Explore the wiki
✓ Current Features
What is actually implemented in 0.7.1.16.0, from core survival through the current BETA world-depth systems.
◈ Living World
Persistent important infected, hordes, former-survivor architecture and authorised world observations.
◆ Missions & Rewards
Optional local jobs, geographic objectives, physical delivery parcels and protected Silver rewards.
¤ Traders & Economy
Wandering traders, finite stock, scarcity classes, Silver and zero-power account entitlements.
▣ Items & Equipment
A rebuilt searchable item reference sourced from the current catalogue data.
♧ Farming & Foraging
Gardens, seed saving, compost, wild food and renewable natural materials.
◎ Outdoor Subsistence
Hunting, fishing, traps, carcass processing and primitive fur/bone use.
⚒ Crafting & Repair
Recipes, counted ingredients, tool capabilities, Workbench jobs, salvage and exact-item repair.
Current build screens

Map & discovery
The 0.7 map prototype with nearby locations, threat zones, filters and environment panels.

Crafting
Recipe categories, requirements, relevant inventory and skill readouts in the 0.7 prototype.

Inventory & items
Container management, transfer targets, item details and carrying breakdown in the new inventory screen.

Journal
Timeline-driven survivor knowledge, related map context and survivor notes in the journal UI.

Safe Houses
The 0.7 safe house management screen with overview, upgrades, storage and recent activity.

Survivor & equipment
Conditions, equipment, pockets, carrying capacity and environmental impact.
What kind of survival game is this?
After We Fall is built around ordinary human limits, real geography and persistent consequences. Progress comes from knowledge, equipment, preparation, shelter and skill — not inflated character levels.
The server decides what a survivor is allowed to know. Hidden POIs, threats and authoritative state are not sent to the client merely to be hidden by presentation code.
Wiki status
This Wiki is synced to the uploaded 0.7.1.16.0 repository. Current systems are separated from deferred/payment/online-world roadmap work so the site does not present future features as already playable.