
Looting
6 / 6 built- A backpack, not a warehouseBuilt
Every item has weight. Carry too much and you slow down. You arrange the slots yourself; search and filters help you find things, stacks can be split.
Devlog #1: Inventory and looting → - Loot fast when it gets tightBuilt
Search crates, pick items off the ground, drag loot into your inventory and it finds the right slot. Several players can loot the same crate at once without items being duplicated. What you find depends on the place: houses, forests, vehicles, military, police and medical spots each have their own loot, rarer things turn up less often, and looted spots slowly fill up again while nobody is around.
Devlog #10: Scavenging → - What you wear is what you carryBuilt
Your pockets come from your clothes: a hoodie has two, cargo trousers six, and you see what is in which. A backpack adds eight, sixteen or twenty-four slots and lets you carry more weight. A piece with something in its pockets fits into no slot: drop it and it lies on the ground with everything still in it, for you or anyone else to search or put back on. Hoodies, trousers, shoes, three backpacks and a miner's helmet are found as loot, and others see what you wear. The left hand waits for a torch or a flashlight.
Devlog #14: What you wear is what you carry → - HotbarBuilt
Five quick slots for the essentials, assigned by drag and drop, used with 1–5.
- Scavenger interfaceBuilt
A calm, dark interface that shows condition and rarity at a glance, with vitals as ring gauges at the edge of the screen. They also show how deep you are into dehydration or starvation. A small hint next to the crosshair names whatever you are looking at and the key to use it.
- Item condition and wearBuilt
Weapons wear down with every blow and hit only half as hard once they break. Fresh food spoils over time, wherever it lies, and eating it spoiled makes you sick. Condition shows on every item and stays with it, whether it lies on the ground, in a crate or in your hands.



