AFTER WE FALL
REAL PLACES. REAL SURVIVAL.
WIKI · 0.6.0.4

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 survivor and equipment screen
Current build screenshotConditions, needs, equipment, pockets and carrying capacity in the current UI.

Implemented systems

SystemStatusWhat it supports
Discovery & fog of warCurrentSurvey area, identify and Survey locations; distant observations stay knowledge-limited.
Finite scavenging & persistent consequencesCurrentSearch context-appropriate locations; manufactured stock depletes and persistent consequences remain.
Inventory & physical ownershipCurrentWeight, size, nested containers, clothing pockets, hand carry, placement and exact item ownership.
External backpack carryCurrentAn equipped backpack has two exterior attachment positions for eligible long single hand-weapons.
Water systemCurrentMeasured liquids, vessel capacities, source/safety knowledge, pouring, boiling and placed/open container rules.
Survival needs & HP pressureCurrentThirsty/Dehydrated and Hungry/Starving stages; severe prolonged deficits can damage HP after grace periods.
Cleanliness & washingCurrentPersistent Cleanliness with Safe House and suitable natural-water washing.
Weather & exposureCurrentReal weather affects wetness, thermal stress, clothing, firecraft and visibility.
ForagingCurrentHabitat/season-aware renewable resources, unidentified specimens and survivor-specific identification Knowledge.
Firecraft & smokeCurrentPrepare, ignite, fuel and extinguish persistent fires; active fires can project server-authorised smoke observations.
Cooking & food freshnessCurrentTimed heat processes, cookware capabilities, recipe Knowledge and lazy perishable-food freshness.
Bushcraft sheltersCurrentDebris shelters, condition/degradation/repair and temporary tarp shelters.
CampsCurrentPersistent outdoor Sites with fires, storage/caches/lockboxes, bedding, tarp canopy and a Raised Camp Bed.
Hunting & trappingCurrentSmall-game hunts, physical snares, carcass dressing, ammunition and spit-roasting.
Infected encountersCurrentNoise/reactive pressure, locked encounters, combat/evade resolution and lootable remains.
Medical supplies & wound treatmentCurrentPersistent cuts, bruises, sprains and suspected fractures with injury-aware treatment, refillable medical kits and a dedicated Health & First Aid screen.
Persistent world eventsCurrentGenerated discoveries, events, environmental effects, cleanup and location consequences.
Safe HousesCurrentClaim abandoned homes, prepare rooms/facilities, store exact items and retain persistent world state.
Kitchen & BathroomCurrentFixed sinks/tub/cooker/outlets, stored water, washing and regional utility dependencies.
Regional utilitiesCurrentMains water/grid power can be operational, degraded, intermittent or in outage; public utility events can appear.
Rainwater CollectionCurrentPhysical 200 L Water Butt installation with lazy real-rain collection.
Garden PlotCurrentPhysical garden plot, rainfall/soil-water reserve, watering and seed stock foundation.
WorkshopCurrentFixed Workbench and installed physical tools that satisfy crafting/repair requirements.
Independent PowerCurrentPhysical solar panels, batteries, controller/inverter, real daylight/weather generation and stored Wh.
Security & fortificationCurrentIndependent front/rear/window barricades, reinforcement, repair and lazy infected attack consequences.
JournalCurrentSurvivor-specific known-place history grouped by game taxonomy without leaking hidden loot or POI truth.
Skills & KnowledgeCurrent14 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.