The game
One county. One survivor left.
A third-person battle royale on Unreal Engine 5.8, built on top of Epic’s Lyra sample. You land in a small county after whatever happened has already happened.
You get 2:30 to find a gun, then six rings close the county from a 1,800 m radius down to 30 m — the last one taking 12 health a second — until one survivor is left.
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Drop
0:45min:secBefore the first zone is drawn
You land alone, and the zone is not on the map yet — so nobody rotates early on information they should not have.
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Scavenge
2:30min:secLoot window before the wall moves
Chests and weapon caches sit in the storefronts, the factory, the cabins. The prompt readsSEARCH CHEST. What the last person to die was carrying stays on the ground for two minutes.
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Outlast
30metresFinal ring, at 12 health a second
Six rings, each one holding and then closing. By the last one the circle is sixty metres across, and somebody is already standing in it.
Guns
Five weapons are tuned in code. Numbers are the shipped values, not a wish list.
| Weapon | Damage | Magazine | Range | Note |
|---|---|---|---|---|
| AR-15 | 25 | 30 | 220 m | Fires every 0.075 s |
| Pump shotgun | 8 × 8 pellets | 6 | 45 m | Close only |
| Hunting rifle | 75 | 5 | 450 m | Scoped. A headshot goes through a helmet |
| Magnum | 55 | 6 | 160 m | |
| M9 pistol | 16 | 12 | 140 m | What you start with |
The table scrolls sideways — drag it, or focus it and use the arrow keys — to see every column.
Four more exist as complete weapon assets in the project’s own weapons plugin — mesh, weapon instance, pickup data: AR4, KA47, SMG11 and a pump shotgun.
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Survivors
Three characters are selectable at the moment. The Survivor is the one built for this game — a bespoke head, body and outfit on a custom skeletal mesh. Manny and Quinn are Epic’s mannequin characters, kept in as stand-ins while the roster is small. The page is not going to pretend otherwise.
The Survivor Manny Quinn
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What you carry
A backpack with a crafting screen. A tactical map that reads live world position and replicated zone data, with a surface view and an underground transit view. A minimal combat HUD: zone timer, alive count, kills, compass, health, armour. A kill card when it goes your way.