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#14
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#142026-11-01Inventory

What you wear is what you carry

Your pockets now come from your clothes, each piece with its own. Drop a pair of trousers with something in them and it all stays in the trousers.

A survivor in a yellow helmet with a tan backpack stands in a meadow; the panels Nearby, Gear and Inventory are open, the inventory split into base, olive hoodie, charcoal cargo trousers and hiking backpack, with the capacity line 25 base plus 15 backpack below.
Pockets per pieceIn-engine · WIP · Greybox

A hoodie has two pockets. Cargo trousers have six. A hiking backpack has sixteen slots. The more you put on, the more room you have: your inventory is as big as what you wear.

A survivor in a yellow helmet with a tan backpack stands in a meadow; the panels Nearby, Gear and Inventory are open, the inventory split into base, olive hoodie, charcoal cargo trousers and hiking backpack, with the capacity line 25 base plus 15 backpack below.
Pockets per piece2026-11-01In-engine · WIP · GreyboxThe inventory shows one section per piece of gear, each with its own slots, and the gear panel says how many each piece adds. Backpack and helmet are placeholder models.

Pockets

Two slots are always there, whatever you wear, and so is the hotbar. Every other slot comes from a piece of gear. You come back from a death in a hoodie, cargo trousers and running shoes, which makes ten slots and no backpack. A backpack adds eight, sixteen or twenty-four, and it also raises how much weight you can carry before you slow down.

Hoodies and trousers in other colours, shoes, three backpacks and a miner’s helmet turn up as loot. Clothes, helmet and backpack show on your body, so other players can see what you found.

Seen from behind, a survivor in a yellow miner's helmet with a large tan backpack stands in tall grass with poppies; labelled grey test surfaces and pine trees ahead.
Gear on the body2026-11-01In-engine · WIP · GreyboxWhat you wear shows on your body, for you and for others. The backpack and the helmet are placeholder models; the labelled test surfaces in the distance are not part of the game world.

How it changed on the way

The first version added everything up. Hoodie, trousers and the two base slots became one block called Pockets, with a line of small print saying where they came from. It worked and it was tidy, but it was not what clothes are. What you put in your trousers should be in your trousers.

So every piece got its own pockets and its own section in the inventory. That brought a rule with it, straight from real life: what is in the pockets stays in the pockets. Trousers with your things in them do not go into your bag. They go on the floor, and your things with them.

It also left a problem. Small sections leave holes in a panel built for nine slots per row. The answer was simply a narrower panel: six per row, with the small sections side by side.

Putting it down

A piece with something in its pockets fits into no slot. Drop it and it lies on the ground with everything still inside, a backpack as much as a pair of trousers. It stays there, even through a restart.

Press E and you search it like a crate, the way you would look into a bag you found before putting it on your back. Hold E and you put it on, contents and all. The hint beside the crosshair names both, and its line fills up while you hold.

A survivor stands next to a tan backpack lying in the grass; the hint beside the crosshair reads Hiking Backpack, E, search, hold E, put on. A grey hut and test surfaces in the background.
A backpack in the grass2026-11-01In-engine · WIP · GreyboxA dropped backpack keeps what is in it. E searches it, holding E puts it on. Placeholder model.

This works for anyone. A backpack you put down in a hurry is a backpack someone else can walk off with.

Also this week

  • The first proper two-player test of crafting and gear, with two copies of the game on one PC, so no real network lag yet. It caught a nasty one: a guest who left the game lost everything since the last autosave. Your character is now saved the moment you leave.
  • Players who joined later saw emptied wood piles as full. Now everyone sees the same pile.
  • The picture at the top of this site is new and comes straight from the game: a survivor from behind, zombies coming out of the fog.
  • “What you wear is what you carry” now counts as done on the feature list.

Not yet

The backpacks and the helmet are placeholder blocks, and all the clothes are the same hoodie, trousers and shoes in different colours. You cannot pull a new hoodie on over one with full pockets; for now, you put the old one down first.