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![](/w/images/thumb/3/37/Sleep.png/300px-Sleep.png)

The player is given a choice whether he wants to sleep or not. Sleeping can be
dangerous in the post-apocalyptic world if done carelessly.

Unlike zombies, the player and other survivors need to **sleep**. However,
this mechanic can be disabled in multiplayer settings at will, and is disabled
by default multiplayer (but can be tweaked to the player's liking). When the
player needs to sleep, the tired moodle will show up on the screen. To sleep,
the player needs to find a bed, sofa, or other chair. Or, if the player is
tired enough, even the floor will do. A player can also sleep in a tent or
vehicle.

Failing to sleep will cause the player's damage when using weapons to drop.
The player's field of view will also decrease, in addition to several other
effects. The player cannot die from lack of sleep, though and can't currently
fall asleep due to sleep deprivation.

## Sleep duration

There are many factors affecting how long the player will need to sleep for,
including fatigue level, bed quality, character traits, stress, and pain.

The player typically requires between 6 and 12 hours of sleep per night. If
the player hasn't slept for a long time, the sleeping time can drastically
increase depending on the severity of the exhaustion.

If there is no extreme situations (e.g., sleeping regularly every day),
players need to sleep:

  * ≈9 hours a day.
  * ≈6 hours a day if Wakeful trait is selected.
  * ≈12 hours a day if Sleepyhead trait is selected.

Sleeping time can be induced by using sleeping tablets. Sleeping tablets can
also induce the need to sleep when the player is otherwise unable to (e.g.,
experiencing pain).

Sleeping time can be reduced by using vitamins.

The player cannot sleep for fewer than 3 hours and will wake up after a
maximum of 16 hours, even if they aren't fully rested.

## Effects of sleeping

While sleeping, time will fast forward until the player wakes up. Tiredness
will slowly disappear and the effects of sleeping tablets and beta blockers
will be removed. Sleep will also take away the player's panic.

Sleeping on a bed of "average" or "poor" quality (or the floor) will reduce
the rate at which tiredness disappears, and the player will wake up without
being fully rested while also being potentially sore in the neck.

## Waking up at night

During sleep, the character's vision is blocked out and they cannot see what
is going on in the outside world. Nearby sounds (such as zombies smashing down
doors or windows) may awaken the player if they are loud enough or close
enough. One use of this mechanic is to use an alarm clock to wake the player
up at a specified time to help enforce a consistent sleeping schedule.

If the player does not wake up due to the noise from a zombie entering their
base, they will not wake up until the zombie deals damage. The player can also
be awoken by extreme hypothermia/hyperthermia or if the vehicle they are
sleeping in is attacked.

A player can also wake up due to a nightmare. There is a base probability of
5% of having a nightmare, but the probability increases the more stressed the
character is. A nightmare can be distinguished from zombie invaders or
external noises by an increase in the stress moodle, whereas zombie invaders
will not cause added stress.

When indoors, sheets/curtains should be on and closed for all surrounding
windows and doors, which should be shut to ensure a secure rest. When
outdoors, the character should try to look for shelter. If there is no shelter
and sleep is required, the character should set up a tent somewhere relatively
safe, where the risk of nearby zombies is low.

### Zombie intruders

If the sleeping event sandbox option is set, the player can be woken up in a
panic by nearby zombies entering through nearby unsecured doors or windows.
The probability increases when doors/windows are left open or unbarricaded,
the lights are left on, a refrigerator or freezer is nearby and powered, or
devices (stoves, radios, TVs) left on.

  *[UI]: User-Interface
  *[AI]: artificial intelligence
  *[RMB]: Right Mouse Button
  *[RPM]: Revolutions Per Minute
  *[MPH]: Miles Per Hour
  *[FPS]: frames per second
  *[Grow time]: Average grow time (days)
  *[Condition lower
chance]: 1 in (x + maintenance × 2)

  *[Base durability]: Condition × break chance
  *[?]: Chance of poisonous
  *[(2)]: Non-perishable until opened
  *[(4)]: Non-perishable until opened
  *[(3)]: Non-perishable until opened
  *[(5)]: Non-perishable until opened
  *[(7)]: Non-perishable until opened
  *[RMC]: Right Mouse Clicking
  *[LMC]: Left Mouse Clicking
  *[HUD]: Heads-up Display
  *[LMB]: Left Mouse Button
  *[MSW]: Mouse Scroll Wheel
  *[Temp.]: Temperature
  *[PVP]: Player Versus Player
  *[Icon]: As represented on the "Investigate Area" window

Sleep