Casualties: Unknown status effects and deaths
Last updated Unofficial fan guide
The game simulates limbs, blood and the heart, so injuries and needs show up as status effects (moodles) that get worse in stages. Open one to see its stages, causes and treatment. Stage names are the ones shown in game.
Status effects
- BleedingBlood loss from wounds; heavy or catastrophic bleeding kills by dropping blood pressure.
- Internal bleedingBleeding inside the body that dressings cannot reach; in the chest it becomes hemothorax and impairs breathing.
- InfectionWounds with poor skin health can get infected; untreated infection spreads and leads to sepsis.
- SepsisBody-wide reaction to heavy infection (or injected human blood) that lowers blood pressure until the heart fails.
- FractureBroken bones disable or weaken the limb and cause pain when used.
- DislocationA joint out of place that hurts when used; it can be pushed back in a minigame.
- ShrapnelFragments stuck in a limb.
- Muscle damageNot yet confirmedLow muscle health on a limb from blunt trauma.
- PainPain from injuries lowers mood and, at agony, movement; extreme pain can send you into shock.
- HungerHunger drops about 2.6 points per minute; below zero you starve and limbs lose muscle health until death.
- ThirstThirst falls over time and faster in heat; severe dehydration thickens and reduces blood.
- Cold / hypothermiaLow body temperature slows you and eventually kills; deadly in Frozen Chasm and when wet.
- Heat / hyperthermiaHigh body temperature raises thirst and, at heatstroke, causes organ damage.
- WetnessBeing wet lowers temperature and comfort, and wet items decay faster.
- Exhaustion / sleepEnergy drains over time (about 24 minutes from full to empty by default); at 0% you collapse asleep.
- Stamina / exertionHeavy exertion drains stamina and blood oxygen.
- Mood / depressionLow mood makes everything harder and below -70 can trigger depressive episodes, including self-harm; mood also sets your last-stand chance.
- SicknessNausea that saps mood, immunity and energy and can make you vomit away food, water and blood.
- RadiationRadiation from toxirock, spent fuel, barrels and some foods causes radiation sickness and internal bleeding.
- Toxicosis (venom)Hemotoxin from bites (e.g. cave ticks) that damages blood clotting and blood cells.
- Brain damageHead hits and lack of oxygen damage the brain, causing dropped items, random ragdolls, mirrored screen and vomiting; at 0% you die.
- HypoxemiaLow blood oxygen from blood loss, slow breathing, drowning or exertion damages the brain and heart.
- Heart failure (fibrillation / cardiac arrest)Severe strain can push the heart into arrhythmia, V-fib and arrest.
- Blood pressureLow pressure starves organs; very high pressure risks a stroke.
- Opioid overdose / withdrawalNot yet confirmedToo many opioids stop your breathing; dependence causes withdrawal that can damage the heart.
- BarotraumaRising air pressure in the lower Geothermal Vents and Where We Must Reach slowly kills you.
- EncumbranceCarrying too much cuts stamina and mobility, but trains Strength and Resilience.
- DirtinessDirt weakens the immune system.
- Amputation and prostheticsLimbs can be lost or amputated; since 1.0, peg, steel and P.E.O. prostheses replace them.
- Last standOnce per run, near death, a chance based on your mood 9-10 minutes earlier revives you with restored brain health and needs.
Causes of death
- brain deathNot yet confirmedYou die when brain integrity reaches 0%; a dying state at very low blood pressure and consciousness drains it in about 19 seconds.
- blood loss / circulatory collapseLosing too much blood drops pressure until the brain is starved.
- drowning / suffocationHead under liquid (especially viscous oil in the desert) with exhaustion or broken limbs.
- freezingHypothermia in Frozen Chasm or sleeping wet in Fungal Pools.
- heatstrokeNot yet confirmedOverheating in hot layers.
- starvation / dehydrationRunning out of food or water.
- infection and sepsisUncontrolled infection leading to septic shock.
- heart failureNot yet confirmedArrhythmia from strain, low pressure or drugs.
- traps and fallsLandmines, turrets, spike traps, stalactites, skullcrushers, sawblades and big falls; head shots and spike traps can bypass last stand.
- radiation, overdose, barotrauma, strokeNot yet confirmedLess common killers tied to specific hazards or drugs.
- self-harm at very low moodDepressive episodes at extremely low mood can inflict severe wounds.