Funnel Runners hazards emerge from the weather system and the suburb's destruction interacting. Per the Into Indie Games community guide, the key hazards are fallen power lines (apply Electrified), fire from lightning (apply Burning), building collapse debris (apply Injured or Very Injured), and moodlet transfer between teammates in close contact. The named moodlets are Injured, Very Injured, Heavy Load, Electrified, Drenched, and Burning. The Steam store description commits to the wind hazard and building collapse; the rest is community-reported and attributed.

Where Funnel Runners hazards come from

Hazards in Funnel Runners are not a separate system. They are the downstream effect of two intersecting mechanics: the tornado and storm system from the tornado-storm page, and the building destruction pipeline. The Steam store description's three official commitments — random tornado spawn, time-based escalation, and piece-by-piece building collapse — are the source of nearly every hazard players will encounter in a match.

Wind and debris as the foundation

The Steam store warns about wind directly: "be careful not to be swept up by the wind; you may not be found again." That single line establishes wind as a hazard with lethal potential. Combined with building collapse, wind is what makes open exposure during a tornado a hard loss. Because items disappear in destroyed areas, the items that mitigate hazards are themselves at risk during the events that cause them, so mitigation is part of the scavenge loop.

Fallen power lines and electrocution (attributed)

The Into Indie Games guide describes fallen power lines as one of the persistent hazards in a Funnel Runners match. Power lines come down when tornadoes damage the support structures, and the line itself remains live on the ground for a window after the collapse. Stepping onto or near a live line applies the Electrified moodlet.

Electrified moodlet

The Electrified moodlet is described in the Into Indie Games guide as a status effect that ticks damage and transfers between players who touch. The guide recommends the portable conductor from the gadgets-items page, and warns that contact with another Electrified teammate spreads the effect rather than removing it.

How to avoid the line

The guide's advice is to treat power lines as the boundary of any room or street the line crosses, even when partially hidden by debris. Visibility drops as debris accumulates, so scan for the source pole rather than looking only at the ground.

Fire spread and lightning (attributed)

Fire in Funnel Runners is described in the Into Indie Games guide as a chain hazard. Lightning strikes during a tornado can ignite a building or a debris pile, and the fire spreads to adjacent structures under the right wind conditions. The Burning moodlet applies to any player inside the burning footprint.

Burning moodlet

The Burning moodlet is a damage-over-time effect that also reduces visibility and stamina regen. Like Electrified, Burning can transfer to teammates who touch the affected player, so the guide recommends spacing out when a teammate is on fire rather than clustering to help.

Lightning as a starter

The guide treats lightning as the most common starter for a fire event during a tornado. Lightning strikes the tallest exposed structure, and the fire spreads downwind. Move away from tall isolated structures during a tornado as the guide's recommended mitigation.

The moodlet system (attributed)

The Into Indie Games guide tracks six moodlets: Injured, Very Injured, Heavy Load, Electrified, Drenched, and Burning. Moodlets stack and transfer, and the guide treats the moodlet system as the in-game summary of what hazards have done to your team at any moment.

Injured and Very Injured

Injured and Very Injured are the health-related moodlets, applied by debris hits, building collapse proximity, and direct hazard damage. The guide treats Very Injured as a worse tier that reduces mobility and requires a bandage or health pill from the gadgets-items page.

Heavy Load

Heavy Load is the encumbrance moodlet, applied when a player carries too many tools, parts, or consumables. Drop non-essential items rather than dragging a Heavy Load through a tornado path, since reduced mobility makes hazard avoidance harder.

Drenched

Drenched is the water-and-debris moodlet, applied by exposure to wet debris, rain during a storm, and tornado splash effects. The guide treats the umbrella from the gadgets-items page as the counter, and notes that Drenched stacks slowly rather than as a single big hit.

How to mitigate hazards mid-run

Hazard mitigation in Funnel Runners is described in the Into Indie Games guide as a three-layer defense: pre-event positioning, mid-event spacing, and post-event item use. Each layer maps to a specific moodlet or hazard set, and skipping a layer exposes the team to cascading effects from transfer mechanics.

Pre-event positioning

Before a tornado arrives, the guide recommends moving out of single-story buildings, away from power lines, and away from tall isolated structures that could attract lightning. This prevents Electrified, Burning, and the worst debris hits before the funnel is visible.

Mid-event spacing

During a tornado or hazard burst, the guide recommends spacing out so moodlet transfer (fire, electrocution) does not cascade across the team. A single Burning teammate can apply Burning to three more players in close contact; spacing breaks that chain.

Post-event item use

After a tornado or hazard burst, the guide recommends using consumables (health pills, bandages, granola bar, energy drink) and gadgets (umbrella, defibrillator, portable conductor) to clear moodlets and recover mobility. Start with mobility recovery (granola bar, energy drink) and finish with health (health pills, bandages); the gadgets-items page lists the named items.

Sources

These are the launch sources used for this page. Storefront values and patch details are dated to the listed research date.

FAQ

What are the moodlets in Funnel Runners?

The Into Indie Games guide tracks six moodlets: Injured, Very Injured, Heavy Load, Electrified, Drenched, and Burning. Moodlets can transfer between players who touch, so spacing out is recommended during a hazard burst.

Can hazards kill a player outright in Funnel Runners?

The Steam store warning says "be careful not to be swept up by the wind; you may not be found again," which establishes wind as lethal. The Into Indie Games guide describes moodlets as damage-over-time or mobility-impairing rather than instant-kill, so wind is the main instant-lethal vector and moodlets are the sustained-damage vector.

How do I clear the Electrified moodlet?

The Into Indie Games guide recommends the portable conductor from the gadgets-items page. Do not touch an Electrified teammate, because the moodlet transfers on contact rather than clearing.

Do hazards scale with tornado intensity?

The Into Indie Games guide describes higher F-bracket tornadoes as spawning more frequent and stronger hazards, including more lightning strikes and more structural damage that produces power-line and debris hazards. Treat the scaling as community-reported and attributed since the Steam store does not commit to specific numbers.

Is there a hazard counter on the HUD?

The Steam store description does not commit to a specific HUD element for hazards. The Into Indie Games guide treats the moodlet system itself as the in-game summary, and recommends reading moodlet timers directly rather than relying on a separate counter.