Coal Generator
Power output: 8 kW · Fuel: 0.4 coal / simulation minute · Source: combustion
The survivor’s field guide
A reference to the playable development build and its wider production design, from the first water run to a self-sustaining settlement.
Development edition · 19 October 2026 · 0.6 development expansion. This guide covers the current implemented mechanics and their limits. Native packaging and final release checks are tracked separately; this is an in-development game, with Steam release coming soon.
FIELD GUIDE / 01
This field guide follows the current development systems. Controls, balance and availability can change. Follow the build’s first-use tutorials and check its version before applying these instructions.
FIELD GUIDE / 02
| Input | Action |
|---|---|
| Left / right arrows | Move the view horizontally. |
| Left click survivor | Select and open the health / stamina card. |
| Right click terrain | Order walking. |
| Right click resource or station | Order gathering, construction, crafting or interaction. |
| Advanced | Open Attributes, Skills and Equipment. |
| X / click away | Close the advanced view / dismiss selection. |
Use management priorities for ongoing work. Direct orders help when a particular survivor must work a project or meet a trader.
FIELD GUIDE / 03
Trees, stone and scrap piles are finite. Berry bushes remain after picking and renew on a harvest cycle. Herb plants and fruit trees provide their own resources. Twelve illustrated wildlife species roam, feed and idle: rabbit, hare, squirrel, raccoon, deer, rat, fox, boar, badger, wild turkey, hedgehog and ibex. Select a survivor and right click an animal to hunt. The worker pursues a moving target and must incapacitate it before harvesting. Species have different finite meat, bone and fur yields; turkeys and hedgehogs do not supply fur. Carcasses eventually decay, and wildlife replenishment is bounded rather than unlimited instant spawning.
Streams provide unlimited water while unfrozen. In winter a frozen stream supplies ice instead; plan processing and reserves before the cold arrives. Gathering continues until blocked by depletion, storage capacity, exhaustion or another constraint.
Carrying capacity governs each load in kilograms. Resource quantities and mass are different: a unit of water does not weigh the same as a unit of stone. Stronger survivors move more weight; heavy materials may require several trips. Supplies live in physical containers with accepted resource types and weight limits. Workers visit suitable storage rather than transferring stock remotely.
FIELD GUIDE / 04
Survivors start at level 1 with 30 unspent points. Each level adds 10. Useful actions earn experience; requirements rise exponentially.
| Attribute | Principal relationships |
|---|---|
| Strength | Carrying, melee force, gathering output. |
| Agility | Movement speed, reflexes, evasion. |
| Constitution | Maximum health and resilience. |
| Stamina | Endurance and sustained work. |
| Vitality | Durability and recovery. |
| Intelligence | Research, technical work, knowledge. |
| Wisdom | Awareness, willpower, judgment. |
| Perception | Precision and ranged accuracy. |
| Charisma | Trade and social interaction. |
| Luck | Critical outcomes and random opportunities. |
Attributes also interact with tools, furniture, equipment, expeditions and upgrades. The advanced panel separates attribute spending, skill choices and equipment.
FIELD GUIDE / 05
Development scope: 1,500 catalogue skills and prerequisite choices are implemented. Attribute and task modifiers have runtime consumers, but catalogue size does not establish balance. Specialist builds and long-term progression still need playtesting.
Every five levels grants a choice from three eligible skills. Unselected choices remain pending. Eligibility depends on attribute requirements and sometimes earlier skills. The content design includes 250 single-attribute skills and 1,250 cross-attribute skills spanning two through ten attributes.
Medic: 5 Intelligence, 5 Constitution, 5 Vitality, 7 Perception. Grants +3 Perception, +2 Luck and 10% better healing of another survivor.
Advanced Medic: Medic, 12 Intelligence, 12 Constitution, 12 Vitality, 16 Perception. Grants +5 Perception, +4 Luck, 20% better healing and 10% better medical equipment efficiency.
The survivor Skills tab shows learned skills and pending choices only. The 1,500-entry content library remains behind progression rather than being exposed as an unrestricted in-game browsing menu. Review the three offered choices and their actual requirements before selecting.
FIELD GUIDE / 06
Development scope: 992 equipment definitions and persistent crafted item instances support crafting, equipping and upgrades. Layered wearable silhouettes and tier fittings appear on articulated illustrated survivors. The equipment workshop pages through 990 craftable definitions, while the two starter item types remain represented by actual owned gear. Item illustrations and requirements are visible. Twenty technology tiers have distinct architectural motifs and station details; artwork and balance remain subject to refinement.
Nine body-diagram slots: Main hand, Off hand, Head, Shoulders, Back, Chest, Wrists, Hands and Feet. The founder begins in neutral level 1 worn clothing with a basic knife. Equipped gear appears on the survivor. Unused gear has a physical storage location, and an item keeps its identity and upgrade level when traded, stolen or recovered.
The catalogue includes more than 100 variants per slot. Items advance through 100 levels in 20 technology tiers. Material requirements change every five levels. Some upgrades need a forge or another station, which the assigned survivor must reach and use. Assign the wearer to upgrade an equipped item; the job requires that survivor to travel, haul materials and work at the required station.
Drag owned items onto compatible body slots to equip them, and inspect camp inventory for actual stored gear. Hover or keyboard-focus an item to review its scaled modifiers, slot, weight and level; a definition preview does not create an owned item.
Review costs, station requirements, research gates and success chance before committing materials. Relevant worker attributes affect upgrade success.
FIELD GUIDE / 07
Development scope: shell expansions, room purposes, stairs and research-gated construction are playable. Survivors follow continuous routes along supported floors and real stairs. Locked doors can block interior routes. Arbitrary bridge and tunnel layouts remain a wider production goal.
Repair the cabin, extend left or right, add floors or dig basements. The Build panel lets you choose a room purpose and footprint before placement. Shells use a 100-unit room grid; furniture uses a 20-unit grid and must fit inside a completed, intact room. Unsupported floors, overlap and blocked stair clearances are rejected; legal placement is a gameplay rule, not merely a visual snap. Adjacent intact, completed rooms with the same purpose, shell level and room level merge once conflicting work ends. Furniture and containers keep their identities; the removed internal boundary no longer needs its door. Differing purposes or levels remain separate.
Room purposes are construction projects. Open Build, expand Existing buildings and rooms, select a general room, then choose an unlocked purpose, review the materials and work, and press Build room. A survivor must haul supplies and finish the work before the room gains its specialized purpose. Choosing an option alone does not change the room.
To create two rooms within a broad general shell, choose Partition room, set the left width and the new right room’s purpose, then review the quote and press Build partition. The left room remains general, the right room begins at room level 1, and both share the original shell’s level. The outside footprint does not change. An internal wall and door are built at the cut; an existing outer right-hand door stays with the right room.
Previews reject cuts through furniture or stair clearance, unsupported access, locked research and conflicting work. Existing furniture, storage and equipment keep their positions and identities; a newly specialized room still needs suitable equipment. Return through Build → Existing buildings and rooms to review deliveries, progress or cancellation. Clicking a completed building opens read-only Building stats / Room stats; construction controls live in Build. Cancelling returns delivered materials through the normal storage rules.
Rooms define appearance and efficiency bonuses, while equipment supplies the working function. A basic blacksmith room can improve smithing equipment by 10%; it still needs a forge, anvil or station to do anything.
Equipment can occupy any valid room. Placement shows total efficiency, including appropriate-room bonuses and unsuitable-room penalties. A transparent project is a blueprint. Inspect the preview before placing: room research, support, occupied space and access can make a location unavailable. Workers haul actual material loads before construction advances.
Installing a door creates a worker-built blueprint costing 5 wood and 2 scrap. Deliveries and construction must finish before the door protects the room. Lock or unlock installed doors deliberately: a locked interior route can also block friendly work. Buildings, rooms, stations and doors use assigned-worker upgrades.
Resizing a room is a timed renovation with material deliveries, progress and cancellation. Shrinking cannot strand furniture, residents or supported upper space. Larger rooms and buildings have size benefits. Above-ground and underground spaces respond differently to storms, radiation and temperature.
FIELD GUIDE / 08
Development scope: typed containers hold their own resource quantities and stored gear. Workers choose reachable compatible storage and carry loads between it and their jobs. Capacity, accepted types, room bonuses and item weight all matter.
The cabin starts with general storage accepting all item types. Boxes, crates, pallets and specialized storage have capacity and accepted-type limits. Higher levels hold more.
General storage favors a warehouse, while coal storage may receive its best bonus in a blacksmith shop. Full or incompatible storage blocks deliveries. Completed crafting output remains with its worker until it can be stored. Keep spare capacity before a harvest, trade or expedition return. Migration from earlier saves preserves excess stock as recoverable overflow instead of silently discarding it.
Resources have individual kilogram weights, so a large number of light items and a small number of heavy ones can fill the same container. Construction can require multiple deliveries. Assign Construction as a priority for automatic project supply and building.
FIELD GUIDE / 09
Click a workstation to inspect recipes. Queue one, several copies or a mix. Select a survivor and right click the station to work. Production continues while resources, research and equipment requirements are met.
Forges, anvils and bench vises have different roles; some produce items, others improve nearby work. Carpentry, medicine and filtration follow the same pattern: rooms support equipment, equipment supports workers.
A forge can turn 3 wood into 2 coal. Coal can replace wood more efficiently as fuel for metal and iron production, and traders can carry coal. A coal bin now supports an actual fuel supply chain, not just a capacity bonus.
Keep fuel and inputs nearby. Consider worker attributes and room efficiency when placing expensive equipment.
FIELD GUIDE / 10
Build a research table and select it to open the research web. Buildings, rooms, furniture, items and equipment follow branching, sometimes interconnected paths. Tabs organize main and specialized trees, including energy, water, agriculture, industry, medicine, civic, defense and transport. Locked colony room and station blueprints remain hidden until their research is completed.
Queue available nodes to research. Multiple projects proceed in order when prerequisites and work requirements are met. Research unlocks higher tiers and new kinds of equipment and rooms.
An unlock does not replace the materials, station or worker required to construct or upgrade something.
COLONY SYSTEMS / DEVELOPMENT 0.6
Completed facilities share a Camp grid without individual pipe or wire placement. Inspect its panel for generation, demand, reserves and equipment warnings. Grid water is a flow rate; it is separate from the water inventory spent by recipes or consumed by survivors.
Furniture quality multiplies generation and grid buffer capacity by placement efficiency × [1 + 0.02 × (level − 1)]. At the same placement efficiency, level 100 has 2.98 times the level-1 rating. The appropriate room, its upgrades and size benefits can improve placement; an unsuitable room can penalize it. Listed power/water demands and fuel rates do not grow simply because the equipment is upgraded. Inspect the actual Camp grid rather than adding catalogue base values.
Right-click training and security equipment with a survivor to maintain a work order that grants experience and spends stamina. Games, grooming and sanitation support recovery orders: these restore stamina and grant a small amount of experience. Health and loyalty recovery requires available food and water. Mandatory sleep and deprivation rules still take priority.
Completed, operational support furniture also contributes its actual domain effects. Command and radio support can help construction and expeditions; grooming affects trade, logistics supports carrying capacity, and gym equipment improves endurance. Grow-room support helps food/herb production, medical support improves treatment efficiency, and decontamination protects occupants of its own room. Sleep/recovery furniture and insulated organizers have local effects.
Support scales with furniture level and placement efficiency, requires an intact host room, and powered support stops during outages. Only the best duplicate of each furnishing kind contributes; camp-wide support is capped at 75%, with local work support using its own cap. Empty rooms and arbitrary piles of identical equipment do not provide unlimited bonuses.
Above-ground placement is required for solar arrays, wind farms, rain catchers and greenhouses. Geothermal plants, reactors, mushroom farms and vaults must be underground. Room blueprints reject incompatible floors before placement.
COLONY SYSTEMS / DEVELOPMENT 0.6
Research unlocks the room and its two paired stations. An empty room does not generate power, pump water or craft supplies: build its equipment and meet its operating conditions. These are authored development definitions, not a claim of finished balance.
Utility numbers below are base ratings at level 1 and 100% placement efficiency. Actual generation and grid reserve capacities scale with furniture level and room placement; environmental availability, fuel and required inputs still apply. Physical item-storage capacity follows its separate container rules.
50 facilities
No facilities match these filters.
Coal-fired power with mechanical reserve storage.
Research: Generator Room · 90 work. Entry research; no colony prerequisite.
Power output: 8 kW · Fuel: 0.4 coal / simulation minute · Source: combustion
Energy reserve: 30 kJ · Support: repair +8%
Daylight generation and conversion equipment.
Research: Solar Array · 360 work. Requires Generator Room
Power output: 6 kW · Source: solar
Energy reserve: 10 kJ · Support: repair +10%
Wind-driven generation and turbine maintenance.
Research: Wind Farm · 360 work. Requires Generator Room
Power output: 7 kW · Source: wind
Support: repair +12%
Machine Turbine Parts: 4 scrap + 1 coal → 2 metal · 20 work
Stores surplus energy and regulates electrical supply.
Research: Battery Bank · 360 work. Requires Solar Array, Wind Farm
Energy reserve: 120 kJ
Energy reserve: 25 kJ · Support: repair +12%
Converts renewable biomass into fuel and power.
Research: Biomass Plant · 360 work. Requires Generator Room
Power output: 10 kW · Fuel: 0.8 wood / simulation minute · Source: combustion
Power demand: 1 kW
Press Biomass Fuel: 4 wood → 2 coal · 24 work
Uses deep geological heat and heat exchange systems.
Research: Geothermal Plant · 810 work. Requires Generator Room, Machine Shop
Power output: 18 kW · Water demand: 0.4 L/s · Source: geothermal
Energy reserve: 40 kJ · Support: repair +15%
A shielded high-output reactor with protected controls.
Research: Reactor Chamber · 1440 work. Requires Geothermal Plant, Electronics Workshop
Power output: 40 kW · Water demand: 2 L/s · Fuel: 0.025 quantumCore / simulation minute · Source: reactor
Power demand: 1 kW · Support: radiation +20%, repair +18%
Collects rainfall into protected cisterns.
Research: Rain Catcher · 90 work. Entry research; no colony prerequisite.
Water output: 2 L/s · Water reserve: 80 L · Source: rain · Physical storage capacity: 160 kg
Support: repair +5%
Melt Collected Ice: 2 ice + 1 wood → 2 water · 12 work
Manual emergency pumping and powered water extraction.
Research: Pump Station · 90 work. Entry research; no colony prerequisite.
Power demand: 2 kW · Water output: 4 L/s
Water output: 0.8 L/s · Source: manual · Requires an operating survivor
Bulk water storage with regulated distribution.
Research: Reservoir · 360 work. Requires Pump Station
Water reserve: 300 L · Physical storage capacity: 500 kg
Power demand: 0.5 kW · Water reserve: 30 L · Support: hauling +12%
Heated distillation and condensation of frozen supplies.
Research: Water Distillery · 360 work. Requires Generator Room, Pump Station
Power demand: 2 kW
Distill Ice: 5 ice + 1 coal → 5 water · 22 work
Water reserve: 30 L · Support: crafting +15%
Controlled filtration and membrane maintenance.
Research: Water Reclamation · 810 work. Requires Water Distillery, Recycling Center
Power demand: 3 kW
Reclaim Water: 5 water + 1 coal → 4 water · 18 work
Physical storage capacity: 80 kg · Support: crafting +18%
Protected soil cultivation with adjustable lighting.
Research: Greenhouse · 90 work. Requires Pump Station
Water demand: 0.2 L/s
Grow Vegetables: 3 water + 1 herbs → 6 food · 35 work
Power demand: 1 kW · Support: crafting +10%, farming +15%
Water-efficient crop channels and nutrient preparation.
Research: Hydroponics · 360 work. Requires Greenhouse, Generator Room
Power demand: 2 kW · Water demand: 0.1 L/s
Grow Hydroponic Crops: 2 water + 1 herbs → 7 food · 30 work
Power demand: 1 kW · Support: crafting +15%, farming +18%
Dark cultivation of edible fungi on prepared substrate.
Research: Mushroom Farm · 360 work. Requires Seed Bank
Cultivate Mushrooms: 2 wood + 2 water → 6 food · 32 work
Physical storage capacity: 70 kg · Support: crafting +15%, farming +20%
Recirculating fish culture supported by biological filtration.
Research: Aquaponics · 810 work. Requires Hydroponics, Water Distillery
Power demand: 3 kW · Water demand: 0.2 L/s
Raise Fish: 2 food + 2 water → 5 meat · 40 work
Power demand: 0.5 kW · Support: crafting +18%, farming +20%
Protected botanical stock and propagation tools.
Research: Seed Bank · 360 work. Requires Greenhouse
Physical storage capacity: 200 kg · Support: farming +12%
Propagate Herbs: 2 herbs + 2 water → 5 herbs · 28 work
Prepares meat supplies and renders animal by-products.
Research: Butchery · 90 work. Requires Greenhouse
Prepare Meat Rations: 3 meat → 5 food · 18 work
Render Bone Gelatin: 3 bones + 1 water + 1 wood → 1 medicine · 25 work
Produces cooked staple foods with mixing equipment.
Research: Bakery · 360 work. Requires Greenhouse, Generator Room
Power demand: 2 kW
Bake Staple Rations: 3 food + 1 water + 1 wood → 6 food · 22 work
Power demand: 1 kW · Support: crafting +15%
Preserves meat through smoking and curing.
Research: Smokehouse · 360 work. Requires Butchery
Smoke Meat: 3 meat + 2 wood → 6 food · 28 work
Cure Meat: 2 meat + 1 herbs → 4 food · 20 work
Fermentation produces useful medical alcohol.
Research: Brewery · 810 work. Requires Bakery, Water Distillery
Ferment Medical Alcohol: 3 food + 3 water → 2 medicine · 38 work
Power demand: 2 kW
Brew Herbal Extract: 3 herbs + 2 water → 2 medicine · 25 work
Bulk scrap smelting and slag recovery.
Research: Smelter · 90 work. Requires Generator Room
Smelt Iron: 5 scrap + 2 coal → 3 iron · 28 work
Recover Slag Metal: 4 stone + 2 scrap → 1 metal · 20 work
Precision machining of steel and mechanical parts.
Research: Machine Shop · 360 work. Requires Smelter
Power demand: 2 kW
Machine Steel Stock: 3 iron + 1 coal → 2 steel · 28 work
Power demand: 2 kW · Support: crafting +18%, repair +12%
Spins and weaves fibrous animal materials.
Research: Textile Mill · 90 work. Requires Greenhouse
Weave Cloth: 3 fur → 2 cloth · 22 work
Support: crafting +12%
Treats pelts for durable clothing materials.
Research: Tannery · 360 work. Requires Butchery
Tan Pelts: 3 fur + 2 water + 1 herbs → 3 cloth · 26 work
Support: crafting +15%
Produces medical reagents under extracted fumes.
Research: Chemistry Lab · 810 work. Requires Water Distillery, Textile Mill
Power demand: 3 kW
Synthesize Medicine: 4 herbs + 2 water + 1 coal → 3 medicine · 32 work
Power demand: 1 kW · Support: crafting +18%, medicalEfficiency +12%
Fires mineral stock into structural ceramics.
Research: Ceramics Workshop · 360 work. Requires Smelter
Fire Ceramic Plates: 4 stone + 2 coal → 2 ceramic · 30 work
Support: crafting +15%
Assembles circuits and electronic modules.
Research: Electronics Workshop · 810 work. Requires Machine Shop, Chemistry Lab
Power demand: 2 kW
Assemble Electronics: 2 copper + 1 metal + 1 glass → 2 electronics · 30 work
Power demand: 1 kW · Support: crafting +18%
Produces ammunition with controlled material handling.
Research: Ammunition Workshop · 810 work. Requires Machine Shop, Chemistry Lab
Power demand: 2 kW
Press Ammunition: 2 metal + 1 copper + 1 coal → 30 ammunition · 24 work
Power demand: 1 kW · Support: crafting +18%
Equipment preparation and secure weapon storage.
Research: Armory · 810 work. Requires Ammunition Workshop
Power demand: 1 kW · Support: crafting +22%, repair +15%
Physical storage capacity: 160 kg · Support: ranged +10%
Sorts discarded supplies and recovers useful raw stock.
Research: Recycling Center · 360 work. Requires Machine Shop
Power demand: 3 kW
Recover Metal: 4 scrap → 2 metal · 18 work
Recover Copper: 5 scrap + 1 coal → 2 copper · 25 work
General treatment and first-aid supply preparation.
Research: Infirmary · 90 work. Requires Pump Station
Function: medical · Support: healing +15%, recovery +10%
Physical storage capacity: 100 kg
Prepare First Aid: 2 cloth + 1 herbs → 3 bandages · 15 work
Isolated recovery and protected screening.
Research: Quarantine Ward · 360 work. Requires Infirmary
Function: medical · Support: healing +12%, recovery +15%
Power demand: 1 kW · Support: medicalEfficiency +15%, research +8%
Radiation control and decontamination support.
Research: Decontamination Room · 810 work. Requires Quarantine Ward, Chemistry Lab
Power demand: 2 kW · Water demand: 0.5 L/s · Function: medical · Support: radiation +22%, healing +10%
Power demand: 2 kW · Support: radiation +20%, medicalEfficiency +12%
Medicine manufacturing and organized dispensing.
Research: Pharmacy · 810 work. Requires Infirmary, Chemistry Lab
Power demand: 1 kW
Press Medical Doses: 3 herbs + 1 water → 2 medicine · 24 work
Physical storage capacity: 160 kg · Support: medicalEfficiency +18%
Precision rehabilitation and medical fabrication.
Research: Prosthetics Lab · 1440 work. Requires Pharmacy, Machine Shop
Power demand: 3 kW
Fabricate Medical Supports: 2 metal + 2 cloth + 1 medicine → 8 bandages · 32 work
Function: medical · Support: healing +20%, recovery +20%
Efficient communal meal preparation and service.
Research: Mess Hall · 360 work. Requires Bakery
Support: recovery +10%, crafting +5%
Prepare Communal Meals: 4 food + 1 meat + 1 water → 7 food · 20 work
Organized learning with research support.
Research: School · 90 work. Requires Generator Room
Function: research · Support: research +12%
Support: research +10%, crafting +5%
Preserves records and supports long-term research.
Research: Archive · 360 work. Requires School
Physical storage capacity: 120 kg · Support: research +12%
Function: research · Support: research +15%
Communications planning and expedition support.
Research: Radio Room · 810 work. Requires School, Electronics Workshop
Power demand: 2 kW · Function: research · Support: expedition +15%
Power demand: 1 kW · Function: research · Support: research +12%, expedition +10%
Coordinates construction, research and expeditions.
Research: Command Center · 810 work. Requires Radio Room
Function: research · Support: research +10%, construction +12%
Power demand: 2 kW · Support: expedition +15%, construction +10%
Practice spaces for marksmanship and tactics.
Research: Training Room · 810 work. Requires Armory
Support: ranged +15%, hunting +10%
Function: research · Support: research +8%, expedition +12%
Physical conditioning and endurance support.
Research: Gymnasium · 360 work. Requires School
Support: hauling +10%, endurance +12%
Power output: 1 kW · Source: manual · Requires an operating survivor · Support: recovery +10%
Social recovery and rest between demanding shifts.
Research: Recreation Room · 360 work. Requires Mess Hall
Support: recovery +15%
Power demand: 0.5 kW · Support: recovery +10%, sleep +8%
Hygiene and controlled compost handling.
Research: Sanitation Room · 90 work. Requires Pump Station
Water demand: 0.2 L/s · Support: healing +8%, recovery +8%
Prepare Growing Compost: 2 food + 2 wood + 1 water → 2 herbs · 30 work
Grooming and careful personal care.
Research: Barber Shop · 360 work. Requires Infirmary
Support: recovery +12%, trade +5%
Physical storage capacity: 60 kg · Support: medicalEfficiency +8%
Camp threat monitoring and alarms.
Research: Security Room · 810 work. Requires Armory, Command Center
Power demand: 2 kW · Support: awareness +20%, ranged +10%
Power demand: 0.5 kW · Support: awareness +15%
Heavy equipment maintenance and lifting tools.
Research: Garage · 810 work. Requires Machine Shop, Biomass Plant
Power demand: 2 kW
Refurbish Metal Stock: 5 scrap + 1 coal → 2 steel · 30 work
Power demand: 1 kW · Support: repair +22%, crafting +12%
Powered preservation of food and medical stock.
Research: Cold Storage · 810 work. Requires Reservoir, Battery Bank
Power demand: 3 kW · Physical storage capacity: 350 kg
Physical storage capacity: 180 kg · Support: storage +10%
Protected underground storage and secure controls.
Research: Vault · 1440 work. Requires Security Room, Archive
Physical storage capacity: 500 kg
Power demand: 2 kW · Support: awareness +20%, research +8%
Powered Transport research requires the Machine Shop and Battery Bank branches. Build an elevator for 12 steel, 4 copper and 2 electronics; it draws 4 kW. It creates an actual vertical route rather than teleporting survivors. An outage prevents new journeys; a passenger already between floors finishes emergency travel to a landing. Keep reachable stairs as a backup.
FIELD GUIDE / 11
The console lists each survivor’s primary, secondary and tertiary tasks. Available primary work wins; otherwise they search secondary, then tertiary work.
Separate essential supplies from projects that can wait. Keep construction available alongside gathering and research. Idle Survivors identifies people without useful work. Automatic workers skip unreachable or unsupplied projects, and reconsider priorities after delivering a gathering load. A manual order remains a direct assignment until it is blocked or changed.
Use manual orders for urgent intervention. Check storage, access, resources and station queues when assignments stall.
FIELD GUIDE / 12
Food and water shortages slowly reduce health to 10%, then loyalty falls. At zero loyalty a survivor leaves and can appear again through expeditions or slave traders.
The founder never loses loyalty and remains at the health floor until supplied. Survivors cannot die. Combat can incapacitate them and leave them vulnerable to capture.
At zero stamina, survivors seek a reachable, unoccupied bed. If none is usable, they choose a safe indoor sleeping spot. Better beds improve both health and stamina recovery; a bed behind an inaccessible route is not an available bed. Exhausted survivors continue defending a camp fight at reduced movement speed.
Medical beds support treatment using supplies physically stored in the same room. Medicine is used first; bandages can cover the remaining treatment interval at lower potency. A partial dose gives proportional benefit. An assigned medic’s attributes and skills, the bed and the room affect recovery.
FIELD GUIDE / 13
Choose survivors and a real-time duration: 15 minutes, 1 hour, 2 hours, 6 hours, 12 hours or 24 hours. Party attributes, skills and gear determine capability, loot and encounter outcomes.
Encounter difficulty varies from 80% to 120% of collective party power. Find resources, items, equipment or survivors; enemies and weather can cost supplies and health.
Open the report notification after return to review loot, each survivor’s experience, events, enemies, injuries and supplies gained or lost. Durations use real time, independent of simulation speed.
FIELD GUIDE / 14
Development scope: raids use distinct interior and exterior lanes, door obstruction, sound detection and ranged attacks. Equipped weapons, accuracy, evasion and critical outcomes affect combat; visible tracers distinguish shots. Doors also develop distinct physical designs through all 20 technology tiers. These are simulation rules rather than a claim of realistic ballistics or finished combat balance.
Camp event difficulty scales from 80% to 120% of all camp survivors’ power, including expedition members. Sending strong defenders away has consequences.
Raiders search rooms without knowing storage locations. They open unlocked doors, carry supplies and actual stored equipment according to capacity, and retreat above roughly 90% capacity. Defeated raiders can leave recoverable caches. Gear recovered from a cache preserves the stolen item’s identity and level.
Slavers incapacitate survivors and carry them off-map. Raids can include trained dogs. Captives retain identity and can later appear with slave traders.
Animals attack outdoor survivors. Sight and sound can reveal people indoors, prompting door attacks. Work and movement create more sound than idling. Building and room properties attenuate its range, while awareness and stealth affect detection. Locks and healthy doors buy time; they do not make a noisy room invisible.
The development content includes 200 survivor model definitions and 300 enemy archetypes. Those counts describe variety, not simultaneously active actors or finished combat balance.
Enemies can walk outside in front of ground-floor buildings to reach other targets. Raised interior floors distinguish indoor and exterior movement.
FIELD GUIDE / 15
Select a conscious survivor and right click a visiting trader. The survivor must reach the trader before the barter panel opens. Ordinary and slave-trader visits have finite, distinct inventories. Negotiator attributes and trade skills affect buying and selling prices.
Use plus and minus controls to stage a basket from the trader’s stock and the camp’s stock. Mix resources, unused stored equipment, recruits and—at a slave trader—captive recovery in one offer. Equipped or reserved gear cannot be sold. Review subtotals and the balance before confirming; clear the basket to start again.
Scrap settles the difference. The quote checks stock, compatible resource and equipment storage, the negotiator’s presence and the remaining balance. A rejected offer leaves the camp and trader unchanged. Slave traders can offer former colony members from the missing-survivor pool; recovered people retain their identity. Traders cannot be attacked.
FIELD GUIDE / 16
Winter freezes the stream. Camp storms and radiation snapshot 80%–120% of collective camp power, including survivors away on expeditions. Long-term deterioration intensifies events, increasingly punishing survivors outdoors or in poorly protected spaces.
Protection follows where the survivor actually stands. Walking outside in front of a building does not count as being sheltered inside it. Intact walls, shell and room upgrades, insulation, healthy closed doors and underground rooms reduce exposure; damaged or destroyed protection is less effective. Advanced shelter reduces danger rather than granting unconditional immunity. Establish reliable food, water, shelter and research before harsher conditions arrive.
FIELD GUIDE / 17
Localization development scope: all 28 languages include authored interface, tutorial, operational and template translations, with bundled offline fonts for Arabic, Thai, CJK and broad Unicode text. Automated multilingual panel checks supplement coverage tests. Fluent review, terminology polish and final accessibility/layout review remain release requirements; newly introduced or unrecognized copy may still fall back to English.
The title menu includes New Game, Load Game and Settings after the studio splash and loading bar. Adjust resolution, frame limits, music, sound and language.
Localization scope: English, Italian, Latin American Spanish, Arabic, Czech, Dutch, Greek, Indonesian, Korean, Norwegian, Brazilian Portuguese, Romanian, Simplified Chinese, Swedish, Ukrainian, French, German, Bulgarian, Danish, Finnish, Hungarian, Japanese, Malay, Polish, Russian, Thai, Turkish and Vietnamese. Arabic needs right-to-left layout. Translations and layout require review before release.
Save before major changes. Development saves may evolve. Native and browser save recovery validate the primary and rotating backups before restoring a compatible save. The native app keeps at most one corrupt-primary evidence file. Recovery notices identify when a backup was used; do not rely on a backup as a substitute for your own long-term save archive.
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