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Camp Life Guide

Your camp is not just a place to sleep. Every night it eats, drinks, burns wood and judges what you did that day.

Last updated: October 13, 2026
ON THIS PAGE
  1. What the camp needs every night
  2. Camp morale
  3. What raises and lowers morale
  4. Sickness and injuries
  5. Why survivors leave
  6. Keeping the camp stable

What the camp needs every night

When you sleep, the Morning Report runs one night for the whole camp. Everyone who lives with you counts as a mouth: your idle survivors, every survivor on a work team, and your prisoners and pit laborers. Mercenaries and Dr. Maya do not count.

NeedHow muchNotes
Food1 per mouthTaken from Food first, then Raw Meat, then Berries.
Water1 per mouthTaken from your Water.
Firewood1 per 3 mouths, rounded upThe furnaces keep the camp warm. The weather changes the bill, see below.

Supplies are taken from your Storage first and from your pack second. The Morning Report shows exactly what was used, and warns you when tomorrow night will not be covered.

WeatherFirewood needed
ClearNormal
Overcast+25%
Rain or Fog+50%
Storm or Rad-StormDouble
High HeatHalf
Free nights: the first nights of a new camp cost nothing. From day 4 the camp eats, drinks and burns wood every night. The very first Morning Report with a Sanctuary also explains the system and uses nothing.

Camp morale

Morale is a number from 0 to 100 and starts at 50. You see it in the panel at the top of the Camp screen. It changes how much your camp produces:

MoraleLevelEffect
80 to 100High Spirits+10% camp output
60 to 79Good+5% camp output
40 to 59SteadyNormal output
20 to 39Low-10% camp output
0 to 19Collapsing-25% camp output, survivors may desert

The effect applies to everything your work teams produce in the Morning Report. Sick and wounded survivors cut it further: the larger share of your workers is unwell, the less the camp makes, down to half at the worst.

What raises and lowers morale

DeedMorale
Rescue a survivor from a bunker, clinic or warehouse+4
Save a captive from a convoy+5
Clear an enemy camp+5
Dr. Maya joins the camp+5
Repel a raid on the camp+6
Send aid to people in need through Grom+2
A night when everyone was fed, warm and looked after+3
A night when the camp was fed and warm+1
Lose a raid-12
A hungry night, or a thirsty night-8, or -12 if half the camp or more went without
The furnaces go cold-6, or -10 with no wood at all
Hand over, sell or gift a survivor the Reptilians forced to fight-6 / -10 / -8

Only survivors forced to fight cost morale. Bandits, raiders and Reptilians are not people the camp feels sorry for, so selling or working them costs nothing. Grom marks which prisoners are which once he has questioned them.

Sickness and injuries

Why survivors leave

Each survivor who deserts costs 5 more morale, and a sick survivor who leaves costs 6. The idle survivors go first, then the biggest work team. Pit laborers and prisoners do not desert.

Keeping the camp stable

  1. Keep at least a few days of Food, Water and Wood in Storage before you travel. The pack counts, but Storage is safer.
  2. Count your mouths before you capture prisoners: every one eats and drinks like a survivor.
  3. Stock Medicine and Cloth before a storm or a long trip. Herbs are a cheap backup for illness.
  4. Check the weather: a storm or a Rad-Storm doubles the wood the furnaces burn.
  5. Do good deeds when morale is low. Saving a survivor or repelling a raid is worth more than one fed night.
  6. If morale falls below 20, fix food, water and wood first. Output and desertion both depend on it.

See also the Base Building guide for the buildings that feed your camp and the Economy guide for every resource.

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