- Entry
- #1
- Date
- Tag
- Inventory
- Feature
- A backpack, not a warehouse · Built
Inventory and looting
The first playable foundation is in place: survival stats, an inventory with weight, and looting that stays fast under pressure.

Resisting Decay is a zombie survival game for PvP and PvE, built in Unreal Engine 5.8. It is developed by one person, with AI assistance. I say that openly, and it is part of what this devlog will be about.
Before there is a world, the infected or bases, the basics have to feel right: what are you carrying, how quickly can you get to your things, and what does every step cost you?
Survival is budgeting
Health, hunger, thirst and stamina are always running. Sprinting costs stamina and makes hunger and thirst drop faster. When you are dehydrated you can no longer run, and you start losing health. You can only heal when you are fed and watered. The four values sit as ring gauges at the edge of the screen and turn red as soon as things get critical.

A backpack, not a warehouse
Every item has weight. Carry more than your backpack allows and you slow down, and slow is dangerous in a survival game. You sort the slots yourself; nothing jumps to another place on its own. Search and type filters hide what you don’t need right now, and Shift splits a stack in half.

Looting when it gets tight
Everything lying on the ground near you shows up in the “Nearby” list, sorted by distance. Take it with a double-click, drag it onto a specific slot, or drop it anywhere in your inventory and it finds the right place by itself. The other way round, an item you drag out of your inventory into the world lands at your feet.
Crates work the same way, including “Take All”. Several players can loot the same crate at the same time: the server decides on every single item, so nothing is duplicated or lost.

What you see here
The screenshots come from a test environment: an empty plane, a placeholder character, a handful of items. The interface and the items are real; the world around them is still to be built.
What’s next
Next, items get a condition that wears down over time. After that it’s on to the world itself, and to what is waiting for you in it.