Enemies attacked the player through infectious damage rather than the physical damage that is present in the final game, and players were able to heal themselves through the use of the decontamination chambers in the game. This would escalate to Mandus having to stop, retch and/or vomit as the player moved through the game environments. Infection, as a system, was meant to replace the Sanity system from Amnesia: The Dark Descent, and fulfilled a similar role to said system, providing visual and auditory distortions and hallucinations as the infection level increased.