← All entries
Entry
#2
Date
Feature
Day and night · Built

#22026-10-24World

A place to stand

The first test terrain with forest and real nights, survival that gets worse in stages, a clearer interact hint, and sound for every action.

A placeholder character in tall grass next to a grey crate, pine forest on a hill behind; a small label reads “Supply Crate – E Open”.
The first test terrainIn-engine · WIP · Greybox

The first devlog was about what you carry. This one is about where you stand, what slowly goes wrong when you don’t look after yourself, and what everything sounds like.

A first piece of ground

Until now everything happened on an empty grey plane. There is now a first test terrain: a little under 200 metres of meadow, slopes and forest, built from purchased landscape and foliage assets. It is not the game world and not a place you will find later. It is a workbench for testing how looting, survival and the interface feel outdoors.

A placeholder character in tall grass next to a grey crate, pine forest on a hill behind; a small label reads “Supply Crate – E Open”.
The first test terrain2026-10-24In-engine · WIP · GreyboxThe first test terrain – meadow, forest and a supply crate. The hint next to the crosshair names what you are looking at and the key to use it.

Nights are dark

The terrain has a full day-night cycle, and nights are meant to be dark. Without a light you see outlines at best. The crate in the picture below is only given away by its label. Light sources will matter.

An almost black scene with the faint outline of trees and the character; only the “Supply Crate – E Open” label and the HUD are clearly visible.
Night without a light2026-10-24In-engine · WIPNight on the test terrain. Without a light you see shapes at best – the crate is only given away by its label.

Survival gets worse in stages

Hunger and thirst now drain at a pace that fits a long session: thirst runs empty in about 45 minutes, hunger in about 90. Running empty is not the end, but it gets worse in stages. Dehydrated, your stamina recovers more slowly, then you can no longer run, then you start losing health. Starving cuts your stamina, stops your healing, then hurts you as well. The ring gauges show which stage you are in. Eat or drink anything and the stages reset at once.

Player in a meadow; in the bottom left, the stamina, hunger and thirst readouts are red at 0, with the tags “Starving” and “Dehydrated”.
Dehydrated and starving2026-10-24In-engine · WIP · GreyboxOut of food and water for a while – the vitals show the stage you have reached, here dehydrated and starving with all three stages filled.

Server operators will be able to tune all of these values in the server configuration.

Knowing what you are looking at

When you look at an item or a crate, a small hint next to the crosshair names it and shows the key to use it. It stays out of the way while the inventory is open.

Every action has a sound

Opening your backpack, rummaging through a crate, putting a can down, tearing a bandage: every action has its own sound, and the item decides what it sounds like. Glass clinks, wrappers crackle, pills rattle. The sounds are built for multiplayer from the start: once it arrives, players nearby will hear you loot, drop and use things, so staying unnoticed will also mean staying quiet.

What’s next

Items still have no condition of their own. That comes next: things wear down, break and are worth repairing.