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Survival

Hunger, thirst, energy, weather and food

The announced survival pressures and a practical observation plan for launch.

Prerelease · September 17 Early Access target · Updated 2026-09-13

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

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 activityWhat still needs testing
Hunting and meat preparationDrops, tools, yields and spoilage
Growing tomatoesSeeds, water, growth time and harvest yield
Cooking at a fireFuel, ingredients, duration and effects
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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

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.

Independent fan guide. Game and official promotional imagery © MAY19 STUDIO. Screenshots illustrate the game; they are not Kingy gameplay captures.