General Basics

This article describes the basic VISM systems.

## Player Character and its status

### Player Character

In VISM, you create a character that will be your avatar at the start of the game. Sometimes called 'player' or 'avatar'. VISM is a colony simulation game, but it differs from typical simulation games in that it doesn't use a god-like perspective; instead, players control a character to progress through the game. Players are supposed to manage their own status as well as the status of the colony's inhabitants. Statuses that do not belong to the player character, such as village reputation, are described in Village Management and are not covered in this article.

### Player Status

The ever-changing status values of the player are shown in the UI at the bottom of the game screen, and the values can be checked by hovering the mouse cursor over each bar. You can also see their status values in the player inventory UI. This wiki explains the maximum value of each status value as 100 points and the minimum value as 0 points.

#### HP & Death

HP is represented by red bar located on the left side as the player's physical health value. HP is reduced by damage caused by mobs and by negative effects such as hunger, burns and frostbite. When HP reaches 0, the player dies and is revived in front of the 'Chief's House' built by the player. Also, depending on the game difficulty settings, player death incurs penalties such as items in the inventory being dropped on the spot or a loss of player LP. When revived, HP is restored up to 50 points. HP can be recovered using HP-recovery items, some meals and sleep.

#### Hunger

Hunger is represented by a yellow bar located on the center as the player's level of hunger. Hunger decreases with time, and when it reaches 0, HP begins to decrease. The rate of hunger decrease depends on the game difficulty setting, but on Normal difficulty it is zero after about 60 minutes of real time (2 days of game time). When a player dies, if the hunger is below 50 points, the player is restored to 50 points and revived. Hunger are restored by food. If the sum of hunger and recovery from eating is over 100, the player may not eat.

#### Mind

Mind is represented by a blue bar located on the right as the player's mental health normality. Mind is reduced when eating something unpleasant, if the wet value exceeds a certain level, and when under the influence of darkness effect. If the Mind goes below 30 points, depression occurs and the effect of a narrowed field of vision on the game screen occurs. Mind does not kill the player at zero, but the reduced field of vision makes gameplay very difficult to navigate. When a player dies, When revived, Mind is restored up to 50 points. Mind is recovered through the use of drinks and other luxury items, and through sleep.

#### Wet

Wet is represented by a bar with water droplet icons on the left-hand side of the status bar. Wet values affect body temperature and disease incidence. Body temperature decreases by -4 points when the wet value is above 25 points and by -8 points when the wet value is above 50 points。When the wet value exceeds 60 points, the mind begins to reduce and the process of determining the onset of the disease begins at the same time. If the player is indoors or in other places that are not wetted by rain, the wet value gradually decreases. In addition to this, the value decreases three times faster when close to fire. If the player equipments is waterproof, the increase in wet value can be reduced.

#### Body Temperature

The player's body temperature is shown by the thermometer bar to the right of the status bars, with a higher scale indicating a higher temperature and a lower scale indicating a lower temperature. Outside temperatures above 90 points cause burns to the player, below 10 points cause frostbite, and in both cases HP is reduced. If the player's body temperature value is inside it, it is not subject to such adverse effects.

Body temperature is affected by the outside temperature and changes gradually. Outside temperatures vary according to season and weather conditions (see below). If the player character is indoors and the outside temperature is high, a -30 point adjustment is made to the indoor temperature; if the outside temperature is low, a +20 point adjustment is made and the player is protected. In addition to this, the temperature changes by 50 points around the fire. Indoor fires (e.g. fireplaces) change the temperature of the whole room.

In case equipments is labelled 'Heat Resist+x%', Cold Resist+x%', etc., it can also slow down the change in body temperature from the outside temperature. This allows the player to remain outdoors for longer periods of time.

#### Attack Point & Defence Point

Attack and defence values vary according to base value + equipment. For more information, see Combat.

### Status Effects

In VISM, various status effects occur on the player depending on the situation surrounding the player. The currently occurring effects are listed in the Player Inventory UI.

\*Midnight is from 22:00 to 4:00 in-game time.

### Sleeping

In beds and tents, sleep can be taken. Depending on the time of day when you go to sleep, you can accelerate your game time until the evening of the day or until the next morning. The effects of sleep are as below.

* Recovery of HP and Mind based on hours of sleep\*
* Reduce hunger progression during sleep by 1/2
* Darkness effects disabled during sleep
* Body temperature changes stop

※Depends on the game difficulty settings

If sleeping in beds, it is recommended to sleep in beds set up indoors. Beds set up outdoors remain under the influence of the weather while the player is sleeping. Note that there is no change in the recovery of status values depending on the type of bed.

### Inventory

The inventory UI provides a view of the player's status and belongings. You can open it by pressing the [I] key on the keyboard or the MENU-type key on the gamepad (START for Xbox).

The player's initial inventory is 36 slots, and the first 10 slots are called 'shortcuts'. Items set as shortcuts can be accessed instantly during the game without having to open the inventory. Bag items can be equipped to increase the number of slots in your inventory and reduce food spoilage due to refrigeration effects.

All items in the player's possession are dropped on the spot on death, due to the game difficulty setting.

If you want to know how to operate the inventory, see the Controls article.

## Time & Seasons

VISM is set in in-game time, which is different from real time, and the island changes as time progresses. One game day equals 30 minutes in real time. Daylight hours vary with the seasons.

### Season

VISM defines 44 days as a unit of a year.

#### Spring

Pleasant warm season. No penalties due to outside temperatures throughout the day. Rainy days are relatively common. Wildlife respawns from many wildlife nests. This is also the time to plant crops in order to reap the benefits of the crop by autumn.

#### Summer

The temperatures can be hot enough to cause burns during the day in sunny conditions, so it is necessary to spend time indoors or underground, or prepare heat-resistant equipment. Relatively many rainy days.

#### Autumn

As in spring, autumn has a mild climate and is not penalised by outside temperatures throughout the season. It's the season with the most sunny days, and a time to prepare for winter by harvesting crops and securing fuel.

#### Winter

Most living organisms disappear, crops and grasses die and cannot be harvested. Working outdoors throughout the day requires cold-resistant equipment and the operation of heating systems indoors except during the day. Plus, daylight hours are short. Livestock grazing is no longer possible and fish are no longer seen.

\*A +-20 correction occurs in caves.

The outside temperature can be accurately determined for the location by installing a 'thermometer'.

## Weather

The weather changes randomly on the island. However, it is difficult to change the weather by loading/saving as the game holds pre-drawn seasonal data. The seasonal weather selection probabilities and durations are as follows. \*Duration is in real time.

\*Heat wave and snow storm are described under natural disasters.

Rainfall has a watering effect on all farm tiles, but increases the player's wet point. Snow also increases the wet point.

Caves is not affected by weather conditions.

* About VISM
* Controls
* Game Difficulty Setting
* Development Status
* FAQ
* Gameplay Tips

* **General Basics**
* Combat
* Item
* Crafting
* Terrain
* Resource
* Wildlife & Enemies
* Farming & Gardening
* Hunting & Fishing
* Villager
* NPC
* Village Facility
* Village Management
* Ships & Tourist industry
* Pet
* Riding
* Cave & Ground Crack
* In-Game Event
* Ruin & Special Objects

* About Wiki
* Editing Wiki
	+ Sandbox
* Other Languages
	+ English
	+ 日本語