There are two ways for die: one needed, which doesn't end the game, and one to avoid, as it's the real, classic, game over: you lost.
The good way is when your current character dies. It can (and must) happens for a lot of reasons: at the moment the only one is the lack of food. There's a good reason for this, which I'll explain soon.
When you die the good way, you reborn in another area of the world map (currently in another village) and you can choose which class your character will play (see screenshot below)
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The bad way to die has to do with the concept of the world being your real character: so when the world dies? In gameplay terms, it dies when humanity reaches extinction. Every roguelike/rpg has the concept of hitpoints: when they drop to 0 you die. Well, hitpoints in this case are the number of villages (human outposts) out there. At 0 humanity has to be considered extinguished. When this happens there's nothing more to do: game over.
About food
Food is not the micromanagement thing that affects many roguelikes. I was simply in need of a consumable resource to give both the feel of time passing and the possibility for the world to loose a village. So, if villages are the hitpoints of the world, the consumable resources are the hitpoints of villages. When they drop under a certain amount the current character's village dies (and character too)
Interesting. So food would accumulate in villages AND on your actual character separately?
I trust you would have meaningful means through which you can affect the amount of food a village has?
Also, since your unit is a measure of humanity, I'm surprised you did not go for a mere population count within villages, but I realize it would be more intuitive to find food in different circumstances, than to keep "saving random people from threats".
Keep dev up!