Project Overview

Lambeer — Game Design Document

Genre: Zombie / Shooting / Survival / Third-Person / Base-Building Engine: Unreal Engine 5.7 (C++ primary, Blueprint where appropriate) Mode: Open-world PvPvE, persistent server world Platform: PC (Windows) client, Linux dedicated server Business model: Buy-to-play Scope: Small c

Status: draftOwner: UnassignedUpdated: 2026-08-27
Verified project difference: the GDD text names Unreal Engine 5.7, while Lambeer.uproject currently declares EngineAssociation: 5.8. Treat 5.8 as the verified current project version and reconcile the source GDD.

Production context

Canonical sourceGDD/README.md
Decision markers1 confirmed · 1 recommendations · 1 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 Project Overview areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewProject Snapshot
  • ReviewGame Pillars
  • ReviewMajor Systems
  • ReviewProduction Conventions
  • ReviewHigh-impact TBDs

Canonical GDD content

Genre: Zombie / Shooting / Survival / Third-Person / Base-Building Engine: Unreal Engine 5.7 (C++ primary, Blueprint where appropriate) Mode: Open-world PvPvE, persistent server world Platform: PC (Windows) client, Linux dedicated server Business model: Buy-to-play Scope: Small commercial / Indie

This GDD is the single source of truth for the design and technical direction of Lambeer. It is split into focused documents under numbered folders. Start here, then read by section.


Design summary

Topic Decision
Player mode PvPvE (cooperate or fight other players while surviving zombies)
World structure Open world, large map, World Partition streaming
Setting / theme Modern post-apocalyptic
Camera Third-person over-shoulder, ADS aiming
Character creation Curated, cosmetic-only: pick preset (male/female) + hairstyle/skin/eye color; editable at a barber. No body-size change (fixed PvP hitbox)
Combat Balanced gunplay + melee; firearm attachments; Tarkov-like mag/chamber (01-Gameplay/09-Weapon-Customization.md)
Survival Full simulation (health, stamina, hunger, thirst, temperature)
Building Free-form (Rust-like), grid-snapped pieces
Persistence Persistent server world; bases survive logout and are raidable
Death penalty Full loot drop (hardcore)
Progression Gear/loot + crafting tech tree + boss-tier weapon crafting & permanent buffs
Enemies Zombies as primary threat, multiple types + bosses
Vehicles Drivable vehicles (fuel/repair)
Day/Night & weather Dynamic sky; day/night cosmetic for survival decay. Rain applies wetness (visual + optional temperature hook) — 01-Gameplay/11-Wetness-and-Rain.md
Social Full clan + squad systems
Player interaction Full base raiding; player trading via drop-trade only
Servers Both official-dedicated and player-hosted; ~40–60 players/server
Art Photoreal (Nanite / Lumen), MetaHuman characters

Signature feature: Boss loop

Boss zombies are the centerpiece of progression:

  • Boss zombies drop tier-specific crafting components. Higher boss tiers unlock more powerful craftable weapons.
  • The first time a boss is defeated on a server, every player who participated receives a permanent account/character buff (server-wide milestone reward).

See 03-Enemies/02-Boss-Zombies.md and 01-Gameplay/07-Crafting-and-Progression.md.


Scope warning (read this)

PvPvE + open world + persistent, raidable, server-hosted bases is the Rust / DayZ problem space — one of the most expensive genres to ship. For an indie team this is high risk. This GDD intentionally separates v1 (shippable core) from later phases and flags every "big-cost" system. See 00-Overview/02-Scope-and-Constraints.md and 07-Production/02-Risk-Register.md.


Document map

00 — Overview

01 — Gameplay

02 — World

03 — Enemies

04 — Multiplayer

05 — Technical

06 — Art & Audio

07 — Production


Conventions used in this GDD

  • [CONFIRMED] — decided with the project owner.
  • [RECOMMENDATION] — proposed by design; needs owner confirmation before it is built.
  • [TBD] — open question, not yet decided. Do not implement until resolved.
  • [RISK] — flagged cost/feasibility concern.

Anything not explicitly marked CONFIRMED should be treated as not-yet-final.