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Weather

Weather comes in fronts that drift across the sea with the wind. What a front brings depends on the ground under it: the same front rains on a temperate island, snows on a cold one in winter, raises dust over an arid one and drops ash on a volcanic one. Raid sites share the weather of the place they stand; underground and indoors there is none.

  • Fronts are born aimed at an island, more often in wet seasons and on wet islands (see seasons). Across a world there are about 5.4 new fronts a day, and a few alive at a time.
  • A front lives 8–20 in-game hours: it builds up, passes over its island around the middle of its life and fades out downwind.
  • It is 150–380 tiles across in radius, strongest in its core, and moves at 20–45 tiles an in-game hour along the day’s wind, faster in autumn and winter and slowest in summer.
  • Strong fronts are rarer than weak ones. Where two fronts overlap, the stronger one sets the weather.
Front strength Normally Where the air is below 0.5 °C Arid islands Volcanic islands
below 5% Nothing Nothing Nothing Nothing
5%–35% Drizzle Snowfall Dust storm Ash fall
35%–75% Rain Snowfall Dust storm Ash fall
75% and up Thunderstorm Blizzard Dust storm Ash fall

Fog is local, not a front. On 60% of mornings (more on wet islands) a fog rises around 04:30, is thickest at 07:00 and is gone by 09:30. Swamps are foggy at night and in the morning, and fog also lingers for about 2 hours after rain.

In a thunderstorm lightning flashes now and then (a 35% chance every 40 game seconds at full strength) and lights up the night for a moment.

Weather affects everyone the same: you, zombies, soldiers and animals see and hear less in it. The table shows each kind at full strength compared with clear weather.

Weather Sight Hearing Footstep noise Speed Soaks you Air
Drizzle 90% 90% 85% — 30%/h −1 °C
Rain 80% 80% 70% — 100%/h −2 °C
Thunderstorm 60% 60% 50% 95% 160%/h −4 °C
Fog 30% 95% — — 5%/h −1 °C
Snowfall 70% 90% 80% 92% 35%/h −2 °C
Blizzard 35% 60% 50% 85% 60%/h −6 °C
Dust storm 40% 70% 60% 90% — —
Ash fall 55% 90% 80% — — −1 °C
  • Sight is how far everyone sees. Fog and blizzards cut it hard, which also makes it easier to sneak past enemies.
  • Hearing is how far sounds carry to the listener; footstep noise is how loud your own steps are. Rain and storms cover your movement.
  • Soaks you: while you are out in rain or snow without shelter you get wet at this rate. Being wet chills you; you dry off in shelter or by a fire (see survival).
  • Air: the weather makes the air this much colder.
  • The sky darkens too: a thunderstorm lets through 50% of the daylight, a blizzard 55%.
  • The wind blows from a new direction each day. It is about 1.5 tiles a second when calm and up to 12 in a front, scaled by the season (spring 1×, summer 0.7×, autumn 1.3×, winter 1.5×).
  • Wind chill: wind makes the air colder, by up to 8 °C in a strong wind.
  • Bullets, arrows and grenades drift a little with the wind over long distances.
  • Pollution drifts downwind (see pollution). Calm summers let smog build up.

Rain washes pollution out of the air into the ground and the water: a steady rain clears about 6% of it an in-game hour. Falling snow and snow on the ground hold pollution instead, and let it go when they melt.

Rain wets the ground; puddles form where it has rained a lot and dry out over the next hours (faster when it is warm). Snow piles up on the ground while it snows and melts above 0 °C.

Snow slows you to 92% of your speed and your footsteps are 85% as loud; in deep snow 80% and 60%. Footprints show in fresh snow for about 2 in-game hours, less while it snows.

Generated on 2026-11-13 from the game at commit b8361f1, rebuilt with every release (a release's name ends in its commit, e.g. build-…-b8361f1).

Every number on this wiki is read from the game's data files, and every icon is the game's own pixel art.

Credits: who made the game, and every creator whose sounds it uses.