Food & drinks
Food and drinks are the most common consumables: they patch your status meters after work, travel, fights, or illness. They are sold at the market, restaurant, bar, and module-specific vendors (e.g. prison canteen items).
What they restore
| Typical effect | Why it matters |
|---|---|
| Health | Recovery after damage, disease, or risky actions |
| Energy | Fuel for daily actions; running empty blocks productivity |
| Morale | Mental stability; at 0 morale you can die like health/energy |
Some items skew heavily toward one meter (snacks for morale, water for health); combo meals spread smaller gains across two or three meters. Read each item’s effect before eating during a crisis—you might need morale more than health.
Prison and specialty food
The crime module adds prison rations-style items (toast, ramen, chocolate, coffee) tuned for cheap meter recovery behind bars. They are ideal for stretching a sentence without gem spending.
Keep meters above 20 when possible—that band avoids many “danger” outcomes. Carry one morale snack even on money-tight runs; morale crashes end runs as surely as health drops.
Alcohol or risky consumables may trade short-term morale for long-term penalties—check logs and effects.