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.