Fatigue icon

Fatigue is one of the four essential needs. Fatigue is the measure of how tired the character is. Fatigue constantly drains but can be replenished by sleeping. As the character tires, Fatigue begins to affect the ability to move, aim weapons, and struggle. When completely depleted, fatigue will begin to lower the player's condition.

Gaining/Losing FatigueEdit

As long as the character is awake, fatigue will constantly be emptying. The rate of drop is directly dependent on activity level and encumbrance but may also be influenced by other factors like temperature and illness. Example: The fatigue bar can be emptied as quickly as in 2.6 game hours by sprinting as often as possible. However, remaining inactive by passing time at a bedroll will see the same bar last almost 22 game hours.

  • Properly balancing one's activity level somewhere between "always resting" and "always sprinting" should see most players make it through a 12 hour activity period before reaching exhaustion.


Sleep is the prime method of satisfying fatigue. It takes 12 full hours of sleep to fully replenish an empty fatigue bar. Or 1/12th of the bar will fill for each hour slept. The player will wake automatically when the bar has been completely refilled.


Cups of coffee can be used for a brief boost to fatigue. When consumed, it fills 10% of the fatigue bar. It also confers the affliction 'Fatigue reduced' which slows the rate at which fatigue empties.

Emergency StimEdit

Emergency stim immediately boosts the fatigue bar to full and keeps it there until the effect wears off, whereupon fatigue immediately drops to 0.

Affecting ConditionEdit

When the fatigue bar is empty, condition begins to drain. The rate of drain is fixed at 1% per hour (See: Needs). The slowness of this drain has lead some players to take advantage, accepting minor condition losses during strenuous activities in a practice known as Hibernation.

Other EffectsEdit


Sprinting contributes significantly to rate of fatigue. In turn, fatigue affects the replenishment of stamina which enables sprinting. When the character reaches Exhausted (empty fatigue bar), sprinting becomes impossible. It will remain disabled for as long as the fatigue bar remains empty.

Carry WeightEdit

The amount of weight the character is carrying increases the rate of fatigue. Also, as fatigue drains toward its lower limit, the 'recommended encumbrance' will begin to decrease. Encumbrance penalties apply as normal (i.e if your total carried weight is greater than your 'recommended encumbrance', too much more and you cannot sprint, etc). Once the 'Exhausted' fatigue state is reached, 'recommended encumbrance' will become half the normal value (or 15kg). This can be fixed with adequate rest.

Ranged WeaponsEdit

The ability to hold a weapon steady while aiming is affected by fatigue. This can be significant for using both the hunting rifle and the survival bow. Aim will waiver more when the fatigue bar is low (See:Hunting).


When the character is fully rested, struggles seem to take less time and the struggle bar seems more easily filled. As exhaustion sets in, the opposite becomes apparent. Great difficulty is imparted and the struggle bar may become impossible to move. Being attacked by animals during exhaustion is extremely hazardous. A full fatigue bar confers no advantage over a bear however.

Fatigue BarEdit

Fatigue bar progresses from Exhausted ↔ Drained ↔ Tired ↔ Winded ↔ Rested with each point represented by a slowly closing eye. Arrows in the bar indicate which direction it is filling with more arrows meaning faster progress. Fatigue is the inverse of the fatigue bar, meaning that when the bar is full, fatigue is at a minimum, and when it is depleted, fatigue is at a maximum.


  • Line representing Closed Eye
  • Constant Condition drain
  • Cannot sprint
  • Recommended encumbrance reduced to half normal (15kg)
  • Significant difficulties aiming bow/rilfe
  • Severe penalties during struggles
  • Rope climbing is slow and falls become extremely likely


  • Barely-opened Eye
  • Recommended encumbrance begins to drop in Pilgrim and Stalker
  • Noticeable difficulty aiming bow/rifle
  • Significant penalties during struggles


Halfway point.

  • Half-closed Eye
  • Recommended encumbrance begins to drop in Voyageur
  • Rope climbing at average rate of speed


  • Eyelid visible over Eye


Fully awake and strong.

  • Wide-open Eye
  • Sprinting seems enhanced (faster/less stamina drain)
  • Bow seems steady during aiming
  • Struggles seem easier (except against bears)
  • Rope climbing is easy and fast


Primary ConditionStaminaEncumbrance
Needs WarmthFatigueHungerThirst