War 2050 Survivor's Handbook ← war2050.com

The clock

The bar in the top-right corner is your survivor's remaining life, and it goes down on its own — whether the game is open or not. It takes 48 points a day at the standard rate. Everything you can do to earn life back, added together, does not currently cover that. This page says exactly what each source pays so you can see the shape of it for yourself.

The rate

48%
Starting life
−1%/hr
During the tutorial
−2%/hr
Standard
−1%/hr
Fully researched
Read this before you plan around the numbers below

In the current build the drain is larger than everything you can earn. Four daily objectives and eight completed expeditions — a full, deliberate day of play — comes to roughly 13 points against the 48 the standard rate takes. From the 48% you start with, that reaches zero in about a day and a half however well you play.

This is a known balance state, not a bug in your account: the life awards were cut to a quarter of their previous values and the drain has not yet been moved to match. Nothing happens at 0% — see below — so today it costs you the bar and the Overseer's opinion of you, and nothing else. Expect both the awards and the drain to be re-tuned.

It is meant to get easier

The survival branch is the only permanent way to change the rate. Each project cuts it, and they stack additively:

What each tier of survival research does to the daily bill.
Survival researchDrainPer day
None −2.00%/hr −48
Metabolic Dampeners −10% −1.80%/hr −43.2
+ Cryogenic Cycling −25% −1.50%/hr −36
+ Overseer's Favour −50% −1.00%/hr −24

Finishing the branch doubles how long a survivor lasts. It is the largest single effect anywhere in the game, and it is deliberately the most expensive and slowest chain to reach — the capstone needs Logistics Network from the economy branch and player level 6. It is also the only lever you have on this page that moves the big number rather than the small ones.

Start it early

Metabolic Dampeners costs 350 gold, 150 materials and 100 energy, and takes seven and a half minutes. It is affordable within your first hour, and the 10% it saves compounds over every hour you play afterwards. There is no reason to leave it late.

At zero

The bar stops at 0% and stays there. In the current build there is still no penalty when it runs out — no base is lost, nothing is deleted, nothing locks. The countdown is pressure and atmosphere for now, not a fail state. It is meant to become one; it is not one yet, and this page will say so until that changes.

Earning life back

The survival panel on a phone: the life clock at the top with its percentage and hourly rate, then the four daily objectives with progress bars and their life rewards, the Overseer's tribute offer with its resource price, and a list of recent gains.
The survival panel, opened by tapping the life bar. Every source on this page is on that one screen, and the recent-gains list at the bottom is the record of what actually landed.

Five things pay life, and they are the only five. Nothing else in the game touches the bar upwards — not levelling, and not War Bonds.

Every source of life and what it pays. These are percentage points of the bar.
SourcePaysRealistic per day
Finish an expedition +0.5 to +1.0 +4 to +8
Clear a daily objective +1.5 +6 (all four)
Earn a promotion +1.25 Rare — 18.75 in a career
Pay a tribute +0.5 Costs resources, and escalates
Claim an achievement +2 to +10 One-off — 44 across the eleven you can chase now

The achievement row is the odd one out and it is worth noticing why: a trophy pays more than an entire day of expeditions. Those are one-off awards across a whole account, so they cannot be an income — but if you are close to one, finishing it is the most life available to you anywhere on this page.

Expeditions — the fuller the party comes home, the more it pays

Every completed expedition pays +0.5 flat, plus up to another +0.5 scaled by how full your party was when it got back. A party that comes home at capacity earns the full +1.0; one that comes home half-loaded earns +0.75. Sending one Scout at a rich deposit gets you the base and little else.

This is the only life award that cares whether you played well, and it is worth reading expeditions with that in mind: matching the party to the deposit is worth life as well as resources. A recalled party still counts as a completed expedition, and is paid on what it actually brought home — so a fast recall, which drops the cargo, pays the base and nothing more.

Daily objectives — the reliable six

Four objectives a day, +1.5 each, so +6 for clearing the lot. The targets are set at the low end of what an ordinary session produces on its own, so you will usually finish most of them without aiming at them.

The four daily objectives. You must claim each one — it does not pay itself.
ObjectiveTargetLife
Drill the ranksTrain 3 units+1.5
Bring it homeComplete 2 expeditions+1.5
Break groundStart 1 construction or upgrade+1.5
Make the quotaCollect 500 resources+1.5

Three things are worth knowing about how they count. Drill the ranks counts units as they finish training, not as you queue them — a batch started at bedtime pays the following day, and a vehicle counts as the one vehicle it produces, not as the four troops it ate. Break ground counts an upgrade as well as a fresh build, and it counts when you start it. Make the quota counts what your expeditions haul home, so it fills alongside Bring it home rather than from the resources your buildings produce while you are away.

The set resets on a rolling timer rather than at midnight: your day turns over twenty-four hours after the first one you were given, and at that same clock time from then on, wherever you live. The panel shows you when.

Promotions — a bonus, not an income

Each rung of the rank ladder pays +1.25 the first time you reach it. There are sixteen rungs and you start on the first, so that is 18.75 points spread across an entire career. Welcome when it lands; never something to plan around.

Tribute — the escape hatch, priced to hurt

You can buy +0.5 life for resources. The first payment of a day costs 400 gold and 150 materials, and each further payment in the same rolling twenty-four hours costs half again as much:

The escalation is per rolling day, so it resets on the same clock the objectives do.
PaymentGoldMaterialsLife
First400150+0.5
Second600225+0.5
Third900338+0.5
Fourth1,350506+0.5
Fifth2,025759+0.5

The price is always quoted before you commit, and the panel also shows what the next one will cost. Read it: five hundred and fifty resources for half a point of life is fifteen minutes of the clock, and by the third payment you are paying more than a Training Yard for it.

Tribute is the pressure valve, and it is deliberately a bad deal. If you are heading for zero and cannot get an expedition home in time, this is what it is for.

Achievements — one-off, and you have to collect them

Achievements pay +2, +4, +6 or +10 life by rarity, once each, plus rank points. They unlock on their own the moment you earn them, but the reward waits until you press Claim.

That extra step exists because of the 100% cap. A trophy that paid itself out automatically while you were offline and already near full would apply the part that fitted and lose the rest — so the game makes you pick the moment instead. If your bar is full, the claim is refused outright and the trophy stays claimable; nothing is lost by trying.

Eleven are currently in reach, worth 44 points of life in total across an entire account. The full list, and what each takes, is on levels & ranks.

The tutorial's opening credit

Before any of the above, the five tutorial objectives pay a total of +16 percentage points:

ObjectiveLife
Restore Power+3%
Secure Income+3%
Raise a Garrison+4%
Train Your First Unit+4%
Survey the Battlefield+2%

That is why the tutorial matters beyond the XP: sixteen points is eight hours of standard drain, handed over for five minutes' work — and it is more life than four full days of daily objectives. It is a one-off; those five objectives are not the daily objectives above and they do not come round again.

The Overseer's assessment

The badge beside the Overseer changes with your life bar. It is the machine's opinion of you, not a readout of your health — you do not get praised at 100%.

LifeBadgeBar
90–100%UNCONVINCEDGreen
70–89%STILL WATCHINGLime
50–69%OBSERVINGYellow
25–49%UNIMPRESSEDOrange
Below 25%EXPENDABLERed

You start at 48% — UNIMPRESSED — and the tutorial's sixteen points is what lifts you into OBSERVING. He comments when you cross a band downwards, so a line from him about your standing is a warning with a number behind it.

Why it shapes how you play