Production context
GDD/01-Gameplay/04-Survival-System.mdVerified implementation evidence
- [OWNER-REPORTED PASS 2026-09-09] Bed sleep in
L_Dev_SandboxonBP_Bed_Test: Interact (IA_Interact, E) starts sleep without standing still; the screen dims slightly while Sleeping; movement cancels sleep and clears the dim. SeeTECH-HUD-UI-IMPLEMENTATION. - Runtime:
ULambeerSurvivalComponenton nativeALambeerPlayerStateticks Energy/Sleep/Immunity from/Game/Lambeer/Core/Data/Survival/DA_SurvivalTuning. GAS attributes Init 100 / Max 100. Jog Energy −1 / 5s; sprint (Run) −1 / 1s. Persistence/save format is not implemented.
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 |
| Energy | Exertion and insufficient rest/nutrition | Reduced action efficiency | Severe stamina and recovery penalties |
| Sleep | Time awake and exertion | Reduced recovery and awareness | Severe fatigue penalties |
| Immunity | Poor condition and unresolved survival effects | Higher infection probability | High 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.
Status effects
Negative and positive states layered on top of base stats: - Negative: bleeding, infection, broken bones, poisoned, cold/overheated, plus an overeating debuff that remains [TBD]. - Positive: well-fed, hydrated, warm → small regen/efficiency bonuses. - Blood-borne infection check: every 10 real-time minutes, the authoritative server evaluates infection probability from the character's immunity and the amount of blood on the character and worn equipment. The exact probability curve, thresholds, and treatment interaction remain [TBD]. - 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.
[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.
- 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/treatment balance remains unresolved.
| Stat | Approved rule | Effect |
|---|---|---|
| Energy | Ordinary 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. |
| Sleep | Awake −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. |
| Immunity | Hunger, 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; infection probability and treatment rules remain undecided. |
| Fatigue severity | Energy/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 need injury events plus approved attack thresholds/chances and treatments. Infection/poison need probability/potency/duration/treatment tuning; the confirmed infection check interval stays 10 minutes. Cold/overheated need temperature-scale and penalty decisions. 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. A separate rest interaction remains TBD; do not invent a key binding.
Tuning
All rates (decay per minute, restoration amounts, penalty thresholds) live in data (curves/DataTables) for balancing without recompiling. The G3 rates above are approved prototype values. Other rates remain [TBD]. 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.
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.