Lambeer
A structured, offline production system generated from every source in GDD/. Search by system, ID, type, category, status, or unresolved decision.
Lambeer.uproject declares Unreal Engine 5.8, while the source GDD overview and technical stack still name 5.7. The HTML pages preserve the source text and flag the verified current version.Art & Audio
3 documentsArt Direction & MetaHuman Pipeline
Art direction — CONFIRMED
Audio Direction
Audio is a survival-game force multiplier: it carries tension, telegraphs threats, and is a gameplay signal (sound attracts zombies; gunfire reveals you). Treat key sounds as gameplay, not just polish.
Reference Games
These are touchstones for specific systems. The goal is not to clone any one of them, but to borrow proven solutions and avoid known pitfalls. Use this as a shared vocabulary during design discussions.
Design
2 documentsEnemies
3 documentsBoss Zombies (Signature System)
Boss zombies are the endgame driver and the most distinctive feature of Lambeer. They gate the most powerful weapons and grant permanent buffs to the players who first defeat them. Design and progression rules cross-reference ../01-Gameplay/07-Crafting-and-Progression.md(../01-Ga
Zombie & Boss Roster
Searchable design roster for common zombies, boss tiers, and the dynamic horde event.
Zombie Design
Zombies are the primary threat and feature multiple types — CONFIRMED. They provide constant PvE pressure that coexists with PvP, drive loot/resource gain, and culminate in boss encounters (see 02-Boss-Zombies.md(02-Boss-Zombies.md)).
Gameplay
11 documentsBlood Visual (Stains, World Feedback, HUD)
Visual blood only. It does not change combat, survival, stealth, or other gameplay in this spec. Any future gameplay use of blood is TBD.
Building System
Free-form (Rust-like) construction — CONFIRMED. Players place modular structural pieces that snap together to form custom bases. Bases are persistent on the server and raidable by other players.
Character Creation & Appearance
Overview
Combat System
Combat is balanced gun + melee — CONFIRMED. Both are first-class; the player constantly switches based on ammo, range, and threat. All combat is server-authoritative.
Core Gameplay Loop
The loop at three timescales
Crafting & Progression
Progression is gear/loot + a crafting tech tree, with a signature boss-driven layer on top — CONFIRMED. There are no global character levels; Phase 2 adds per-skill learn-by-doing proficiency so repeated activities improve related capabilities without turning the game into a trad
Inventory & Items
Model — CONFIRMED SCUM-style worn containers + weight
Player Character
Overview
Survival System
Full-sim survival — CONFIRMED. The player manages multiple decaying needs. Neglect causes escalating penalties and eventually death. This is a primary source of the "push" that forces players out of safety.
Weapon Customization (Workbench & Field)
Firearms can be customized with attachments, loaded like a Tarkov-style magazine/chamber loop, repaired, and (later) adjusted. All of this is server-authoritative. Numeric tuning (times, jam chances, stock stat curves) is TBD — do not invent values in implementation.
Wetness and Rain
When it rains, exposed characters and worn/held surfaces get wet. Wetness is a real, replicated visual (and optional survival) state — not only a sky/particle effect.
Multiplayer
4 documentsClans & Squads
Full clan + squad systems — CONFIRMED. Players can form small tactical groups (squads) and larger persistent organizations (clans). Group identity drives cooperation, base ownership, and territory.
Network Architecture
RISK This is the highest-cost, highest-risk area of the project. Persistent, server-authoritative, raidable PvPvE for ~40–60 players is genuinely hard. Treat the networking + persistence backbone as a Phase-1 first-class deliverable, not something to retrofit.
PvP, Raiding & Trading
Player-vs-player interaction is core to the PvPvE experience. Players can fight, raid each other's bases fully, and trade only by dropping items.
Servers & Hosting
Both official-dedicated and player-hosted servers — CONFIRMED. Players can join servers run by the developer and can also rent/run their own dedicated servers (Rust-like).
Production
4 documentsDecision Backlog
Searchable index of every explicit [TBD] marker across the canonical GDD.
Project Setup Steps
A checklist to take the project from its current template state to the Lambeer foundation. Do these before/at the start of Phase 1. Treat destructive steps (deletions) carefully and commit to source control first.
Risk Register
The biggest risk to Lambeer is scope vs. team capacity: an indie team building a Rust/DayZ-class persistent PvPvE survival game. This register lists the concrete risks, their impact, and mitigation direction. Revisit each phase.
Roadmap & Milestones
A phased plan that de-risks the ambitious PvPvE-persistent design by proving the core loop before scaling. Phases gate each other — do not start a later phase until the prior phase's exit criteria are met. Calendar dates are intentionally omitted (TBD with the team's capacity); t
Project
1 documentsTechnical
4 documentsC++ & Blueprint Guidelines
C++ is primary; Blueprint is allowed where it is the right tool — CONFIRMED. This document defines the division of responsibility so the codebase stays performant, networkable, and maintainable.
Content Folder Structure (UE5 Best Practice)
This defines the canonical layout for Content/ and the asset naming conventions. Following it from day one prevents the disorganized asset sprawl that plagues survival projects with thousands of assets.
Source Code Structure (C++)
This defines how the C++ source is organized so it mirrors the design and stays maintainable. It complements the content layout in 03-Content-Folder-Structure.md(03-Content-Folder-Structure.md).
Tech Stack & Engine
Engine & project facts (verified from Lambeer.uproject)