ItzDevooItsLikeLife

Vision

Project Summary

Create a low-poly, first-person, server-authoritative multiplayer survival game where player interaction drives progression and danger.

Player Promise

  • Start with very little and earn everything through play.
  • Risk travel and combat to gain better resources and loot.
  • Build toward safety in a personal vault and team progression.
  • Experience a world where server progression is shaped by players.

Long-Term Direction

  • Build a strong core loop first.
  • Expand depth after the core loop is stable and fun.
  • Integrate with Steam ecosystem for account and networking support.
  • Maintain a clear documentation-first workflow for team and AI agents.

Core Game Loop

Loop Summary

  • Spawn with minimal equipment.
  • Gather resources and basic loot.
  • Learn and unlock useful items through progression systems.
  • Travel to markets to buy, sell, and trade.
  • Move loot back to vault safely.
  • Repeat in higher-risk areas for higher rewards.

Risk & Reward Structure

  • Safer areas offer low-tier rewards.
  • High-value zones require greater travel risk and conflict exposure.
  • Market routes create natural PvP opportunities.
  • Successful extraction and return to vault is a core success condition.
  • Risk does not end at log-out — offline characters remain in the world and can be looted or killed. Where you log out is part of survival strategy.

Future Loop Extensions

  • Raidable vault mechanics (future phase).
  • Expanded faction and team systems.
  • Richer late-game objectives and contested control zones.

World & Zones

Island Structure

  • Outer edge — Markets and low-tier resource access.
  • Near beaches — Tier 0 areas with basic starter loot.
  • Mid zones — Tier 1+ starter bunkers and improved loot.
  • Inner zones — Larger bunkers, higher loot value, higher player threat.

Bunker Concept

New players begin from starter bunkers in lower-risk progression zones. Bunker value and size scale as players move deeper into island progression. Travel between bunker and market creates natural conflict routes.

Zone Design Goals

  • Encourage movement, not static camping.
  • Make progression visible by region difficulty.
  • Ensure every zone tier has clear purpose.
  • Make player encounters feel expected, not random.

Progression & Economy

Progression Model

Players start weak with limited capability. Progression is earned through gathering, combat, trading, and successful extractions. Better zones and bunkers unlock stronger opportunities and risk.

Research Direction

  • Unlocks reflect real player effort and server activity.
  • Team collaboration accelerates knowledge and capability.
  • Server culture and player choices shape progression speed.

Economy Direction

  • Markets allow item sales and purchases.
  • Trade routes between bunkers and markets create conflict and opportunities.
  • Economy rewards specialists: gatherers, crafters, traders, and PvP hunters.

Anti-Stagnation Goals

  • Prevent a fully safe late-game.
  • Keep reasons for travel alive at all progression stages.
  • Maintain catch-up opportunities for newer or weaker players.

Multiplayer

Core Pillars

  • Server authoritative gameplay.
  • First-person combat and interaction.
  • Low-poly visual style.
  • High replayability through emergent player interactions.

Server Scale Target

Minimum 100 players per server. The goal is a living server community, not a small-group lobby. Dedicated servers handle all state — they do not render, so server-side 100-player load is achievable.

Offline Player Persistence

When a player disconnects, their character remains in the world in a distinct offline pose. Offline characters are fully exposed to other players and can be interacted with in two ways:

  • Looted — items stolen from their inventory; character survives and player logs back in with whatever remains.
  • Killed — character dies normally; player logs back in to a respawn screen.
  • Safe pocket slots are always protected and cannot be taken through either offline interaction.

Social Dynamics Goals

  • Create meaningful solo and team paths.
  • Reward coordination without making solo play impossible.
  • Encourage tension around transport, trade, extraction, and log-out location.

Design Principles

Product Principles

  • Fun loop first, feature count second.
  • Risk creates value.
  • Progression must be understandable.
  • Player interaction should drive memorable moments.

Engineering Principles

  • Server authority for competitive integrity.
  • Build clean systems that can scale.
  • Document decisions immediately when they change.
  • Prefer simple solutions that can be tested fast.

Production Principles

  • Keep scope realistic for timeline.
  • Do not build future systems before core loop is validated.
  • Ship milestones that are playable, not just partially coded.