Devlog #1 - Building the Foundation of Wasteland Survival
Crafting the Core Loop of an Immersive Sandbox Survival Experience
https://youtu.be/WotVBENWYOU
Hi everyone! First off, thank you so much to everyone who’s followed or added The Apocalypse to their Steam Wishlist. We’re a small indie game development team, and this devlog series is here to give you a transparent look into our journey.
Since this is our very first devlog, we’ll focus on the basics. In future posts, we’ll dive deeper into design decisions, new features, and development progress.
And if this is your first time hearing about us, we’d love it if you could follow our Steam page. We’ll be posting updates regularly. Feel free to leave a comment with anything you’d like to ask or see covered in upcoming entries.
Why a Sandbox Survival Game?
“I’ve spent half my life coding. And when it comes to sandbox survival games, I’m a long-time fan.”
“There’s a unique magic to these games—you just can’t put them down. Exploring unknown maps, building shelters from scratch, managing your own little homestead, scavenging for supplies, fending off zombies… the sense of progression and creative freedom is like nothing else. It’s incredibly immersive and deeply satisfying. I could spend hours without even noticing.”
“But after years of playing, I realized something. These games are becoming a bit too… intense. Systems keep getting more complicated, features keep piling up. Sure, that’s great for content, but what about time? Most of us only have fragmented playtime.”
“We want immersive gameplay and deep systems, but we also crave accessibility—something we can pick up and enjoy without being overwhelmed. That contradiction really stuck with me.”
“So I started wondering: can we make a different kind of sandbox survival game? Something less hardcore and more welcoming. Something you can enjoy even if you only have an hour to spare. Throw in the option to team up with friends in the apocalypse, and suddenly it’s not just survival—it’s fun.”
Making the Leap
“Two years ago, I quit my job to go all in.”
“The first stage was all about learning and building the basics. Game development is no joke—turning an idea into a playable experience takes time. I started by clarifying the core gameplay loop and testing the feasibility of key systems. To prove our direction, we released a rough early prototype.”
Multiplayer Core Feature Plans
[h2]Core Features:[/h2]
1.Player Stats: Health, hunger, thirst, stamina.
2.Resource Gathering: Collect (trees, stones), scavenge (containers, ruins).
3.Crafting System: Tools (stone axe, pickaxe), basic weapons (wooden club, spear), building materials (walls, floors, doors).
4.Base Building: Placement, rotation, and removal of foundations, walls, doors, floors, roofs (solo mode).
5.Combat System: Melee weapons (swing/hit feedback), basic ranged (e.g. bows), base damage mechanics.
6.Zombie AI: Patrolling, chasing, attacking. Basic types (walkers, runners).
7.Open World Test Zone: Forests, roads, ruins with basic resource nodes, LOD.
8.UI: HUD, inventory, crafting and building menus.
9.Playable Deliverable: Demo version with single-player or local co-op, core loop functioning.
10.Internal Test Focus: Survival balance, resource pacing, building flow, combat feel, zombie threat level.
[h2]PvE Features in Progress:[/h2]
1.Zombie AI Upgrade: Sensory system (sight, sound), group behavior, special zombies (explosive, ranged, armored).
2.PvE Events/Goals: Random encounters, small outpost clearing, wave defense (prototype).
3.Environmental Threats: Radiation zones, harsh weather effects (early).
4.Loot Events: Airdrops, supply convoys, ship containers.
[h2]PvP Features:[/h2]
1.Player Damage & Kill Mechanics: PvP toggles and consequences.
2.Territory/Ownership Systems: Locked chests, territory cabinets (TC), core buildings, structure damage.
3.Friendly Fire & Alliances: Team damage controls, faction mechanics.
4.PvP Zones: Resource control points for player conflict.
[h2]Social Systems:[/h2]
1.Guild System: Create, join, manage members with roles and tags.
2.Friend System: Add friends, team invites.
3.Chat Enhancements: Channels (global, guild, team), emojis.
[h2]Vehicles:[/h2]
1.Basic Vehicles: Bicycles, small cars, RVs, heavy-duty vehicles (crafted/found).
2.Driving & Physics: Fuel system, basic handling.
3.Vehicle Storage: Limited cargo space.
Current Status
“After the rough prototype, development has entered a more structured and stable phase. We’re now focusing on the ‘Multiplayer Survival Mode’ and expanding both PvE and PvP content, alongside polishing core systems.”
Upcoming Alpha Test
If all goes well, we plan to launch an Alpha Test in Q3 of this year. If you’re interested, you can sign up via our player survey:
Alpha Sign-Up: https://forms.gle/98pPi58hdUSYTbyQA
Share Your Thoughts
If you have any questions or topics you want us to cover in the next devlog, leave a comment! We’ll gather feedback and respond to what players care about most.
Thanks again for your support, and we’ll see you in the next update!