The degradation timer will not reset when the player's state changes. Instead, the new decrease rate will apply to the existing counter. For example, suppose the player was sneaking for 4 seconds and started to walk before the 5-second mark. In that case, the timer will not reset, but instead, check if the current countdown is above the current state's degradation rate and decrease it accordingly. The timer will reset after when the player's stamina has been reduced. Staying idle for 5 seconds will start to increase their "Soul Energy" by 5 every second. However, the "Soul Energy" meter won't passively regenerate if it gets below Z (second part of the meter). However, the player can still run or walk even if it's 0. Every throwable object (or its bonus effects) will have an attack value to it. Being in the area of effect will decrease the player's "Soul Energy" meter by the object's attack value.The character's Soul Energy will also slowly degrade, in a rate equivalent to the player's movement state. The main intention is to encourage players to find more potions, while not incentivizing them to start running arround whenever their Soul Energy level is high. When the sanity-meter is low, it will affect what the player sees and hear. The following are the "Energy meter" values and their debuffs: Below X (second part of the meter) -> Reduce the player's field of view and visually makes the ambient darker. Below Y-> spawn random footstep sound effect with the soundwave outside of the player's view. Below Z (almost empty)-> The player cannot run, and the screen visually gets even darker. Killing another player or drinking a potion can replenish the player's "Soul Energy" meter. After a certain amount of time since the match has started, more potions will start spawning in locations far from the players.