Wiki

Survival & Medical

Nobody dies instantly in the Creek. Medics have a full-time job.

Going down

When your health hits zero you don't die — you go DOWN and start a 60-second bleed-out. While down you're immune to bullets and punches (nobody can finish you off), and every medic on the server can see your bleed-out dial floating over your body. Your options:

Being revived

A medic with a defibrillator ($500, 3 charges) revives you instantly. Without one, they channel a 12-second field revive — they must stay beside you the whole time (the progress bar shows both of you how it's going). The revived player pays the medic $200 — cheaper than the hospital, faster than bleeding out, and the medic earns a living.

Disease & the viral epidemic

A diseased fish-slap (/fishslap, once per game day) turns someone into patient zero — and the whole city gets a ☣ PATIENT ZERO identified alert. It's viral: a stinky cloud follows every carrier, and any healthy player who lingers within about 4.5 m catches it too. Every person a carrier infects earns them cash + XP, and the outbreak escalates with city-wide OUTBREAK (3 infected) and EPIDEMIC (6) alerts. Meanwhile the disease drains your health, and while DOWN you bleed out 3× faster — an infected downed player has ~20 seconds, not 60.

The cure war. Penicillin ($120) self-cures a healthy carrier. But a downed carrier needs a medic — and only a licensed Doctor cures with 100% safety. An unlicensed medic can try, but has a 60% chance to botch it and catch the disease themselves, becoming a carrier. An outbreak becomes an all-out war between spreaders and the licensed doctors racing to contain it.

Hunger & passive healing

Hunger climbs constantly; you auto-eat from inventory. At full hunger you starve (health damage every few seconds). Stay well-fed and you regenerate ~1 HP every 3 seconds — food is the slow heal, medical items are the fast one (Adrenaline $150, Health Kit $200, doctor heals $15).

Hospital fees, insurance & welfare

Dying costs a flat $40 hospital fee on respawn — but it's waived for:

So only a criminal (heat > 0) with no insurance actually pays.

Welfare. At the end of each day — after the daily prizes — City Hall tops up any player whose money (cash + bank) is low or negative, bringing them back toward a small baseline (funded from the city treasury). Nobody stays stuck broke.

Why it works this way: every death is a job opportunity for a medic. On a busy server the lone medic on duty is one of the richest players in the city — check /jobs.