Hunger, Energy and Stress all tick down during expeditions and any one of them at a danger threshold stops forward progress. Cooked meals refill Hunger and grant a mood buff; rest at bedrolls and mid-dungeon rest stops restore Energy; campfires next to bedrolls, the Plant Necklace, and brewed mana crystals cut Stress. The roster rule is keep 10, run 4 — pair the 3-to-1 surface-to-expedition ratio with a 10-settler roster so a single loss is not a campaign loss.

What each meter does

MeterWhat it representsRefill sourceFailure mode

Hunger

Physical fuel during dungeon runs

Cooked meals from kitchen output

Health drain + mood collapse + stress dump.

Energy

Action pool for walking, mining, building, skill use

Rest at bedrolls and mid-dungeon rest stops

Character passes out defenseless.

Stress

Mental stability

Campfire next to bedrolls, Plant Necklace, alchemy consumables

Mental break — character becomes uncontrollable or gains a permanent negative trait.

Hunger — cook before you starve

Hunger depletes constantly during dungeon runs and is refilled by food from kitchen output. Cooked meals grant a long-term mood buff; raw or spoiled food eaten while starving tanks mood and dumps into stress. Skipping farming past Floor 2 risks colony-wide famine. The recommended surface ratio is roughly 3 settlers farming per 1 underground explorer.

Energy — rest beats brute force

Energy does not regenerate quickly on its own. Combat actions, especially AoE and utility skills, drain it hard. Nature and Wave-type healing and shielding spells are the biggest energy hogs. Energy must be restored by rest at bedrolls and mid-dungeon rest stops; if it bottoms out, the character passes out defenseless.

Stress — build camp, equip cheap trinkets, brew

Stress builds from death by a thousand cuts sources: sleeping on bare ground, grim or industrial dungeon floors, big trap damage and underground rain. Wall off a cleared dungeon pocket to remove the roughing-it stress multiplier. Place a campfire next to bedrolls to cut stress buildup and speed mood recovery. Equip a Plant Necklace — a cheap early-game neck-slot passive mood booster. Brew mana crystals at an Alchemy Station into mood-boosting consumables kept in squad bags as an emergency valve.