The player's vitals act as a key component to the mechanics of Stranded Deep. When trying to survive in the middle of the Pacific Ocean, one must be mindful of their condition. How hungry or how thirsty the player is becomes crucial to living life on a deserted island. Injuries or illnesses could also prove detrimental to the player if they are not careful.
The survival watch is Stranded Deep’s unique way of displaying the player's useful information without breaking out of the game's immersion. The player is able to view the watch by holding down the 'watch' key (default 'F'). The watch lets the player know of the current time of day, the date, the current temperature and how many days they have survived overall. When using the watch, players are also able to bring up another display that shows their hunger, thirst, and overall health meters.
When one of the vitals of the player is running low, the watch will display a notification at the bottom of the screen. Before version 0.11 the watch only notified the user by beeping.
Switching watch modes will toggle the displayed data. The player can switch modes by clicking the 'use' key (default 'LMB').
Mode 1 Edit
The default watch mode from the moment the game starts. This screen displays the in-game time of day, the date, the number of days survived, the day/night cycle and the current temperature.
Mode 2 Edit
The second watch mode; considered one of the most important aspects of the game. This screen displays the player's hunger, thirst and health meters. Once a meter is depleted, the player will receive a different side effect as a result.
The player's health is what keeps them alive on the island. Health is represented by the heart icon on the left side of the survival watch. Identifying problems with one's health is key to survival. Taking damage will result in loss of health; a fully depleted health meter will result in death.
One should be careful to acknowledge their health. The player's arms should be checked regularly to identify any health issues. Most player effects will also have an impact on health over time.
Health can be regenerated by keeping both the hunger and thirst bars full. Sleeping will also regenerate health but decrease hunger and thirst.
The player's level of hunger is represented by the ham shank icon in the center of the survival watch. To regain calories, the player must consume any food items available; fish, coconuts and crabs, for example, can be found in abundance around the area. It is not advisable to eat raw crabs or raw potatoes, as they will cause the survivor to become poisoned or ill.
Once the hunger meter is fully depleted, players will begin to starve. Other player effects, such as broken bones, poisoning and illness, can also have a negative impact on hunger. Sleeping will also cause the player to lose calories.
The player's hunger meter starts at a level of 2.500.
The player's level of thirst is represented by the droplet icon on the right side of the survival watch. To re-hydrate, the player must drink any available fluids, such as distilled water, bottled water, or coconut milk.
Once the thirst meter is fully depleted, players will start to become dehydrated. Other player effects, such as broken bones, poisoning and illness, can also have a negative impact on thirst. Sleeping will also cause the player to lose fluids.
The player's thirst meter starts at a level of 2.500.
Finally, the watch displays the amount of sleepiness of the player. This can be refilled by sleeping on a bed.
Having a lack of sleep reduces the player's ability to sprint.
- (Possible issue) The watch will occasionally predict the weather an hour or two ahead, rather than displaying the current weather. (Needs further verification)
- The backlight will not light up if the player loads a game that was saved during the night. It will, however, begin working properly during the next nightfall.
- (Possible issue) Sometimes, when consuming crabs, it will not refill any of the player's hunger meter.
Player Effects Edit
Player effects are different buffs and de-buffs that the player can experience. Most, but not all effects are damaging to the player's vital system. Different player effects are issued to the player depending on the cause of effect.
Health Regeneration Edit
The health regeneration effect will allow the player's health to regenerate over time. Health can only regenerate by having sufficient amounts of food and water; both the hunger and thirst meters must be at 80% or higher, which will result in a health gain rate of 1.0% per second.
The starvation effect is caused by a total lack of calories and a fully-depleted hunger meter. This effect will result in a health loss rate of 5.0% per second. Players can regain calories and stop the effect by consuming different food items. A supply of around seven coconuts is enough to completely refill the hunger meter if the player is running on a totally empty stomach; two coconut halves (or one whole coconut) will refill one hunger unit.
The dehydration effect is caused by a total lack of bodily fluids and a fully-depleted thirst meter. This effect will result in a health loss rate of 3.0% per second. Players can regain fluids and stop the effect by drinking from different sources of water, such as a bucket (after it has been distilled), a water bottle and coconuts.
The bleeding effect is caused by heavy injuries sustained either from being dragged through the water by a shark or from falling into the water from high heights (such as from a sea fort), and can be identified by the presence of blood and cuts on the character's arm. This effect will result in a health loss rate of 0.15% per second. Players can prevent wounds from bleeding further by using a bandage. This will, however, require the player to search through shipwrecks for readily-available bandages or the pieces of cloth that are needed to craft one, which may potentially put them in further danger of another shark attack.
When swimming with open injuries, one will be able to see trails of blood in the water. This could prove to be dangerous, as it will catch the attention of sharks who will sense the blood and gather in for a feed. Swimming whilst bleeding is not recommended.
The poisoning effect is caused either by consuming toxic food items or from stepping on or touching venomous creatures, such as sea urchins or a lionfish, and can be identified by a sickly-green effect on the player's vision, as well as the boils that develop on the character's arm. This effect will result in a health loss rate of 0.075% per second, as well as a fluid loss rate of 0.075% per second. Players can cure themselves of the poisoning effect by consuming antibiotics.
Bug: Sometimes, antibiotics cannot be consumed to cure the poisoning effect. *fixed*
Broken Bones Edit
The broken bones effect is caused either by aggressive shark attacks or by falling from high heights, and can be identified by the sound of a chilling crack, as well as the appearance of the character's arm, which has been twisted and bent. This effect will result in a health loss rate of 0.05% per second, as well as a calorie and fluid loss rate of 0.05% per second. Players can remedy broken bones by using morphine. However, this will require the player to search through shipwrecks for readily-available tubes of morphine, putting them at risk of another shark attack.
Falling from great heights may cause the player to move slower.
The illness effect is caused by a low body temperature of 96.5 degrees Fahrenheit (~35.8 degrees Celsius), and is identified by the character occasionally coughing. This effect will result in a health loss rate of 0.025% per second, as well as a calorie and fluid loss rate of 0.025% per second. Players can cure themselves of the illness effect either by consuming vitamins or waiting the 5-minute duration.
The drowning effect is caused by spending a significant amount of time underwater, depleting the character's amount of breath. This effect can be identified by the darkening corners of the screen and the accompanying audio cues; the darker the screen, the less breath the player has left and the louder the sounds of struggling become. This effect will result in a health loss rate of 20.0% per second. The player's breath can be replenished either by resurfacing or by using an air tank.
The vomiting effect is caused by consuming certain raw food items. If a player vomits after consuming raw food, they will lose roughly 75% of the calories and fluids previously gained. Vomiting can be prevented by cooking food items over a campfire prior to consumption, as well as by avoiding eating any poisonous food items altogether.
In a future version of the game, vomiting will reward the player with an achievement.
The injury effect is caused either by minor shark bites or by falling from high heights, and is identified by the reddening corners of the player's vision, as well as the character's flinching in pain. The amount of health lost from sustaining injuries depends on the severity of the circumstances. Players can remedy injuries by keeping their hunger and thirst meters full; this will allow their health to regenerate. Injuries are usually minor, but one must still be mindful of their current health state in order to avoid any further problems.
If the player dies, they are dead. There are no second chances.
Death is caused by a fully depleted health meter, and is identified by the player collapsing to the ground and the screen fading black. After death, players are redirected to the main menu, where they are given the option to either start a new game with a newly-generated world seed and spawn within a completely different world structure, or load an old save.
Note: The player should try not to die inside their raft. There is a possibility that it will bug out every time the player attempts to start again. The only way to prevent this is to relaunch the game from Steam.
Note: The 'Note' above no longer applies (16-04-2016)