- Entry
- #2
- Date
- Tag
- World
- Feature
- Day and night · Built
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.

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.

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.

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.

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.