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01

DevelopmentJuly 5, 2026

Building the First Multiplayer Prototype

Every Fugitive Studios game starts the same way: build the systems first, and let the stories happen. This first entry covers where the multiplayer prototype stands and what's next.

The first milestone for the untitled survival project is simple to describe and hard to build: two players standing in the same world, moving, and seeing each other move. Everything else — factions, economy, combat — stacks on top of that foundation.

What's Working So Far

The prototype currently focuses on three things:

  • Player movement — a character controller that feels responsive before any networking gets involved.
  • Basic networking — connecting clients to a host session and syncing player positions.
  • Modular architecture — keeping systems decoupled so survival mechanics can be added later without rewrites.

Early prototype capture — placeholder until the first real screenshot
Early prototype capture — placeholder until the first real screenshot

Keeping the Code Clean

A big goal for this project is clean, modular Unity architecture from day one. Systems talk to each other through events instead of hard references, so a system like hunger can be added or removed without touching movement or networking.

// Systems subscribe to events instead of referencing each other directly.
public class HealthSystem : MonoBehaviour
{
    private void OnEnable()  => DamageEvents.OnDamageTaken += ApplyDamage;
    private void OnDisable() => DamageEvents.OnDamageTaken -= ApplyDamage;
}

What's Next

The next step is interaction: players affecting the world and each other. That means a shared object system, a first pass at inventory, and stress testing with more than two clients.

Progress updates will land here as development continues. Follow along on the socials linked below.