Psychological Afflictions because games keep getting them wrong and I wanted to take a shot at them
Bit more detailed info here: vvv
Mental Health Risk:
- it would be a hidden statistic like Vitamin C or Cabin Fever. Called Resilience or whatever
- reduces slowly over time but there are factors that impact it negatively or positively. Like being near dead bodies and getting attacked (negative) and stayin’ alive or reaching milestones (positive)
- there are specific factors that either make their respective affliction worse or help cure them by increasing resilience
- when it reaches 20% remaining you get the risk affliction. At 0% one of the three psychological afflictions manifests, depending on player history/actions
Depression:
- usually other games just apply a grayscale filter and say “you sad :(“ and call it a day
- this ones theme is Progress Hindered. You can sleep or you sleep too long and also your skill progress gets stunted and reset a bit because screw you.
- 50% chance to get either Insomnia or Hypersomnia. The latter makes the survivor sleep longer by 1-5 hours but doesn’t restore fatigue for those extra hours
- “something or someone to hold onto” I made these with a multiplayer setting in mind. Being social is better to mental health than being isolated
Anxiety:
- it’s basically the risk affliction but with light effects. Supposed to be the easiest to manage
- it has a bar that increases. The higher it gets the higher the frequency of effects.
- they are more to keep the player on edge than affecting the survivor directly. YOU are affected as well, don’t just ignore this. Was that twig snap just a sound or a wolf nearby. Who knows
- also another effect I forgot to put there: Fake suffocation risk. All the visual effects for the suffocation risk affliction including the UI info but as soon as the counter reaches 0 nothing happens. Get trolled lol
PTSD:
- main theme: past trauma (obviously)
- gives Insomnia and problems with struggles
- big thing is Flashbacks: they happen randomly or when fitting triggers are present (let’s use a wolf attack and a Sprain/Break affliction as an example). There are Audio and Visual aspects
- Audio: Sounds Echo or repeat. A wolf sound is heard and fake sounds continue for a while after that. Sometimes there isn’t a wolf anywhere nearby anymore. Or sounds get replaced like a broken stick sound gets replaced with a broken bone sound
- Visual: Usually accompany the audio. It’s a subtle but noticeable overlay at lower opacity. Like a wolf at 50% opacity jumping the survivor, charging or standing (there. MENACINGLY). Or a fake affliction notification but you didn’t actually get the affliction
Ya I think that’s every important thing. Thanks for reading until here
I would play this if this was a mod, i would play it so much ♡

















