Survival Log characters

Survival Log Characters Compared

Worker, university student, and Warehouse Manager — combat crafts, houses, and who you should actually start.

Time
At origin select
Cash
Student farms
Risk
No molotovs
Next
Unlock clerk

Choosing an origin and a house

Steam store screenshot. Midnight Workshop / Lilith Games.

You pick a past, not a face. The three origins change crafting, the house layout, and how greedy you can be in prep. Steam’s store line is “a worker, a student, or a warehouse clerk.”

Head-to-head

Wage workerUniversity studentWarehouse Manager
UnlockDefaultDefaultQuest + preview branch
Molotovs / petrol bombsYesNo (vines called useless in the 100-day guide)Yes
House readBalcony apartment — fortify and dare the waveBasement lab, 24+ planter tiles in community notesInventory / caravan play, “lonely elder” social
Prep foodBuy rice + growFarm hard; skip grocery panicIncoming aid once unlocked
FridgeOne large is enoughTwo large freezers recommendedStorage is the fantasy
100-day jobDoor HP + bombsPlanting + juice trade; door max may cap endlessEasiest campaign once unlocked
Pick if you…Want a normal first clear with bombsLike gardening games more than fireAlready cleared once and want a logistics lap

The 20 Aug “100天全生存” guide’s one-liner is still the best character FAQ: worker and clerk can craft molotovs; the female student cannot.

Who to start tonight

  • First 100-day attempt: worker. You get bombs and a straightforward balcony to spike.
  • You already like farming sims: student. Lean into planters and juicers; do not plan a molotov defense.
  • You finished a run or hate scarcity: unlock Warehouse Manager and take the supply hose.

Neighbors and morale

Non-clerk origins should keep the next-door survivor on the gift loop. Mid-August notes: after 15 Aug she is worth saving and her return gifts are no longer junk paper. Clerk playthroughs are described as more isolated — plan morale without that crutch.

Books are a common bait purchase. Several clear guides say don’t, because the neighbor (or later trades) covers the loneliness bar.

After you pick

Shop the house that origin actually has. Student’s basement tiles are wasted if you spent prep cash on food instead of grow gear. Worker’s balcony is wasted if you never bought a real door. Then run the 100-day calendar.