Explore the wiki
✓ Current Features
What is actually implemented in 0.6.0.4, including recent comfort, drying and injury-treatment systems.
▣ Items & Equipment
The full seeded item catalogue with filters, physical properties, uses and carrying notes.
◆ Skills & Knowledge
All 14 practical disciplines, mortal Knowledge entries and starting backgrounds.
▰ Safe Houses
Bedrooms, storage, water, utilities, gardens, workshops, independent power and fortification.
⌂ Camps & Shelter
Tarp shelters, bushcraft shelter, bedding, raised camp beds and visible campfire smoke.
⚒ Crafting & Cooking
Portable recipes, tools, field fire cooking and Site-based construction.
Current build screens

Map & discovery
The real-world map, nearby locations, threat zones and current environment panel.

Crafting
Recipe categories, recipe detail, relevant inventory and current skill progression.

Safe Houses
Room/facility management, storage, environmental status and activity log.

Survivor & equipment
Needs, conditions, equipment slots, pockets, carrying capacity and environment impact.
What kind of survival game is this?
After We Fall is built around ordinary human limits, real geography and persistent consequences. Progress comes from knowledge, equipment, preparation, shelter and skill — not inflated character levels.
The server decides what a survivor is allowed to know. Hidden POIs, threats and authoritative state are not sent to the client merely to be hidden by presentation code.
Wiki status
This site is generated from the uploaded 0.6.0.4 repository documentation, changelog and seed definitions. Current entries are separated from future direction so the Wiki does not advertise planned systems as playable, and screenshots now reflect the current build UI.