HEAT System
The HEAT System is the threat management mechanic in Terminal Descent. Every aggressive or careless action in The Lattice raises ZERO's HEAT level, measured from 0 to 100. As HEAT increases, The Hive's response escalates through five tiers — from complete invisibility to a full-scale digital manhunt.
Overview
HEAT represents how aware The Hive is of ZERO's presence and activities. It functions as a persistent tension mechanic: the player must balance progress against exposure. Aggressive players who fight everything will face increasingly lethal opposition, while patient players who prioritize stealth can slip through the Lattice nearly undetected.
HEAT is displayed in the Cyberdeck HUD and affects NPC behavior, IC encounter rates, dialogue options, and ending availability.
The Five Tiers
| Tier | Range | Status | Effects |
|---|---|---|---|
| Ghost | 0-15 | No active pursuit | Basic IC only. No patrols. Safest state. Required for Ghost Protocol ending in Act III. |
| Noticed | 16-35 | Heightened awareness | Enhanced IC. Occasional Sentry patrols appear in previously clear nodes. Some NPCs become cautious. |
| Hunted | 36-60 | Active pursuit | Hunter AI dispatched. Trace programs activate, passively raising HEAT further. Some safe areas become contested. |
| Critical | 61-85 | Full alert | All nodes on alert. BlackICE deployed — neural-damage IC that bypasses normal defenses. NPC interactions restricted. |
| Meltdown | 86-100 | Total response | The Hive throws everything. Countdown to forced disconnect begins. If HEAT reaches 100 in The Core, the game ends in failure. |
HEAT Sources
Actions that increase HEAT:
| Action | HEAT Gain |
|---|---|
| Failed hack attempt | +5-10 |
| Tripping an alarm | +10-15 |
| Killing IC (instead of bypassing) | +3-8 per IC |
| Spending too long in a secured node | +1 per turn (in high-security nodes) |
| Aggressive NPC dialogue choices | +2-5 |
| Being detected while cloaked | +15 |
| Entering Panopticon Gate / Panopticon Core | Passive +1 per turn (surveillance) |
HEAT Reduction
Actions that decrease HEAT:
| Action | HEAT Reduction |
|---|---|
| Stealth approach (bypass IC without combat) | -2 to -5 |
| Using CLOAK program | Prevents HEAT gain while active |
| Cooldown actions (WAIT in safe areas) | -1 per turn |
| Returning to Safehouse | -5 per turn rested |
| Bribing Brokers for cover | -10 to -20 (costs credits) |
| Using SPOOF command successfully | -5 to -10 |
| Deep Pool (H5) | HEAT frozen at current level while in node |
HEAT and Endings
HEAT management directly affects ending availability:
- Ghost Protocol — Requires HEAT ≤15 throughout all of Act III (must maintain Ghost status)
- Absorption — HEAT at 100 during The Core sequence results in game over, not this ending
- General — Higher HEAT makes Act III significantly harder due to increased IC and reduced NPC cooperation
HEAT and the HUD
In Modern mode, the HEAT gauge on the Cyberdeck HUD visually reacts to the current tier:
- Ghost — Cool teal, ambient glow
- Noticed — Shifts to amber, subtle pulse
- Hunted — Orange, faster pulse, scanlines intensify
- Critical — Red, aggressive pulse, border effects
- Meltdown — Deep red, screen-wide effects, countdown visible
The CSS [data-heat-tier] selectors drive visual feedback throughout the entire sidebar.
Strategy Tips
- Early game: Stay Ghost as long as possible. HEAT compounds — once you are Hunted, it is hard to return to Ghost.
- Use ANALYZE before engaging IC to plan the optimal approach. Bypassing IC gives no HEAT; killing it always adds some.
- The Safehouse is the most efficient HEAT reduction location. Plan return trips.
- Brokers can sell HEAT reduction, but the credit cost scales with current HEAT level.
- Some programs (CLOAK, SPOOF) are essential for HEAT management builds.