Stop the Bleeding
A wound is bleeding out the clock; use whatever is at hand.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Risk
No.116Project Zomboid01The core loop
Action → feedback → next choice- 01Take a bleeding wound
- 02Break from danger
- 03Bandage with cloth
- 04Change or treat later
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Deep left-arm cut losing 1 HP/sec, two enemies behind.
- T2
Turn 2 · The player chooses
Run 10 seconds for distance, then tear a shirt into a bandage.
- T3
Turn 3 · The feedback
Lose 10 HP; bleeding stops, but the rag is dirty.
- T4
Turn 4 · The next decision
Swap in a clean bandage at camp to avoid infection.
How it plays
Bleeding drains health at a rate that stacks per wound. Bandaging takes time and materials and can be interrupted mid-fight. Drip icons and bleed-out timers convey urgency.
What the player weighs
- Bandage now or shake pursuit first
- Use a clean bandage or tear clothing
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Project Zomboid
Bleeding wounds need prompt bandaging; clothing can be ripped into rags, and dirty bandages raise infection risk.

RimWorld
A colonist's health tab shows bleed rate and time until death, and someone with medical skill must tend the wounds in time.
The difference worth noticing
In Project Zomboid you bandage yourself; in RimWorld you dispatch someone else to save the wounded.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Give bandages weight: split carry budget between ammo and medkits, and a lean kit forces more cautious fights.
Prototype this combo in Yoroll→Follow the next idea
Juggling Survival Needs
Hunger, thirst, cold and fatigue all drain at once; you can only fix one at a time.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read every need meter
- 02Pick the most urgent one
- 03Spend time and supplies on it
- 04Others slide meanwhile
Planning Around Sleep
You must sleep when tired, but the world keeps moving while you do.
- Prototype complexity
- Who plays
- Solo decisions
- 01Activity builds fatigue
- 02Find a safe place
- 03Choose how long to sleep
- 04Wake to a changed world
Injured Limbs, Lost Abilities
Hurt legs can't run, hurt hands can't aim: where you're hit decides what you can do.
- Prototype complexity
- Who plays
- Solo decisions
- 01A body part is hurt
- 02Linked abilities drop
- 03Adjust roles or tactics
- 04Heal or replace the limb



