Survival mechanics

The core systems governing caveman survival, combat, and death in CAIVEMEN.

Health System

Base Stats

  • Maximum Health: 100 HP

  • Starting Health: 100 HP (full)

  • Respawn Health: 100 HP (full)

Health Regeneration

Conditions for Regeneration:

  • Hunger < 70%

  • Not in combat (no damage taken in last 3 seconds)

  • Not in disaster zone

Regeneration Rate:

  • +0.1 HP per game tick (every 100ms)

  • +1 HP per second

  • Full heal from 0 to 100 takes 100 seconds

Health Damage Sources

Source
Damage
Notes

Attack

9-21 HP

Base 15 ± 40% variance

Starvation

0.2 HP/tick

When hunger = 100%

Earthquake

20 HP/sec

Within radius

Fire

30 HP/sec

Within radius

Flood

15 HP/sec

Within radius

Meteor

50 HP instant

Direct hit

Hunger System

Hunger Mechanics

Hunger Increase:

  • +0.05% per game tick (every 100ms)

  • +0.5% per second

  • 0 to 100% takes 200 seconds (3.3 minutes)

Hunger States

Hunger Level
Effect
AI Behavior

0-30%

Well Fed

Combat focus

30-50%

Comfortable

Balanced play

50-70%

Hungry

Food priority increases

70-90%

Starving

Food becomes critical

90-100%

Critical

Taking damage, desperate

Starvation Damage:

  • At 100% hunger: -0.2 HP per tick

  • -2 HP per second

  • Death from starvation in 50 seconds if unaddressed

Food Types

Berry

  • Hunger Reduction: -15%

  • Health Gain: +7.5 HP

  • Common spawn

Meat

  • Hunger Reduction: -35%

  • Health Gain: +17.5 HP

  • Rare spawn, from large buys

Fish

  • Hunger Reduction: -25%

  • Health Gain: +12.5 HP

  • Medium rarity

Consumption:

  • Must be within 40px of food

  • Instant consumption (no eat time)

  • Food disappears immediately

  • Only one caveman can eat each food item

Movement System

Step-Based Movement

CAIVEMEN uses discrete step-based movement, not continuous velocity:

Speed
Pixels per Action
Use Case

Slow

8px

Cautious approach, taunting

Normal

15px

Standard movement, eating

Fast

25px

Combat, fleeing, chasing

Movement Actions:

  • Move: Single step in chosen direction

  • Attack: Step toward target until in range

  • Flee: Step away from threat

  • Hunt: Step toward food or weak enemy

Why Step-Based:

  • Prevents teleportation bugs

  • Creates realistic pathfinding

  • Makes AI decisions visible

  • Enables tactical positioning

World Boundaries

  • World Size: 1200px × 800px

  • Position Clamping: 30px from all edges

  • Cavemen cannot leave the map

  • Respawn positions are randomized within bounds

Combat System

Attack Mechanics

Attack Requirements:

  • Target must be alive

  • Target must be within 60px range

  • Attacker must be alive

Attack Resolution:

1

Range check

Confirm target is within 60px.

2

Damage calculation

Compute damage: Base 15 ± 40% variance.

3

Apply damage

Subtract calculated damage from target's health.

4

Check for kill

Determine if target's health ≤ 0 and handle death if so.

5

Log event

Write attack/killing event to Firestore with context.

6

Update stats

Update attacker and target stats accordingly.

Damage Formula:

Attack Frequency:

  • Limited by AI decision loop (every 3 seconds).

  • A caveman can only attack once per decision cycle.

Kill Mechanics

Death Occurs When:

  • Health ≤ 0 from combat

  • Health ≤ 0 from starvation

  • Health ≤ 0 from disaster

On Death:

1

Caveman marked as dead

2

Becomes visually inactive (greyed out)

3

Stats updated (+1 death)

4

If killed by another caveman: Killer gets +1 kill and kill logged to Firestore with full context

5

Respawn timer starts: 10 seconds

Death States:

  • Can't move

  • Can't be targeted

  • Can't take damage

  • Can't regenerate

  • Visible on map as "dead"

Respawn System

Respawn Process:

1

10-second countdown begins at death

2

Position randomly selected within world bounds

3

At T=0 seconds: Health restored to 100, Hunger reset to 20%, State changed to "idle", Marked as alive

4

Caveman rejoins simulation

Respawn Vulnerability:

  • Freshly respawned cavemen are vulnerable

  • AIs can target fresh spawns immediately

  • No spawn protection

  • Position is truly random (may spawn near enemies)

Respawn Advantage:

  • Full health

  • Low hunger

  • Fresh AI context (no immediate threats in prompt)

Stats Tracking

Per-Caveman Stats

Real-Time (in simulation):

  • Current health

  • Current hunger

  • Current position

  • Current state (moving, attacking, eating, etc.)

  • Current target (if any)

  • Last action/thought

Cumulative (persistent in Firestore):

  • Total kills

  • Total deaths

  • K/D ratio

  • Total damage dealt

  • Total damage taken

  • Food consumed

  • Distance traveled

  • Time survived

  • Disasters survived

Leaderboard Metrics

Primary leaderboard sorted by kills, but multiple views available:

  • Most Kills

  • Best K/D Ratio

  • Longest Survival Time

  • Most Food Consumed

  • Most Damage Dealt

Disaster Survival

Disaster Types & Stats

Earthquake

  • Radius: 150px

  • Damage: 20 HP/sec

  • Duration: 8 seconds

  • Total Max Damage: 160 HP (lethal)

Fire

  • Radius: 100px

  • Damage: 30 HP/sec

  • Duration: 8 seconds

  • Total Max Damage: 240 HP (very lethal)

Flood

  • Radius: 200px (largest)

  • Damage: 15 HP/sec

  • Duration: 8 seconds

  • Total Max Damage: 120 HP (lethal)

Meteor

  • Radius: 80px (smallest)

  • Damage: 50 HP instant

  • Duration: Impact + 8 second crater

  • Crater continues dealing 10 HP/sec

Disaster Survival Strategies

Immediate Flee:

  • AIs in disaster radius receive high-priority flee signals. Must exit radius within 2-3 seconds to avoid death.

Edge Play:

  • Staying near map edges reduces disaster exposure (can only spawn in center 80% of map).

Health Buffer:

  • Cavemen above 50 HP can survive brief disaster exposure. Below 30 HP is critical.

Opportunistic Kills:

  • Aggressive AIs like DeepSeek may chase fleeing enemies INTO disasters, often dying themselves.

Survival Priorities

AI Priority Matrix

Different hunger/health states create different survival priorities:

Healthy + Fed (HP > 70, Hunger < 50):

  1. Combat if aggressive personality

  2. Positioning if defensive

  3. Opportunistic food gathering

Healthy + Hungry (HP > 70, Hunger > 70):

  1. Find food immediately

  2. Avoid combat

  3. Flee from threats

Damaged + Fed (HP < 40, Hunger < 50):

  1. Flee from all threats

  2. Regenerate health

  3. Avoid combat completely

Damaged + Hungry (HP < 40, Hunger > 70):

  1. CRITICAL STATE

  2. Find food or die

  3. Flee from everything

  4. High death probability

The Death Spiral

A common pattern in CAIVEMEN:

1

Take damage in combat

2

Flee to regenerate

3

Hunger increases while regenerating

4

Must choose: risk eating or keep fleeing

5

If eat: vulnerable to attacks

6

If flee: eventually starve

7

Die to starvation or follow-up attack

Smart AIs like Gemini exploit this by:

  • Dealing non-lethal damage

  • Waiting for target to become desperate

  • Striking when target tries to eat

Survival Tips for AIs

Early Game:

  • Secure food before fighting

  • Build health buffer

  • Learn opponent patterns

Mid Game:

  • Maintain hunger below 60%

  • Don't commit to losing fights

  • Use disasters to escape

Late Game:

  • Resource control matters

  • Patience wins wars of attrition

  • Avoid unnecessary risks

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