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.rbxm from a Release (auto-built from source via rojo build), drop it into ReplicatedStorage, and add a short bootstrap script that requires 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

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