| System | v0.103 Behavior | v0.104 Change | Rationale | |--------|----------------|---------------|-------------| | Radiation decay | Linear, predictable | indoors; slower outdoors | Encourages base-building and rad-gear strategy | | Weapon durability | Degraded per shot | Degrades per magazine reload (not per bullet) | Reduces micromanagement of repair kits | | Hunger/thirst | Fixed drain over time | Scales with activity level (combat, building, resting) | More realistic and less punishing for passive players | | Enemy respawn | 72 hours real time | 48 hours + player proximity trigger | Prevents safe-area farming, rewards exploration |

“Please add a mute button for the base alarm sound.” → Planned for v0.105.

Should we focus on designing a for this version, or do you want to dive deeper into the enemy factions roaming the wastes?

In World After War , players take on the role of Jack, a young protagonist who awakens in a high-tech subterranean military base following a global nuclear catastrophe. As the appointed leader of the group, your primary objectives include: