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HumanitZ – Community Wiki

A survival-focused, player-maintained knowledge base for the world of HumanitZ.
Built with love by survivors, for survivors.


πŸ– Survival Mechanics

How the game tries to kill you even when no zeek is in sight.


🩸 Core Status Systems (Overview)

Typical survival stats (names may differ in-game):

  • Health – how close you are to death.
  • Stamina – sprinting, melee, and other actions.
  • Hunger – impacts regeneration and maximum stamina/performance.
  • Thirst – impacts performance; can become lethal.
  • Temperature / Weather Exposure – cold, rain, possibly heat.
  • Infection / Disease – consequences of bites, injuries, or bad events.

Document exact values and thresholds as they become known.


πŸ₯© 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.


πŸ’§ 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.


🌑️ 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 they’re confirmed.


🧟 Infection & Injury

Infection System (placeholder – 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.


πŸ’€ 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.

πŸ“ˆ Difficulty, Afflictions & Modifiers

Use this section to record:

Explain recommended combinations for different playstyles later.


Next: 🏠 Base Building β€’ or return 🏠 Home


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Help us expand the knowledge of HumanitZ.

Read the Contribute Page