Survival (Fallout 4)

Survival mode is a gameplay mode in Fallout 4 that introduces new aspects of survival into the gameplay.

Survival mode
Survival mode can be accessed in the options menu. Unlike Hardcore modes in previous Fallout games, Survival mode can be set before gameplay. Also, this mode can be toggled freely. Once Survival mode is activated, turning it off will prevent you from turning it back on for that save file.

Features in this mode are as follows: Manual, quicksaving and almost all autosaves are disabled. Fast travel is disabled. The Sole survivor deals, but also takes more damage. Typically, threats are no longer displayed on the compass. Locations of interest are harder to detect. The Adrenaline perk is given. Sole survivor must stay hydrated, eat periodically, and have a regular sleep cycle. Fatigue damage reduces Action points (AP). Sleeping in a bed does not heal Hit points (HP). Illnesses and Antibiotics are introduced. Radiation damage impacts Hit points. RadAway, stimpaks and most other healing items heal over time, rather than all at once. Limbs can also be restored with a Stimpak, sleeping in an unowned bed until fully rested, or by visiting a Doctor. Ammunition has weight and total carry weight is significantly reduced for both the Sole survivor and companions. Companions will not get back up, if downed in combat, until healed. Location enemies and items repopulate slower.

Gameplay differences


Status effects

 * Note: the hours are for game time; the seconds for real time. It doesn't appear that the thresholds are linear. For example it takes about 6 hours to go from well-fed to peckish to hungry, then 12 hours to go from hungry to famished. It also appears that sleeping for only one hour at a time has no effect on tiredness, and that instead the player is required to sleep for two hours to reduce exhaustion by one stage, then an extra hour for each stage thereafter. These models may be incorrect and this table is incomplete.

The following table lists the approximate times it takes for a character to go from completely satisfied to the listed condition in each area. Again, "hours" refers to game-time, and "minutes" refers to real-time: