook

  • Crossing a drumsand belt to a wreck: Thumper on the far flank, Softstep Boots on, crouch‑walk to the first rock island; if a breach triggers early, commit to the nearest rock—don’t turn back across drumsand.
  • Quicksand traps your bike: Dismount instantly; grappler to rock; store/rebuild the bike later. Don’t waste your vibration budget trying to reverse out.
  • Harvesting a spicy but noisy field: Limit compactor shots, pre‑thump, and set a two‑minute personal timer. Drumsand + compactor = high odds of a breach.
  • Caught by breach while sprinting: You’re already marked—speed straight to rock. This is the one time to accept the full sprint vibration to get safe.

Etiquette and safety

Worms don’t respect PvE boundaries. Don’t thump near hubs or public routes—it endangers others and invites counterplay. If you see someone thumping in a populated area, assume they’re not thinking of bystanders and give the zone a wide berth. (Yes, griefers do this; the coverage has been… pointed.)


Patch‑watch: why this guide emphasizes dates

Two recent official notes materially affect survival:

  • 1.1.20.0 (Aug 13, 2025): worm body collision = instant death; some breaches are shorter; spice fields and flour sand distributions adjusted so worms can actually reach them (meaning fewer “safe abuses”).
  • 1.2.0.0 + Hotfixes (September 2025): clarified Right of Salvage scope (Deep Desert PvP areas) and fixed item‑drop behavior when it’s active. Always check the weekly decree before committing expensive gear to the north.

TL;DR survival priorities

  1. Route at night and from rock to rock.
  2. Softstep Boots for a bigger margin; suspensor only for emergencies.
  3. Thumper off‑line to create your crossing window.
  4. Respect drumsand: plan to avoid it; if you must cross, move quietly and fast.
  5. Know the penalties: worm/storm = total loss; default PvE/PvP = partial drops + durability; Right of Salvage week in Deep Desert PvP areas = full‑loot PvP.


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