Feature Specification

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

Status: draftOwner: UnassignedUpdated: 2026-09-13

Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.

Production context

Deprecated source referenceGDD/01-Gameplay/07-Crafting-and-Progression.md
Decision markers7 confirmed · 2 recommendations · 2 TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; 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

Authoritative project content

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 traditional character-level RPG.

Progression vectors

1. Crafting tech tree

  • Recipes are unlocked by acquiring blueprints (looted/researched) and/or reaching crafting-station tiers.
  • Tiers gate access: better stations → better recipes (e.g., basic campfire vs. workbench tiers vs. advanced fabricator).
  • The workbench also provides firearm work (3D inspect, attach/remove, later rail/stock adjust). Anyone in range may use it. See 09-Weapon-Customization.md. Phase 1 attach/remove is not skill-gated. Blood on inspected items is visual state, not a bench clean action — 10-Blood-Visual.md.
  • Crafting consumes resources and time; some recipes require a specific station nearby.
  • Recipe data is data-driven (DataTable/DataAsset): inputs, output, required station/tier, craft time, unlock condition.

2. Gear / loot

  • Power comes primarily from what you carry, not a character level — consistent with full-loot stakes.
  • Gear tiers from scavenged → crafted → boss-crafted. Higher tiers = better stats but greater loss risk on death.

3. Boss progression (signature system)

This is the spine of meta-progression. See ../03-Enemies/02-Boss-Zombies.md for boss design.

a) Boss components → tiered weapon crafting — [CONFIRMED]

  • Defeating a boss drops boss-tier crafting components unique to that boss/tier.
  • These components are the gate to powerful tier weapons: the higher the boss tier, the more powerful the weapon that its components can craft.
  • Top-tier weapons are only obtainable via boss components — making boss hunts the endgame driver.

b) First-kill permanent buff — [CONFIRMED]

  • The first time a given boss is defeated on a server, every player who participated in that fight receives a permanent buff.
  • The buff is permanent for those participants on that server.
  • This creates a server-wide milestone moment and rewards being present for "first blood" on each boss.
Open questions to resolve before building ([TBD])
  • Participation rule: what counts as "participated"? (dealt damage / was within range / in the encounter when it died.) Default [RECOMMENDATION]: dealt nonzero damage and was alive/nearby at death.
  • Scope of "first": per-server (default, [CONFIRMED] intent) — confirm it is not per-account-global.
  • Initial buff catalog — [CONFIRMED]: +5% run speed and +10% maximum HP.
  • Stacking & caps — [CONFIRMED]: there is no total buff cap. The same buff ID cannot be applied twice; effects with different IDs may stack even when they grant the same numeric modifier. Every persisted grant stores its stable buff ID.
  • Repeatable kills: later kills of the same boss give components/loot but not the permanent buff (only the first does).
  • Persistence: permanent buffs must be saved in player data and survive death/relog. See ../04-Multiplayer/01-Network-Architecture.md.

4. Phase 2 learn-by-doing skills — [CONFIRMED]

Skills are confirmed for Phase 2 onward, after the Phase 1 vertical slice proves the core loop. They improve through relevant activity use, not through a global XP level. Effects are intentionally qualitative until playtest tuning; exact formulas, level caps, XP curves, thresholds, and numeric bonuses are [TBD].

Skill Qualitative effect
Woodcutting Cut trees faster; spend less Stamina while woodcutting. Does not replace Tool.Role.ChopWood on the held axe. See FEAT-INVENTORY.
Scavenging Increase the chance of finding rare items; increase the amount of loot found.
Crafting Improve crafted item quality; reduce crafting time.
Blacksmithing Create metal tools; create weapons; repair metal equipment.
Engineering Repair machinery; install machinery; build machinery.
Lockpick Attempt to unlock every lockable target with sufficient equipment. On vehicles it unlocks cabin entry only and does not authorize ignition. Exact progression threshold and action tuning remain TBD in TBD-LOCK-001.
Mechanics Hotwire vehicles; repair vehicles; install/remove vehicle parts. Vehicle repair still requires the Jack + Screwdriver + Pliers tool roles in inventory; this skill does not substitute for missing tools. Successful Hotwire permanently and durably bypasses the vehicle key requirement for everyone; exact action tuning remains TBD-LOCK-001.
Construction Build structures faster; unlock or support more structure types such as metal windows and metal doors.
Endurance Increase Max Stamina; improve Stamina recovery rate.
Strength Carry more weight; hit harder.
Melee Add melee attack combos; increase melee damage.
Archery Improve bow accuracy.
Firearms Improve firearm accuracy; repair firearms (does not gate Phase 1 attach/remove).
Fishing Make fish bite faster.
Cooking Reduce cooking time; improve nutrition; improve happiness gain from food.
Medical Perform first aid faster; consume fewer medical supplies.

Crafting flow

Gather resources ──┐
Loot blueprints ───┼──▶ Unlock recipe ──▶ Have station/tier? ──▶ Craft (time+inputs) ──▶ Item
Boss components ───┘                                                   │
                                                                       └─▶ Boss-tier weapons

Implementation guidance

  • UCraftingComponent (C++) checks unlocked recipes + nearby station + inventory inputs, then requests a server-authoritative craft.
  • Recipes, blueprints, station tiers, boss-component types, the Phase-2 skill catalog, and the buff catalog are all data assets — adding content should not require code.
  • [RECOMMENDATION] implement permanent buffs (and status effects) via GAS GameplayEffects/Attributes for a clean, persistent, stackable buff layer. See ../05-Technical/01-Tech-Stack-and-Engine.md and 04-Survival-System.md.
  • Skill bonuses that modify attributes or actions should route through shared systems: GAS for attributes/effects, inventory weight for Strength, combat data for Melee/Archery/Firearms, crafting recipes/stations for Crafting/Blacksmithing/Cooking/Medical, and source-owned loot tables for Scavenging.

Crafting UI & queue contract — [CONFIRMED]

FEAT-HUD-UI defines a searchable recipe list and non-reorderable queues. Materials are reserved immediately and availability subtracts earlier queue reservations; cancel refunds them; queues continue after leaving or logout. Player and station queues are separate. Personal crafting reads only player inventory; station crafting reads only that station's storage. Station destruction cancels its queue; refund overflow destination is TBD-HUD-UI-005.

Agriculture and livestock interfaces

[CONFIRMED 2026-09-13] FEAT-AGRICULTURE first increment adds no Farming skill, no seed-crafting recipes, and no extra cooking station. Harvested Potato, Corn, Tomato and Cabbage use the existing food/cooking path when those items exist. Livestock products and feed recipes stay unapproved in FEAT-LIVESTOCK.