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In Development2026 — Present

FOB: Forward Operating Base

A multiplayer survival concept focused on freedom, factions, skills, economy, combat, and emergent stories.

EngineUnity
LanguageC#
GenreSurvival Sandbox
FocusSystems / Multiplayer

Project Overview

This project is being developed as a long-term experimental survival game built around modular systems, online gameplay, world interaction, and player-driven progression.

The goal is to create a game where players do more than complete objectives. They build reputations, join or form factions, take risks, develop skills, and create stories through the choices they make.

Key Features

Multiplayer survival systems
Faction-based gameplay
Skill progression
Player-driven economy
Combat systems
Open-world experimentation
Modular Unity architecture
Emergent player stories

Breakdown

Design Pillars

Freedom first: players choose how to survive — fight, trade, build, ally, or betray. The game provides systems and pressure, not a script.

Consequence matters: reputation, faction standing, and risk follow the player. Decisions leave marks on the world and on how others treat you.

Systems over content: instead of hand-authored quests, interlocking mechanics (economy, factions, skills, survival needs) generate situations that feel personal.

Breakdown

Multiplayer Foundation

Networking is being built in from day one rather than bolted on later. The current prototype focuses on stable player connections, synced movement, and a shared world state that survival systems can plug into.

The architecture keeps each system modular — hunger, inventory, combat, and factions are independent modules that communicate through events, so they can be developed and tested in isolation.

Breakdown

Current Milestone

The first milestone is a playable multiplayer sandbox: two or more players moving in a shared world, interacting with objects, and testing the first survival loop. Progress updates are posted to the devlog as systems come online.

Gallery

From the build.

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

Follow This Project

Development updates land in the devlog.