WORLD STATE · POST-INFECTION

The World
After The Z.

The hordes didn't lose. They won, and then they died. What's left is the silence of empty cities, the hum of military hardware nobody owns, and the survivors who learned how to make money in the dark.

Chapter One

The Infection

The world fell apart fast. A viral outbreak turned populated areas into death zones. Military forces scrambled to contain it — setting up perimeters, deploying sensors, fortifying cities. It wasn't enough. The hordes overwhelmed everything.

Now the cities are empty. The military is gone. But not everything they left behind is useless.

Key Landmarks

What Remained

Four pieces of infrastructure shape every server's economy. Each one is lore — and each one is a gameplay system.

SITE-A

City Motion Sensors

Local military rigged advanced motion sensors around every major city before the fall. They still run today — uranium-trickle batteries, broadcasting on known frequencies. Survivors learned to listen. Cities are visible. So are you, when you enter one.

SITE-B

The Traders

Survivors raided the dead military, set up shop outside the infected zones, and started selling. Their stock isn't unlimited — runners come back from convoys and crashes carrying what they can. When fresh stock hits, the smart wait, the desperate fight over scraps.

SITE-C

Comms Relay

Surviving engineers rigged a central tower to keep ATMs and trader terminals talking to the financial network. Backup generators. Hardened frequency. Tough — but not indestructible. Take it down, and every ATM goes dark.

SITE-D

The Hive Network

The same hardened backbone that keeps trader terminals talking to each other runs the survivor identity layer. Move from one settlement to another — the network remembers. Wallet, gear, reputation, lifetime ledger all travel with you. One operator, many maps.

The Three Banners

Survivors Picked Sides

After the cities went dark, survivors organized. Some armed themselves and started taking. Some kept their old uniforms. Most just tried to stay alive.

Red

Bandits

They saw the rules end and decided the new rule was force. Kill on sight. Take what you want. RED operatives appear on each other's maps — coordinate or compete.

Blue

Military Remnants

What remained of the old armed forces kept formation. Disciplined. Territorial. Better gear at spawn. All BLUE see each other on the map. The closest thing this world has to law.

Green

Survivors

Independents. Solo unless they pick a partner. Small groups can form alliances — shared markers, no friendly fire, breakable on demand. The most flexible playstyle.

Chapter Two

A Working Economy

The infrastructure that survived the fall isn't generosity — it's leverage. The traders charge. The ATMs verify. The relay keeps the lights on, and someone, somewhere, controls the frequency.

Players move up an economic ladder: scavenge to survive, mission for cash, store-buy to compete. The store is the endgame because the store is the only place top-tier gear exists. Take that away and the loop collapses.

We don't take that away.

Design Principles

  • Server authority on everything. No client trust. Every state change validated server-side.
  • Server-controlled state. Money, inventory, spawning — all live on the server, persisted by the hive.
  • Map agnostic. Works on any Reforger map with config files only.
  • Server owner friendly. All values configurable without code changes.
  • Hardcore but fair. Punishing gameplay with clear rules.
  • Performance first. Server loops tuned for 64+ players.
Welcome To The Wasteland

The Z Is Past Tense.

The fight isn't against the dead anymore. It's against the survivors who learned how to profit from them. Pick a faction. Pick up a rifle. The relay is still broadcasting.