I’m excited to announce I’ve started work on my personal project being built in Unreal 5.
What is it?
I am taking inspiration from some of my favorite games: State of Decay, Risk of Rain, Borderlands, and Stardew Valley. My aim is to create a fun, co-op roguelike survival game while showcasing my ability as a technical designer.
The goal is to survive for as long as possible, in a dystopian future where the world as we know it is coming to an end.
Eventually the world will increase in difficulty and the player will die, this is unavoidable. But, things the player does in the world can persist and on future replays. Things they have built or done persist in ways to help them survive longer the next time around.
I wanted to find a way to show the player that success is not just about them. It is about the things they do in the world, and the impact they leave behind. This also greatly extends replay ability & value, for a few reasons.
More Info
POI’s
POI’s surround the player base. They are the source of valuable resources like Fuel, Salvage, Food, Clothing, Water, and Construction Supplies. Some POI’s can also be the source of problems like a hostile scavenger Faction or Zombie infestation. POI’s can be cleared to remove the threat or condition. POI’s are reset on set intervals along with world events.
Your Outpost
The Outpost features methods for the player to stay alive longer. It provides ways to keep players replenished through buildings and upgrades by the player. These buildings can be destroyed and will wear out over time with use. Having more survivors requires more support buildings.
Survivors
The player can recruit survivors they encounter to live at their Outpost. The player can also switch to play any another survivor that resides in their base. In strategy mode, the player can control the survivors as a unit.
All NPCs in the game are apart of a Faction, and over time faction relations change and can be manipulated.
The Vertical Slice features a small, sectioned world of POI’s surrounding The Outpost. The POI’s are wiped and reset on set intervals along with the World Events. The full variant features a larger, more explorable world with deeper narrative.
Generated images I used to compile a mood board for world composition. This is important as it helps me narrow my focus, and it gets me excited before anything actually exists.



WIP SHOTS
I did some quick passes merging the visuals, lighting, shaders, etc. Expect more interesting shots once the POI’s start to be developed, right now it’s all about the gameplay systems.





Just Completed!
- First Passes on Actual world to match concept mood board
- Synty asset pipeline established
- Basic Gameplay Systems (Interact, Damage, Power, Explosives, etc)
- Basic Gamemode Systems (Env/Weather Damage, Hunger/Cold, Days System, Day/Night Cycle)
- Basic LD Objects (Powered Lights, Switches, Triggers, Spawners, Pickups)
- Vertical Slice World Design
- Vertical Slice Game Mode Design
Up Next
- Animations
- Character Variations
- Enemies/AI
- UI / UX Design
- Mission System
- This website ๐
- POI Instances
- Fun Gameplay things like Doors…
- There is so much to do!
Thanks for reading 8)
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