In Permafrost, the cold is not merely a background aesthetic — it is the most lethal enemy in the game. More player deaths in the first 48 hours of Early Access occur due to Hypothermia than wolf attacks and bandit ambushes combined.
This guide explains how Body Warmth is calculated, how environmental temperature drops affect your character, and how to stay warm across every tech tier.
1. How Body Warmth Is Calculated
Your character has a dynamic thermal equilibrium determined by this balance:
$$\text{Net Thermal Change} = (\text{Clothing Insulation} + \text{Local Heat Sources}) - (\text{Ambient Cold} + \text{Wind Chill Factor})$$
- When Net Thermal Change is positive, your Body Warmth meter fills up to 100%.
- When Net Thermal Change is negative, your Body Warmth drains at a speed proportional to the severity of the deficit.
Stages of Hypothermia
| Stage | Warmth Level | In-Game Symptoms | Gameplay Penalty |
|---|---|---|---|
| Normal | 50% – 100% | Steady breath, normal HUD | None |
| Shivering | 20% – 49% | Audible teeth chattering, minor screen frost | Stamina regeneration slowed by 25% |
| Severe Chill | 1% – 19% | Heavy frost vignettes on screen edge | Movement speed -20%, weapon sway increased |
| Hypothermia | 0% | Red flashing HUD, heartbeat audio | Rapid continuous health loss (~3 HP per sec) |
2. Clothing Insulation Tiers
Upgrading your gear at the Tailoring Bench (unlocked via the “High Frequency” questline) is mandatory to explore deep Cold Zones:
| Gear Set | Materials Required | Thermal Rating | Safe Biome / Activity |
|---|---|---|---|
| Rags / Starter Tunic | Default starting gear | +5°C Protection | Temperate ruins only; daytime only |
| Cloth Wrap Set | 8x Cloth, 4x Rope | +12°C Protection | Daytime exploration, short forest excursions |
| Fur Parka & Boots | 6x Treated Hide, 4x Fur, 4x Thread | +25°C Protection | Night survival near camp, early mountain passes |
| Heavy Quilted Suit | 12x Cloth, 6x Feather Down, 4x Leather | +38°C Protection | Prolonged blizzards, eastern industrial zone |
| Moon Clan Thermal Rig | Moonrock fragments, synthetic fibers | +55°C Protection | Deep crater Cold Zones, perpetual vortex areas |
3. Understanding Cold Zones
The game map is divided into distinct thermal bands:
- Lowlands & Valley Shelters (-5°C to -15°C): Manageable with starter clothing during midday. Requires a basic campfire at night.
- Alpine Passes & Frozen Lakes (-20°C to -35°C): Requires at least Tier 2 Fur gear. Constant blizzards double warmth drain if exposed without windbreak.
- High-Tier Cold Zones (-40°C to -60°C): Distinct blue fog indicates extreme cold. Standing here with basic gear triggers instant warmth depletion in under 15 seconds. High-tier military loot and rare mineral deposits reside here.
4. Heat Sources & Emergency Warming
- Campfire (2 Stone + 4 Wood): Quick, portable, but vulnerable to blizzards if placed without wind cover.
- Indoor Hearth / Stone Furnace: Placed inside a fully roofed base provides 360-degree passive heating throughout the building footprint.
- Makeshift Heater (House Camp Schematic): Requires electrical components and fuel, but outputs maximum thermal radius for large bases.
- Hot Herbal Tea: Brewed using dried mint or wild berries at a cooking pot. Drinking grants an instant +20 Warmth Boost and a 3-minute buff preventing cold drain. Always keep 2 flasks in your hotbar for remote scouting runs.