Weapon modding systems screen

Systems testing

Rules that make the zone feel hostile.

Connected combat, survival, sound, weather, and extraction systems that change how players move and what they risk.

Last updated 2026-05-16

Weapon modding screen
Combat

Ballistics model

Rounds track velocity loss, surface response, and weapon stability with readable field feedback.

Character gear screen
Combat

Armor and penetration

Protection depends on coverage, material class, and impact angle. Extra armor also changes movement and stamina.

Character loadout screen
Character / Gear

Stamina and load weight

Carried mass affects acceleration, vaulting, weapon sway, and recovery during long routes.

Weather survival scene
Weather

Hydration and fatigue

Planning mistakes reduce recovery and focus without turning the game into a menu chore.

Weather and visibility scene
Weather

Weather and visibility

Rain, fog, and low light change sight lines, sound masking, and AI confidence.

Map and detection planning screen
Map / World

Noise and detection

Footwear, stance, surface material, weather, and machinery feed the hearing model.

Inventory screen
Inventory

Inventory and container logic

Items belong to physical containers with access cost, volume, and load implications.

Extraction update scene
Extraction

Extraction risk system

Leaving the zone is a process shaped by exposure, route condition, and patrol response.

Tactical map screen
Map / World

Map and route planning

Route planning ties gear, patrol timing, and extraction pressure into the same pre-deployment decision.