Permafrost Food Guide: Cooking, Healing and Hunting

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Quick answer: food in Permafrost restores health as well as hunger. The workhorse recipe is the healthy dish — meat combined with edible roots on a kitchen stove — which restores about 50 HP and fully satiates. And no, there is no thirst meter: you never need to find or boil water.

Water and drinks

There is no separate thirst bar — drinks fold into the hunger system. You'll never die of dehydration; instead, drinks are bonus consumables:

  • Improvised tea — warms you (a cold-zone staple)
  • Improvised coffee — energy + cold resistance + hunger
  • Alcohol (vodka, moonshine, beer) — a medical supply, not a drink strategy: it cures parasites and infected wounds, and vodka blurs your vision

The rules that matter

  • Hunger escalates through stages — A Bit Hungry → Famished → Starving — and starving drains health.
  • Raw meat can give you parasites (cure: medication or alcohol). Cook everything.
  • Falls cause internal bleeding → bandage. Infected wounds (stamina penalties) → medication or alcohol.
  • Food heals: a medkit has its own durability pool, but meals are renewable HP.

Cooking stations

  • Campfire (2 stone): basic single-ingredient cooking. Cooked meat beats raw by a mile.
  • Kitchen stove: the real upgrade. The schematic comes from Anna's house-camp questline (renovate the camp's walls and gates); the build costs 30 scrap reported. The stove takes a primary plus an enhancer ingredient — the wrong slot throws an "invalid slot" message.

Useful combinations (values from the game files, build 0.44.2)

Dish Hunger Health Energy
Healthy dish (meat + roots/herb) 200 50 —
Warming dish (meat + potato) 200 — —
Energy dish 200 — 50
Ultra dish (H/W/E) 120 60 60
Cooked dishes (beans, soup, pasta…) ~120–140 — —
Bag of MRE 150 — 25
Beef jerky 80 — —
Improvised tea 10 45 —
Improvised coffee 10 — 45
Whiskey — 20 —

The healthy dish doubles as an economy play: vendors pay well for prepared meals, making cooking a steady buck income.

Hunting and foraging

  • Deer and rabbits are the safe early meat; bows are silent and arrows recoverable. Moose fight back when angered; boars, wolves, bears, bison and muskoxen attack on sight — see enemies.
  • Skin with a shiv or knife and keep a spare — skinning eats durability.
  • Edible roots, herbs, mushrooms and vegetables grow wild; canned food, MREs, chocolate and frozen pizza come from scavenging buildings.
  • Rabbit traps (wood + rope) on animal paths provide passive meat.
  • Late game reportedly adds indoor planters and grow lights for herbs and coffee.

FAQ

Is there water to drink anywhere? You don't need water to survive — no thirst meter exists. Drinks are crafted consumables with buffs.

Why did I get sick after eating? Raw meat risks parasites. Cook it; cure with medication or alcohol.

Related: Stay warm · Enemies & hunting · Walkthrough: House Camp

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