Back to Projects
In Development2026 — Present

FOB: Forward Operating Base

A multiplayer survival concept focused on freedom, factions, skills, economy, combat, and emergent stories.

EngineUnity
LanguageC#
GenreSurvival Sandbox
FocusSystems / Multiplayer

Project Overview

This project is being developed as a long-term experimental survival game built around modular systems, online gameplay, world interaction, and player-driven progression.

The goal is to create a game where players do more than complete objectives. They build reputations, join or form factions, take risks, develop skills, and create stories through the choices they make.

Key Features

Multiplayer survival systems
Faction-based gameplay
Skill progression
Player-driven economy
Combat systems
Open-world experimentation
Modular Unity architecture
Emergent player stories

Breakdown

Design Pillars

Freedom first: players choose how to survive — fight, trade, build, ally, or betray. The game provides systems and pressure, not a script.

Consequence matters: reputation, faction standing, and risk follow the player. Decisions leave marks on the world and on how others treat you.

Systems over content: instead of hand-authored quests, interlocking mechanics (economy, factions, skills, survival needs) generate situations that feel personal.

Breakdown

Multiplayer Foundation

Networking is being built in from day one rather than bolted on later. The current prototype focuses on stable player connections, synced movement, and a shared world state that survival systems can plug into.

The architecture keeps each system modular — hunger, inventory, combat, and factions are independent modules that communicate through events, so they can be developed and tested in isolation.

Breakdown

Current Milestone

The first milestone is a playable multiplayer sandbox: two or more players moving in a shared world, interacting with objects, and testing the first survival loop. Progress updates are posted to the devlog as systems come online.

Development Roadmap

The plan.

Phases and to-dos, updated as development moves forward. Progress bars reflect where each task actually stands right now.

Phase 01

Phase 1: Foundation

Phase Progress

69%

Core systems the rest of the game will stand on. Nothing player-facing until these feel right.

  • Character controller

    60%

    Movement, jumping, camera feel

  • Networking layer

    35%

    Host / client, synced positions

  • Modular event system

    80%

    Decoupled system-to-system messaging

  • Project structure & tooling

    COMPLETE

Phase 02

Phase 2: World & Interaction

Phase Progress

6%

Making the world matter — objects, inventory, and the first survival needs.

  • Interactable object system

    15%

  • Inventory & items

    10%

  • Hunger & thirst loop

    0%

  • Basic crafting

    0%

Phase 03

Phase 3: Combat & Factions

Phase Progress

0%

Where consequence lives — combat, reputation, and the first faction systems.

  • Combat prototype

    0%

  • Health / damage / death

    0%

  • Faction membership & reputation

    0%

  • Player-vs-player rules

    0%

Phase 04

Phase 4: Playtest & Polish

Phase Progress

0%

First closed playtest, feedback, and stabilization.

  • Closed playtest build

    0%

  • Feedback pass & iteration

    0%

  • Performance & netcode tuning

    0%

  • Trailer & Steam page

    0%

Gallery

From the build.

Early prototype — placeholder until the first real capture
Early prototype — placeholder until the first real capture

Latest Devlog

Notes from the build.

All Entries →

Content Creators

Free Steam keys for content creators.

Streaming or making a video? Fugitive Studios sends free Steam keys to creators who want to cover the game. Reach out with a link to your channel and we'll get you set up.

Email contact@fugitive.dev

Follow This Project

Development updates land in the devlog.