Survival, crafting and construction
Survival connects supply consumption, environmental conditions and preparing a safe return; construction changes that relationship. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Hunger, thirst, temperature and fatigueOverview and example ↗Needs deplete readiness for action, requiring decisions about interrupting a task to recover.4
Mechanic variants
- Hunger limits the duration of an unsupported trip.
- Thirst connects routes to water sources.
- Temperature changes the value of clothes and shelter.
- Fatigue degrades action before forced rest.
Design example. A soaked explorer chooses to dry beside a fire rather than continue a short freezing route. Prototype check: Test whether a need offers recovery timing and method choices instead of constant mandatory input.
2Weather, seasons and threat preparationOverview and example ↗Weather and seasonal changes reward preparing supplies, routes and protection before a threat arrives.4
Mechanic variants
- Forecasts state their confidence about an event.
- Seasons change material and route availability.
- Storms require securing vulnerable structures.
- Transition periods create brief gathering windows.
Design example. A frozen river opens a winter route, but a thaw requires relocating a depot beforehand. Prototype check: Test whether early weather signals allow preparation without prior knowledge of the scenario.
3Shelters, camps and safe placesOverview and example ↗A shelter turns dangerous space into recovery, storage and planning support, but requires siting and upkeep.4
Mechanic variants
- A fire provides heat but consumes fuel and emits smoke.
- A camp can move while losing some supplies.
- An enclosed room protects against one threat type.
- A shelter network reduces long-route exposure.
Design example. A waterside camp eases resupply but lies in a seasonal flood zone. Prototype check: Test that shelter limits are visible: cold protection should not silently imply safety from every threat.
4Resource gathering and foragingOverview and example ↗Gathering converts terrain knowledge and tool access into a renewable stock of materials and food.4
Mechanic variants
- Seasonal resources require the right timing.
- Tools change harvesting speed and output quality.
- Depletion moves the search to another patch.
- Environmental signs identify usable objects.
Design example. Bird activity leads to berries, but stripping the patch prevents quick recovery. Prototype check: Test whether players distinguish undiscovered, depleted and tool-inaccessible resource states.
5Crafting, recipes and technology discoveryOverview and example ↗Crafting connects materials, recipes and workstations to produce items or unlock the next technology.4
Mechanic variants
- Fixed recipes require a precise ingredient set.
- Material substitution changes output properties.
- Experiments reveal previously unknown recipes.
- Workstations constrain crafting place and duration.
Design example. Silver wire replaces copper and changes a homemade sensor's operating range. Prototype check: Test cost previews, order cancellation and material preservation when the output cannot be placed.
6Freeform and modular constructionOverview and example ↗Construction places elements using connection rules or free geometry, creating space for later actions.4
Mechanic variants
- A grid enables predictable part alignment.
- Sockets accept only compatible connections.
- Free rotation expands possible structure shapes.
- Blueprints repeat a tested group of elements.
Design example. A player builds a sectional bridge and saves a suitable support as a reusable module. Prototype check: Test undo, overlapping parts and access to interior spaces after construction is completed.
7Structural integrity and destructionOverview and example ↗Structural stability depends on supports, connections and loads; failure changes load paths and usable geometry.4
Mechanic variants
- Spans are limited by supported reach.
- Materials give elements different strengths.
- Overloading warns of an approaching failure.
- Cascades propagate the loss of supporting links.
Design example. Removing a column shifts load to a visibly cracking beam before the hall collapses. Prototype check: Test whether shown supports explain failure; do not present a simplified game model as a building calculation.
8Hunting, ecosystems and predator-prey relationshipsOverview and example ↗Hunting uses prey traces and behavior, while population changes affect future food availability and hazards.4
Mechanic variants
- Tracks indicate movement direction and recency.
- Bait uses preferences of a particular species.
- Wind changes the success of a concealed approach.
- Population recovery connects yields to hunting pace.
Design example. Depleted small prey causes predators to approach the camp more frequently. Prototype check: Test whether observed behavior supports useful predictions and the ecosystem persists while the player is absent.
9Risk, evacuation and securing lootOverview and example ↗Risk increases potential gains, but banking a result is what protects it from loss in the next dangerous action.4
Mechanic variants
- Extraction ends the current opportunity to gather.
- Caches preserve part of the cargo before leaving.
- Insurance limits a particular category of loss.
- Extra objectives raise rewards and visibility.
Design example. A second container is valuable, but opening it triggers an alarm and delays extraction. Prototype check: Test that possible losses are clear before accepting risk and that a safe stopping point exists.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Klei: Don’t Starve
Developer overview of wilderness survival, environmental use and seasonal changes. The scenarios below are editorial proposals, not descriptions of that game’s rules.
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