No.116 / 280Nurture & survive · Survival & needs

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
Project ZomboidNo.116Project Zomboid

01The core loop

Action → feedback → next choice
  1. 01Take a bleeding wound
  2. 02Break from danger
  3. 03Bandage with cloth
  4. 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.

  1. T1

    Turn 1 · The situation

    Deep left-arm cut losing 1 HP/sec, two enemies behind.

  2. T2

    Turn 2 · The player chooses

    Run 10 seconds for distance, then tear a shirt into a bandage.

  3. T3

    Turn 3 · The feedback

    Lose 10 HP; bleeding stops, but the rag is dirty.

  4. 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

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Project Zomboid
P

Project Zomboid

P1

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

RimWorld
R

RimWorld

P2

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?

Fusion · Original design proposal · not an existing feature
Stop the BleedingSurvival & needs+

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

Survival & needs

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
  1. 01Read every need meter
  2. 02Pick the most urgent one
  3. 03Spend time and supplies on it
  4. 04Others slide meanwhile
The Long Dark · Don't Starve
Survival & needs

Planning Around Sleep

You must sleep when tired, but the world keeps moving while you do.

Prototype complexity
Who plays
Solo decisions
  1. 01Activity builds fatigue
  2. 02Find a safe place
  3. 03Choose how long to sleep
  4. 04Wake to a changed world
The Long Dark · Project Zomboid
Survival & needs

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
  1. 01A body part is hurt
  2. 02Linked abilities drop
  3. 03Adjust roles or tactics
  4. 04Heal or replace the limb
Kenshi · RimWorld
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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