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:
/medic— pings every on-duty medic and gives each of them a GPS route to you./giveup— skip the wait, die now, respawn in 5 seconds (hospital fee applies).- Hold on — if the timer runs out, you bleed out and respawn at the hospital.
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:
- The innocent — die with no heat (you did nothing wrong) and you never pay, even with no insurance.
- The insured — Health insurance is $20/game-day and covers the fee. Toggle it on/off at City Hall (
/insurance health). - Police — always free.
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.
/jobs.