Why the lifespan has no bar
There is no health bar in this game. There is no year counter. However far you dig into the character sheet, nothing there tells you what age you die at.
What actually runs underneath
A lifespan is drawn when you start a run. It comes out of a normal distribution centred around the mid-seventies, with tails reaching from the early sixties into the nineties. That value sits in the save file and never leaks into the UI until the moment it matters.
Under it, a health value decays every week. The rate is set by your age band — barely noticeable in your thirties, roughly four times as expensive per week once you're past sixty. Then things multiply it. High stress accelerates decay. So does burning your full action budget several weeks in a row. Drinking your way through a negotiation costs you too.
And there are undiscovered conditions. These drain health quietly until a checkup finds them. Having a disease and knowing you have a disease are two different events in this game.
What that changes about playing
Show players the number and they optimise. I only need to last until 68, so I can ignore my health until 62 and spend those years buying votes. That's arithmetic, not a decision. The risk is gone and what's left is scheduling.
Take the number away and what's left is reading. The body reports in sentences.
The stairs feel longer this year.
You wake twice a night now.
Whether that's age, overwork, or something that doesn't have a name yet, the game won't say. Going to a doctor costs you a week. Can you spend that week thirty days out from an election?
The point is that the question has no correct answer. The checkup might find nothing. Skipping it might have been the thing that killed you three years later. You often finish a run without ever being sure which it was.
What it costs
This design isn't free. We gave up two things for it.
First, some deaths feel unfair. You can play carefully, draw a short lifespan, and die in your early sixties. That isn't a bug, it's the left tail of the distribution. But players have to be able to tell that it was luck — so the death statistics and the obituary don't hide how that particular run went.
Second, learning is slow. With a bar, players learn the system in one run. In prose, it takes three or four. So the body's signals use different vocabulary at each stage, and rotate between several lines within a stage — we want you reading the tone, not memorising the sentence.
The lifespan is the only real deadline in this game. A deadline you can watch is a schedule, not a deadline.