Nikita Belonogov

Ideas (61)

Zombies

Zombies hear, see and smell you

Senses with sandbox-tunable sight, hearing and memory, so sneaking, lighting and noise discipline matter.

Health

Per-body-part wounds and treatment

Scratches, lacerations, deep wounds, fractures and burns on each limb, treated with bandages, splints, disinfectant and sutures.

World

Day and night with real darkness

Nights get truly dark; flashlights, lamps and lit windows attract attention.

Zombies

Zombie hordes that migrate

Large groups drift across the map over days, drawn by noise and events, so a quiet base can suddenly be in the path of a horde.

Items

Hotbar and quick-equip

Belts, holsters and straps let you attach weapons and tools for instant switching mid-fight.

Combat

Melee with stamina, weight and swing arcs

Each weapon has reach, swing time, knockback and multi-hit; exhaustion and heavy load make you miss.

Items

Tetris inventory system

Zombies

Zombie Evolution

slow to fast over time

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Combat

Shove and stomp

Push zombies away bare-handed, knock them down and finish them with a boot; the only free weapon you always have.

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Items

Containers, bags and carry weight

Backpacks, duffel bags and pockets with capacity and weight reduction; encumbrance slows you and tires you.

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World

Generators and fuel

Power a building with a generator, fuel it from gas pumps and cans, keep it maintained and away from bedrooms.

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UI & Audio

Ambient sound and zombie groans

Positional groans, footsteps, rain and the silence of an empty town; sound is how you survive.

OutdoorsVehicles

Mudrunner's offroad

Dirty and hard to pass off-road, like in MudRunner

Survival

Reading skill books and magazines

Books multiply skill XP for a while; recipe magazines unlock crafts you did not know.

Zombies

Thumping and breaking through doors

Zombies pound on doors, windows and barricades until they give; a besieged house becomes a timed problem.

Craft

Craft minigame

Each item craft is a minigame instead of just a progress bar

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Rendering

Dynamic lighting and shadows

Light sources, time of day and indoor darkness that reads clearly at the isometric angle.

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Rendering

Cutaway walls and multi-storey buildings

Walls hide when you walk behind them; upper floors, roofs and basements are navigable.

UI & Audio

The inventory and loot panes

PZ's two-pane inventory with drag, transfer-all, filters and the context menu that does everything.

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Survival

Food spoilage and fridges

Fresh food rots on a clock unless refrigerated or frozen; the power cut turns every fridge into a countdown.

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Vehicles

Driving, fuel and vehicle damage

Cars with keys, batteries, fuel, flat tyres and a hood full of parts; running zombies over costs you the windshield.

Health

Cold, wet and hypothermia

Rain, winter and wet clothes drain body heat; wrong clothing in the wrong season can kill as surely as zombies.

Vehicles

Vehicle mechanics and part swapping

Remove and install tyres, batteries, brakes and engines with the mechanics skill; a car becomes a project.

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World

The power and water shutoff

Utilities fail after a few weeks; the world gets dark and dry and every plan changes.

Combat

Firearms with noise, recoil and reloading

Guns are loud enough to pull a whole town, need ammo and magazines, and skill decides whether you hit.

Building

Barricading windows and doors

Planks, metal sheets and bars nailed over openings; zombies have to chew through them first.

Combat

Molotovs, pipe bombs and noise makers

Throwables that burn, blast or distract; crafted from loot and dangerous to the thrower.

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Building

Locks, keys and lockpicking

Houses and cars have keys; break in by smashing a window, prying a door or finding the key on a corpse.

Zombies

Fake-dead and lunging zombies

Some corpses are not corpses; crawlers lunge at your legs from under cars and bushes.

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Outdoors

Farming with seasons, watering and disease

Plant seeds, water, fertilise, fight mildew and aphids, harvest and save seeds for next year.

Health

Panic, stress and moodles

Seeing zombies, darkness and pain raise panic, lowering accuracy and vision; beta blockers, books and time calm you.

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Items

Skills with XP and multipliers

Carpentry, cooking, aiming, sprinting and more level up by doing, with books and traits speeding them up.

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Survival

Sleep, fatigue and nightmares

You must sleep; beds, tiredness, pain and panic change how well you rest and whether you wake up in time.

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Survival

Rain collectors and water purification

Taps stop working; collect rain, boil or bleach it, and plumb barrels into sinks with a wrench.

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Building

Metalworking with a propane torch

Weld metal walls, bars and crates; needs a welding mask, torch and scrap.

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World

Weather: rain, fog, snow, wind and storms

Weather fronts change visibility, noise, temperature and zombie behaviour.

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Building

House alarms

Some houses are alarmed; breaking in sets off a siren that pulls every zombie within blocks.

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Outdoors

Campfires and fire spread

Cook on an open fire, but fire spreads through grass, buildings and zombies alike.

Combat

Clothing that protects against bites

Leather, denim and layered clothes add bite and scratch defense per body part, at a cost in heat and mobility.

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Characters

Professions and traits at character creation

Pick a job and balance positive and negative traits for starting skills, recipes and quirks.

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Survival

Hunger and thirst

Eat and drink every day; moodles warn you, then strength and health follow.

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Characters

Animated clothing layers on the character

Every item you wear shows on your body, gets bloody and torn, and dirty clothes matter.

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Survival

Cooking and evolved recipes

Soups, stews, stir-fries and sandwiches built from whatever ingredients you have, with spices and skill changing the result.

Items

Weapon condition and repair

Weapons wear down and break; maintenance skill, duct tape, glue and spare parts keep them going.

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Building

Carpentry: walls, floors, stairs and furniture

Build a base from planks and nails, from a simple rain collector to a two-storey fort.

Health

Infection, fever and medicine

Dirty bandages and untreated wounds get infected; antibiotics, painkillers and rest change the outcome.

Building

Moving and placing furniture

Pick up beds, shelves and stoves and rebuild a kitchen wherever you want.

Items

Tailoring: patching and padding clothes

Rip clothing into strips, patch holes, add leather or denim pads to raise defense.

UI & Audio

Moodle icons

The icon stack that tells you hungry, tired, panicked, wet, in pain, with levels and tooltips.

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Zombies

Zombification after a bite or scratch

Bites almost always infect, scratches sometimes do; fever, then death, then a new zombie wearing your clothes.

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Zombies

Zombie respawn and population regrowth

Cleared areas slowly fill back up unless you keep them clear, with sandbox control over rate and peak day.

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Outdoors

Foraging by zone and season

Search mode reveals berries, mushrooms, herbs, stones and twigs depending on the area and your skill.

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World

Loot respawn and rarity sandbox options

Sandbox-defined abundance per category, with optional respawn in unvisited containers.

UI & Audio

Proximity Chat

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Outdoors

Trapping small game

Set snares and cages with bait in the right zone; check them before something else does.

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Outdoors

Animals: chickens, cows, sheep and husbandry

Keep livestock for eggs, milk, wool and meat; feed them, fence them, butcher them.

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Outdoors

Fishing with rods, nets and lines

Fish by hour and weather, with bait and rod quality changing what and how much you catch.

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Vehicles

Towing and trailers

Hook a trailer or a dead car to haul loot and move wrecks out of the road.

World

Radio and TV broadcasts

Early-days broadcasts tell the story of the outbreak and teach skills; later it is static and a lone voice.

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Zombies

Sprinters, shamblers and crawlers

Sandbox-selectable zombie speeds and crawler variants that change how every fight and escape plays out.

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Health

Nutrition: calories, protein, fat and weight

What you eat changes your weight and strength over weeks; underweight and obese traits appear and disappear.