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: 2026-08-27

Production context

Canonical sourceGDD/01-Gameplay/04-Survival-System.md
Decision markers3 confirmed · 5 recommendations · 5 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The imported GDD below is canonical; 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

Canonical GDD 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 USurvivalStatsComponent (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

[RECOMMENDATION] keep v1 to these five. Additional needs (bleeding, infection, broken bones, energy/sleep) are [TBD] and best deferred — they multiply tuning and UI cost.

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.

Status effects

Negative and positive states layered on top of base stats: - Negative: bleeding, poisoned (e.g., from a spitter zombie), cold/overheated, well-fed-debuff-if-overeaten [TBD]. - Positive: well-fed, hydrated, warm → small regen/efficiency bonuses. - Permanent buffs from first-time boss kills also live in this layer. See 07-Crafting-and-Progression.md.

[RECOMMENDATION] implement status effects and the survival stats as GAS attributes + GameplayEffects, 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.

[RECOMMENDATION] feed WetAmount into temperature (wet + cold is worse; fire/indoors dry faster). Modifier numbers are [TBD] in data. 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.
  • [TBD] whether stats decay while logged off. Default [RECOMMENDATION]: do not decay needs while offline (avoids logging in dead), but the world/base still exists and is raidable.

Tuning

All rates (decay per minute, restoration amounts, penalty thresholds) live in data (curves/DataTables) for balancing without recompiling. Numbers are [TBD] until playtesting.