Current Features
What is implemented in the uploaded 0.6.0.4 branch, separated from established future direction.
The Wiki now treats the repository itself as the source of truth. Features below are present in the current branch; “planned” is reserved for systems not yet implemented.

Current build screenshotConditions, needs, equipment, pockets and carrying capacity in the current UI.
Implemented systems
| System | Status | What it supports |
|---|---|---|
| Discovery & fog of war | Current | Survey area, identify and Survey locations; distant observations stay knowledge-limited. |
| Finite scavenging & persistent consequences | Current | Search context-appropriate locations; manufactured stock depletes and persistent consequences remain. |
| Inventory & physical ownership | Current | Weight, size, nested containers, clothing pockets, hand carry, placement and exact item ownership. |
| External backpack carry | Current | An equipped backpack has two exterior attachment positions for eligible long single hand-weapons. |
| Water system | Current | Measured liquids, vessel capacities, source/safety knowledge, pouring, boiling and placed/open container rules. |
| Survival needs & HP pressure | Current | Thirsty/Dehydrated and Hungry/Starving stages; severe prolonged deficits can damage HP after grace periods. |
| Cleanliness & washing | Current | Persistent Cleanliness with Safe House and suitable natural-water washing. |
| Weather & exposure | Current | Real weather affects wetness, thermal stress, clothing, firecraft and visibility. |
| Foraging | Current | Habitat/season-aware renewable resources, unidentified specimens and survivor-specific identification Knowledge. |
| Firecraft & smoke | Current | Prepare, ignite, fuel and extinguish persistent fires; active fires can project server-authorised smoke observations. |
| Cooking & food freshness | Current | Timed heat processes, cookware capabilities, recipe Knowledge and lazy perishable-food freshness. |
| Bushcraft shelters | Current | Debris shelters, condition/degradation/repair and temporary tarp shelters. |
| Camps | Current | Persistent outdoor Sites with fires, storage/caches/lockboxes, bedding, tarp canopy and a Raised Camp Bed. |
| Hunting & trapping | Current | Small-game hunts, physical snares, carcass dressing, ammunition and spit-roasting. |
| Infected encounters | Current | Noise/reactive pressure, locked encounters, combat/evade resolution and lootable remains. |
| Medical supplies & wound treatment | Current | Persistent cuts, bruises, sprains and suspected fractures with injury-aware treatment, refillable medical kits and a dedicated Health & First Aid screen. |
| Persistent world events | Current | Generated discoveries, events, environmental effects, cleanup and location consequences. |
| Safe Houses | Current | Claim abandoned homes, prepare rooms/facilities, store exact items and retain persistent world state. |
| Kitchen & Bathroom | Current | Fixed sinks/tub/cooker/outlets, stored water, washing and regional utility dependencies. |
| Regional utilities | Current | Mains water/grid power can be operational, degraded, intermittent or in outage; public utility events can appear. |
| Rainwater Collection | Current | Physical 200 L Water Butt installation with lazy real-rain collection. |
| Garden Plot | Current | Physical garden plot, rainfall/soil-water reserve, watering and seed stock foundation. |
| Workshop | Current | Fixed Workbench and installed physical tools that satisfy crafting/repair requirements. |
| Independent Power | Current | Physical solar panels, batteries, controller/inverter, real daylight/weather generation and stored Wh. |
| Security & fortification | Current | Independent front/rear/window barricades, reinforcement, repair and lazy infected attack consequences. |
| Journal | Current | Survivor-specific known-place history grouped by game taxonomy without leaking hidden loot or POI truth. |
| Skills & Knowledge | Current | 14 broad practical skills, mortal Knowledge, modest survivor backgrounds and anti-grind practice saturation. |
What 0.6.0.4 adds
- Camp comfort & drying: ground insulation, dampness penalties, fire/wind/shelter-aware drying and improved camp sleeping context from 0.6.0.3.
- Persistent injuries: cuts, bruises, sprains and suspected fractures are now authoritative records rather than a single generic wound state.
- Dedicated first aid: Health & First Aid actions include pressure, cleaning, dressing, splinting, tourniquets, cold packs and pain relief where appropriate.
- Physical medical supplies: First Aid Pouches, First Aid Kits and Trauma Kits are real containers with finite packed contents and refill behaviour.
- Expanded medical catalogue: Sterile Dressings, Alcohol Wipes, Saline Wound Wash, Medical Tape, Elastic and Triangular Bandages, Rigid Splints, Instant Cold Packs, Tourniquets, Nitrile Gloves, Antibiotic Tablets and Oral Rehydration Salts.
Established future direction
Planned Fully shared PvE/PvP worlds, player communication, settlements/economies, deeper crop lifecycle, larger-scale horde behaviour and later infrastructure continue beyond the current single-player-focused foundation. Solo, PvE and PvP state remains isolated by design.
Verified against README.md, changelog and current module/seed data in 0.6.0.4.