Systems

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

PLAYER

Character system

ALS/Lyra-based movement with sprint, slide, crouch, climb, swim, and contextual animations feeding stamina, noise, and stealth checks.

WORLD

Interaction matrix

Handles door panels, loot caches, and NPC dialogue cues through a unified targeting outliner and voice notify feedback.

GEAR

Inventory & equipment

Stackable items, drag-and-drop slots, and stat-altering gear share data with the attribute manager and save system.

THREAT

Combat pipeline

Melee combos, firearms, and thrown tools use one damage resolver with stamina costs, hit reactions, and voice responses.

SETTLEMENT

Builder forge

Place shelters, defenses, and crafting stations directly from inventory blueprints—structures persist between saves and influence AI suspicion.

FARMING

Agronomy loop

Plant, water, and harvest crops with time-based growth stages that feed cooking, crafting, and faction contracts.

WORKSHOP

Crafting fabricator

Combine recovered materials using recipe tiers. Advanced versions unlock when memory shards reveal SYNCNODE schematics.

PROGRESSION

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.

The toolbox powering AIKA’s field missions is identical here—testing the slice advances both engineering and story planning.