Hurtworld is a hardcore multiplayer survival FPS with a focus on deep survival progression that doesn't become trivial once you establish some basic needs. Built for hardcore gamers, Hurtworld aims to punish.
User reviews:
Recent:
Mostly Positive (879 reviews) - 74% of the 879 user reviews in the last 30 days are positive.
Overall:
Very Positive (10,155 reviews) - 80% of the 10,155 user reviews for this game are positive.
Release Date: Dec 3, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hurtworld has been in development for roughly 18 months. Over that time we have built a strong foundation that will support the massive plans we have for the game. We ran a 3 month limited closed alpha which allowed us to optimize client and server performance and clear out any game breaking bugs. We are now at a point where we're ready to open the gates to the Hurtworld universe. We feel the only way to develop a multiplayer game is to grow it organically with its player base. The foundations are laid, join the community and help us shape a game with endless possibilities!”

Approximately how long will this game be in Early Access?

“We think the current survival genre is only the tip of the iceberg of what is possible. While we plan to lock down the content and direction of the base game by the end of 2016, we hope to continue major content releases long after.”

How is the full version planned to differ from the Early Access version?

“We have our foundations built, lots of the hard engine work is out of the way. However our current content is very much a work in progress.

During development we will be constantly adding:
  • Weapons
  • Creatures
  • Biomes
  • Clothing
  • Vehicles
Along with new core systems we have in the works:
  • Resource Pipes
  • Meteor strikes
  • Electricity
  • A rich modding SDK
  • Workshop support
  • Procedurally generated modular gear with random stats
  • Paintable gear

Most importantly nothing is set in stone. Got an idea? Post it on reddit and we may add it to the list!”

What is the current state of the Early Access version?

“Hurtworld is still very early in development. While we have built a lot of different systems and engine features, most of the content is nothing more than a proof of concept. Things will change rapidly and drastically as we integrate the systems we have in place into a coherent gameplay experience.

Having said that, the game is stable and performs quite well. In its current state you are much more likely to find a game breaking balance issue than a game breaking bug.

We will be releasing a major update roughly once a month with new content and new gameplay features, along with up to hourly hotfixes whenever serious bugs arise.”

Will the game be priced differently during and after Early Access?

“The price will be discounted during early access and return to its full price once the game is more complete.”

How are you planning on involving the Community in your development process?

“The entire team is very active on our subreddit. We have no filter, we read every post. (https://www.reddit.com/r/hurtworld/)

We run a weekly dev blog where each member of the team outlines what they are working on which usually opens a discussion thread on reddit for the week.
(hurtworld.com)

Nothing we have planned is set in stone, we will be constantly coming up with new ideas to flesh out the Hurtworld universe and taking cues from our community to set our priorities. We know that in most cases, the players know the metagame much better than the developers. We leave our ego at the door and let you decide what matters.”
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Recent updates View all (42)

June 23

Patch 0.3.6.0 Is Now Live!

This update implements a range of changes that will allow for modding in the future, as well as fixes some outstanding bugs and issues.

This update will enforce a wipe and is NOT backwards compatible.

VERSION 0.3.6.0 (24-JUN-2016) [BREAKING UPDATE]

  • Construction Attachment Points will now show possible rotations
  • Changelog was overhauled to format better and alert when new updates have been created
  • Added support for custom mods, including Construction Packs. Mod makers will now be able to create new sets of attachments. Servers can opt in to a Construction Pack, and clients will automatically download it upon joining. See http://hurtworld.gamepedia.com/Installing_a_Construction_Pack for information for server owners on installing Construction Packs.
  • Fixed issue where zero-health attachments could be invincible
  • Fixed issue where explosions could send unnecessary updates to clients
  • Fixed issue where construction rotations were mangled and unmangled in savegames
  • Fixed issue where attachment points would sometimes show up when they didn't have sufficient weight, due to rotations not stacking correctly
  • Possible fix for "Structures taking too long to load" kick issue, where shared timing objects could have been causing erratic behaviour
  • Changes to doors to allow for slightly more convenient Oxide modding
  • Fixed issue with the spears vehicle flipping ability (right click). Hit detection now directly lines up with crosshair.
  • Fixed issue with how explosions apply forces. Explosive force will now effect each physics object only once.
  • Fixed issue with Vehicle depenetration force limit being overwritten (no more vehicle launching from resource nodes and other objects).
  • Fixed issue with Vehicles ignoring the depenetration limit when overlapping with players (no more launching vehicles by ducking under them)
  • Added 'savepath <absolutePath>' command. You can now specify the path where your server will load and save savegames
  • Added 'loadmod <workshopID> (<workshopID> ...)' command. Use this command to add a mod(s) to the server. This command can only be run before hosting a game.
  • Put in guard against unicode names that are not displayable

Please post any issues or bugs you find in the Bug Reports forum!

VERSION 0.3.6.1 (24-JUN-2016) [HOTFIX]

The Shack now costs 50 wood instead of 100
Fixed trapdoors not being placeable
Fixed chat incorrectly filtering messages
Fixed console throwing an exception with an empty message

40 comments Read more

June 23

Patch and Wipe Info: Friday 5 AM UTC

Hey folks, just a quick announcement that the 0.3.6.0 patch will go out on Friday the 24th of June, at 5 AM UTC.

This patch will enforce a wipe.

If you are a server owner, upgrading to this version will automatically wipe your server. Old savegames will not be compatible, and will not load.

This patch vastly extends our modding capabilities. New mod types will be rolled out soon, including custom vehicles. Got a cool idea for a mod? Start here!

Here's the preliminary changelog:

VERSION 0.3.6.0 (24-JUN-2016) [BREAKING UPDATE]

  • Construction Attachment Points will now show possible rotations
  • Changelog was overhauled to format better and alert when new updates have been created
  • Added support for custom mods, including Construction Packs. Mod makers will now be able to create new sets of attachments. Servers can opt in to a Construction Pack, and clients will automatically download it upon joining. See http://hurtworld.gamepedia.com/Installing_a_Construction_Pack for information for server owners on installing Construction Packs.
  • Fixed issue where zero-health attachments could be invincible
  • Fixed issue where explosions could send unnecessary updates to clients
  • Fixed issue where construction rotations were mangled and unmangled in savegames
  • Fixed issue where attachment points would sometimes show up when they didn't have sufficient weight, due to rotations not stacking correctly
  • Possible fix for "Structures taking too long to load" kick issue, where shared timing objects could have been causing erratic behaviour
  • Changes to doors to allow for slightly more convenient Oxide modding
  • Fixed issue with the spears vehicle flipping ability (right click). Hit detection now directly lines up with crosshair.
  • Fixed issue with how explosions apply forces. Explosive force will now effect each physics object only once.
  • Fixed issue with Vehicle depenetration force limit being overwritten (no more vehicle launching from resource nodes and other objects).
  • Fixed issue with Vehicles ignoring the depenetration limit when overlapping with players (no more launching vehicles by ducking under them)
  • Added 'savepath <absolutePath>' command. You can now specify the path where your server will load and save savegames
  • Added 'loadmod <workshopID> (<workshopID> ...)' command. Use this command to add a mod(s) to the server. This command can only be run before hosting a game.
  • Put in guard against unicode names that are not displayable

30 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

WARNING: Hurtworld is still very early in development. It may be worth waiting until we are further through development before getting on board (We're not going anywhere).

Hurtworld is a hardcore multiplayer survival FPS with a focus on deep survival progression that doesn't become trivial once you establish some basic needs. That feeling when you're freezing to death trying to make a fire, or you're defenceless being chased by creatures. These experiences are what make a survival game. When you overcome that challenge and find a level of comfort it's a great feeling, but what do you do next?

Hurtworld tempts you out of your comfort zone with rich resources, better loot and higher tech. It will also throw more dangerous creatures, harsher environments and new challenges at you that can't be taken on without the proper gear or refined skill. Will you settle for bows and arrows and a campfire, or push deeper into the map and start scavenging for vehicle parts and better weapons?

Built from the ground up with solid multiplayer foundations. Designed for fast skill based PVP and PVE. You will constantly have to decide which is the biggest threat, the player opposite you or the creatures that will hear your gunshot.

Current Features

  • Crafting Gear, Tools, Weapons and Machines - Combine what you find in the world to make hundreds of different items.
  • Structure Building - Claim land solo or with friends, build from a hut to a city using our attachment point based structure system.
  • Procedurally Generated, Customizable Vehicles - Find a car or quad bike wreck in world with random panels. Scavenge for parts and get it moving again. Find rare paint colors and skin patterns to get it looking just the way you want. Upgrade your engine and gearbox. Make sure to carry a spare tire!
  • Mining Resources - Heaps of different minable resources that require different tools to gather, from Pickaxes to Dynamite. Alternatively you can build some automated drills and let them do the work for you.
  • Twitch based PVP - Some areas of the map will be highly contested, are you willing to share the limited resources needed to survive? If you aren't, we have many different projectile and melee weapons to do away with your opponent. Careful though, murdering your peers may increase your own penalty for death.
  • Farmable Plants - Find wild seeds and get a crop going back home.
  • Hunting Neutral and Hostile Animals - Environment is filled with animals, they may be your lunch, you may be theirs.
  • Town Ruins and Relics with Random Loot - Tightly contested, if the radiation and mutated creatures don't kill you, another player will. You might just find those engine parts you've been looking for here.
  • Dynamic Day/Night + Weather - Pick the right time of day to attempt crossing sand dunes, but watch out for sandstorms.
  • Stat Simulation - More than just a hunger bar, everything in the world is affected by time of day, current biome, localized effects like radiation, dynamic weather, heat given off by machines etc. Items can have different behaviors based on current stats too. That steak in your backpack might just freeze in the snow, at least it will take longer to go rotten. Put that storage chest too close to your fire you may come home to a pile of Ash.
  • Drastically Different Biomes - Explore the harsh world. From the snow forests of the North to the colorful parrot Tokars of the red desert, gear that lets you survive in one biome may kill you in another. Players with a home base advantage will likely be better equipped to handle their surroundings than invaders.

All the features above are currently in the game and functional, however much of the content in these systems is placeholder. While we've done a lot of the hard work developing robust systems to underpin gameplay mechanics, we haven't yet spent a lot of time generating and balancing content for these systems. As this is mostly configuration work, we will be able to quickly deliver lots of new content in the coming months.

Server Authoritative Multiplayer

Most multiplayer open world games use a MMO style network architecture. While this allows for greater player numbers per server, it opens up the game up to endless cheating exploits that are impossible to stomp out. Hurtworld uses an architecture closer to that of a modern FPS, where all physics and game logic are calculated on the server. While cheats can never be fully stopped, this structure makes a large amount of the exploits impossible from day one. Due to this, our servers will use a bit more resources for the same number of people than your usual survival game, but we think it's totally worth it.

Performance

Keeping your FPS high and smooth is crucially important to us. As members of the PC master race we know 60+ FPS is a right, not a privilege. Not to mention PVP gunplay just doesn't work at low FPS. This is an ongoing battle while we are developing the game, adding new stuff slows things down, doing an optimization pass gives us some breathing room. It goes in cycles.


Currently things are running very well, we did a lot of hard work during our closed alpha to bring performance up and to get rid of big spikes. On mid range 2 year old machines we're currently getting 80+ FPS on medium settings. Our biggest bottleneck is player skinning on the CPU. Meaning if your CPU is a potato, and there are lots of players in your area, it will chugg. We have a fairly comprehensive graphical settings menu that should let you scale things down even on lower spec machines. We are constantly working to improve performance and we'll do our best to keep everything running well throughout early access.

PVP & Gunplay

Hurtworld has competitive FPS in its DNA. Violence isn't the only option, but when it's needed you want to be sure it's a fair skill rewarding system. We are keeping the gear cap low on PVP items. This means a player with 150 hours in a server and endgame loot can't faceroll their way around the map with impunity. Higher grade gear will allow you to survive in harsher environments and take on fiercer creatures, it won't however stop a bullet to the face.

Infamy System

We are currently testing a new system that changes the way gear is dropped on death. By default all gear you have equipped like tools guns and clothes won't drop on death.

Secured gear in your hotbar and equipment slots (gear you are wearing) can only be dropped if your infamy level is above zero.

Infamy is a stat bar that increases by one every time you kill someone, and slowly decreases over time back to zero. For each point of infamy you currently have, you have a chance to lose a secured item (equipped gear / weapons / tools).

We hope this will have a few effects.

  • Most people will actually use their best gear all the time
  • New spawns being harassed at spawn that can’t fight back won’t lose much
  • Players harassing fresh spawns are putting a target on their own head, as some of their gear is now up for grabs to anyone who kills them, creating interesting skirmishes.
  • Farming yield of a player will be dependant on the territory they can control. If a player tries to mine the limited resources around your base, you can kill them to claim the resources back without completely ruining their day.
  • We can make tiers of gear much more expensive to create without crossing the too valuable to lose bracket

As with any new gameplay system, it sounds great in theory to us, how it plays will be the real test. This behavior is currently enabled by default, however server owners can override playerlootmode to 4 different settings depending on preference including the classic lose everything.

Modding


Modding is one of our top priorities. We have been working with the awesome guys at Oxide, to integrate their modding framework with Hurtworld. You can download their API right now and start writing server mods for Hurtworld in Lua, C#, Javascript or Python!

In the future we want to build Hurtworld into a platform for different sandbox game types (Think Dota 2 custom games). We are designing the game we want to play most, however the framework of player movement, gear, combat, environmental effects, AI, vehicles, construction and gathering can all be applied to vastly different game modes with very little work. We are slowly building up a more powerful SDK we plan to release sometime in 2016. I can't wait to see what other people do with a solid FPS framework with the backing of a fleshed out survival game.

FAQ


  • Will you add procedural maps?
    Currently we are focusing on hand crafted maps. We are a good way through developing an SDK for Unity we call "Shigi Tools" designed to allow the community to create their own maps in-engine. It's not out of the realm of possibility that a server will have its own unique map designed by its admins that is downloaded on connection. This combined with server side mods should open up the gameplay possibilities a lot. We don't have an ETA on this yet, we are using it to build internal maps but it will require some new engine systems to handle runtime loading that we will prioritize amongst other things.

  • Can I host a server?
    Yes! We have a Windows and Linux headless server build that can be downloaded through the tools section of Steam or via SteamCMD, check out the Hurtworld Wiki for guides.

  • How many players per server?
    We are optimizing for 50. We run all our physics on the server with low jitter and a high tickrate. This means we won't reach the 200+ mmo class of servers, however we think the tradeoff is worth it for a more responsive experience and a game more resistant to cheats. It also means we can do more interesting things with AI that feel more like Left for Dead and less like World of Warcraft.

    MAC USERS NOTE: If you get a crash on startup of the game, please disable Steam overlay

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP 64
    • Processor: 2 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce 460/Radeon HD 5850/Intel HD 4600 with at least 1024 MB video RAM
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7 64
    • Processor: 3 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce 660/Radeon HD 6970
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    Minimum:
    • OS: OS X Lion 10.7
    • Processor: 2 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce 460/Radeon HD 5850/Intel HD 4600 with at least 1024 MB video RAM
    • Storage: 2 GB available space
    Recommended:
    • OS: OS X Mavericks
    • Processor: 3 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce 660/Radeon HD 6970
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (879 reviews)
Overall:
Very Positive (10,155 reviews)
Recently Posted
Nekesti
( 1.8 hrs on record )
Early Access Review
Posted: June 25
Kinda neutral, leaning more towards negative so I gave it a negative review.

Basically it's KoS and no one even bothers to talk, and those who do yell racial slurs at you. Not fun community, however gameplay is fun should you be able to isolate yourself from the toxicity.
Helpful? Yes No Funny
Canitto13
( 5.3 hrs on record )
Early Access Review
Posted: June 25
Maan so laggi
Helpful? Yes No Funny
tieio
( 2.1 hrs on record )
Early Access Review
Posted: June 25
Remember the Simpsons episode in season 2 when has to go on a diet and gets fed "35 calorie" rice cakes? He proclaims "Hello? Hello! Hello, taste? Where are you?".

This is very much how I felt playing this game. It lacks everything. This game looks and feels like a poor 7 Days to Die ripoff with far less features.

I am going to go play a good survival game now... like Ark. This game is just bare bones.
Helpful? Yes No Funny
Fredy626
( 13.7 hrs on record )
Early Access Review
Posted: June 24
i liked the fact that it was a survival games with yetis
Helpful? Yes No Funny
JeffWonderKitten
( 0.1 hrs on record )
Early Access Review
Posted: June 24
this game is bad. but i liked it for the 2 minetes i played it and cameran micher likes men
Helpful? Yes No Funny
sofasleeper
( 0.3 hrs on record )
Early Access Review
Posted: June 24
Your fists are not weapons, not even in an emergency. That is all you need to know.
Helpful? Yes No Funny
Lazorlink
( 0.7 hrs on record )
Early Access Review
Posted: June 24
So my first 30 minutes were fun. Did the usual survival game thing of running around, figuring out crafting and gathering. Made a few basics, and ax, pick, and a spear. Came across a trio of hooligans((teenagers)) in the process of destroying some huts. They thought they heard me((not very stealthy these ones. Voice chatting it up)) but I hid myself for a bit, and as I approached they freaked out and chased me a few away. As i cautiously approached, they asked if I wanted to join in destroying the huts. I nodded, and they led me off to help them destroy the huts. Mistake #1 on their part. Another couple came and joined in the hut breaking. I helped them destroy the first hut, and then they made Mistake#2. They thought I was friendly by this point and turned their backs while in the process of destroying hut 2. Spear time. Killed one before they realized what was happening. They proceeded to fight back, until I killed victim #2. Then it was like a scene from scooby do with everyone running around crazy, with me in hot pursuit. About ten minutes into it, and 3 victims down, they finally got me with an arrow. I just wish I could have heard their pleas. My wife had my headphones on and was dying in laughter.
Helpful? Yes No Funny
Beruka
( 1.6 hrs on record )
Early Access Review
Posted: June 24
Amazing game and it has a great community. It's just great. The raids, the building, the weapons, worth the asking price.
I got my first car and base set up by an awesome admin, this is nothing at all like Rust.
Worth full price, and its on sale for 12 dollars in Humble Monthly, and 15 dollars on Steam right now. Buy it now.
Helpful? Yes No Funny
Junke1990
( 0.1 hrs on record )
Early Access Review
Posted: June 24
You join, you run around figuring ♥♥♥♥ out, you come across someone, they kill you and it starts all over again
Helpful? Yes No Funny
WellbyOne
( 1.0 hrs on record )
Early Access Review
Posted: June 24
I came into this game knowing nothing but the title, what follows is my initial experience with Hurtworld.

- A server list... old school.
- I seem to be in some sort of desert, lets explore.
- Looks like I'm 15 meters of wandering in this desert from death?
- No, wait, those are minutes away from dying of exposure?
- Ooo, you can collect things.
- I tell myself I'm hungry. It makes sense, haven't eaten yet.
- Something about no building zones.
- The sun has gone down.
- There appears to be an icing problem.
- I'm going to die in 5 minutes of hypothermia.
- I should figure out how to craft things.
- Checks the controls menu.
- Found the inventory button!
- Inventory has hand crafting menu.
- I have 4/20 logs to make a fire.
- 7/20 logs: Logs are a sparse resource apparently.
- 8/20 logs: I am begining to freeze to death.
- 13/20 logs: I'm losing health.
- 19/20 logs: 25% health remaining.
- 20/20 logs: 10% health: Frantically make my saviour campfire.
- Campfire is unlit, requires more logs as fuel.
- 5% health: Run like madman to secure final log.
- 3% health: Gotta get this log on the fire.
- 2% health: Fire lit.
- 1% health: Hypothermia subsiding.
- I colapse by the flames. Dead. Hypothermia.
- This game is ♥♥♥♥♥♥♥t.
- ...
- One more life.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
155 of 193 people (80%) found this review helpful
12 people found this review funny
Not Recommended
63.5 hrs on record
Early Access Review
Posted: June 3
I used to recommend this game, but after the incredible lack of updates in the last 6 months and the absolute terrible community I cannot recommend this anymore. I tried to get back into this game, but the only people on now are Russians and Koreans. It's to bad this game went down hill. It had a great concept, but the developers got lazy and didn't help create a diversive community. I would recommend to all of you to look into more complete survival games that have a good community.
Was this review helpful? Yes No Funny
74 of 101 people (73%) found this review helpful
5 people found this review funny
Not Recommended
194.6 hrs on record
Early Access Review
Posted: June 3
I can no longer recomend this game. What makes a game like this either thrive or die is the community around it and the community around this game for the english speaking folk like myself is just god awful.

I tried giving the game another go just the other day was greeted by many russians chinese and a few italians none of which could speak english. Bare in mind i was in a featured community server i did try a couple other servers but closest to a US base server i could find was split [EU/US] any thing else either had no players or had insane rates.

Trying to have a conversation was like speaking to a brick wall and trying to find people to play with was even more impossible. The game it's self doesn't seem to have changed much since when i bought it except now theres a build limit which is kind of lame.

Anyway stay away there are other survival games out there with more content and better communities.

They have added steamworkshop to this game but it only seems to have low-quality maps on it as of right now maybe check back in a year see how the game is then but as of right now i cant recomend it.
Was this review helpful? Yes No Funny
27 of 38 people (71%) found this review helpful
2 people found this review funny
Not Recommended
14.5 hrs on record
Early Access Review
Posted: May 28
would have said yes at first but game died last patch was idk when and there are only 2 fully populated servers and those are Chinese
Was this review helpful? Yes No Funny
23 of 35 people (66%) found this review helpful
3 people found this review funny
Recommended
97.1 hrs on record
Early Access Review
Posted: June 6
So I came on here to see how this game was being recieved and I must say I was shocked!
First of all alot of the hate directed at this game seems to be due to being killed ?
So i must point out its a survival game so why is that a suprise?
Also to any players who got discusted with the game due to the lack of heros and the overpopulation of bandits I recommend going to the community server and finding a very low populated server I disliked the game myself as it had lo long term playability but on the small server I play on thats NOT true .
I just wanted to get this review out there in hopes that we can take this game back and support the devs .
I hope this helped someone new to the game shoot me a friend request and we can talk and i can try and help you find a server and get set up .
Hazmat_Priest
Was this review helpful? Yes No Funny
27 of 43 people (63%) found this review helpful
3 people found this review funny
Not Recommended
3.0 hrs on record
Early Access Review
Posted: June 6
At the moment I can't really recommend this game, unless you are just really patient or really lucky.

My experience with the game so far was 2 hours wasted due to being killed on sight by other players. and a 3rd hour wasted looking for a single piece of amber to make a hammer with (which never dropped btw)

Now the kos'ing players I can deal with. I've played enough rust to know that people are just garbage human beings in these kinds of games. It's the insanely low drop rate on something as critical to progression as amber that kills this game for me. To even start making a permanent home in this game you need at least 2 amber. 1 to craft a contruction hammer and the other to make a claim totem. During my 3 hours of play time I found only 1 amber that I was able to keep. Any others I had were swiftly stolen from me by other players.

At the time of this review, I feel the game is way to slow to get started for anyone that isn't willing to invest hours upon hours to make little progress. This might change, but I personally will be staying away from this game until it develops further.
Was this review helpful? Yes No Funny
55 of 96 people (57%) found this review helpful
70 people found this review funny
Recommended
35.9 hrs on record
Early Access Review
Posted: June 10
1.Got into Hurtworld with two friends.
2.Got resources.
3.Attacked by two people with bows.
4.Got away.
5.Hunted Orawngs and deers with spears.
6.collected resources to build a house.
7.Built a house without a roof.
8.Went into snow biome and Forest biome to hunt sasqautches and yetis.
9.came back with titranium, pelts, animal fat, arctic pelts, and one shotgun bullet.
10.My two freinds left me alone to defend the house while they went to get supplies.
11.Crafted two rifles, two pistols, and a shotgun with ammo for all.
12.diciding to make myself a grey sweater or ushanka.
13.Hear wierd noises
14.SEE TWO PEOPLE WITH RED SHIRTS AND SOMBREROS CLIMBING OVER INTO MY HOUSE WITH SHOTGUNS.
14.GETS SHOTGUNNED IN THE FACE WHILE YELLING IN THE MIC FOR MY FREINDS TO GET HERE.
15.DIE
16.THEY DESTROY OUR SPAWN
17.WE GET IN THE HOUSE AFTER KILLING THEM BUT THEY SPAWN AND CLIMB OVER THE WALL AGAIN AND KILL ALL THREE OF US.
18.We come back and try to open our door but they have set it as theirs.
19.We find some people and ask them if they can help us get our house back (Now We Are 5).
20.We come back to see that there are 4 Red shirt sombrero wearing people there now.
21.Me and my two freinds turn back only to see the other two we recruited get their heads blasted in by rifles.
22.They start chasing us.
23.My other freind falls down dead from a rifle bullet.
24.Me and my last freind alive hide behind another persons house.
25.One of them comes around the House with a fully automatic rifle and mows us down.
26.We Die
27.All of us rage quit
28.Me and friends go to play L4D2.

10/10 IGN would rage quit again
Was this review helpful? Yes No Funny
22 of 35 people (63%) found this review helpful
11 people found this review funny
Recommended
14.2 hrs on record
Early Access Review
Posted: June 11
It started off as a simple gang, four of us, on a seemingly fresh server. We made a vow to rise up to power and control the lands of this hidden land! Or so we thought.

It was only the first day, and food was scarce. We were stuck, bare to all elements of the outside world, living between two rocks and a campfire. One of our friends decided he was gonna go hunting, and so he ran, attacking any living thing.

It was only a matter of time before we reached the news, that he was attacked by a hostile boar, killed by surprise. He had rage quited. It was apparent to us that we were too close to a junkyard and had fled atleast four miles before settling on a mountain rock. We had not known of the cold that would soon engulf us.

It was only day 2, the campfire was expected to run out of fuel. Eventually we had decided that two of us would go and gather supplies, before expanding our newly formed "Empire".


We had gathered some owong so we could satisfy our growing hunger, but that wasn't the only problem.


A band of looters had joined the server, apparently had more hours on it than us, and screams of rage in the chatroom was beginning to be more and more apparent. They were hunting down treasureless poor folk, not for survival, but for a 'game', which is what they'd call it.

When Day 3 rolled around, we were engulfed by the fact of getting hunted down. So we gathered our last resources and moved to a seemingly nice neighbourhood, where they had happily let us settle down, and gave us clothes and all a wood bow, each five arrows.

Day 7, we had a small shack we had built, were barely the three of us could manage to fit in it. It helped atleast, keeping us safe from the unknowledgable dangers outside. When morning rolled around, we had heard three russian kids screaming in their voice chat, most likely a sign of dominance in ones opponent. We ran outside, were we came to the conclusion that we were being raided.

Three kids pointed their pistols at the crouched settlers, dropping loot so they won't be killed. A body would lay next to the other, maybe he had protested. We ran for as far as we could, two of them shot and screamed at us. They were so bad at aiming we barely managed to run to a mountain top and snipe them with our bows. Killing one, the other two ran after his body, in a weak effort to take his loot to his rightful owner. We ran after them, killing another one, before the other one had escaped out of our grasp. We were praised, took our earned loot, and continued the days work.


Day 30 rolled around.


It was an army, atleast eight people with spears and axes running in the settlement.

We were safe inside, but we had to do something.

My friend yelled at them, attempting to scare them off. "I got a gun!"

We ran outside guns blazing, killing three of them before the rest scattered off.
Three people came behind us and attacked and killed two of my friends.

Barely managing to survive, bleeding profusely, I slowly walked to my death.

Apparently, the people we killed were apart of some parade, and we got punished.
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43 of 80 people (54%) found this review helpful
18 people found this review funny
Not Recommended
2.5 hrs on record
Early Access Review
Posted: May 27
Only 2 hours in, well I might have more but this game is hard to play for over 2 hours total. Total waste of time and money, their are much better games out there in this genre at the moment! Save your money, buy a Pizza instead.
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4 of 5 people (80%) found this review helpful
1 person found this review funny
Not Recommended
19.0 hrs on record
Early Access Review
Posted: June 24
Nope cant do it, I loved this game but once you get eveything in the game you start to noticce the devs arent doing much to add anything new and interesting, the game just gets tedious and boring after a while, yea you can have fun the first days weeks or maybe even months while you have the game but sooner or later you're going to find the game just laying in library, dormant and well beyond the refund range, I got my kick out of the game the first time but let me tell you "restarting" is just as tedious as having everything, sure I had my fun but itss not a game you can play in the longrun
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5 of 7 people (71%) found this review helpful
Recommended
12.0 hrs on record
Early Access Review
Posted: June 16
A very fundamental multiplayer survival game. For a start, this game is made in Unity and has a minimal art style,so the game has pretty low system requirements. Anyway, the game revolves around a set map where a player can build and later claim a space of land, collected resources from predetermined locations in different biomes. A few things that set this game apart- it takes the opportunity to make everything kill you, even the resources your need to gather. There are 4 different aspects to your health apart from direct attack damage - body temperature, hunger, poison and radiation levels. Certain areas and required ores give off poison and radiation, and entire biomes can subject the player to different climates, such as the cold biome slowly freezing the character. Because different areas have different resources, and different resources and biomes have different effects and difficulties, it means that the player progresses through different biomes as he/she slowly collects and crafts the required items, such as protective clothing. Because of this required area traversal, vehicles ease the burden of perpetual running. Vehicles run on fuel and to craft, require the collection of a full set of parts to then equip to a discovered derelict vehicle body, found in specific areas such as abandoned military bases. Now all these specific areas mentioned can create points of contact between different players, so its good that PvP has in fact been considered in the design of the level rather than just relying random encounter.

There seems many a compaint about lack of updates. I reccommend viewing the development posts, as they show the developers are indeed working on the game and noticably working on creating a solid foundation to expand this game upon. In its current state they game IS enjoyable. It is still hard at higher levels, though only in the more difficult biomes. When you reach the highest "level" in the game however (when you have all the most difficult resources and have crafted everthing) there is little to do other than expand your base or target other players. I think what would work is an expansion of the PvP system. While I think it's fair that only players can interact with bases that they are authorized to (there's a placeable item that dictates the current plot's player authorization), I believe there's a missed opportunity to base attacking/defending, especially since the game includes vehicles and explosives. Now, there's items like the Drill that, when placed and fueled, automatically collect mineral resources found in the biome it is in. So I think an expansion of this concept, mixed with the base and set map elements could be fun indeed. I'm suggesting something like prebuilt and claimable bases (that are additionally claimed to the player's built base) that when fueled provide additional resources. Now by making these bases destrucible (not hugely fancy destruction with physics necessarily), this would create opportunity for attacking players to blow up walls, ram vehicles into the base and invade, and if successful, claim the base and collect the benefits it provides. And with their current server refresh system in place (servers are wiped after a set amount of time to prevent stagnation (derelict player bases etc), I think this would work well to prevent certain parties maintaining a monopoly on additional bases.

Anyway, that was just a hole in the game that was a little noticable. Currently there online servers do have players, though the servers running a infinite-wipe time seem to be significantly more popular. Less popular servers average around 1-6 people, infinite-wipe servers reaching almost 65 in peak hours. There's definitely players. I would reccommend playing with friends though, as it removes any possibility of grinding for resources. It's also quite clear this is how the game was meant to be played as bases allow for multiple players to be authorized to edit and access their resources.

So, right now, the game is awesome for what it is, but it is quite limited in its content. From what the developers are working on (and their work is solid, not silly messing with the UI but setting up the foundations for Steam Workshop support, modifiable weapons, large additions to the map), the game is quietly progressing into what could be a quite sizeable but rock solid in quality online survival game.
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