Field Manual // Dispatches // Dispatch 01
What the Mist Actually Does to the Infected
The most interesting system in this game is the one that looks, at first glance, like weather. Volumetric fog reads as an atmosphere effect until the first time it rolls in and the infected start moving differently — and that is the moment the game stops being a scavenging sandbox and becomes a problem about sound.
The world runs on a day and night cycle with wind, rain and shifting visibility, and the density of the mist changes across that cycle. That part is ordinary. What is not ordinary is the consequence: when the thick fog arrives, the infected become more aggressive. Not more numerous, not faster — more aware. The fog does not make the world darker, it makes it louder for everything that hunts by ear.
This is worth stating carefully, because the lazy reading of the system is that fog simply reduces visibility and the game compensates by spawning pressure. That is not what is happening. The fog is a single density value, and that value is read by more than one system.
One variable, two consumers
The visibility term and the infected acuity term are fed by the same number. When density rises, your sight distance collapses and the acoustic radius at which a noise event is registered expands — at the same time, from the same source. That is why the effect feels coherent rather than punitive. You are not being punished by an invisible difficulty dial; you are being out-detected by a system that measures the same air you are standing in.
The practical consequence is that the fog converts a spatial problem into an informational one. In clear air, the question is where the threats are. In thick fog, the question is what the threats know. Those are different games, and the second one is much harder to win by being fast.
Why sight collapse is the less important half
Losing your sight line feels like the headline, and in the moment it is. You cannot scout, you cannot confirm a route, you cannot pick a target before it picks you. But sight collapse is recoverable: stand still, wait, let the density fall, and your eyes come back.
The acoustic half does not recover on your schedule. Every action you take has a signature, and that signature is measured in distance. Walking is small. Working — felling trees, running a generator, pressing ammunition — is large. Gunfire is enormous. In clear air those signatures travel roughly the distances you would expect. As density rises, the same actions are legible to the infected from much further away, and there is no way to lower your own volume in response except to stop acting.
That asymmetry is the whole design. You lose your eyes at the same moment they gain ears, which means the phase where you are least able to verify a threat is the phase where a threat is most able to find you.
The horde pull is not a spawn, it is a summons
At high density there is a radius around your position within which a noise event draws infected toward it. This is not the game spawning enemies on top of you; it is the game telling a population that already exists on the map where you are. The distinction matters for how you respond, because a summons has a source. Move, stop making noise, and the summons stops resolving to your location.
The failure mode is a cascade. A player fires, the shot broadcasts, the first infected to arrive make noise of their own — footsteps, impacts, the sounds of a fight — and that second wave of noise broadcasts again on top of the first. One gunshot becomes a rising acoustic floor, and the only way out is to break contact entirely rather than win the exchange.
What this means for how you play
Three consequences follow, and they are the reason fog occupies more of this manual than any other system.
Preparation happens in clear air. Everything that requires you to see — scouting, route confirmation, deciding where the base goes — has to be done in the low-density window, because in thick fog you are working blind by definition.
Work is a combat action. Felling a tree or running a generator during a fog event is not a neutral activity you do between fights. It is a broadcast. The manual's insistence on doing resource work early is not about efficiency, it is about not announcing your position to a county that is listening.
Fire is a decision, not a reflex. A weapon discharge during heavy mist is the loudest single thing you can do, and it carries further than the range at which you can see the thing you are shooting at. If you cannot see what you are shooting, you are choosing to be found by something you have not located.
The honest caveat
Not everything about how this reads in practice is settled. The specific density thresholds and the exact multipliers are balance values, and balance values move. What is unlikely to change is the structure: the fog will keep feeding one number into two systems, and the asymmetry between losing sight and gaining an audience is the design, not a tuning accident.
That structure is why the fog is the right thing to build a manual around. It is the system that decides whether the rest of your plan works.
End of Dispatch 01 // Filed from the Boreal Corridor // Revised with the mist threshold