Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the crafting/tech progression, and base building. This is a compositional skill: it orchestrates inventory data, world content, persistence, and threats. It does not re-teach those primitives; it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival tense rather than tedious.
When to use
- Use when the player **gathers resources, crafts items/structures, manages survival needs, and
builds a base** against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,
or base placement/building.
*When not to use:* crafting as a minor RPG feature → rpg. Permadeath grid dungeon → roguelike. For inventory/items as data assets, use godot-resources / unity-scriptableobjects; for world generation, procedural-gen.
Core loop
Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs → explore farther for better resources → survive escalating threats → repeat at a higher tier. Each loop should unlock the next loop (better tools → reach new biomes → new resources → better crafts). When that ladder breaks, the game becomes a grind.
Must-have systems
- Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
- Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
- Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
- Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
- Base building — placeable structures, a build grid/snapping, storage, crafting stations.
- World + day/night — biomes/resources (often procedural); a time cycle driving threats.
- Threats — hostile creatures/weather/events that escalate; combat or avoidance.
- Save/load — world state, inventory, base, needs, progression; large-world persistence.
Design knobs
| Knob | Effect | Notes |
|---|---|---|
| Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. |
| Need-failure consequence | stakes | Damage over time, not instant death. |
| Resource scarcity / respawn | exploration push | Scarce near base → travel for more. |
| Tool tiers / gating | progression ladder | Better tool → new node types. |
| Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. |
| Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. |
| Threat escalation curve | difficulty over time | Night/seasonal/event ramps. |
| Day length | rhythm | Day = gather, night = defend. |
Patterns
1. Needs decay with graded consequences
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
p.thirst = max(0, p.thirst - THIRST_RATE * dt)
p.temp = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)
# Consequences are graded, not binary: warnings, then attrition — never instant death.
if p.hunger == 0 or p.thirst == 0:
p.hp -= STARVE_DAMAGE * dt # damage over time creates urgency with recovery room
if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
p.hp -= EXPOSURE_DAMAGE * dt
if p.hunger > 0 and p.thirst > 0 and not exposed(p):
p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt) # safe + fed => heal
2. Crafting: validate, then atomically consume inputs
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
"inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "requires_tech": "basic_tools"}
def can_craft(recipe, inv, tech, station):
if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
if recipe.get("station") and recipe["station"] != station: return False
return all(inv.count(item) >= n for item, n in recipe["inputs"].items())
def craft(recipe, inv, tech, station):
if not can_craft(recipe, inv, tech, station): return False
for item, n in recipe["inputs"].items(): inv.remove(item, n) # consume all, then add
inv.add(*recipe["output"]) # atomic: no partial craft
return True
3. Gathering gated by tool tier
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
if tool.tier < node.required_tier:
return notify("Need a better tool") # e.g. stone node needs a pickaxe, not fists
node.hp -= tool.power
if node.hp <= 0:
spawn_drops(node.drop_table) # weighted drops (see roguelike loot pattern)
node.start_respawn(node.respawn_time) # node returns later; world isn't depleted forever
Pitfalls / failure modes
- Needs that kill instantly → frustration and save-scumming. Make failure damage over time,
with clear warnings and a recovery path (Pattern 1).
- Grind without a ladder → gathering that never unlocks new gathering. Each tier must open
the next (better tool → new node → new resource → better craft).
- Non-atomic crafting → inputs consumed but output not granted on an edge case. Validate
first, then consume-and-add as one step (Pattern 2).
- Inventory with no limits → no logistics tension and no reason for a base/storage. Cap by
slots or weight.
- Permanently depleting the world → players strip the map and quit. Respawn nodes or
regenerate resources over time.
- Per-frame decay unscaled by
dt→ needs drain at different speeds on different hardware.
Scale by dt.
- No save / fragile save of a large world → a crash wipes hours. Persist world+base+needs
incrementally; version it (see save-systems).
- Flat threat curve → no late-game pressure. Escalate via night/season/event tiers.
Composition (build it from these skills)
- Items/recipes as data:
godot-resources/unity-scriptableobjects— items, recipes, tech tree, drop tables. - World:
procedural-genfor biomes/resource placement;level-designfor authored areas. - Persistence:
save-systemsfor large-world state, base, inventory, needs, and versioning. - Threats:
game-aifor creatures; the engine physics skill for melee/collision. - Building/placement:
godot-tilemap/unity-tilemap-2d(2D) orgodot-3d-essentials(3D) plus UI snapping. - UI:
game-ui-uxfor inventory/crafting/HUD layout and scaling;godot-ui-controlfor the concrete inventory, crafting menu, needs HUD, and build mode.
References
- For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning,
base-building grids, and threat escalation, read references/needs-and-crafting.md.











