Feature Specification

Survival System

Full-sim survival — CONFIRMED. The player manages multiple decaying needs. Neglect causes escalating penalties and eventually death. This is a primary source of the "push" that forces players out of safety.

Status: draftOwner: UnassignedUpdated: 2026-09-23

Production context

Deprecated source referenceGDD/01-Gameplay/04-Survival-System.md
Decision markersP12 simulation slice implemented 2026-09-22. The owner changed fracture movement to a normal Walk gait cap on 2026-09-23; owner PIE confirmation of the revised movement remains open. Catalog ItemIds for Medkit, antibiotic, splint, food and water, plus fire/wind modifiers, remain open. Owner PIE 2026-09-22 passed forced Bleed, Fracture, Infect, Clear, Temp 20, and a Damage 40 bleeding/fracture roll. Check, bandage use, the 10-minute infection timer, health drain, wet-temperature pull and rain wash are not reported.
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • [OWNER-REPORTED PASS 2026-09-09] Bed sleep in L_Dev_Sandbox on BP_Bed_Test: Interact (IA_Interact, E) starts sleep without standing still; the screen dims slightly while Sleeping; movement cancels sleep and clears the dim. See TECH-HUD-UI-IMPLEMENTATION.
  • [OWNER-REPORTED PASS 2026-09-22] Dedicated Server client Preview: Lambeer.Survival Bleed, Fracture, Infect, Clear and Temp 20, plus Lambeer.Damage 40 rolling bleeding and fracture from that hit. Lambeer.Survival Check was not run. Bandage use, the 10-minute infection timer, ticking health drain, wet-temperature pull and rain wash were not in this report.
  • Runtime: ULambeerSurvivalComponent on native ALambeerPlayerState ticks Energy/Sleep/Immunity and the 2026-09-22 injury, temperature, blood and rain-wash rules from /Game/Lambeer/Core/Data/Survival/DA_SurvivalTuning. GAS attributes Init 100 / Max 100 (Temperature comfort 50). Jog Energy −1 / 5s; sprint (Run) −1 / 1s. The player record stores these GAS values plus injury flags. Development fill: Lambeer.ResetStats and Lambeer.Survival in TECH-CONSOLE-CHEATS.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Full-sim survival — [CONFIRMED]. The player manages multiple decaying needs. Neglect causes escalating penalties and eventually death. This is a primary source of the "push" that forces players out of safety.

Tracked stats

All stats live on ULambeerSurvivalComponent and ULambeerAttributeSet on native ALambeerPlayerState (C++, server-authoritative, replicated to the owning client for HUD).

Stat Decays from Effect when low Effect when depleted
Health (HP) Damage, starvation, exposure — Death (full-loot drop)
Stamina Sprinting, attacking, jumping Slower actions Cannot sprint/attack until recovered
Hunger Time, exertion Reduced max stamina, slow HP drain HP drain (starvation)
Thirst Time, heat, exertion Reduced stamina regen, screen effects HP drain (faster than hunger)
Temperature Environment (biome/zone), clothing, shelter, wetness Stamina/HP penalties (hypothermia/heat) HP drain
EnergyExertion and insufficient rest/nutritionReduced action efficiencySevere stamina and recovery penalties
SleepTime awake and exertionReduced recovery and awarenessSevere fatigue penalties
ImmunityPoor condition and unresolved survival effectsHigher infection probabilityHigh infection vulnerability

[CONFIRMED] prone, bleeding, infection, broken bones, energy, sleep, and immunity are in scope. Exact rates, thresholds, treatments, and UI presentation remain data-driven tuning work.

Restoration

  • Hunger: food items (raw → cooked; cooking via campfire/stove building deployable). Raw/spoiled food may carry penalties.
  • Thirst: water items; unpurified water risks penalties; purification via crafting/boiling.
  • Temperature: clothing layers, fire/heat sources, shelter, avoiding wet/cold exposure (rain wetness: 11-Wetness-and-Rain.md).
  • Health: bandages/medkits/meds (crafted or looted); passive regen only when other needs are satisfied [RECOMMENDATION].
  • Stamina: passive recovery, gated by hunger/thirst. Runtime melee strikes already spend authored StaminaCost; locomotion sprint drain is not implemented yet.
  • Energy / Sleep / Immunity: rest and sleep restore Energy/Sleep; Immunity follows hunger/thirst/sleep condition. Development: Lambeer.ResetStats fills the HUD survival attributes (Health, Stamina, Hunger, Thirst, Energy, Sleep, Immunity to Max; Temperature to comfort 50) on a living possessed pawn. Catalog: TECH-CONSOLE-CHEATS.

Status effects

Negative and positive states layered on top of base stats: - Negative: bleeding, infection, broken bones, cold/overheated. [CONFIRMED 2026-09-22] There is no overeating debuff; Hunger clamps at 100. Poison is out of this slice until a poison source is approved. - Positive: well-fed, hydrated, warm → small regen/efficiency bonuses. - Blood-borne infection check: every 10 real-time minutes, the authoritative server evaluates the approved chance in P12 owner decisions. - Permanent buffs from first-time boss kills also live in this layer. See Crafting & Progression.

[RECOMMENDATION] implement status effects and the survival stats as GAS attributes + GameplayEffects — [CONFIRMED], so periodic decay, instant restoration, and timed/permanent buffs all use one consistent system. See ../05-Technical/01-Tech-Stack-and-Engine.md.

Encumbrance

  • Inventory has a weight limit. Carrying more reduces move speed and increases stamina drain; past a hard cap, the player cannot sprint. See 06-Inventory-and-Items.md.

Day/Night & weather interaction

[CONFIRMED] day/night does not change temperature decay or zombie behavior in v1. Temperature is driven by biome/zone, clothing/shelter, and (when hooked) wetness — not by the clock on the sky.

[CONFIRMED] rain is not cosmetic-only: exposed pawns gain wetness. Spec: 11-Wetness-and-Rain.md. Rain still does not change zombie AI or loot in v1.

[CONFIRMED 2026-09-22] BodyWetAmount feeds Temperature while rain-exposed. Numbers are in P12 owner decisions. Fire and wind modifiers stay out of this slice. Do not treat fog/snow as wetness unless designed later.

Networking & persistence

  • Server authoritative for all stat changes; client receives values for HUD.
  • Survival stats are part of the persisted player state (a player who logs off hungry logs back in hungry). See ../04-Multiplayer/01-Network-Architecture.md.
  • Survival stats do not decay while the player is offline — [CONFIRMED]. The persistent world and bases continue to exist and remain raidable.

G3 survival tuning decision — 2026-09-09

CONFIRMED — owner approved the recommended settings, then replaced Energy Jog/sprint drain on 2026-09-09. Owner-reported PIE of bed sleep and the slight Sleeping screen dim passed the same day. Starting values on the existing 0–100 attributes. Times are real-time online minutes; offline decay stays disabled. This approves resource pacing. Injury, infection, temperature and consumable amounts were locked on 2026-09-22 in P12 owner decisions.

StatApproved ruleEffect
EnergyOrdinary awake activity, including Walk, −0.5/min. Moving at Jog: −1 Energy every 5 seconds (−12/min). Sprinting (Run): −1 Energy every 1 second (−60/min). Explicit rest/sleep +5/min instead of decay.Full to empty in 200 standing/Walk minutes, about 8.3 continuous Jog minutes, or about 1.7 continuous sprint minutes; empty to full in 20 rest minutes. Distinct from short-term Stamina. Sleep interact does not require Energy below max; restoration is clamped at 100 so the bar only visibly recovers after it has dropped.
SleepAwake −0.25/min; explicit sleeping action +10/min instead of decay.Full to empty in 400 awake minutes; empty to full in 10 sleep minutes. Multiplayer sleep does not skip shared world time.
ImmunityHunger, Thirst and Sleep each ≥30 with no Infection: +0.5/min. Any of those ≤10 or active Infection: −1/min. Otherwise unchanged; clamp 0–100.Condition changes gradually. The 10-minute infection chance and antibiotic clear are in P12 owner decisions.
Fatigue severityEnergy/Sleep/Immunity: Warning at ≤30, Critical at ≤10. Clear warning above 35; leave critical above 15.A separate exit threshold prevents flicker. Does not replace confirmed Health 30/20/10 tiers.

Approved status source: authoritative GameplayEffects/tags supply activation, removal, severity and source time; HUD never infers an injury from lost HP alone. Bleeding, fracture, infection and cold/hot use the 2026-09-22 thresholds. Poison is out of this slice. Wetness, encumbrance and buffs should read actual wetness, carried weight and active effects, preserving existing inventory limits.

Confirmed: interact with a bed to sleep. Starting sleep does not require standing still. The server validates the interaction; movement after sleep has started, damage or death cancels rest/sleep. While Sleeping, the HUD applies a slight black screen dim (alpha 0.22) so the rest state is visible for G3 testing; this is not a final sleep cinematic. Owner reported that dim and bed sleep passed in PIE on 2026-09-09. Multiplayer sleep does not skip world time. [CONFIRMED 2026-09-22] There is no separate rest key.

P12 owner decisions — 2026-09-22

[CONFIRMED 2026-09-22] Prototype values on the existing 0–100 attributes. Times are real-time online minutes. Offline decay stays disabled. Wet-look materials, rain particles, world blood decals and a random weather cycle stay deferred. [IMPLEMENTED 2026-09-22] The server applies this table from ULambeerSurvivalComponent and LambeerSurvivalRules, using DA_SurvivalTuning when assigned. Item.Bandage use stops bleeding and does not restore Health. Medkit, antibiotic, splint, cooked food, raw food and water still have no ItemIds, so those effects are not wired. No stamina regen rate is approved, so cold/hot only blocks regen; nothing restores Stamina over time. Injury flags and the infection-check timer are part of the player save payload. A respawn restores Health and keeps the same injury flags.

RuleApproved value
BleedingA damaging hit of at least 10 has a 25% server chance to apply Bleeding. While Bleeding, Health −5 per minute. Item.Bandage stops Bleeding and does not restore Health.
FractureA single damaging hit of at least 40 has a 15% server chance to apply fracture. [OWNER DECISION 2026-09-23] While fractured, standing movement is capped at the normal Walk gait (165 cm/s before encumbrance); holding sprint cannot select Jog or Run. Crouch and prone keep their own slower speeds. A splint clears fracture and does not restore Health. No splint ItemId is in the catalog yet.
InfectionEvery 10 minutes, chance = clamp(BloodExposure × ImmunityFactor, 0, 1). BloodExposure = (clamp(BodyBloodAmount, 0, 1) + the average BloodAmount of occupied worn slots) / 2. No occupied worn slots adds 0. No blood is 0%. ImmunityFactor is the straight line through Immunity 50 → 70% and Immunity 100 → 40%, clamped 0–1. Immunity 0 is 100% on that line. When body blood and worn average are both 1: Immunity 0 → 100%, 50 → 70%, 100 → 40%. Body 1 and worn average 0 is half of that line. An antibiotic clears Infection. Immunity −1/min while infected stays. No antibiotic ItemId is in the catalog yet.
Cold / hotCold begins at Temperature ≤30 and clears above 35. Hot begins at ≥70 and clears below 65. While either is active, Health −1 per minute and stamina regen is off.
Wet temperatureWhile rain-exposed and BodyWetAmount ≥ 0.5, Temperature −2 per minute. While not rain-exposed, Temperature moves 1 per minute toward 50. Rain-exposed below 0.5 does not apply this pull. Fire and wind are not in this slice.
ConsumablesCooked food +25 Hunger. Raw food +10 Hunger. Water +25 Thirst. Medkit stops Bleeding and restores 40 Health. Restored stats clamp at 0–100. Item.Bandage is the bandage. Cooked food, raw food, water, Medkit, antibiotic and splint ItemIds are not in the item catalog yet.
Out of this sliceNo overeating debuff. No poison status. No separate rest key.
Blood gainEach damaging hit adds damage/100, clamped to 1, on the victim body, each occupied worn item, and the connecting melee weapon. The authoritative scalar updates immediately. The visible stain eases over 0.4 seconds and does not delay the infection input. Ranged fire still does not stain the firearm.
Rain washWhile rain-exposed, BloodAmount decreases by intensity/300 per second, so intensity 1 clears a full stain in 5 minutes. Faucet washing is not in this slice.

Tuning

Survival rates live in data; the Fracture Walk cap uses the locomotion gait rule and has no additional fracture speed multiplier. The G3 rates and the 2026-09-22 table above are the approved prototype values, with the 2026-09-23 Fracture movement correction. Runtime reads /Game/Lambeer/Core/Data/Survival/DA_SurvivalTuning when assigned; approved class defaults are used when unassigned. Class defaults and the assigned Data Asset store Jog as −12/min and sprint as −60/min to match the owner 5-second / 1-second Energy drain. [TBD] Catalog ItemIds for cooked food, raw food, water, Medkit, antibiotic and splint are still unassigned. Fire and wind modifiers remain open in FEAT-WETNESS-RAIN.

HUD & UI contract — [CONFIRMED]

FEAT-HUD-UI displays all eight survival categories continuously as bars/icons without numeric values; contextual injury and condition entries add detail when applicable. Low-health edge treatment begins at 30%, intensifies at 20%, and reaches its highest tier at 10%. While Sleeping, a slight black screen dim (alpha 0.22) is a G3 test overlay; owner reported it passed in PIE on 2026-09-09.

Agriculture and livestock interfaces

[CONFIRMED 2026-09-13] FEAT-AGRICULTURE first increment produces Potato, Corn, Tomato and Cabbage food items that use this document’s raw → cooked hunger path. Watering consumes existing water-container items. Rain-exposed plants receive rain water using the FEAT-WETNESS-RAIN exposure test; that does not change the confirmed rain/zombie/loot v1 rules. FEAT-LIVESTOCK is still an unscoped husbandry system; crop-as-feed is not approved.