Game / world project • in development

Decay: A World Soon Forgotten

Decay: A World Soon Forgotten is a grounded voxel survival sandbox about scavenging a persistent collapsing rural county, claiming shelter, and rebuilding what can still be saved.

The project is being built around a lonely rural/suburban collapse: roads that still matter, homes that can become shelter, supplies that run thin, and places that should remember what happened there.

Atmospheric direction only. Not a gameplay screenshot or public build capture.

In development Voxel survival Persistent world Rural decay No public build yet

What Decay is

A survival project about using what remains: houses, roads, fields, tools, vehicles, survivor labor, and hard choices inside a county that does not reset just because the player walks away.

Grounded voxel survival

The voxel foundation is there for destruction, repair, placement, harvesting, and persistence, not for a bright block-world toybox.

Fictional county

The world direction is rural and suburban: roads, town edges, farms, forests, utility spaces, and points of interest that feel placed for a reason.

Scavenge, repair, rebuild

The core loop leans toward finding materials, harvesting resources, repairing damage, upgrading shelter, and claiming practical outposts.

Persistence that matters

Generated places should stay put after discovery. Damage, claims, containers, vehicles, survivors, and weathering are being treated as save-facing concerns.

What it is not

The page needs to describe the game without pretending unfinished systems are done.

Not a public release page

There is no public build, download, release window, or public testing path on this page yet.

Not an arcade action fantasy

The tone is meant to stay lonely, practical, and survival-focused instead of heroic or overpowered.

Not a generic checklist

Crafting and progression should come from resources, tools, knowledge, risk, facilities, and repeated use, not arbitrary level locks.

Core philosophy

Decay should feel like a place that existed before collapse and keeps changing after the player arrives.

Places first

Roads, towns, farms, forests, and points of interest should feel connected by believable land use instead of dropped into empty terrain.

Memory over loot

The long-term goal is for players to remember people, events, consequences, and places, not only what they found in a container.

Capability, not hard locks

Better tools, knowledge, facilities, skill, and experience should make survival safer and more efficient without turning believable actions into menu gates.

Growth has cost

A larger shelter or settlement should become more capable, but also louder, harder to feed, harder to defend, and more demanding to maintain.

Current development foundation

These are foundation-backed areas from the current project notes. They are not a claim that the full finished game exists today.

World and terrain

  • Seeded world generation and persistent generated areas.
  • Voxel terrain interaction, block damage, harvesting, repair, and upgrade paths.
  • Road, town, farm, forest, field, and wilderness zoning for a more believable county layout.

Survival hooks

  • Scavenging, crafting, loot-table, item, recipe, and resource foundations.
  • Base and outpost claim support with facility/outpost summary data.
  • Weathering, threat, noise, temperature, and environment-state hooks for later pressure systems.

Community and vehicles

  • Survivor roster, survivor runtime state, and community save-data foundations.
  • Saved vehicle data foundations for installed parts, tuning profile, towing profile, cargo weight, and odometer distance.
  • Outpost assignment and community-resource paths planned around lightweight data contracts.

Presentation

  • Darker survival HUD experiments for health, stamina, hunger, thirst, temperature, hotbar, and selected item readouts.
  • Muted terrain, rural road, clutter, vegetation, and low-poly visual registry work to avoid a toy-like terrain read.
  • Runtime environment systems for time, sky, clouds, fog, moon state, and save/load boundaries.

Planned direction

These are intended directions, not finished feature claims.

Survivor identity

Being built toward deeper survivor identity, relationships, fatigue, injury, morale, role pressure, and small-group consequence.

Settlement pressure

Planned settlement growth should bring maintenance burden, noise, staffing pressure, supply shortages, and harder defense choices.

World pressure

The direction includes world pressure, factions, missions, contamination or infestation zones, weather stress, and stronger environmental storytelling.

Vehicles as lifelines

Vehicles are intended as survival tools: transport, cargo, escape, breakdown risk, field repair, fuel pressure, and route planning.

Point-of-interest stories

Future points of interest should carry more grime, barricades, debris, looted shelves, damaged interiors, and signs of failed survival attempts.

Long saves

The world is being built toward long-term saves where places, communities, damage, resources, and memory can accumulate over time.

Visual direction

No public-ready screenshots are being added here yet. The page will use a restrained direction card until verified in-game media is ready.

Boarded shelter at dusk

The intended public visual direction is a boarded rural safehouse near dusk: one warm light inside, practical salvage stacked by the door, quiet danger beyond the fence line, and a road that suggests the county keeps going.

Avoid bright placeholder terrain, debug overlays, empty test scenes, or images that imply public polish before the project has verified media.

Recommended next steps

Project routing

Use Projects for the broader ShoddyTechGarage map, including the lower game/world project tile.

Developer context

Use Dev Hub for technical routing across active ShoddyTechGarage work.

Longer view

Use the roadmap for the larger ShoddyTechGarage direction.

Quick routes