Movement and Stealth Guide
This page combines traversal and stealth systems.
Movement
Movement & Travel Mechanics
Overview
Movement is your main survival engine: every step can reveal sites, trigger encounters, and reshape your run's risk profile.
Each move does all of this at once:
- spends fatigue (modified by running, stealth state, and Agility)
- spends time (running is faster, stealth is slower)
- can trigger microsleep risk and movement mistakes when exhausted
- can cause disorientation drift when morale is low or fatigue is very low
- rolls biome hazards (damage, injury, hygiene/warmth/fatigue penalties)
- advances world systems like discovery, encounters, and camp/contact pressure
Traversal is therefore not just map travel. It is a high-frequency survival decision loop where pacing, stealth discipline, and recovery timing matter as much as direction.
Basic Movement
Movement Cost
| Action | Duration | Fatigue Cost |
|---|---|---|
| Move (Walk) | 1 hour | 0.25 |
| Move (Stealth) | 2 hours | 0.25 base (0.1875 at Stealth 20+) |
| Move (Run) | 0.5 hour | 0.50 base |
| Wait | 1 hour | 0 |
Runtime movement cost:
- Running and stealth are mutually exclusive
- Agility reduces movement fatigue:
moveFatigue = (1 - max(0, (AGI - 3) 0.05)) - If leg fractures are active, extra fatigue and injury risk are applied on top
Movement Modifiers
Agility Impact:- Movement fatigue is reduced directly by Agility:
moveFatigue = (1 - max(0, (AGI - 3) 0.05))
- This applies to walking, running, and stealth movement costs
- Load pressure is processed as an ongoing survival drain once carry load exceeds 60% of capacity
- Runtime formula (hourly update):
overEffort = max(0, load - cap 0.60), then fatigue drain addsoverEffort 0.08per hour - If
overEffort > 20, there is a 10% hourly chance to gain+1injury
- Leg fractures add
+1.5extra fatigue per move by default - Base painful-step injury chance while moving with leg fracture:
12% - If all fractured legs are splinted: fatigue penalty
x0.6, injury chancex0.5 - If carrying a Crutch: fatigue penalty
x0.5and injury chancex0.25(applies on top of splint modifiers)
- Can trigger when morale < 30 or fatigue < 20
- On trigger, movement direction is replaced by a random cardinal step (you veer off intended route)
Movement Modes
Walking (Default)
- Duration: 1 hour per tile
- Fatigue: 0.25 base
- Safe: Lower risk of accidents
- Efficient: Better for long-distance travel
Running
- Duration: 0.5 hour per tile (2x faster)
- Fatigue: 0.50 (2x fatigue cost)
- Risk: Higher encounter pressure and lower control
- Emergency: Use when speed is critical
Stealth Movement
- Duration: 2 hours per tile (slow, controlled)
- Fatigue: 0.25 base (reduced at Stealth 20+)
- Benefit: Lower visibility, lower detection/noise profile
- Usage: Approaching hostile areas or crossing risky lanes with control
Terrain & Biome Effects
Biome Movement Characteristics
Each biome has unique movement considerations based on BIOME weather/hazard behavior:
Forest
- Shelter: good natural cover
- Stealth: high concealment value
- Notes: safer pacing for long loops
Plain
- Shelter: exposed
- Wind/Heat pressure: can spike attrition
- Notes: efficient transit, but vulnerable to weather fronts
Mountain
- Hazard profile: high injury and fatigue pressure
- Notes: route only with strong reserves
Swamp
- Hazard profile: hygiene/fatigue heavy, infection pressure risk
- Notes: avoid long chains while low on condition
Shore/Lake/River
- Hazard profile: slip/current/wet exposure events
- Notes: route timing matters more than distance
Ruins
- Shelter: partial structure cover
- Risk: high injury/event volatility
- Notes: strong reward, punishing attrition
Road/Railroads
- Transit value: strong route control and orientation
- Risk: encounter pressure and exposed movement
- Notes: use for objective linking, not careless farming
Environmental Hazards During Travel
Weather Impact
- Rain/Precipitation: can increase attrition but also help stealth concealment
- Wind: increases exposure pressure in open biomes
- Cold/Heat extremes: amplify movement mistakes and recovery demands
Microsleep Events
- Severe fatigue can trigger microsleep checks that add time loss and possible injury
- Recovery timing is part of movement mastery, not just health management
Special Movement Actions
Survey
- Duration: 1 hour
- Fatigue: 0.25
- Cooldown: 240 hours (10 days) per tile
- Effect: updates local/world awareness by attempting site/clue/rare-encounter discovery, can reveal tracks/resources/weather hints, and can pin potential local POIs
Explore
- Duration: 1.5 hours
- Fatigue: 0.375
- Mode requirement: world map mode only
- Cooldown: 240 hours (10 days) per tile
- Effect: scouts distant regional activity, primarily undiscovered settlements and nearby bandit camp signs
Explore Site
- Duration: 4 hours
- Fatigue: 2.0
- Cooldown: 240 hours (10 days) per tile
- Effect: explores a discovered site at your location for deeper loot/event rolls, including district-specific outcomes and higher risk/time commitment
Stealth & Concealment
Stealth is not just "move slowly." It is a detection-management system that lets you choose when fights happen.
Core Rules You Must Know
- Stealth and running are mutually exclusive
- Entering stealth lowers movement speed and changes visibility/noise behavior
- Detection checks use multiple factors, not a single stat
How Detection Is Calculated (Player View)
Detection pressure shifts by:
- stealth skill and specialization
- fatigue/noise profile
- weather visibility
- agility contributions
- movement mode (stealth vs normal/run)
In rough weather, stealth gets stronger. In clear, dry, noisy movement, it gets weaker.
Best Times to Toggle Stealth
Use stealth for:
- entering unknown hostile tiles
- bypassing optional fights while overloaded
- scouting points of interest before committing
- retreating after high-noise actions
Drop stealth for:
- secured lanes
- low-threat corridors
- urgent extraction where speed matters more than concealment
Common Mistakes
- staying stealthed on safe roads (time loss)
- sprinting into hostile fog-of-war then reacting too late
- treating stealth as raw combat power instead of encounter control