Keeping Wounds Clean
Stopping the blood is step one; a dirty wound becomes the real trouble days later.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Risk
No.117Project Zomboid01The core loop
Action → feedback → next choice- 01Check the wound
- 02Disinfect or redress
- 03Wait while it heals
- 04Watch for infection signs
↻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
Two wounds, one bottle of alcohol, three rags.
- T2
Turn 2 · The player chooses
Use alcohol on the deep leg cut; just re-rag the shallow arm one.
- T3
Turn 3 · The feedback
Leg infection risk drops to 5%; the arm gets mildly infected next day.
- T4
Turn 4 · The next decision
Head to a pharmacy or forage herbs for the arm.
How it plays
Wounds track cleanliness and dressings get dirty over time. Dirty wounds may infect, causing fever or ongoing damage. Disinfectants are scarce, so you choose which wound gets them.
What the player weighs
- Spend alcohol now or save it for a worse wound
- Redress often or gamble on no infection
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
Wounds can be disinfected with alcohol, and rags sterilized into clean bandages; leaving dirty bandages on raises infection odds.

Green Hell
Wounds are dressed with leaves and other natural materials; neglected ones get infected, and specific herbs or folk remedies treat them.
The difference worth noticing
Project Zomboid leans on modern disinfectants; Green Hell asks you to identify natural dressings in the jungle.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Let bandages stack only three per slot with clean and dirty in separate slots, so space pressure forces washing or discarding.
Prototype this combo in Yoroll→Follow the next idea
Stop the Bleeding
A wound is bleeding out the clock; use whatever is at hand.
- Prototype complexity
- Who plays
- Solo decisions
- 01Take a bleeding wound
- 02Break from danger
- 03Bandage with cloth
- 04Change or treat later
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



