The short answer
The store lists hunger, thirst and energy as survival pressures, alongside weather and a day/night cycle. Food gathering includes hunting, farming and cooking.
Watch the three resources
Treat hunger, thirst and energy as separate systems when the game becomes playable. Their exact drain rates, refill values and status thresholds are not published in the source. Our suggested first-session task is to identify each meter and record what changes it before attempting a long trip.
Sources for this section
- MAY19 STUDIO: Steam store and Early Access information · Checked 2026-09-13
How food is described
The developer describes hunting deer, processing meat and cooking it at a fire, growing tomatoes and making food such as soup. These examples do not establish ingredient quantities, crafting station costs, cooking times or nutritional values.
| Announced activity | What still needs testing |
|---|---|
| Hunting and meat preparation | Drops, tools, yields and spoilage |
| Growing tomatoes | Seeds, water, growth time and harvest yield |
| Cooking at a fire | Fuel, ingredients, duration and effects |
Sources for this section
- MAY19 STUDIO: Steam store and Early Access information · Checked 2026-09-13
Fog and travel
Wind, rain, fog and changing daylight are announced. The description associates fog with poor visibility and more aggressive zombies. Carry that into planning as a reason to keep a return route, not as a tested safe distance or a fixed aggression multiplier.
Sources for this section
- MAY19 STUDIO: Steam store and Early Access information · Checked 2026-09-13
Your checklist
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Research checked 2026-09-13. This is a source-based guide; Kingy has not independently play-tested these steps. Evidence and coverage.





















