AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.6.0.4

Survival & Needs

Ordinary human limits: health, hydration, food, fatigue, cleanliness, exposure and coexisting conditions.

Current build survivor screen
Current build screenshotCurrent survivor interface showing needs, conditions, equipment and carrying impact.

Health

Ordinary survivors have a natural maximum of 100 HP. HP represents physical health; it is not a hunger or thirst bar.

Hunger & hydration

Baseline abstract needs are roughly 2 L fluid/day and 2,000 kcal/day, modified by activity, weather and condition. The current branch uses staged pressure: Thirsty → Dehydrated and Hungry → Starving. Only severe states progress into HP deterioration, and only after continuous grace periods.

Severe-need recovery

Eating or drinking back above a severe threshold clears that condition's deterioration clock/remainder immediately. Damage is reconciled lazily, including after time away, and gameplay requests reconcile severe needs before allowing stale actions.

Cleanliness

Cleanliness is persistent from 0–100% with labels Clean, Presentable, Grimy, Dirty and Filthy. It decays lazily with time and activity. Safe House washing and suitable known natural water can restore it; Cleanliness is a condition rather than direct HP.

Coexisting status effects

Wet, Cold, Hungry, Dehydrated, Exhausted, Bleeding, Sick and other conditions can coexist. Their interaction matters more than one oversized MMO stat bar.

Sleep

Rest quality depends on real sleeping conditions: shelter, platform, bedding, bedding wetness, weather and survivor state. Camps and Safe House Bedrooms use exact physical sleeping gear.

Updated for 0.6.0.4 severe-need deterioration, camp comfort/drying and current sleep gear rules.