Production Register

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.

Status: draftOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/07-Production/02-Risk-Register.md
Decision markers0 confirmed · 0 recommendations · 2 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Production Register areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewScope & Roles
  • ReviewWorkflow
  • ReviewStage Entry / Exit Criteria
  • ReviewReview & Revision
  • ReviewFile Handoff
  • ReviewSource Control
  • ReviewNaming & Paths
  • ReviewDefinition of Done
  • ReviewExternal / Freelancer Handoff

Canonical GDD content

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.

# Risk Likelihood Impact Mitigation
R1 Overall scope too large for indie team High Critical Strict phasing (01-Roadmap-and-Milestones.md); ship a small, dense, complete Phase-1 slice before scaling; cut features, not quality.
R2 Networking/persistence backbone underestimated High Critical Treat as Phase-1 first-class work; build server-authoritative from day one; persistence abstraction early; never retrofit authority.
R3 Building-at-scale replication (hundreds of pieces × many bases) High High ISM/HISM visuals + lightweight per-piece records; dormancy + distance relevancy; decide piece representation early (../01-Gameplay/05-Building-System.md).
R4 AI-horde performance on server (~40–60 players + many zombies) High High AI LOD, active caps, relevancy despawn, StateTree efficiency; evaluate Mass only if needed; profile continuously.
R5 MetaHuman cost at scale (memory/perf) Medium High Aggressive LODs; cap full-detail MetaHumans; zombies are NOT MetaHumans (../06-Art-Audio/01-Art-Direction-and-MetaHuman.md).
R6 Cheating (severe in full-loot/raid games) High High Server authority everywhere; lag-comp without trusting client; integrate an anti-cheat before launch ([TBD] solution).
R7 Live-ops & hosting cost for official servers Medium High Player-hosted option offloads cost; plan capacity/budget; phase official fleet to Phase 3.
R8 Vehicle netcode (Chaos physics + passengers + anti-cheat) Medium Medium Defer to Phase 2; one vehicle first; budget smoothing/replication time.
R9 Boss permanent-buff balance (runaway power, unclear rules) Medium Medium Define participation rule, buff catalog, caps/stacking before building (../03-Enemies/02-Boss-Zombies.md).
R10 Offline-raid frustration vs. hardcore tension Medium Medium Decide offline-raid policy deliberately with target audience in mind (../04-Multiplayer/04-PvP-Raiding-and-Trading.md).
R11 Map scope creep (big empty world) Medium High Build small + dense first; expand via Data Layers only after the loop is fun (../02-World/01-World-Design.md).
R12 GAS learning curve (if adopted) Medium Medium Prototype GAS for stats/buffs early; if team velocity suffers, fall back to a focused custom system.
R13 Persistent save-data growth / corruption Medium Medium Versioned save schema + migrations; wipes to bound growth; backups for official servers.
R14 Content treadmill (survival games need ongoing content) Medium Medium Data-driven everything so new gear/zombies/bosses/regions are content work, not engineering.

Top open decisions to resolve (gating)

These [TBD] items have outsized impact and should be decided before deep implementation: 1. GAS vs. custom attribute/buff system. 2. Persistence backend technology + abstraction. 3. Anti-cheat solution. 4. Offline-raid policy. 5. Boss buff rules (participation, catalog, caps). 6. Map size and region rollout. 7. Wipe cadence/policy.

Guiding mitigation philosophy

The single most effective risk mitigation is phasing and ruthless scope discipline. A small, polished, fun persistent survival slice that ships beats a sprawling one that never does. Prove the core loop on a dedicated server first; everything else is layering.