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

Discovery & Map

Fog of war, surveying, progressive knowledge and why the server never sends hidden information to the client.

Current build map screen
0.7 prototype screenshotReal-world map, category filters, location detail, threat overlays and nearby discovery lists.

Knowledge is a resource

The server decides what a survivor is allowed to know. Hidden POIs, players, infected and other world objects are not sent to the browser and merely hidden with CSS.

Discovery states

Unknown → Observed → Identified → Surveyed → Explored → Searched → Cleared

Not every object needs every stage, but the model supports progressively deeper knowledge.

Survey / Search Area

Surveying costs Action Points. Reveal distance and quality can depend on perception, equipment, elevation, daylight, visibility, obstructions and survivor condition.

Map and nearby list

The map is one presentation of known information. A nearby/discoveries list and ordinary text actions remain fully supported.

Apocalypse discoveries

Game-generated discoveries decorate plausible geography: camps belong in suitable open/wooded areas, roadblocks require roads, and major abandoned structures need compatible real buildings or land use.

Living-world observations

Discovery now also has to represent transient world knowledge safely. Smoke, threats, trader rumours, signal flares and personal last-seen information are projected only when authorised. Approximate observations use approximate/rounded positions rather than leaking the hidden authoritative actor location.

Wiki snapshot: 0.6.0.4 · Content distinguishes current, in-development and planned systems.