Survival systems overview
Every mechanic in the slice runs on the same component chain shipping with the project: Abstract → Basic → Advanced. What you test is the backbone for the finished story mode.
Subsystem modules
Character system
ALS/Lyra-based movement with sprint, slide, crouch, climb, swim, and contextual animations feeding stamina, noise, and stealth checks.
Interaction matrix
Handles door panels, loot caches, and NPC dialogue cues through a unified targeting outliner and voice notify feedback.
Inventory & equipment
Stackable items, drag-and-drop slots, and stat-altering gear share data with the attribute manager and save system.
Combat pipeline
Melee combos, firearms, and thrown tools use one damage resolver with stamina costs, hit reactions, and voice responses.
Builder forge
Place shelters, defenses, and crafting stations directly from inventory blueprints—structures persist between saves and influence AI suspicion.
Agronomy loop
Plant, water, and harvest crops with time-based growth stages that feed cooking, crafting, and faction contracts.
Crafting fabricator
Combine recovered materials using recipe tiers. Advanced versions unlock when memory shards reveal SYNCNODE schematics.
Level & XP core
Tracks skill ranks, distributes attribute points, and rewards system usage—farming, combat, exploration all feed the same curve.
Operational pillars
Component clarity
Abstract interfaces make it easy to swap or extend modules. Every gameplay beat you try can be rebuilt without breaking saves.
Shared data flow
Stats, audio, animation, and UI read from the same sources. If stamina drops, footsteps, camera sway, and dialogue all react together.
Story-first simulation
Systems never run in isolation. Building a shelter or crafting a weapon also pushes AIKA’s narrative triggers forward.