Mechanics

Each page here explains one system as the game’s code runs it: what happens, in order, when you do something; the exact formulas, folded away under the text where there are any; and where the game makes you wait. If you are starting out, read Graveyard, Corpses, Technology and Energy and Insanity first. They cover what you do every day.

Alchemy One rule behind all 6,960 mixes, plus a mixer. Fishing Every fish, its water, its bait and its fight. Combat Starting a battle, damage and armor, squads, barricades and towers. Farming Garden beds, what decides a harvest, fertilizers and the orchard. Graveyard Burial, grave quality and what counts toward the graveyard. Corpses & Organs What each corpse tier yields, and what burial pays. Zombies Raising corpses, what skulls do for a zombie, and zombie workers. Traders Who stocks what, who buys what, and the standing orders. Sermons Weekly sermons: who comes, what they pay, and why they fail. Technology Tech points, where each colour comes from, and what the tree costs. Energy and Insanity What work costs, when sleep helps, and what insanity does. Talents and Inspirations How inspirations become talent points, and opening the page early. Quests and the Story Tree What a quest takes, what it only checks, and the Story Tree. Time and the Week How long a day lasts and what each day of the week is for. Happiness Where happiness comes from and why town quality caps it. Reputation What reputation unlocks and how you earn it. Inventory and Bags Backpack, toolbar and the nine bags: what each takes and where it goes. Mastery What adds to mastery and what happens below a requirement. Item Stars Which items have stars, how a craft decides them and how to raise them. Changing Your Look The mirror in your house, hairstyles and where each outfit comes from. Milestones Teleport stones: what they cost and how travel works.