
Survival Story is a game that incorporates survival mechanics inspired by games like 7 Days to Die, Project Zomboid, Don't Starve, and the RLCraft mod for Minecraft.
You spawn with nothing. Challenges become deadlier the farther out from spawn point you travel, to the point where they are near impossible to handle, guarding the next farthest region over the horizon. Be the player to survive the longest or explore the farthest into the distance.
There is also a unique story underlying the player's circumstance, hinting as to why they exist in this world, and why sleep and dreams are important.

Developed for Multiplayer Compatibility

Survival Inventory with Equipable Clothing + Armor, and with Quick Crafting

Skill Progression
Survival Story is very early in development and is planned to be a multi-year project. My goal is to create most features from scratch (and not rely on existing mods), so I can learn all aspects of the Luanti API in order to better optimize the game for multi-player. Any questions or comments let me know.
Download: Survival Story v0.0.4 - GitHub page
Video Update: https://www.youtube.com/watch?v=Q7Hra0tIDbg
Changelog v0.0.4:
Spoiler
- reduced resource requirements for string and a few other recipes
- added ability from Settings tab to disable pop-up notifications by group type
- added 'baseline value' mechanism
- added visual marker on most stat bars to show the baseline value
- thermal status section in Status tab now displays all factors that impact 'feels like' temperature
- added ability for clothing and armor to offset 'feels like' temperature when on dry land or in water
- added 'water temperature' equipment buff that offsets water temperature based on equipped clothing/armor
- added 'sun protection' equipment buff that offsets solar radiation based on equipped clothing/armor
- added 'electrical' equipment buff that offsets electrical damage based on equipped clothing/armor
- added 'gas' equipment buff that offsets toxic gas damage based on equipped clothing/armor
- added illness mechanism that triggers status effects with 'cold', 'flu', and 'pneumonia' severities
- added sneezing and coughing effects that are occasionally triggered when ill
- trigger illness from external factors like cold weather and lack of sleep (low alertness)
- added poison mechanism that triggers status effects with 'stomach ache', 'nausea', and 'dysentery' severities
- added vomiting effects that are occasionally triggered when poisoned
- trigger poisoning from consuming raw or bad food or drinking unclean water
- added leg condition mechanism that triggers status effects with 'sprained', and 'broken' severities
- trigger leg injuries from running and jumping from high places
- added hand condition mechanism that triggers status effects with 'sore', 'sprained', and 'broken'
- trigger hand injuries from swinging heavy tools and punching hard objects with bare hands
- added ability to splint or cast leg injuries for faster recovery
- added ability to 'crawl' up 1 meter blocks if jumping is severely hindered due to injury, exhaustion, or carrying weight
- ensured that wearing hand or foot protection like socks, shoes, and gloves, reduces those injuries
- added wetness (skin moisture) mechanism that is activated by standing or submersion in water
- alertness is increased when standing or submerged in water
- added tooltips that describe negative impacts from status effects when hovering over their names in the Status tab
- added Skills tab allowing use of earned skill points to improve player abilities including stat maximums, stat restore rates, stat drain rates, resistance to injury and illness, walking, running, and jumping
- added more info display to debug wand
- updated stats wand to modify the new stats like legs, hands, illness, poison, and wetness
- more code refactoring and better code organization
- lots of updates to Help tab
Features:
Spoiler
- Overhauled Inventory UI - equipped clothing and armor [left pane], inventory and item info [middle], crafting and ingredients [right pane]
- Item Info Panel - displays detailed info of a selected inventory item or recipe item
- Gridless Quick Crafting - click a recipe item [right pane] to view ingredients, click a 'craft' button to craft it and use up available ingredients currently in the inventory
- Recipe Categories - filter craft recipes by tools, weapons, armor, medical, etc.
- Bag Slots - add bags to increase the number of available inventory slots
- Inventory Weight System - the more stuff you carry, the heavier you get, the more negative impact to movement, jumping, and food/water consumption.
- Overhauled Stats System - stats like health, hunger, thirst, immunity, sanity, stamina, and experience, with HUD statbars and modifiable max values.
- Sprinting - sprint with stamina drain along with 'exhaustion' state, which impacts moving, jumping, thirst, etc. if exertion continues.
- Custom player model with custom animations, and with elbow and knee joints!
- Fully crouch through 1 meter spaces
- Choice of male vs female player model with color customization for skin, hair, eyes, and base underwear
- Clothing and armor equip system with color variations
- Clothing and armor provide stats buffs like damage protection, weather protection, disease and radiation protection, etc.
- Campfire with optional tools to increase cooking and fuel slots
- Storage bag items that can be equipped to improve inventory or can be placed on the ground for storage.
- Variable Item Consumption - Some consumable items can be used or consumed multiple times before it is removed from the inventory.
- Water Containers - Drink from, or refill, or boil water in (wood, glass, metal, etc.) containers to make it safer to drink, but also increases the container's wear.
- Skill Progression - improve abilities with skill points earned from gaining experience levels
- Biome Climate - air and water temperature, humidity, and wind unique to each biome which impacts player condition
- Radiant Sources - hot or cold objects (like campfires) that impact player's perceived temperature and comfort
- Wetness - getting wet from rain or submersion in water and lowers feels-like temperature
- Status Effects - conditions that activate due to low stats or environmental factors like hot or cold.
- Hand and Leg Injuries - soreness, sprains, and bone breaks if not careful
- Hit/Attack Cooldown - prevent weapon hit spamming by increasing chance of missing the target.
- Multiple Use Items - Items that can be eaten or used multiple times before its gone
- Food Consumption Cooldown - prevent eat/drink spamming by increasing chance of choking or coughing.
- Item Action Cooldown - prevent spamming actions like refilling water containers, using medical items, etc.
- Item Bundling - stack items like tools, clothing, consumable items, that have different properties
Features planned for next update:
Spoiler
- rain and snow effects
- ambient sounds for wind and rain
- replace default biomes with apocalyptic style biomes
- basic sleep mechanic
Features to add before full 1.0.0 release:
Spoiler
- Game Animals - birds, boar, deer, wolf
- Hostile Creatures - zombies or maybe something else...
- Item Scrapping - break down items to its base materials
- Crafting Stations - furnace and workstation
- Unique Sleep Mechanic - sleep does not progress time and puts you in a dream like state
- Building/Construction - building blocks crafted from base materials and can be upgraded for higher durability
- Mob Block Destruction - hostile mobs can attempt to destroy blocks to reach player when in attack mode
- Hostile Mob Difficulty Progression - hostiles become stronger and more dangerous the farther away from spawn origin
- Consistent Art Style - customize block, item, and ui textures into style based on 32x32 pixel resolution
- Weather Events - rain, snow, dust storms, etc.
- Basic Vehicles - along with mine carts, bike, scooter, cars (maybe?), and basic flying mode like hot air balloon or glider.
- Town and Cities - loot towns and cities for items and equipment
- Lua callback function for when 'jump', 'aux1', and 'sneak' key is pressed - for efficient and precise coding of player stat changes, visual effects, and sound effects when jumping, sprinting, and crouching.
- Lua callback function for when 'inventory' key is pressed - allow modders to code unique gameplay mechanics based on whether the inventory formspec is currently shown. exampe: dropping item from hotbar using inventory formspec interaction vs dropping an item from hotbar via 'drop' key.
- Update/refresh specific formspec element - ability to update only certain formspec elements instead of having to pass the full formspec code into show_formspec() each time.