Decisional (far left)
Impatient
Rushes decisions, pushes NPCs, and unlocks aggressive options but can irritate calm characters.
Dialogue impact: Useful when confronting slow processes (e.g., receptionist call), but may escalate conflicts.
Status & Personality
Sourced from the internal status-effect and personality-tag datasets.
| Status | Positive impact | Negative impact | Trigger / notes |
|---|---|---|---|
| Drunk | Social interactions: More outgoing, bold dialogue options appear. | Motor control: Less agile and easier to make clumsy decisions. | Triggered by taking multiple shots at the bar; useful for social gates but risky for precision tasks. |
| Anxious | Empathy: Unlocks sensitive/empathetic dialogue when dealing with other troubled NPCs. | Confidence: Makes bold or confrontational lines harder to access. | Can be caused by narrative events; unlocks certain empathetic dialogues but may close off confident lines. |
| Injured | — | Movement: Travel takes longer and some checks auto-fail due to pain. | Mentioned in Mortismal’s review as a status that can appear via story beats and impacts later checks. |
| Streaking | Attention: Draws NPC focus immediately. | Respect: Authority figures refuse to engage; raises suspicion. | Used as a humorous example in Mortismal’s review; mostly narrative but can open unique comedic paths. |
| Total Lack of Motivation | — | Action speed: Prompts procrastination, making players waste time scrolling or daydreaming. | Displayed as a badge at the start of the loop during therapy; pushes the player toward lethargic responses. |
| Introvert Badge | Composure: Allows alternative 'wait and observe' prompts during social encounters. | Impulsive actions: Less likely to take initiative, so some quick options disappear. | Mentioned in the motel check-in scene where the protagonist prefers to stare at leaflets instead of confronting the receptionist. |
Push sliders to extremes to unlock these tags. Click any chip to see how it affects dialogue and checks.
Decisional (far left)
Rushes decisions, pushes NPCs, and unlocks aggressive options but can irritate calm characters.
Dialogue impact: Useful when confronting slow processes (e.g., receptionist call), but may escalate conflicts.
Decisional (left)
Doubles down on gut instincts, enabling daring stunts like crime sprees Mortismal mentions.
Dialogue impact: Unlocks high-risk paths and comedic outcomes.
Emotional (left)
Heightened empathy and vulnerability; opens heartfelt responses during therapy.
Dialogue impact: Better for comforting NPCs but can spiral into Anxious status.
Emotional (far left)
Leans into theatrical outbursts such as “I think I’m dying” at the motel to get attention.
Dialogue impact: Creates unique narrative beats with comedic or chaotic payoff.
Emotional (left blend)
Carries remorse that can sway townfolk into sharing secrets.
Dialogue impact: Enables apologetic or confessional lines during therapy and with Anita.
Decisional (far right)
Believes he knows best; required to unlock Travis confrontation dialogue.
Dialogue impact: Has exclusive lines when challenging authority figures like Travis or Anita.
Decisional (right blend)
Struggles to pick a path; often needs NPC guidance before acting.
Dialogue impact: Adds hesitation prompts and can delay progress but reveals more exposition.
Social (extreme)
Always on edge, questioning motives; triggered by slider extremes in character creation.
Dialogue impact: Opens suspicion-focused lines and investigative angles.
Combo
Trigger Travis confrontations & Anita clues
Combo
Win attention during motel theatrics
Combo
Balance fast exploration with observation windows