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There are a lot of different game mechanics which are briefly summarized here. This is not intended as a tutorial or guide, but an overview of information about game mechanics with links to pages on each subject. More detailed information and guides may be found in articles linked here.
- 1 Survival
- 2 Combat/Damage System
- 3 Leveling Systems
- 4 Crafting Systems
- 5 Repairing Systems
- 6 Item Systems
- 7 Menu Interface
- 8 Resource Systems
- Max Stamina represents your wellness and can be restored by food, while the Agility Skill driven limit controls the Progression.
- Max Health are limited to progression system and can be modified from 100 to 200 by 10 by Fortitude Skill.
- Day and night settings can be defined by the player in the menu before starting a game.
- You can change how many in-game hours there are in each day (12 ,14, 16, or 18 hours in each in-game day). The sun will always set at 22:00 and rise at either 4:00, 6:00, 8:00, or 10:00.
- You can change how long a 24 hour cycle lasts (10, 20, 30, 40, 50, 60, 90, or 120 minutes in real time). The duration of a 24 hour cycle not only affects how long a day lasts but how long a night lasts too.
- Both day and night time have an effect on zombies. During the day almost every zombie type cannot run (some exceptions include Feral Wight and the Zombie Dog). During nighttime, every zombie can run. This can be modified (plus the run speeds) in the menu.
- Time of day or night does not affect how the player obtains experience, loot, or any other variable besides how bright or dark the world is and if the zombies are allowed to run or not.
- Every player has their own temperature and it can be affected by clothing, their surroundings, the weather, and more.
- Temperature cannot give the player any positive effects, it can only give neutral and negative effects.
- If the player does not stay between 31°F and 99°F (-0.5°C to 37°C) and goes below or beyond these temperatures they will start to be affected with status effects that will negatively affect the player's fullness (hunger), hydration (thirst), health, stamina, and Speed. If the temperature is not kept to a suitable level the player will die.
- Biome has an affect on temperature. The burnt forest is generally hot and the snowy forest is generally cold. The forest defaults to a suitable temperature.
- Standing near other players will not increase your temperature.
Wet[edit | edit source]
- Swimming in water, being outside in the rain (or snow), or against a open window inside a building while it is raining or snowing can cause the player to get wet.
- Your temperature will always decrease while you are wet.
- A campfire will not dry you but will keep your temperature up.
- To lose wetness the player must stay out of water for a period of time.
- Wearing clothing reduces this effect.
Combat/Damage System[edit | edit source]
- Block Damage determines how much damage a weapon or tool will do to a block.
- Every weapon and tool lists how much damage it can do to blocks.
- The damage inflicted to blocks is also determined by the quality and durability of the tool/weapon, the players skill levels, the player's stamina, and whether or not it is the appropriate tool for the block.
- Entity Damage determines how much damage a weapon or tool will do to a player, zombie, or animal.
- Every weapon and tool lists how much damage it can do to entities.
- The damage inflicted to entities is also determined by the players skill levels. (As of right now I am not sure if quality, durability, or stamina affects a tool's and weapon's entity damage the same way it affects block damage).
- Enemy Damage determines how much damage a zombie will deal to a player or block.
- The damage to a player will almost always be much higher than damage dealt to a block.
- Stealth allows the player to be quieter, making it harder for zombies to hear the player's movements and actions.
- When in stealth, actions like mining or looting are quieter. Some actions (notably looting) is done slower as well.
- The first attack done to a zombie while in stealth does extra damage. Any further attacks, even if the zombie did not detect the player attacking, will not take more than the first instance of increased damage.
- Stealth cannot be used when creatures are already aware of you. This includes special events like the blood moon where a horde of zombies is triggered to attack you.
- The heatmap is an invisible mechanic that controls zombie spawns around areas the players are most active.
- There are a lot of things that can increase the heatmap: using firearms, explosives, or buildings like a forge or torch.
- When the heatmap becomes very high, random screamers will start spawning and attempt to find the character. Usually this results in a small horde once the screamer detects the player and screams.
- Chopping trees, mining rocks, or digging up the ground also increases the heat map.
- Small things like opening doors, jumping, falling more than one block, or standing in an area for a period of time can also increase the heat map.
Leveling Systems[edit | edit source]
- Every player has their own level, which is increased by gaining experience points (XP).
- Most activities give XP. Killing zombies, crafting, looting, and mining all provide XP.
- Tools, weapons, and clothing do not have a minimum character level to use.
- Every level gives the character one point to spend on Skills. Five points are received from finishing the starting quest.
Perks[edit | edit source]
- Perks can be leveled by use of the skill points.
- Each perk has 5 levels, each requiring either a certain character level, or a certain level of the parent Attribute Skill.
- Players can level certain perks to increase damage with weapons, or increase effectiveness with tools.
- Crafting of a lot of 'higher-tier' items require a Perk from the intellect Attribute to craft.
- The player's Intellect attribute determines the tier of the items they craft; this controls the item's durability.
Crafting Systems[edit | edit source]
- Once a player has gathered the necessary materials, many items can be crafted directly from a player's inventory.
- Some items must be crafted inside a forge, workbench or table saw, which generally require fuel to run.
- Every craftable item takes time to craft. You can queue multiple items, including stacks of items, to craft many things in a row.
- Each crafting station (including your own inventory) has its own crafting queue, so it's possible to craft many things in parallel.
- The player cannot craft everything straight away. Some crafting recipes must be learnt through perks, and some must be found via rare schematics.
- The crafting menu allows the player to craft items.
- Opening the crafting menu does not pause time.
- The crafting menu shows the player the current items they can make, what they need to make an item, or if they have the required skill or recipe book.
- Players can only craft four stacks of items at a time.
- The only place a player can use chemistry is at a chemistry station.
- Chemistry is a cheaper way of producing some items the player can otherwise craft in their inventories. For example, gunpowder requires half the materials if crafted in a chemistry station.
- A chemistry station is essential for mass-producing items such as gunpowder, antibiotics, and oil.
- The only place a player can cook at is a campsite.
- Cooking is a requirement to be able to make unhealthy foods such as raw meat into healthy foods such as meat stew.
- Cooking is also required to make drinks such as turning bottled murky water into bottled water.
- Some recipes require additional tools, like the cooking pot, to be installed in the campfire.
- The forge is used to make nearly every metal item in the game.
- To craft an item in the forge, the material needed to craft the selected item must be smelted, putting the material in the forge itself. The forge will not use materials from the player's inventory.
- There is no way to craft any item made from the forge inside the player's inventory like the chemistry station can.
- Instead of scrapping items, players can put the items intended for scrapping into the forge, getting more resources than if the item was scrapped.
Repairing Systems[edit | edit source]
- All tools and weapons, and some clothing, have a durability which degrades over time with use.
- Repairing damaged item is important because they each become weaker the lower the durability.
- Some items, like the bone knife, cannot be repaired, and a new one must be made when it breaks.
- Any construction tool can repair blocks.
- To repair a block the player must have the resource that created the block. (This is not always the case, for example Brick Blocks need Cobblestone Rocks).
- It is very easy to see if a block requires a repair because you will either see damage done to the block, or when using a tool the health bar of the block will show (The health bar only shows when the block is damaged).
Item Systems[edit | edit source]
- The quality of an item can be found by looking at the current number and color of the durability bar at the bottom of certain item icons.
- Not all items have quality levels, but all clothing, weapons, and tools do have a quality level.
- The level of quality (along with other factors) determines how strong the certain item is, whether it be how much damage it can deal, or how much armor it provides.
- Repairing lowers the quality level. The quality level cannot be raised in any instance.
- The durability of an item can be found by looking at the colored bar at the bottom of certain item icons. The more depleted the bar, the less durability it has.
- Not all items have durability, but all clothing, weapons, and tools do have durability.
- The current durability of items (along with other factors) determines how strong the certain item is, whether it be how much damage it can deal, or how much armor it provides.
- When the durability bar reaches 50% the weapons stats start degrading in higher numbers compared to 51%-100%.
- When an item reaches durability 0 it must be repaired and is unusable otherwise. Items can still be repaired with any amount of durability lost.
- Every item has a max stack of how many of that item can be carried in a single slot.
- There is no way to raise the max stack of an item.
- The inventory used (player's or a chest) use the same max stack.
- Not every item has the same max stack. Equipment like pistols have a max stack of 1, while resources like stone can go as high as 6000.
Menu Interface[edit | edit source]
- Player's statistics can mean a lot of things, but for the most part player stats means the player's Character Level, Health, Stamina, Fullness (Food), Hydration (Water), and Temperature (Feels Like).
- You can see all of your stats in your Character Menu.
- There are also other stats in the character menu. Zombie Kills, Player Kills, Deaths, KM Traveled, Items crafted, and Longest Life.
- There is also a hidden stat known as Speed. Speed determines how fast a player can move, and it cannot be brought above 100%, but can be brought lower by injury like a broken leg, or by a temperature status effect.
- Clothing affects a lot of aspects of the player, how much damage it reduces, or the change in temperature they cause, among other things.
- Some armor will take the place of ordinary clothing, but Chest and Leg armor both have their own lots allowing players to wear Shirts and Pants.
- Some armors come in sets and some don't, but there is no bonus for having a full set of armor, besides it looking very nice and similar to one another.
- Cheat mode must be activated in the game's menu options to allow the use of the creative menu.
- The creative menu has every single item and block in the game.
- To get different quality levels the player must click refresh.
- The map is used often by players to know where they are, or set way points for their home, or places of interest.
- Way points put on the map will show up on the player's compass.
- If the player has a friend in their game and tracks them they will see them, and the direction they are looking on the map. If the player moves they will also move in real time on the map as well.
Resource Systems[edit | edit source]
- Looting is done by searching furniture, chests, or garbage cans.
- Looting takes time and the time it takes is dependent on the item being looted, and the current level of certain skills and perks the player has.
- Every item has a drop table with drop chances for certain items.
- Looting is not the same as harvesting because looting can be done by simply opening an item, while harvesting must be done with a certain tool, with no loot interface.
- Mining can be done by hand, construction tools, or most effectively, by mining tools such as the Pickaxe or Augur.
- The most common practice of mining is to find a stone node on the surface and use the appropriate tool to get small stones, raw iron, lumps of coal, and nitrate powder.
- Every biome has predominant ore spawns on the surfaces and underground. Both not always being the same.
- Surfaces ores jut out from the ground and can be mined for a single type of mineral. For example the Burnt Forest has nitrate deposits on the surface, and coal deposits underground.
- Mining is also done with Shovels, but shovels are only used for certain block types like Dirt, Sand, or Gravel, and cannot be used on any type of stone or mineral.
- Farming can be done with plants or trees, and unlike mining is indefinite as if done correctly you will always get more seeds back than you used in the first place.
- Plants can be turned into seeds in the player's inventory to allow farming, trees on the other hand will always give some seeds once a tree is fully cut down.
- Plants require natural sunlight to grow. Artificial light, such as from torches, cannot be used to grow plants which are not reached by sunlight. (Mushrooms are the only exception and do not require sunlight)
- There are many different types of blocks and each have their own appropriate tool which is best used to destroy them.
- Not using the appropriate tool reduces the damage the block takes by 20%.
- Harvesting is done by the player when a Tool is used on either an Animal's corpse or certain Furniture or Decor.
- An animal's body cannot be looted and must be harvested using an appropriate tool.
- A Bone Shiv, Hunting Knife, or Machete will always be the best tools to harvest with but any tool is usable.
- To avoid harvesting a Zombie's Corpse use a weapon instead.
- Wrenches can be used on certain furniture or decor, like an Air Conditioner, Fridge, or Sedan, all producing their own items. These items can only be harvested with a Wrench, other tools like a Claw Hammer will not work.
- The Appropriate Tool should always be used while harvesting. Otherwise the player will lose resources they otherwise could have been gained. Even though you can still harvest animals without the proper tool. Furniture or decor won't even give the player resources without the proper tool.