CONTRIBUTING mirrors FediHome's structure for the Roblox stack: prerequisites (Studio + Rojo plugin 7.6.1, rokit, wally), local dev, code style (no hardcoded asset IDs, content via register()/components, content-free core), the dev/main branching model, PR flow, changelog rule, and label conventions. Seed CHANGELOG.md (Keep a Changelog) with Unreleased + a 0.1.0 foundation entry. Add getting-started (Rojo+Wally and drop-in .rbxm) and extending (register() API, components, Hooks) guides; cross-link from architecture.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SurvivorCore
A batteries-included, creator-extensible survival game framework for Roblox.
⚠️ Status: early scaffold (v0.1.0). The foundation layer and architecture are in place; survival systems are being extracted from a production game (The Counter Earth) into this engine. APIs will change. Not yet production-ready.
What it is
SurvivorCore gives you the mechanics of a survival game — stats (energy/hunger/thirst…), inventory, crafting, cooking, harvesting, hostile mobs & combat, achievements, a codex, and player persistence — without dictating your content. You bring your own items, world, and art; the engine wires up the behavior.
Two ways to extend it
1. Programmatic — register content from code:
local SurvivorCore = require(ReplicatedStorage.SurvivorCore)
SurvivorCore.Items.register({ id = "reed", name = "Reed", stack = 20 })
SurvivorCore.Recipes.register({
id = "reed_basket", station = "hand",
ingredients = { { item = "reed", count = 5 } },
output = { item = "reed_basket", count = 1 },
})
SurvivorCore.start()
2. Creator-owned — attach behavior to your own objects:
Build any mesh, tag it Gatherable, and set attributes — no engine-side definition needed:
| Attribute | Meaning |
|---|---|
ItemId |
what it yields |
Yield |
amount per full harvest |
HP |
hits to deplete |
The same pattern extends to craftables, huntables, farmables, and more. For advanced, game-specific behavior (e.g. trees that physically fall and cut into pieces), hook into engine lifecycle events instead of forking the engine:
SurvivorCore.Hooks.on("gather:depleted", function(ctx)
-- your custom drop / VFX / physics here
end)
Getting started
- Developers — consume via Rojo (clone +
rojo serve) or, once published, as a Wally package. - Drop-in — grab
SurvivorCore.rbxmfrom a Release (auto-built from source viarojo build), drop it intoReplicatedStorage, and add a short bootstrap script thatrequires it and calls.start().
Project layout
src/
init.luau -- SurvivorCore root: .start() + the public API
foundation/ -- Config, Assets, EventBridge, Hooks, Registry (the core plumbing)
registries/ -- Items, Recipes, Stats, Achievements, Codex, Appearance, Mobs
components/ -- creator-facing tag/attribute components (e.g. Gatherable)
demo/ -- a runnable demo place that consumes the engine
docs/architecture.md -- how the layers fit together
License
MIT © 2026 Samuel Lison