Systems

Survival systems overview

Every system exists to keep the ARK and the crew alive on long hauls. Movement, combat, building, farming, and morale feed the same survival loop across the Basin.

Key systems

PLAYER

Character & movement system

Sprint, climb, vault, swim, sneak, crouch, slide. Stamina and vitals link every move to how you fight, talk, and keep the crew steady.

GEAR

Inventory & equipment

Pack what you can carry. Weight, quick slots, and durability matter for weapons, tools, medkits, energy cells, crafting parts, and food.

SETTLEMENT

Builder & structures

Drop shelters, storage, crops, generators, collectors, traps, and defenses. Each build needs upkeep against storms and raids.

WORKSHOP

Fabrication & crafting

Tear down scrap, refine it, and craft tools, weapon parts, ammo, and field gear. Better recipes unlock from fragments, logs, and recovered tech.

WORLD

Interaction & NPC logic

One interaction layer for loot, switches, terminals, logs, doors, fires, and benches. Conversations stay sharp and reactive to your choices and reputation.

THREAT

Combat system

Melee and ranged fights with dodge, parry, stagger, flinch, weak points, and weapon condition. Enemies listen, patrol, and escalate when you push them.

FARMING

Agronomy

Grow crops in layered beds. Plants react to water, light, nutrients, storms, pests, and Swarm traces. Harvests feed your food, crafting, healing, and trade loops.

PROGRESSION

Level & XP core

XP fuels attributes and perks. Combat, exploration, crafting, farming, and story calls all contribute. Telekinesis grows on its own path in both story and play.

Why they work together

Clear roles

Movement, combat, crafting, farming, AI, and persistence stay clear and testable. Tweaks don’t break the rest of the ship.

One state for all

Weather, AI, crops, vitals, and structures read from the same state. When a storm hits, everyone feels it at once.

Story follows action

No cutscene dump. Storms, encounters, scarcity, telekinesis, NPC moods, and base health all push the narrative forward.

Minden modul akkor kerül be, amikor eléri a kampány szintjét — így a játékmenet és a narratíva együtt érkezik a végleges kiadásban.