Welcome!

This is the official (alpha) site for a long hike — a survival adventure where every run tells a new story. Use the top bar to explore systems. Start with Weather to see how atmosphere shapes every mile.

a long hike — game thumbnail
Campfire in a long hike

Construction

Campfires begin as a ring of rocks. At least 4 close rocks must be placed to form a valid campfire. The ring creates coverage: the more rocks, the more shielded the fire is from rain and wind.

Rocks & Coverage

Each rock in the ring increases coverage %. Coverage affects:

  • Wind shielding: A complete ring reduces wind impact to ~20%.
  • Rain shielding: A full ring reduces rain penalties by up to 25%.
  • Stability: If all rocks are gone, the campfire collapses.

Logs & Fuel

Logs provide the actual fuel. Each log has a max fuel value, which burns down over time. Burn duration is dynamic:

  • Base time: ~35 seconds for a dry log.
  • Moisture: Wet logs burn shorter and release steam.
  • Weather: Rain cuts fuel effectiveness; storms reduce it further.
  • Temperature: Cold slows ignition; warmth extends burn slightly.

Fire Behavior

  • Visuals: Fire particles, smoke, and light strength scale with burn rate.
  • Audio: Fire crackle adjusts based on intensity; wet logs trigger sizzle sounds.
  • UI: A burn bar shows remaining fuel. Green = healthy fire, Orange = low, Red = nearly out.

Player Impact

  • Warmth: Prevents freezing in cold conditions.
  • Cooking: Raw food becomes safe and more nourishing.
  • Light: Expands visibility and helps deter night dangers.

Team Strategy

Fires require teamwork: while one player gathers rocks for coverage, others hunt for logs. Choosing when to burn fuel is key — waste logs too early, and you may not survive the night.

Dynamic Balance: Campfires in a long hike aren’t static props. They are fully simulated objects tied to environment and survival stats, making every fire session feel different.
Thunderstorm in a long hike

Weather in a long hike is systemic, readable, and varied. It pressures planning (what to carry, when to move, where to camp) and creates tension arcs without scripting.

States & Transitions

  • Clear: max visibility, light breeze.
  • Overcast: cloud cover grows; light desaturates.
  • Light Rain: surface wetness, mild chill; buckets fill slowly.
  • Heavy Rain: visibility loss; faster wetness; fire suppression likely.
  • Thunderstorm: lightning strikes; thunder delay by distance; gusts peak.
  • Cold Front: sustained temperature drop.
  • Heat Wave: Hydration loss spikes; shade is strategy.
Storm Buildup: cloud mass & darkness ramp for ~20s before rain and thunder begin, with wind-up audio and distant thunder cues.

Generation & Timing

  • Each mile rolls a window: none / light / severe, with duration and cooldown bounds.
  • Anti-streak rules avoid identical severe events back-to-back unless the run profile is storm-heavy.

Player Impact

Temperature

  • Driven by time, biome, elevation, wind, and precipitation.
  • Cold → higher calorie burn & hypothermia risk; tents/pelts/fire counter it.
  • Heat → faster thirst & heatstroke risk; shade/hydration mitigate.

Water

  • Buckets fill in rain and rivers; must be boiled/filtered before drinking.
  • Water placed on fires can evaporate if left too long.

Fire & Fuel

  • Logs travel dry → damp → wet. Rain pushes; heat pulls back.
  • Wet logs resist ignition and burn shorter; heavy rain suppresses spread.
  • Lightning can ignite flammables even during rain (reduced chance).

Food

  • Exposure & humidity affect spoilage; cold slows decay, heat/humidity accelerate it.

Wind & Visibility

  • Baseline wind plus gusts during events; gusts sway foliage and push smoke.
  • Heavy rain reduces draw distance; lightning flash + thunder roll give strike-distance feedback.

Strategy

  • Shelter: tents/caves/structures block wetting & chilling; fire inside shelter yields best heat per fuel.
  • Cart as Base: carry fuel, water, tents — mass vs. travel speed tradeoff.
  • Route Choice: push miles under clear skies; bunker during buildup.

Balancing

  • Severe events have max durations with guaranteed lulls to avoid unwinnable loops.
  • Fairness: lightning avoids repeated immediate strikes on the same player.
  • Early miles bias toward safe learning of weather reading.

Tuning Levers

  • Rain fade-in/out
  • Lightning interval
  • Gust frequency/strength
  • Wet→dry recovery
  • Food spoil multipliers
  • Temp shifts per biome/time
  • Event durations/cooldowns
  • Visibility reduction per state
Animals in a long hike

Species

Current wildlife includes wolves, lions, tigers, black bears, grizzlies, moose, sheep, and pigs. Each species has unique stats for speed, damage, health, hunger rate, and aggression.

  • Predators: Wolves (pack AI), lions, tigers, bears — chase prey and players, enraged when damaged.
  • Herbivores: Moose, sheep, pigs — graze on bushes, flee when threatened, may group into herds.
  • Babies: Smaller scale, reduced damage, higher-pitched vocalizations, less health, often stay near adults.

Behaviors

  • Hunger: Ticks continuously. Predators hunt when hunger is high; herbivores graze bushes or water.
  • Stamina: Drains while chasing, recovers at rest. Low stamina slows run speed.
  • Perception: Vision cones, hearing distance, and smell affected by wind, weather, night/day, and enraged state.
  • Packs: Wolves alert nearby packmates; damage to one wolf can trigger group aggression.
  • Enrage: Predators damaged by a player gain heightened senses and longer chase memory.
  • Baby Protection: Adults will aggro more aggressively if baby animals are nearby.

Combat

  • Melee hits: Require distance + frontal cone + line of sight (no “back-stab” hits).
  • Attack feedback: Red hit highlight + attack sound + damage SFX on the victim.
  • Player damage: Reduces MyHealth, triggers scream SFX.
  • Animal damage: Reduces both Humanoid health and AnimalData HP UI.
  • Death: Plays scream SFX, fades model, drops meat/pelts/bones based on species + Pro Hunter bonus.

Environment Interaction

  • Water: Animals avoid standing water but linger near edges to drink.
  • Berries: Bears, pigs, moose, and sheep graze bushes when hungry.
  • Weather: Thunderstorms lower visibility; bears’ eyes glow red at night.
  • Temperature: Spawn rates and activity shift with cold/heat (e.g., moose thrive in cold, lions in warmth).

AI Spawning

Animals spawn dynamically based on habitat: water distance, cover, slope, berry bushes, player distance, and predator/prey separation.

  • Plates: Each baseplate spawns up to 14 animals, separated by type and environment.
  • Habitat preferences: Wolves prefer open ground, tigers dense cover, bears berries + water, moose lakeshores.
  • Time of day: Wolves and tigers more active at night, sheep more active in daylight.
  • Rare encounters: Sometimes predators and prey spawn unusually close.

Loot & Rewards

  • Meat: Species-specific drops with weight values; babies drop smaller meat or none.
  • Pelts: Wolves/bears drop pelts (chance scales with Pro Hunter pass).
  • Bones: Wolves may drop bones.
  • Pro Hunter pass: Doubles meat + loot chance.
  • Friendly Animals pass: Prevents animals from aggroing the player.
Immersion: Every animal is server-owned physics, with pathfinding, hunger, hearing, smell, stamina, and death simulations. No spawners on rails — every encounter feels different.
Monsters in a long hike

Species

  • Nightclaw: Heavy-hitting beast with sword-like swings, thrives in thunderstorms.
  • Lumen: Fast claw attacker, the most agile stalker in the dark.
  • Sprig: Small but persistent — often spawns in groups and wears players down.

Behavior

  • Night-bound: Monsters spawn only after sunset, rates scale with moon phase.
  • Weather-driven: Rain and storms increase Nightclaw and Lumen spawn weight.
  • Fire avoidance: They keep 28 studs away from campfires but circle the edges.
  • Meat attraction: Monsters sniff corpses and meat — pausing to eat before resuming the hunt.

AI Systems

  • Attack caps: No more than 3 monsters can attack one player at once.
  • Sleep/wake cycle: Far monsters go idle, saving performance until players approach.
  • Dynamic death: Custom screams and collapse animations
  • Fire damage: Standing in flames or firelight burns their health down.
Immersion: Monsters aren’t scripted encounters. They are fully systemic — every hunt feels unique, shaped by players, campfires, weather, and moonlight.

Need help with a long hike or want to reach us? Create a ticket in Discord or use the links below. Thanks for playing and supporting us — as just two people making this game, every bit of support means a lot!