The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.
At a glance
Ticks and real time
Time is measured in ticks.
- 45 ticks make a minute
- 60 minutes make an hour
- 24 hours make a day
- One full day is 64'800 ticks
At normal (1x) speed the clock advances about 60 ticks per real second. One in-game day passes in roughly 18 real minutes.
Speed settings
You change the flow with the speed control (F1 / F2, or the speed buttons). The multiplier each one applies comes from GAMESYSTEM_Campaign_GameSpeed:
- Pause: the clock stops
- Normal (the x1 button): 1x, an in-game day takes about 18 real minutes
- Fast (the x2 button): 3.5x, an in-game day takes about 5.2 real minutes
The table also lists 7x, but no key or button reaches it, and the game's speed list has no entry for it.
Pausing stops the clock entirely. At the fastest setting an in-game day passes in about 5.2 real minutes.
Midnight, day and night
The day counter rolls over at midnight (00:00). The campaign begins at 08:00, so the very first day is only 16 hours long. Every later day is a full 24.
Day and night are a separate visual and vision layer. It is daytime from 06:00 to 20:00 and night otherwise. Night costs 3 vision range.
Systems on the clock
Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:
- Depletion recovery
- Candidate refreshes
- Weather
Dungeon Break constant
The data ships a Dungeon Break scheduler. The constant GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition counts cumulative campaign hours in 6 steps: 24 / 48 / 72 / 96 / 120 / 144.
In the current build the row is a dormant constant, tagged Dev_NotUsed. Nothing in these tables consumes it:
- AlertTable
- AffecterTable
- EventTable
Dungeon Stay ladder
The Dungeon Stay ladder is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs Dungeon Stay (D1) to (D4). The step term is 1'440 minutes, per GAMESYSTEM_Dungeon_StayPenaltyTerm.
The per-stage mood penalty scales with management difficulty:
| Difficulty | D1 | D2 | D3 | D4 |
|---|---|---|---|---|
| Easy | -1 | -4 | -7 | -10 |
| Normal | -3 | -6 | -9 | -12 |
| Hard | -4 | -10 | -16 | -22 |
| Very Hard | -5 | -11 | -17 | -23 |
| Devastation | -6 | -12 | -18 | -24 |
After the party returns, a Dungeon Stay Aftermath debuff (-2 Mood) lingers a while longer.