Dev blog · #8 ·

A big day for survivors

Luna's panel: food, water, housing, health and the Chapter 1 goals
Luna's panel: food, water, housing, health and the Chapter 1 goals

This was the biggest single day of work on Zentura so far, and most of it is about making survivors feel like people.

Survivors start out sick and exhausted. They need food, water and, on Normal and up, a roof. They get better at the jobs they do, and each has one thing they're naturally good at. You can talk to them, and what you say matters. If someone dies, the others grieve.

You now pick a difficulty when you create a world. It changes how many survivors you start with (8, 6, 3 or none), how much research costs, and how forgiving machines are when you push them too hard.

The rest of the day:

  • Day and night, and you can rest until dawn
  • Rain and temperature: rain waters fields and slows outdoor work
  • Sound, finally: ambience, machine hum and menu clicks
  • Conveyors between chests and machines, and mine carts on rails with signals
  • Animals that raid food chests left out at night
  • 31 new technologies: brick, glass, steel, rubber, medicine and more
  • A playable prologue before the flight, and the Chapter 1 ending

— Zane