
Playthrough screenshot, Student run, Loop 1, 30–31 Aug 2026. Savings Plan costs 50 survival points: “Gives you 5% more Survival Points each day (up to 10 points per day).”
Survival points (SP) are the in-run currency you see while a holdout is alive. They are not Steam achievements and they are not a second secret stat named in the store page.
English farm-content has already invented Belief Points, loop multipliers, and “official v1.0 documentation” we cannot find on Steam. Those numbers stay off this page until someone can screenshot the tooltip.
What we can stand on (30–31 Aug 2026 run + community)
- You earn SP in the holdout. The Student Loop 1 Zombie Crisis - End window paid Survival Points +5 (and +1 Planning Point) after a night attack on day 8. A Loop 2 Daily Log (Day 81) totaled +40 SP in one close: Survival (Day 81) +5, Event Rewards +5, Cumulative Reward +5, Morale +25. Daily jobs still vary by difficulty.
- The 5% line is a card, not a hidden bank. Survival Planning sold Savings Plan for 50 SP: 5% more Survival Points each day (up to 10 points per day). Thin guides that say “just sit on 200 and interest happens” are describing this purchase, or they are guessing. Buy the card when you can spare 50; do not invent a second currency behind it.
- Nightly picks are not mandatory dumps. Community rule of thumb still holds: prefer repair / fortification / drone nodes, and leave a buffer unless a node is clearly a save.

Playthrough screenshot, Loop 2, 31 Aug 2026. Flavor line on this close: exhausted / about to drop. Morale bar shown at 50 / 175 with +25 for the day.
Other cards from the same Student board (costs from the UI, effects not fully tested): Cold Resistance 56 SP (Plant cold resistance +1), Steady Focus 15 SP (when entering a crisis phase, 1-day buff: stamina consumption −30%).
A Loop 2 Planning board later showed mid-run buys: Harvest Time III 18 SP (+15% extra yield), Basement Large Spot 58 SP (clears a Large Furniture spot in the basement), Proper Refrigeration 14 SP (unlocks Double-Door Fridge and Freezer recipes). Treat those as “this is what the shop showed,” not a must-buy order.

Playthrough screenshot, Loop 2, 31 Aug 2026. Basement Large Spot is the highlighted 58 SP card.
That is a planning board, not an ARPG spend-every-level game.
A spend order that does not brick day 10
| Priority | Spend on | Skip early |
|---|---|---|
| 1 | Extra drone trades, repair efficiency, door/window related nodes | Cosmetic house fluff |
| 2 | Stamina / carry if you are actually overencumbered | “Maybe I’ll explore” tax |
| 3 | Combat only after spikes exist | Dumping the pile on night 1 |
If a node is the only way to stop a wipe tonight, spend. Interest does not matter on a corpse. If you are comfortable, wait. The 100-day calendar is where those saved points buy saws and repair tempo.
Hunger, morale, stamina — related, not the same
The store lists hunger, stamina, and morale as needs. SP is the meta pile; the three needs are the daily bars. You keep bars up with food, AC, wash/leisure, and neighbor gifts. You keep SP up by not dying and by not clicking every skill the second it lights up.
Student vs worker vs clerk change how you feed those bars — not whether SP exists. See characters.
What we are not repeating
Until reproduced in-game, treat these as unverified:
- A separate permanent currency that only appears on the main menu after death.
- “Day 5 = 1.5×, day 10 = 2.5×” SP tables with no UI citation.
- Loop-3 “+40% mutation speed” style combat mods attached to SP.
If your client shows a tooltip that contradicts the banking rule, trust the tooltip and send the text to the contact address — this page will date-stamp the correction.