Feature Specification

Core Gameplay Loop

The loop at three timescales

Status: reviewOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/01-Gameplay/01-Core-Gameplay-Loop.md
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Use these required Feature Specification areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Canonical GDD content

The loop at three timescales

Moment-to-moment (seconds)

Move → assess threats (zombies, players) → fight or flee → manage stamina/ammo → loot → manage survival stats. In Phase 2, repeated activities also feed the relevant learn-by-doing skill.

Session loop (minutes to hours)

  1. Spawn / return to base or a safe point.
  2. Plan based on needs: food, water, materials, gear, blueprints.
  3. Scavenge / hunt — explore POIs, kill zombies, gather resources, fight or avoid players.
  4. Engage threats — zombie encounters, optional boss hunts, PvP.
  5. Return & invest — store loot, craft, repair, upgrade and fortify the base.
  6. Log off — base persists and is vulnerable. (See ../04-Multiplayer/04-PvP-Raiding-and-Trading.md.)

Meta loop (days to weeks)

Tech-tree unlocks → higher-tier gear → tougher regions and bosses → boss components → top-tier weapons → permanent buffs → Phase 2 skill mastery → territory dominance. Setbacks (death, being raided) feed back into the scavenge loop.

        ┌─────────────────────────────────────────────┐
        │                                             │
   ┌────▼────┐   ┌──────────┐   ┌──────────┐   ┌──────┴──────┐
   │ Survive │──▶│ Scavenge │──▶│  Fight   │──▶│ Build/Craft │
   │ (stats) │   │ (loot)   │   │ (PvE/PvP)│   │ (invest)    │
   └────▲────┘   └──────────┘   └────┬─────┘   └──────┬──────┘
        │                            │                │
        │         ┌──────────────────▼────────┐       │
        └─────────┤  Boss hunts → components,  ◀───────┘
                  │  weapons, permanent buffs  │
                  └────────────────────────────┘

What makes the loop compelling

  • Stakes: full-loot death and raidable bases mean every excursion is a real bet.
  • Pull factors: crafting unlocks and boss rewards constantly dangle the next upgrade.
  • Long-tail mastery: Phase 2 learn-by-doing skills reward repeated play in the activities players already care about, without adding a global character level.
  • Push factors: survival stats decay and zombie pressure prevent turtling forever.
  • Social variance: other players inject unscripted drama into an otherwise systemic loop.

Failure & recovery

  • Death = drop all carried loot at the death location (hardcore). Player respawns at a bed/sleeping bag or a fresh spawn, with nothing.
  • Recovery hook: because death is harsh, the early scavenge loop must be fast and forgiving enough to re-arm quickly. The first 5 minutes after death should give a clear path back to viability.
  • Base loss: a fully raided base is a major setback but not account-ending — territory and a fresh start remain possible.

See related: 04-Survival-System.md, 07-Crafting-and-Progression.md, ../03-Enemies/02-Boss-Zombies.md.