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Entry
#15
Date
Feature
Base building · Built

#152026-11-07Multiplayer

The first night together

Two players, two PCs, one hut, one very important door. The first milestone is done, and almost everything survived the evening, including us.

A survivor with a hammer stands before the open end of a small wooden hut. A translucent green wall with a window hangs there, its cost under the crosshair.
The last wallIn-engine · WIP · Greybox

The plan for the first milestone fit on a napkin: two people wake up in the valley with nothing, scrape together what they can, build a hut, lock the door, get bitten, get cold, talk to each other through a wall, and die at least once. Ideally in that order.

This week a friend and I finally played it. Two PCs, one hosting, one joining, and a checklist of 57 points. 54 passed on the first evening, which I will happily take. The other three are fixed now, along with a few things nobody had put on the list but everybody noticed.

The star of the evening was the hut. So let’s start there.

A place of your own

Grab a hammer and press B. A see-through ghost wall floats in front of you, green where it fits, red where it does not, and the crosshair tells you what it will cost. Click, a few hammer blows, done. Hold the right mouse button and a wheel pops up with everything a hammer can do: foundation, wall, door frame, door, window, ceiling, stairs, roof.

A survivor with a hammer stands before the open end of a small wooden hut. A translucent green wall with a window hangs there, its cost under the crosshair.
The last wall2026-11-01In-engine · WIP · GreyboxA small hut in the test terrain, its last wall still a translucent preview. Grey-box building pieces.

Everything snaps to one grid of three by three metres, so you will not spend your evening nudging a wall two centimetres to the left. Material comes out of your pockets or out of any crate nearby that belongs to your base. A hammer blow on your own wall patches it up, and the little cross on the wheel tears a piece down and gives you half the material back, for when the second floor turns out to have been a mistake. The hills are not exactly flat, so Shift and the mouse wheel set how high the next foundation starts, and your hut can climb a slope like a very slow staircase.

A dark ring in the middle of the screen with eleven line pictograms, the door selected, the hut behind it.
The piece wheel2026-11-01In-engine · WIP · GreyboxHolding the right mouse button opens the wheel of everything a hammer can build. Grey-box building pieces.

Now, the door. Without a lock it is more of a suggestion. A code lock wants four digits, and whoever types them is in: they can build on the base and use its crates for crafting. If a friendship ends, you change the code and everyone else is out. A key lock comes with a key, and whoever carries that key opens the door, which includes whoever finds it on your body. Crates take the same locks, each with its own code, so knowing the door code gets you into the house, not into your roommate’s snack crate.

A keypad with four empty digit boxes in the middle of the screen, in front of a wooden hut and a survivor at its door.
Four digits2026-11-01In-engine · WIP · GreyboxA door with a code lock asks for four digits. Whoever knows them has access to the base. Grey-box building pieces.

Lay out a sleeping bag, and dying suddenly comes with a menu: wake up at the bag, or somewhere else. You only get one bag. It needs five minutes after each use, because otherwise dying would be the fastest way home, and I have seen how players think. Lose access to the base and the bag stops working too. Nobody wakes up inside a house that changed the locks on them.

A survivor with a hammer stands on a meadow beside a sleeping bag laid out in the grass, a small wooden hut behind them.
A sleeping bag2026-11-02In-engine · WIP · GreyboxLay out a sleeping bag and you can wake up beside it after you die. Grey-box bag and hut.

The infected walk through an open door like anyone else. Shut it, and they start beating on whatever is between you and them until it gives. Getting them there took longer than building the hut. For a while, a zombie would walk up to the wall, stop a hand’s width in front of it and simply stare, because its path ended so close to the player that it decided it had arrived. Very relatable. Take away what holds a wall up and it falls. A base nobody visits for a few days slowly rots, but only while the world is running, so if the host goes on holiday, the hut waits for them. All of it survives a server restart, doors, codes and crates included.

Light

The nights in this game are dark. Properly dark. Until now the smartest thing to do at night was to stand still and wait for morning, which is a strong survival strategy and a weak game. Now there is a torch, quick to make, lighting everything around you and burning down in about eight minutes, and a flashlight you have to find and feed with batteries. Nothing on the screen tells you how much light is left. The lamp starts to flicker, the flame gets smaller, and you start to sweat. Also: the infected like lights. They see a torch from thirty metres at night, and a torch stuck in the ground makes them wander over to check it out, which makes it a great thing to leave on the other side of a field.

Night in a meadow. A survivor seen from behind holds a flashlight, its beam lights the grass and an infected right in front of them, a second one closes in from the left in the dark.
What the beam shows2026-11-03In-engine · WIP · GreyboxA flashlight lights the way ahead and shows you to whatever stands in it. Everyone else on the server sees your light too.

The arm holding the light needed a few attempts. The first version pointed the lamp wherever the camera looked, straight through the chest if necessary. A later one held the flashlight like a cigar, and honestly it looked great, just not like anyone holding a flashlight. It sits in the palm now, the boring way. The correct way.

A flashlight lies along a survivor's fingers, held between them like a cigar.
The cigar grip2026-11-03In-engine · WIP · GreyboxThe third try laid the lamp along the palm. The fingers no longer closed round it.

Wounds

Zombies used to hit you, and that was it. Now a blow can open a wound. A light one stops by itself, a heavy one bleeds until you dress it, and dressing takes four seconds of standing still. Yes, four whole seconds, on purpose: instant bandages turn every fight into a key-mashing contest, so now you have to get away first. Enough hits and an infection sets in that you cannot see until it shows: fever first, then weakness, and hours later you are done. Antibiotics cure it. The strip you tore off your own shirt stops the bleeding but is, let’s say, not hospital grade.

A survivor stands on a grey test pad looking down, a bar under the crosshair reads Treating, Elastic Gauze Bandage. Red drops lie by the boots, and rows for bleeding and infection sit above the health dial.
Four seconds2026-11-03In-engine · WIP · GreyboxDressing a heavy wound takes four seconds of standing still, blood on the ground beside the boots. Above the dials, what is wrong. Grey-box test pads.

Cold and the campfire

The valley is in late autumn, and now your body knows it. Rain soaks you unless something is over your head, a river soaks you as far up as it reaches, and wet clothes keep you about as warm as a wet towel. First you get chilled, then you shiver, and a rainy night in the open will kill you, slowly. A small arrow tells you which way it is going. A roof helps, warmer jackets are out there somewhere, and four sticks and four stones make a campfire that warms and dries everyone around it. A downpour puts it out unless it has a roof over it, and the infected see it from forty metres, so cosy comes at a price. In the first test the cold crept up so slowly that nobody noticed it at all. It has stopped being polite about that.

A survivor at night in a meadow, lit from below by a small campfire beside him, sparks rising into the dark, a bag lying in the grass next to the fire.
Warmth you can see2026-11-06In-engine · WIP · GreyboxA campfire warms and dries whoever stands near it, and it lights up the night for everyone else too.

Berries

Fresh survivors now find a snack on the way. Raspberries grow in bushes up to your chest, blueberries in low patches in the open, and blackberries in wide brambles towards the forest. Tap E and a handful goes into your pocket, even at a full run, like a proper hiker. Hold E and you eat straight from the bush, like a slightly less proper hiker. You can watch a bush empty as you pick it, and it grows back after a while, as long as nobody is standing next to it waiting.

A survivor in a sunny meadow beside a raspberry bush that reaches up to his chest, red berries among the leaves, pines and a rocky slope behind.
Up to the chest2026-11-07In-engine · WIPA large raspberry bush in the meadow. Bushes come in several sizes now, the biggest reach up to your chest.

Voice and gestures

Hold V and whoever stands near you hears you, from the direction you are standing in, fading out towards forty metres and muffled through a wall. Nothing tells you who is talking, just a small arc round the crosshair that shows where it comes from. Who it is, you find out yourself, which is half the fun and occasionally all of the horror. The infected hear you too, so maybe save the long stories for inside.

A survivor seen from behind in a meadow, a second one further ahead. A thin teal arc above the crosshair points towards the second one; a small TRANSMITTING tag sits above the vitals dials.
A voice from over there2026-11-04In-engine · WIP · GreyboxA voice you can hear draws an arc around the crosshair, in its direction. No names. The tag above the vitals says your own microphone is sending.

No microphone, or nothing you want to say out loud? G opens an emote wheel: wave, hands up, come here, get back, point, thumbs up. Point the mouse at one, let go, done. It works on the move, and if you are standing still you turn to whoever you are looking at first. Hands up with a crowbar still in your fist is not exactly a surrender, and the other player can see that. Make of it what you will.

A round wheel of six dark slices over a meadow, each with a small figure and a name. Hands up is lit in teal.
The gesture wheel2026-11-04In-engine · WIP · GreyboxHold the key and point the mouse at a gesture. The middle stays empty, so you can see who you are talking to.

For a long time the game started with a grey list that looked like a spreadsheet. Now it starts at a camp fire on the bank of a lake, at night, under the moon. A survivor sits on a fallen trunk, and the menu is a thin dark strip beside him that lets the night show through. Across the water a mine’s headframe stands against the sky, and an army searchlight sweeps the hills. He feeds the fire when it burns low, turns his head when something screams far away, and when it is close, his hand goes to the crowbar. I may have spent a little too long watching him. Esc brings the same strip up inside a world, which keeps running behind it, because there is no pausing a world other people are walking around in. The settings page is the same in both, and nothing on it counts until you press Apply. On a PvP world the brightness slider stops at neutral, so nobody gets night vision out of the options menu.

A dark full-height column on the left with the title Resisting Decay and the entries Host world, Join, Settings and Quit. To the right a survivor sits on a fallen trunk by a camp fire at night, a dark lake with the moon's glitter on it and a forest behind, a mine's headframe on the skyline.
The way in2026-11-04In-engine · WIPThe main menu is a dark column and four entries. The rest of the screen is a night at a camp fire, running live.

What the evening fixed

  • The Nearby list stayed empty after you died and woke up again. It now notices that you are someone new.
  • Another player’s lamp, a planted torch or a campfire lit up a room straight through its walls if you stood close enough. Walls are opaque again.
  • Someone who joins a world now gets to know its name in the pause menu.
  • Shift and a click on a stack splits it in half.
  • The test valley has an edge now. Before, you could jump off the hills at its border and fall forever. I checked. It really was forever.

Not yet

Almost everything you hold or build is still a placeholder model, in proud shades of grey. You cannot dress a friend’s wound or pick your microphone, and blood mostly vanishes in tall grass. And the valley is still a test map. A nice one, but still.