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Companion stress

In the alpha Game mechanic · facts checked 2 November 2026

Companion stress tracks how worn a microglial resident (Pip, Mote or Fen) is from what happened in play. The user decided that stress builds only from play, never from real or idle time, and never harms anyone permanently.

How it works#

Stress rises by 1 (cap 4) when the resident:

It never rises from elapsed time or from simply coming along.

Stress falls by 1 on every return home, for free, and by 2 with the Calming visit. The user ruled on 2 November that no single action guarantees 0.

Effects#

LevelShows asEffect
0–1 calmNormal idleNone
2 tenserest idle at home; a short remarkNone
3 strainedAs 2In rooms: Composure 1 instead of 2. On Hearth boards: works every other tick
4 frazzledAs 2In rooms: one job fewer this outing. At home: its duty counts as stretched and adds Hearth strain

No level ever causes neuron loss or anything permanent.

Checked against the rules#

Claude B checked that stress is never a recruiting tax. Bringing a recruit adds no stress by itself, careful players avoid hits, and stress falls for free each return. The visit is optional insurance.

Development#

See also#

Calming visit · Hearth strain · Home duties · Recruitment

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. b89f778c2:src/main-game/alpha/public/encounter/src/services/catalog.js
  3. b89f778c2:src/main-game/game/encounters.js
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