The first thing I noticed after the adrenaline wore off was not the bodies. It was that I was still bleeding.
Not the light, cosmetic bleeding that most games used for visual effect, a red tint on the screen edge, a small particle effect, something to communicate damage without actually inconveniencing anyone. Real blood, warm and sticky, soaking through the torn fabric of my starter shirt and making dark shapes on the forest floor that I could not stop looking at.
I pressed my hand against the worst of it, a long gash across my ribs where the bandit leader's sword had connected on his second pass, and pulled my fingers away painted crimson. My stomach turned over. Not at the blood exactly, but at what came immediately after it, the slow and horrible recognition that was becoming a recurring feature of my existence in this world.
My health was not regenerating.
I stared at the bar. Thirty-eight out of one hundred ten, sitting completely still, not ticking upward by even a fraction of a point. In ninety-nine percent of RPGs health came back on its own given enough time. Slowly, maybe, requiring you to be out of combat, maybe tied to a rest mechanic, but it always came back. Players expected it. I had implemented it in the original Respawn design document because it was a baseline quality of life feature and nobody wanted to chug potions after every minor scrape.
Then, three weeks before launch, I had removed it.
I remembered the meeting. Conference room B, which was what we called the corner of the open office we had blocked off with a whiteboard on wheels. My lead systems designer, a meticulous woman named Priya who had been the most consistently correct person on my team and the one I had most consistently ignored, had pulled up the change log and looked at me with the expression of someone who had already lost this argument and knew it.
"You're disabling auto-regen entirely," she had said. It was not a question.
"Authentic injury mechanics," I had told her. "Players need to actually care about damage. Right now getting hit feels like an inconvenience. I want it to feel like a consequence."
"Players are going to hate this."
"Players are going to respect it once they adjust."
Priya had written something in her notebook and said nothing else, which I had interpreted as acceptance and which I now understood had been the professional equivalent of washing her hands of the outcome.
She had been right. I had been an i***t. This was becoming a theme.
STATUS EFFECTS ACTIVE: BLEEDING: HP REGENERATION DISABLED UNTIL WOUNDS ARE TREATED. PAIN: MINUS 2 TO ALL PHYSICAL ACTIONS UNTIL HEALED. FATIGUE: STAMINA RECOVERY REDUCED BY 50%.
"Brilliant," I said, to the forest, to Priya wherever she was, to the general concept of my own decision-making. "Really thinking like a player there, Lee."
The pain was not the sharp immediate agony of getting hit. That had been total and blinding and then it had faded into something I could function through. This was different: a deep, pulsing throb that moved in time with my heartbeat and made every breath feel like a negotiation with my own ribcage. My left shoulder, where the leader had caught me early in the fight, had settled into a grinding ache that radiated down my arm every time I tried to move it.
I needed to treat the wounds. I knew this. The knowledge was not the problem. The problem was getting my hands to cooperate with what I knew.
I tried to stand and the world tilted hard to the left. I caught the tree behind me with my good arm and held on while black spots bloomed and faded at the edges of my vision. My legs had made a collective decision to be unhelpful, and my body's threat assessment system was running a continuous background process that expressed itself as a fine, persistent tremor in both hands.
WARNING: HEALTH CRITICALLY LOW. SEEK HEALING IMMEDIATELY.
"Yes," I said, through my teeth. "I gathered that. Thank you."
I slid back down to sitting and pulled up the inventory interface, which took three attempts because my fingers kept missing the gesture threshold. Shaking hands and holographic menus designed for steady inputs were a combination I had not stress-tested. I made a mental note that went nowhere useful.
There, between the copper coins and the stale bread: one roll of bandages, one bottle of basic healing salve, one red potion labeled Minor Health Restoration.
I had designed the starter healing kit to be deliberately minimal. Just enough to handle one encounter, rationed carefully, enough to teach players that preparation mattered without being so generous that they could ignore resource management entirely. It had seemed like elegant design at the time, the kind of system that created meaningful decisions.
Standing at the inventory screen with blood soaking through my shirt, I thought it seemed like something else entirely.
The bandages materialized in my hands when I selected them, which should have been straightforward. Wrap the wound, apply pressure, done. I had implemented a simplified first aid system because I did not want players to need a medical degree to play the game.
What I had not implemented, because it had not occurred to me to implement it, was any accommodation for trying to bandage your own ribcage with one fully functional arm and one arm that sent a spike of grinding pain every time you raised it past shoulder height.
I got the bandage around my ribs on the fourth attempt. The first attempt slipped because my right hand was shaking. The second attempt I pulled too tight and had to stop and breathe through the resulting flare of pain before I could continue. The third attempt I dropped the bandage entirely and watched it fall into the dirt and had a brief, very sincere conversation with myself about maintaining composure.
The fourth attempt held. I pulled it tight enough to slow the bleeding, knotted it against my side, and sat back against the tree.
STATUS UPDATE: BLEEDING REPLACED BY BANDAGED. HP REGENERATION REMAINS DISABLED.
"Remains disabled," I repeated. "Of course it does."