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
Patterns
1. Needs decay with graded consequences
2. Crafting: validate, then atomically consume inputs
3. Gathering gated by tool tier
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 bydt. - 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.

