Historical note: Wanderfolk's public release path is now Steam-first. Older update posts may refer to the browser build or earlier desktop plans as they existed when originally published.

TL;DR: The survival system now tracks three separate bars: hunger (eat or starve), HP (damage and healing), and energy (actions and rest). Sprint lets you hold Shift to run faster at an energy cost. Auto-potions activate at low HP. Each bar has its own drain, recovery, and danger threshold — survival is no longer one number.

Health and energy used to be the same thing. That’s over.

Three-tier stats split your survival into distinct systems that interact but don’t overlap. Hunger drains over time and must be managed with food — let it bottom out and you start taking starvation damage. HP tracks combat damage and heals through potions, rest, and food with healing properties. Energy fuels actions like chopping, mining, harvesting, and sprinting — it recovers with sleep and restful activities.

Sprint is a new movement option. Hold Shift while moving and your character runs faster at the cost of energy drain. It’s the fastest way to cross open terrain, escape a bad fight, or close distance on a fleeing creature. But sprint carelessly and you’ll arrive at your destination too exhausted to do anything useful. Energy management becomes a real tactical decision — do you sprint to the dungeon entrance and fight tired, or walk and arrive fresh?

Auto-potions activate when your HP drops below a critical threshold during combat. The system selects the weakest sufficient potion from your inventory, preserving stronger potions for emergencies. Companions share the potion pool, with healing prioritized toward the most wounded party member. Resistance potions deploy automatically at the start of boss encounters.

The HUD now displays all three bars with distinct colors and thresholds. Hunger shifts from green to yellow to red as it depletes. HP flashes when critically low. Energy dims as it drains. At a glance, you know exactly which resource is under pressure — and what you need to do about it.

Frequently Asked Questions

How does the health system work in Wanderfolk?

Wanderfolk uses three separate survival bars. Hunger depletes over time and must be replenished by eating food — starvation causes HP damage. HP represents combat health, damaged by monsters, bandits, and environmental hazards, and recovered through healing potions, rest, and certain foods. Energy fuels physical actions like chopping trees, mining ore, and sprinting, and recovers primarily through sleep.

How does sprinting work in Wanderfolk?

Hold Shift while moving to sprint. Sprinting increases your movement speed but drains energy continuously. It’s useful for crossing open terrain quickly, escaping combat, or chasing creatures, but arriving with depleted energy leaves you unable to perform actions until you rest. Managing when to sprint and when to conserve energy is a core survival decision.

How do auto-potions work in Wanderfolk?

When your HP drops below a critical threshold during combat, the auto-potion system activates automatically. It selects the weakest potion in your inventory that will bring you above the threshold, preserving stronger potions for worse situations. If you have companions, healing is prioritized toward the most wounded party member. Resistance potions are used automatically at the start of boss encounters to guard against elemental damage.