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: 2026-09-13

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.

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Deprecated source referenceGDD/07-Production/02-Risk-Register.md
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Authoritative project 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 and harden Easy Anti-Cheat (EAC) before launch.
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 Implement stable buff IDs, duplicate prevention by ID, and monitor uncapped cross-ID stacking during balance tests (../03-Enemies/02-Boss-Zombies.md).
R10 Offline-raid frustration vs. hardcore tension Medium Medium Offline raiding is confirmed; communicate the hardcore rule clearly and monitor retention/frustration (../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 (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 SQLite schema + migrations, lifecycle cleanup, compaction/archival, and tested backups; scheduled wipes are not used.
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)

Resolved gating decisions: GAS, dedicated-server SQLite persistence, EAC, offline raiding allowed, no scheduled wipes, 100 km² world target, and uncapped permanent buffs with duplicate prevention by buff ID.

Remaining high-impact [TBD] decisions: final performance targets; raid-window policy; boss participation/PvP eligibility; Boss_Butcher moveset and arena-release rules; final tuning values; and region/biome rollout inside the 100 km² world.

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.