Gallery

Real in-engine screenshots from work in progress. Greybox geometry stays in the shot and is labelled.Real in-engine screenshots from work in progress. Greybox is labelled.

A dark storm with heavy rain over a lake; a flash lights up the survivor on the bank, the grass, the pines and a rocky slope behind.
Thunderstorm over the lake2026-10-26WIP2026-10-26 · WIPA thunderstorm over the lake on the test terrain. A lightning strike lights up the hills for a moment; its thunder follows seconds later.
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 grass2026-11-01WIP · Greybox2026-11-01 · WIP · GreyboxA dropped backpack keeps what is in it. E searches it, holding E puts it on. Placeholder model.
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 body2026-11-01WIP · Greybox2026-11-01 · 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.
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 piece2026-11-01WIP · Greybox2026-11-01 · 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.
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.
At the workbench2026-10-30WIP · Greybox2026-10-30 · WIP · GreyboxCrafting at the workbench by the hut. The panel shows what can be made now and what is missing; part of the scrap metal comes from the crate next to it. Placeholder models.
The open panels Nearby, Alex's Bag, Gear and Inventory over a meadow, the survivor standing by the bag and his body in the grass; the bag holds a crowbar, cans, a soda, pills, cloth strips, water and an energy bar, the inventory only cloth strips, a half bottle of water and an energy bar.
Searching your own bag2026-10-30WIP · Greybox2026-10-30 · WIP · GreyboxSearching your own bag after a respawn. The crowbar and the food are still in it; the backpack holds only the small starting kit.
Seen from above and behind, a survivor stands in tall grass next to a green duffel bag; another survivor stands beyond it, a grey hut at the edge of the meadow.
The death bag2026-10-30WIP · Greybox2026-10-30 · WIP · GreyboxWhat is left after a death. Everything the survivor carried lies in this bag for 30 minutes, and anyone can search it. The bag is a placeholder model.
Two survivors in a meadow with poppies, one seen from behind, the other a few steps ahead facing him; a plain grey hut and pine trees behind them.
Two players, one world2026-10-30WIP · Greybox2026-10-30 · WIP · GreyboxTwo players in one world on the test terrain. One of them hosts it, the other joins.
A dark main menu with the title Resisting Decay; next to the entries Host world, Join, Settings and Quit, a page lists three saved worlds, a world name field, the player count 1, 2, 4 or 8 and a PvP switch; cans and a box on a table in the background.
The main menu2026-10-30WIP · Greybox2026-10-30 · WIP · GreyboxThe new main menu. Host one of your saved worlds or start a new one, for up to eight players, with or without PvP. The menu is still a grey box.
The open inventory with a tooltip for a Greek yogurt cup, its condition bar short and red at 16 percent; the survivor stands in a meadow below.
Spoiled food2026-10-29WIP · Greybox2026-10-29 · WIP · GreyboxFresh food spoils. This yogurt is at 16 percent; eaten now it fills you up only half and makes you sick.
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.
A broken crowbar2026-10-29WIP · Greybox2026-10-29 · WIP · GreyboxLoot with a history. The crowbar in hand is broken and hits only half as hard; the steel pipe nearby is at 34 percent. The crate is a grey box.
The survivor stands in a meadow holding a crowbar; at the top right the open inventory with panels titled Nearby, Gear and Inventory, the crowbar in the gear panel's right-hand slot and a steel pipe in the backpack.
The gear panel2026-10-28WIP · Greybox2026-10-28 · WIP · GreyboxThe new gear panel next to the backpack. A weapon goes into your hand, not into the hotbar, and everyone sees you carry it. The other slots are for clothing later.
In a meadow at sunset the survivor swings a red crowbar into the head of a pale infected that reels back with its arms raised; a grey hut and pine trees behind them.
Crowbar to the head2026-10-28WIP · Greybox2026-10-28 · WIP · GreyboxFighting back. A crowbar to the head knocks an infected back and stuns it for a moment. The crowbar is a placeholder model.
Side view of the survivor bent over in tall grass, his hand down at a small can on the ground; trees, a hill and a grey hut in the background.
Picking something up2026-10-28WIP · Greybox2026-10-28 · WIP · GreyboxPicking something up from the ground. The survivor bends down and reaches for the item instead of it just vanishing into the backpack.
The survivor in a green-and-grey hoodie stands in a meadow with poppies and lupins, tipping a plastic water bottle to his mouth; a plain grey hut and pine trees behind him.
Drinking on the move2026-10-28WIP · Greybox2026-10-28 · WIP · GreyboxDrinking now shows. The bottle comes out and goes to the mouth; the legs can keep walking while you drink.
The survivor swims in a greenish lake, head and shoulders above the water; on the grassy bank behind him a pale infected stands at the water's edge, another at the right edge of the picture.
Safe in the water2026-10-27WIP2026-10-27 · WIPThe infected cannot swim. Out in the lake the survivor is safe; on the bank, an infected paces back and forth until it gives up.
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.
Spotted by the infected2026-10-27WIP · Greybox2026-10-27 · WIP · GreyboxThe infected have spotted the survivor on the test terrain and break into a run. On their own they only shamble; once they see you, they sprint.
Close view of dark, rippled lake water in heavy rain; streaks of falling rain and many overlapping rings where the drops hit the surface.
Rain on the lake2026-10-26WIP2026-10-26 · WIPHeavy rain on the lake of the test terrain. Every drop leaves a ring on the water; the harder it rains, the more there are.
The survivor walks through a rainy meadow with poppies towards a pine forest; on the right a plain grey hut with an open doorway and a flat roof.
Rain by the hut2026-10-26WIP · Greybox2026-10-26 · WIP · GreyboxRain on the test terrain, next to the grey-box test hut. Inside, the storm turns into a muffled roar and the rain drums on the roof.
The survivor stands in a meadow with red poppies; dense blue-grey fog turns the pine trees behind him into faint silhouettes.
Thick fog2026-10-26WIP2026-10-26 · WIPThick fog on the test terrain. A few steps away the forest is only a row of grey silhouettes.
The survivor swims towards the camera through greenish, rippling lake water, head and shoulders above the surface; a grassy bank and a rocky slope behind.
Swimming across the lake2026-10-26WIP2026-10-26 · WIPSwimming across the lake on the test terrain. Out of your depth, you tread water or swim; stamina only comes back on land.
A shallow, greenish river winds through a grassy meadow, its muddy banks scattered with fallen twigs; birches and pines on the hills behind.
A murky river2026-10-25WIP · Greybox2026-10-25 · WIP · GreyboxA murky river runs through the test terrain towards a small lake. Wade through it and your steps splash.
The survivor sprints towards the camera through tall grass, motion blur on the grass; behind him flat concrete pads with labels such as “Wood”, “Gravel” and “Sand”.
Sprinting across the meadow2026-10-25WIP · Greybox2026-10-25 · WIP · GreyboxSprinting across the test terrain. The labelled concrete pads behind him are test surfaces for footstep sounds.
A man in his forties with short hair, an olive and sand coloured hoodie and dark cargo trousers stands in tall grass, pine forest behind him.
The survivor2026-10-25WIP · Greybox2026-10-25 · WIP · GreyboxThe survivor that replaces the test mannequin – a placeholder look; choosing your own face comes later.
An almost black scene with the faint outline of trees and the character; only the “Supply Crate – E Open” label and the HUD are clearly visible.
Night without a light2026-10-24WIP2026-10-24 · WIPNight on the test terrain. Without a light you see shapes at best – the crate is only given away by its label.
Player in a meadow; in the bottom left, the stamina, hunger and thirst readouts are red at 0, with the tags “Starving” and “Dehydrated”.
Dehydrated and starving2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxOut of food and water for a while – the vitals show the stage you have reached, here dehydrated and starving with all three stages filled.
A placeholder character in tall grass next to a grey crate, pine forest on a hill behind; a small label reads “Supply Crate – E Open”.
The first test terrain2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxThe first test terrain – meadow, forest and a supply crate. The hint next to the crosshair names what you are looking at and the key to use it.
Close-up of the “Nearby” and “Inventory” panels with an item tooltip.
Scavenger interface close-up2026-10-24WIP2026-10-24 · WIPClose-up of the Scavenger interface.
Next to the inventory, a container panel holding water bottles and a “Take All” button.
Looting a crate2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxLooting a crate – take items by double-click, by drag and drop, or all at once.
Open inventory with a tooltip for a water bottle; below it a thirst dial glowing red.
Item tooltip2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxItem tooltip with stats, weight and effect. Condition and wear are placeholder values here – that system is still to come.
Two dark panels; on the left a list of nearby items with distances, on the right the inventory slots.
Inventory and Nearby2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxInventory and “Nearby” – everything on the ground within reach, sorted by distance.
Player character on a test map; four ring dials for health, stamina, hunger and thirst in the bottom left.
Vitals and hotbar2026-10-24WIP · Greybox2026-10-24 · WIP · GreyboxThe in-game HUD – vitals as ring dials bottom left, hotbar in the centre.