AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.7.1.16.0

Current Features

Implemented gameplay in the uploaded 0.7.1.16.0 BETA build.

Current release: 0.7.1.16.0 — World Content Audit & Balance Pass. The core 0.7 mechanics are established and the active BETA work has been deepening the world/content those mechanics operate on. Payments remain deferred to 0.7.9.x.x.

Core survival & world systems

SystemStatusCurrent scope
Real geography & discoveryCurrentServer-authoritative fog of war, POI taxonomy, survey/discovery stages, nearby lists and map presentation.
Finite scavenging & loot ecologyCurrentFinite manufactured stock, context-specific room/area searching and 379 authored affinities across 137 item definitions.
Inventory & physical ownershipCurrentExact item instances, weight/bulk, containers, pockets, hand carry, external backpack attachments, placed items and provenance.
Survival & environmentCurrent100 HP human limit, hydration, calories, fatigue, cleanliness, weather, wetness, thermal stress, sleep and severe-need HP pressure.
Water & utilitiesCurrentMeasured liquids, water safety, boiling, rain collection, Safe House mains/grid states, outages and independent solar/battery power.
MedicalCurrentPersistent injuries/illnesses, physical treatment supplies, medical containers, Medical Room context and condition-specific care.
Camps & Safe HousesCurrentPersistent camps, shelter, bedding, comfort/drying, caches/lockboxes plus Safe House storage, facilities, gardens, workshop, power and fortification.
Crafting, repair & preservationCurrentRecipes, counted ingredients, tool capabilities, Workbench gates, dismantling/salvage, exact-item repairs and food preservation.
Farming, foraging & subsistenceCurrent27-crop farming, seed saving, compost, expanded wild foods, bushcraft materials, fishing, traps, small game and carcass processing.
Infected & Living WorldCurrentReactive cell pressure, persistent important infected, hordes, world entities, physical remains and authorised observations.
Missions & Silver economyCurrentGeographic missions, NPC fetch/delivery, threat/clear objectives, procedural opportunities, reward settlement and exploit protection.
Wandering tradersCurrentPersistent traders, rumours/flares/last-seen knowledge, finite physical stock, buy/sell, specialisms, scarcity classes and finite buyback budgets.
Skills & KnowledgeCurrentBroad 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 --json and 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.

Verified against README.md, docs/ROADMAP.md and current changelogs in 0.7.1.16.0.