PISS Ministry finding // Physiology / Trauma / Treatment

Physiology

Blood loss, impaired breathing and reduced circulation can keep affecting the body after the hit.

  • Physiology
  • Trauma
  • Treatment

Subject reference // Game mechanics

Physiology System Mechanics

How an injury keeps affecting the body

Physiology updates the effects of each active wound over time. The wound record keeps its impact location, damaged structures and treatment state, so later changes can be traced to their cause.

Hemorrhage is ongoing bleeding. It reduces the blood available for circulation, while clotting can slow the loss. Heart function and remaining blood volume affect cardiac output, the blood the heart can pump. Injury-related pressure can also restrict circulation.

Ventilation is the movement of air through the lungs. Damage to the lungs or the surrounding chest space can impair it. Oxygen delivery depends on both breathing and circulation: oxygen must enter the blood and reach the tissues. Reduced delivery can lead to weakness or loss of consciousness.

Damage to the brain, brainstem or spinal cord can directly affect consciousness and control of the body. Injuries to an arm or leg affect that limb. During play, these conditions can cause tremor, slower movement, unstable aim, longer reloads or loss of sprinting ability. The character can continue to deteriorate after combat ends.

Treatments address specific problems in the game. Controlling bleeding, treating a chest injury and restoring lost resources have different effects. Stabilizing one condition can leave others unresolved. This is a game simulation, not medical guidance.

Physiology variable reference

Physiology Glossary

The entries below connect wound state with breathing, circulation and the actions a character can still perform.

source retained

Active wound

A continuing injury, with its original impact, location, affected structures and current treatment state attached.

mL/s

Hemorrhage

Blood loss over time. The game tracks external bleeding, arterial bleeding and bleeding into internal spaces, updating the amount of blood remaining.

mL / %

Blood volume

The amount of circulating blood and the percentage remaining. Blood loss reduces the body’s ability to circulate oxygen.

%

Cardiac output

The blood the heart can pump, shown here relative to normal function. Heart injury, blood loss and obstructive pressure can reduce perfusion, the flow of blood through tissues.

%

Ventilation

How effectively air moves through the lungs. Lung and chest-space injuries can reduce ventilation and impair oxygenation, the transfer of oxygen into blood.

%

Oxygen delivery

The oxygen reaching tissues through the blood. It depends on the blood’s carrying capacity, circulation and oxygenation, and affects consciousness and exertion.

integrity / injury

Neurological state

The condition of the cerebrum, brainstem and spinal cord. Injury can impair coordination, interrupt body signals, prevent conscious action or be fatal.

left / right

Limb function

The remaining function of each arm and leg. Arm injuries affect weapon handling; leg injuries affect walking and sprinting.

conscious / downed / dead

Consciousness

Whether the character is conscious, downed or dead. Oxygen deprivation and severe injuries drive changes between these states.

movement / aim / reload

Combat function

Movement speed, sprinting, tremor, aim stability, recoil control and reload time, each affected by the current body state.

problem-specific

Treatment

An intervention aimed at a specific condition. Controlling bleeding, for example, does not replace blood already lost or repair an injured organ.

wound attribution

Causal record

The link between a decline in function and the wound that caused it, including effects that appear after the original hit.

A character may remain weak or unconscious after bleeding stops. The blood already lost and any damage to organs, nerves or limbs still affect their condition.

Gameplay footageRelease pending
Still in development

Treatment balance, visible and audible symptoms, medical controls and pacing are still in development. These mechanics describe a game, not medical care.

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