


Original item artwork. Illustrative equipment-family images are not a claim about a final in-game model.
A moving start
The current plan starts the player inside the safe shelter area, Lindenhof. Mara contacts the player through a starting handheld radio while movement stays available. Tutorial hints are optional; the introductory call does not replace the personal briefing.
Starting equipment
Equipment is placed in the player’s inventory and equipped at the start; the locker holds additional crafting materials rather than a duplicate full loadout. The radio is protected. The crowbar is included in the documented starting-plan decisions.
From the shelter to the gate
Find Mara, receive the briefing, reach the depot battery and restore maintenance access. The full first-region story continues through substation, Warden, relay and interchange.
Death and return
The current decision preserves inventory, equipment and world progress on return to the shelter, restores health, clears negative effects and automatically saves the respawn state. The complete production death/respawn and disk-save flow remains an implementation milestone.
Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.
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