π Survival Mechanics
How the game tries to kill you even when no zeek is in sight.
π©Έ Core Status Systems (Overview)
Typical survival stats (names may differ in-game):
- Health β how close you are to death.
- Stamina β sprinting, melee, and other actions.
- Hunger β impacts regeneration and maximum stamina/performance.
- Thirst β impacts performance; can become lethal.
- Temperature / Weather Exposure β cold, rain, possibly heat.
- Infection / Disease β consequences of bites, injuries, or bad events.
Document exact values and thresholds as they become known.
π₯© Hunger & Food
How Hunger Typically Works
- Hunger slowly increases over time.
- Being very hungry may:
- Reduce stamina regen.
- Reduce max stamina or movement speed.
- Block health regeneration (if it exists).
- Food quality may influence:
- How fast hunger recovers.
- Risk of sickness (e.g. raw or spoiled food).
Add concrete, data-backed details here once tested.
π§ Thirst & Fluids
Managing Thirst
- Thirst increases faster than hunger in many survival games.
- Severe dehydration can quickly become lethal.
- Water sources:
- Found bottles and drinks
- Potentially wells, taps, lakes (depending on mechanics)
- Risk: contaminated water β sickness/infection.
List exact items and their thirst values later.
π‘οΈ Weather, Temperature & Exposure
Weather and time of day change how safe the world is:
- Cold or wet conditions can drain stamina, increase exposure risk.
- Night reduces visibility, making scouting and combat harder.
- Certain enemies or behaviours might change at night or in storms.
Track specific weather effects here as theyβre confirmed.
π§ Infection & Injury
Infection System (placeholder β fill as confirmed)
Potential sources:
- Zeek bites or hits.
- Leaving wounds untreated.
- Using dirty water or bad food.
Potential outcomes:
- Gradual debuff escalation (movement, vision, stamina).
- Eventual death if untreated.
- Requirement for specific meds or crafted cures.
Injuries & Trauma
- Cuts / bleeding β need bandages.
- Broken / sprained limbs β movement penalties.
- Pain β might affect aim or stamina.
Populate with specific statuses, icons, and treatment items as discovered.
π Permadeath & Failure States
Permadeath enabled:
- Death = full character loss (gear, progression, etc.).
- Designed for players wanting a high-stakes experience.
Permadeath disabled:
- Use this mode to learn systems and map layout.
- Still treat death as a learning opportunity: note what killed you.
π Difficulty, Afflictions & Modifiers
Use this section to record:
- Global difficulty settings (enemy health/damage, loot rarity, etc.).
- Optional afflictions / challenge modifiers:
- Slower reloads
- Lower carry weight
- Reduced movement speed
- Etc.
Explain recommended combinations for different playstyles later.
Next: π Base Building β’ or return π Home