Mechanism: Player Status and Vitals

Vitals

The player must manage several primary status bars to survive:

  1. Hunger: Replenished by food/rations. Drains significantly at Midnight.
  2. Thirst: Replenished by fresh drinking water. Drains significantly at Midnight.
  3. Health: Managed by finding Medicine and recovery items.
  4. Action Points (AP): Currency for performing active tasks on the map.
  5. Activity Status: Displays current state (Resting, Scavenging).

The Midnight Transition

Survival vitals (Hunger and Thirst) are likely deducted at the Midnight cycle, creating a daily “survival check” where the player must have enough resources to survive the transition.

  • Lamps: Standing in an unlit hex during the midnight transition when a lamp expires results in instant death.
  • Town Power: The city’s energy reserve also drains at this point.

Activity Types

  • Resting: The default state when not performing other tasks. Restores 1 AP per hour.
  • Scavenging: The act of searching a hex for resources.
    • AP Cost: 0 AP for scavenging. Starting and stopping the activity is free.
    • Recovery: AP regeneration is paused while scavenging.
    • Loot: Items are discovered at hourly intervals based on a percentage roll.

Skill Training

  • Cost: 0 AP to start or pause training.
  • Duration: Real-time progression:
    • Level 1: 1 Hour
    • Level 2: 24 Hours (1 Day)
    • Level 3: 7 Days
    • Level 4: 14 Days
    • Level 5: 30 Days