GAME MECHANICS HOARD

SURVIVAL MECHANICS

16 MECHANICS
CAMPFIRES
◆ SURVIVAL MECHANICS

A placed or found fire that provides warmth, light, cooking, and often a safe checkpoint — a fixed point of relief in a hostile world.

CLOTHING LAYERS
◆ SURVIVAL MECHANICS

Multiple garment slots — base layer, mid layer, outer shell — stack to provide cumulative warmth, protection, or other stat bonuses, rather than a single equipped outfit.

COOKING
◆ SURVIVAL MECHANICS

Combining ingredients into food that grants buffs, restores resources, or is required for survival — from simple recipes to freeform experimentation.

CORPSE RUN
◆ SURVIVAL MECHANICS

On death, the player drops accumulated resources at the death site and must return — often through the danger that killed them — to reclaim them, or lose them permanently.

DIFFICULTY SCALING
◆ SURVIVAL MECHANICS

Systems that adjust challenge over time or in response to the player — enemies leveling with the character, spawn intensity tracking performance, hazards ramping with days survived.

DISEASE/INFECTION
◆ SURVIVAL MECHANICS

Characters can contract illnesses or infections that progress over time, imposing worsening penalties and requiring treatment, rest, or medicine.

HUNGER
◆ SURVIVAL MECHANICS

A depleting meter that demands regular food intake, with penalties — stat drain, health loss, eventually death — as it empties.

OXYGEN
◆ SURVIVAL MECHANICS

Breathable air as a depleting resource — dive timers, vacuum exposure, cave air pockets, base atmosphere systems — where running out means rapid death rather than slow attrition.

PERMADEATH
◆ SURVIVAL MECHANICS

When a character dies, they are gone for good — no revival, and no reload when paired with save restrictions.

RADIATION
◆ SURVIVAL MECHANICS

Radioactive contamination as an environmental hazard — irradiated zones ticking damage, radiation accumulating in the body as a second health track, gear checks (suits, filters, meds) gating entry to hot areas.

SEASONS
◆ SURVIVAL MECHANICS

In-game time cycles through seasons that change the environment, available activities, resources, and challenges.

SHELTER BUILDING
◆ SURVIVAL MECHANICS

Players construct defensible, functional living spaces from gathered materials — walls, roofs, doors, storage, defenses — as protection and a base of operations.

SLEEP/REST
◆ SURVIVAL MECHANICS

An interaction, usually with a bed or campsite, that passes time — often skipping to a specific hour, healing the player, or triggering scheduled events — rather than waiting in real time.

TEMPERATURE (HOT/COLD)
◆ SURVIVAL MECHANICS

Environmental temperature acts on the character: cold zones drain warmth toward hypothermia, heat brings exhaustion, and survival requires clothing, shelter, fire, and route planning.

THIRST
◆ SURVIVAL MECHANICS

A depleting hydration meter that, like hunger, demands regular water intake, with worsening penalties as it empties.

WATER PURIFICATION
◆ SURVIVAL MECHANICS

Making water safe as a survival loop — dirty water demanding boiling or filtering, purification tablets and stills, contamination that sickens the desperate drinker, clean water as manufactured resource rather than found one.