Every resident in your settlement has basic needs: rest π€, food π², clean air π¬, shelter π, and access to medical care π. If these are neglected for too long, a resident may fall ill π€ β or even die β°οΈ.
You can check survivor status details by tapping on this icon:
Rest π€
Every minute a resident is awake, their rest level drops. Working drains it faster. Overtime shifts or polluted air π«οΈ conditions cause rest to deplete even more rapidly. Rest is restored when the resident sleeps π or eats π΄.
If a resident goes too long without rest, they gain the Fatigue status, reducing their efficiency β or they may end up in the infirmary π₯.
Satiety π²
Satiety slowly decreases at all times, except while eating π΄. When a resident eats, their satiety is restored. If satiety drops below 30%, they receive the Hunger status and begin working more slowly. If satiety hits zero and isn't replenished in time, the resident will fall ill π€.
Air Purity π¬
On the left side of the screen, you'll see a gauge showing how clean the air is in your settlement. If air quality drops below 30%, residents receive the Poisoned status and work more slowly. After a while, a poisoned resident may become ill π€.
Negative Status Effects β οΈ
Hunger, Fatigue, and Poisoned are shown as icons above residents and in the interface. A single resident can have multiple statuses at once, and each one lowers their productivity π.
Shelter π
Every resident needs a bed π. Without one, survivors recover rest more slowly, and if they fall ill, their chances of survival without proper care are nearly zero.
Infirmary π₯
An ill resident will go to the infirmary on their own. If there's a free bed, they'll start treatment right away. If there are no beds available, the sick resident will stay at home in their own bed π but won't be able to work. After recovery, all of their stats are fully restored.
Survivor Death β°οΈ
If a sick survivor doesn't get an infirmary bed in time, their body gives out β and they die. That's a loss you can't undo.
But life in the settlement goes on. In time, you'll find a new resident. They won't replace the one you lost, but they'll become part of your growing story. Another life worth fighting for.
Every life saved is priceless. Monitor your residents' statuses, maintain clean air π¬, and provide them with what they need. The settlement stands strong because of each and every one of them πͺ.