Features

What runs in the current build, what is being built now and what is planned, sorted by what you do in the game.

What runs in the current build, what is being built now and what is planned.

19 / 24Built

The survivor stands in a meadow next to a grey crate; at the top the open panels Nearby, Supply Crate, Gear and Inventory, a tooltip shows a broken crowbar at 0 percent condition.

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.

Player in a meadow; in the bottom left, the stamina, hunger and thirst readouts are red at 0, with the tags “Starving” and “Dehydrated”.

Surviving

5 / 5 built
  • Survival is budgetingBuilt

    Hunger and thirst drain steadily, and sprinting burns through both faster. Run dry and it gets worse in stages: dehydrated, your stamina recovers slower, then you can no longer run, then you start losing health. Starving cuts your stamina, stops your healing, then hurts you too. Eat or drink and the stages reset at once. You only heal when you are fed and watered.

  • Every action has a soundBuilt

    Going through your pockets, rummaging through a crate, cracking open a can and drinking it: every action has its own sound, and the item decides what it sounds like. Your footsteps change with the ground under you, from grass and leaves to gravel, wood, metal, snow and water, kick up dust, mud or snow, and grow louder the faster you move; a hard landing is heard. Players nearby hear you walk, loot, drop and use things, so careful also means quiet.

  • A survivor, not a mannequinBuilt

    You play a realistic person: a weathered survivor in a hoodie and cargo trousers. Every step is picked from motion-captured movement as you go, so starts, sudden stops, sharp turns and the lean into a curve look like a person moving, not a puppet. You see what you do: the bottle goes to your mouth while you keep walking, you bend down for what lies on the ground and reach into the crate you loot. For now every survivor has the same face and body and only their gear differs; choosing your own face comes later.

    Devlog #8: Moving like a person →
  • Walk, jog or run for itBuilt

    You jog by default. Toggle to a walk and your steps go quiet, which matters when the dead listen. Sprint and you outrun them, as long as your stamina lasts. A jogger gets caught.

  • Death and what you leave behindBuilt

    When you die, everything you carried stays where you fell, in a bag anyone can search for 30 minutes. You start over at a random place with almost nothing: two cloth strips, half a bottle of water and an energy bar.

    Devlog #12: What you leave behind →
Seen from behind, the survivor stands in a meadow with poppies while three pale, blood-stained infected run at him across the grass; pines and a rocky hill behind.

Encounters

2 / 3 built
  • The infectedBuilt

    The infected shamble through the land, each in its own gait, until they notice you. Then some stop to roar, and all of them run. They see far by day and little at night, in fog or in rain, and they listen: a sprint, a hard landing or a clattering can carries much farther than a careful step, while rain and wind cover your noise. Break their line of sight and they search where they last saw or heard you. They cannot swim: get into deep water and they pace the shore, then give up and wander off. A swing can be dodged by stepping back. Breaking through barricades comes with base building.

    Devlog #7: The infected →
  • Fight back up closeBuilt

    When they get close, you hit back: with your fists, or with whatever heavy you found, a crowbar or a length of steel pipe. You take a weapon in your hand by placing it in your gear, and others see you carry it. Every swing costs stamina and needs a moment to wind up, so timing matters. A solid hit knocks the infected back and stuns it for a moment, interrupting its own attack, but it will come for you. Swings and hits make noise. Standing, your whole body goes into the blow; on the move only your arms do.

    Devlog #9: Fight back →
  • Co-op and community serversIn progress

    Co-op works: host a world from the main menu for up to eight players, with or without PvP, and friends join you by address. The host's game decides everything, against cheating from the start. Joining through your friends list and community servers with up to 32 players come later; the dedicated server already runs and has been tested with 32 bots.

    Devlog #11: Bring a friend, and the world remembers →
A shallow, greenish river winds through a grassy meadow, its muddy banks scattered with fallen twigs; birches and pines on the hills behind.

Exploring

5 / 8 built
  • Day and nightBuilt

    A full day-night cycle. Nights are genuinely dark: without a light you see little more than shapes, and the interface is often the brightest thing on screen.

    Devlog #2: A place to stand →
  • Rivers, lakes and puddlesBuilt

    A murky river winds through the meadow into a small lake, both cut into the land, and rain has left puddles in the grass. Wade in and the water holds you back: the deeper it gets, the slower you walk and the faster a sprint wears you out, and every step splashes or sloshes. Where your feet lose the ground you swim, and you only catch your breath again on land. Drinking from it is not in yet.

    Devlog #5: Out of your depth →
  • Weather that turns on youBuilt

    The weather changes on its own: clear skies, clouds, thick fog, rain from drizzle to downpour, storms and thunderstorms. Bad weather turns the world dark and grey, the wind bends grass and trees, rain drops ripple the lake, the river and every puddle, and in a thunderstorm lightning strikes around you, its thunder arriving seconds later depending on how far away it hit. Everyone in a world shares the same sky and the same lightning.

    Devlog #6: Weather that turns on you →
  • A world you can hearBuilt

    Birds sing by day and crickets at night, and both fall silent when it rains or the wind picks up. The wind roars louder among the trees, rain patters, swells and drums. Step into a hut and the storm outside turns into a muffled roar while the rain hammers on the roof.

  • A world that remembersBuilt

    A world survives being shut down. Survivors keep where they stood, their vitals and everything they carry; crates keep their contents, dropped items stay where they lie, and the time of day goes on where it stopped. Worlds are saved regularly and keep backups, and servers can wipe on a schedule.

  • VehiclesPlanned

    Drivable vehicles with real driving physics.

  • A region that growsPlanned

    A compact, dense region of villages, farms, forests and small towns, where nearly every house can be entered. It is meant to open up further over time, along roads and rivers that already lead beyond its edge.

  • QuestsPlanned

    Tasks that lead you through the world and tell its story.

A survivor raises a hammer at a wooden workbench next to a grey hut, a log pile in the grass; the crafting panel with recipes and the improvised spear selected is open beside the gear and inventory panels.

Crafting

1 / 1 built
  • Make what you cannot findBuilt

    Craft tools, weapons, bandages and the parts for a base from what you carry and from your storage crate nearby. Some things need a tool or a workbench, crafting takes time and the hammering is loud. Wood comes from log piles, plank heaps and furniture you break up; old things can be taken apart for their materials.

    Devlog #13: Making things →
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Base building

0 / 1 built
  • Base building and raidsPlanned

    Walls, foundations, barricades. Placed freely, attackable by players and the infected.