Valheim-like Survival Game (working title)
A stylised-realistic, low-poly survival game built in Godot 4, inspired by Valheim (look/feel) and Rust (survival depth, player-run servers). Cross-platform (Windows / macOS / Linux). Self-hosted authoritative dedicated server. Sandboxed addon SDK with guard rails.
North star
- Look: low-poly meshes + atmospheric lighting + fog/post-processing. Mood over texture detail. (Valheim recipe — a 5-person team made it run on potatoes.)
- World: mesh/heightmap terrain, procedurally generated, biomes. NOT voxels.
- Building: snap-together prefab pieces (walls, floors, roofs) with structural rules.
- Survival loop: gather → craft → build → defend. Health/stamina, day/night, enemies.
- Multiplayer: authoritative headless dedicated server, same codebase, self-hostable on any OS. Clients are never trusted.
- Addons: sandboxed (Lua), capped API, CPU/memory quotas, no host filesystem/network/escape. Guard rails from day one.
Status
See docs/ROADMAP.md for milestones and docs/ARCHITECTURE.md for the design.
Current milestone: M0 — playable single-player world skeleton (scaffolding on disk; needs Godot 4 installed to open & run).
Requirements
- Godot 4.3+ (standard build; no C# needed — this project uses GDScript).
- Git.
Quick start (once Godot is installed)
# Open the project
godot --path . --editor # or open Godot and import this folder's project.godot
# Run the game
godot --path .
# Run the headless dedicated server (later milestone)
godot --headless --path . -- --server
Packaged builds
tools/export.sh # build/Emberwild-<version>-macos.zip and -windows.zip
tools/export.sh macOS # or just one ("macOS" / "Windows")
Needs the Godot export templates for your Godot version (Editor > Manage
Export Templates). The version number is application/short_version in
export_presets.cfg.
- Mac: a universal .app, ad-hoc signed but not notarised. On another Mac, the first launch needs right-click > Open (or System Settings > Privacy & Security > Open Anyway).
- Windows: unzip and run
Emberwild.exe(keepEmberwild.pckbeside it). It's unsigned, so SmartScreen says "Windows protected your PC": More info > Run anyway. - A packaged copy is also a dedicated server:
Emberwild.app/Contents/MacOS/Emberwild --headless -- --server(Mac) orEmberwild.exe --headless -- --server(Windows). Saves and settings live in the same user folder as a copy run from source.
Trailer and download page
tools/trailer/make_trailer.sh # build/Emberwild-trailer.mp4: recorded in-game (Movie Maker), needs ffmpeg
tools/site/make_site.sh # build/site/: index.html + poster.jpg + trailer.mp4 for the current release
The page's download links point at the Gitea release named in
build/version.json, so rebuild it after each tools/export.sh release.
Gitea doesn't serve HTML pages: copy build/site/ to any static web host.
Layout
project.godot Godot project definition
scenes/ game scenes (.tscn)
scripts/ GDScript (.gd)
core/ shared systems (world, net, save)
player/ player controller, camera
world/ terrain, chunks, generation
building/ snap-together building system
addons_sdk/ the sandboxed addon host + API
addons_examples/ example mods written against the SDK
assets/ models, materials, textures (low-poly)
docs/ architecture, roadmap, addon SDK spec
License
TBD (lean toward MIT or a source-available license — decide before first public release).