Current Features
Implemented gameplay in the uploaded 0.7.1.16.0 BETA build.
Core survival & world systems
| System | Status | Current scope |
|---|---|---|
| Real geography & discovery | Current | Server-authoritative fog of war, POI taxonomy, survey/discovery stages, nearby lists and map presentation. |
| Finite scavenging & loot ecology | Current | Finite manufactured stock, context-specific room/area searching and 379 authored affinities across 137 item definitions. |
| Inventory & physical ownership | Current | Exact item instances, weight/bulk, containers, pockets, hand carry, external backpack attachments, placed items and provenance. |
| Survival & environment | Current | 100 HP human limit, hydration, calories, fatigue, cleanliness, weather, wetness, thermal stress, sleep and severe-need HP pressure. |
| Water & utilities | Current | Measured liquids, water safety, boiling, rain collection, Safe House mains/grid states, outages and independent solar/battery power. |
| Medical | Current | Persistent injuries/illnesses, physical treatment supplies, medical containers, Medical Room context and condition-specific care. |
| Camps & Safe Houses | Current | Persistent camps, shelter, bedding, comfort/drying, caches/lockboxes plus Safe House storage, facilities, gardens, workshop, power and fortification. |
| Crafting, repair & preservation | Current | Recipes, counted ingredients, tool capabilities, Workbench gates, dismantling/salvage, exact-item repairs and food preservation. |
| Farming, foraging & subsistence | Current | 27-crop farming, seed saving, compost, expanded wild foods, bushcraft materials, fishing, traps, small game and carcass processing. |
| Infected & Living World | Current | Reactive cell pressure, persistent important infected, hordes, world entities, physical remains and authorised observations. |
| Missions & Silver economy | Current | Geographic missions, NPC fetch/delivery, threat/clear objectives, procedural opportunities, reward settlement and exploit protection. |
| Wandering traders | Current | Persistent traders, rumours/flares/last-seen knowledge, finite physical stock, buy/sell, specialisms, scarcity classes and finite buyback budgets. |
| Skills & Knowledge | Current | Broad practical skills, mortal survivor Knowledge, timed physical-book study, specialist manuals and Knowledge-gated actions. |
0.7.1 world-depth stream
The 0.7.1 sequence deliberately focused on making existing mechanics worth using rather than adding disconnected systems. It populated and connected food, cooking, crops, wild resources, medicine, bushcraft, fishing, hunting, animal materials, preservation, tools, repair, books, loot and trader scarcity.
Food & cooking
162 additional brand-neutral food/drink definitions, 42 prepared meal/drink outputs, counted pantry contents and multi-ingredient recipes.
Outdoor survival
Expanded crops, wild resources, natural materials, fishing, persistent outdoor devices, carcass resources and primitive fur/bone crafting.
Tools & learning
Tool-capability crafting, salvage, exact-item repairs, Workbench jobs, specialist manuals and action-time Knowledge gates.
World ecology
Contextual loot areas, trader specialisms/scarcity classes and a content audit that catches unreachable definitions and impossible physical balance.
Latest: 0.7.1.16.0
- Expanded catalogue auditing for physical metadata, nutrition, mass conservation, crafting self-dependencies and missing tool-capability providers.
- Machine-readable
content:audit --jsonand release-oriented--strict. - Read-only Admin Content Audit.
- Corrected packet calorie values and physical masses for representative food/crafting materials.
- Rebalanced dismantling outputs so authored salvage cannot create implausible physical mass.
Not current gameplay
Planned / deferred 0.7.2–0.7.8 are reserved BETA world-depth space. Verified real-money Gold checkout is deferred to 0.7.9.x.x. Shared PvE/PvP worlds are now planned in the separate 0.9 branch; Solo/PvE/PvP gameplay state remains completely isolated by design.