Roadmap

What's done, what's in progress, and what's coming. This list changes as development continues.

Built

  • Real-map town generation Acworth's streets, buildings, and landmarks recreated from real data.
  • Grid inventory Tetris-style inventory where item size and shape matter.
  • Loot and containers Searchable containers with randomized loot throughout the town.
  • Zombies with noise and hearing Zombies respond to sounds—gunshots, footsteps, vehicles.
  • Hunger system Find food, cook it, or starve. Calories matter.
  • Base pieces and claims Build walls, floors, and structures. Claim territory as yours.
  • Save system Your progress persists between sessions.
  • Groups Team up with other players, share resources and territory.
  • Movement: jump, vault, mantle Climb over fences, vault through windows, navigate the world.
  • Stamina Running, fighting, and climbing drain your energy.

Building

  • Vehicle physics and part tree Driveable trucks with breakable parts—engine, tires, fuel tank.
  • Outposts Establish satellite bases across the map for supply runs.
  • Companions AI survivors who follow orders and help defend your base.
  • Dedicated server and admin panel Run your own persistent world with full admin controls.

Planned

  • Body simulation Injuries, illness, temperature, and long-term health effects.
  • Factions and reputation NPC groups with their own goals—trade, raid, or avoid them.
  • Events: town siege Periodic horde attacks that test your defenses.
  • Radio tiers Upgrade from handheld CB to base station to reach farther.
  • Lore and characters Discover what happened to Acworth through notes, NPCs, and quests.
  • Corridor expansion toward Rome The map grows northwest along Highway 41 toward Rome, Georgia.
  • Mods via content packs Add new items, zombies, maps, and mechanics without touching code.