This article is a stub
It lacks sufficient information and needs to be expanded. You can help by adding more content.
Scavenging is the front end of every other system. Materials for Crafting and Modification, food and water for Survival Needs, and the blueprints that unlock better equipment all come out of the world rather than out of a shop. There is no trading system and none has been announced, despite repeated player requests, so what a survivor has is what a survivor found.
Refresh and Density

In the second tech test loot refreshed on a cycle of four to six hours, and that cycle stretched further when a server was under heavy load. The practical effect testers reported was that popular locations stayed empty: gas stations ran dry and city loot came back slowly. The studio's stated fix was not a faster timer but a bigger map, so that demand spreads out over more places. City areas also carry far more zombies than the countryside, which puts the dense loot and the dense danger in the same postcode.
Map size figures differ by build and should not be averaged into one number. The first test ran on a 576 square kilometre procedurally generated sandbox. The current store listing describes 5000 square kilometres of seamless wasteland, and at gamescom 2026 the studio described official servers at roughly 72 by 72 kilometres with private servers at 8 by 8 kilometres. World and Map keeps those figures apart and attributes each one.
Where to Search
Source | Notes |
|---|---|
Gas stations | High traffic and quick to run dry. From 3 August 2026 they can no longer be claimed as private territory on official servers. See Territory and Claims |
Houses | Searched room by room. Hints pointing at likely loot spots inside houses have been announced but are not in the game yet |
Vending machines | Can be broken open for the drinks inside |
Pantries | Can be raided for food. See Cooking |
Zeds | What you see is what you get: most equipment or clothing visible on a zombie can be looted once it is killed. See Zombies and Infection |
Cars | A source of materials as well as transport. Dismantling yielded metal, with rubber and glass agreed to follow. See Vehicles and RVs |
Locked containers | Opened with lockpicks or by working through combination locks |
Locks
Lockpicks and combination locks both exist. The second test carried one bug worth recording, because it shaped how testers played: a simple lockpick displaying a hundred percent success chance would still fail if the player was carrying only one, and the workaround was to craft spares before setting out rather than to trust the displayed number.
Blueprints
Blueprints are found, not bought, and their rarity is a balance lever the studio is still adjusting. The tactical sniper grip blueprint was singled out by testers as too rare to obtain reliably, and drop rate tuning was promised on 27 June 2026. No drop table and no blueprint list has ever been published, so any figure circulating for a specific blueprint is not sourced from the studio.
Carrying and Storing
Survivors have encumbrance limits, so a run is bounded by weight rather than by slot count alone. Back at a shelter, storage groups items of the same type and materials sort themselves, boxes placed on the ground can be stacked on each other, and recruited companions deposit materials automatically once their storage settings allow it. NPC Companions covers what else they will and will not do unprompted, including raiding the fridge for every copy of an item.
Vehicle trunks carry two interaction rules that testers filed as bugs and the studio confirmed as intended rather than broken. A trunk can refuse to open with a message saying there is not enough space above to lift it, and a trunk cannot be interacted with from outside it. The stated remedy in both cases is to adjust the position of the interactable in build mode rather than to wait for a fix, which makes where a container sits on a vehicle a practical decision as well as a cosmetic one.
Announced Improvements
Change | When it was announced |
|---|---|
Hints inside houses pointing at likely loot spots | June 2026 |
Rare items obtainable only by scavenging | June 2026 |
One-press area pickup, which the studio described as a vacuum cleaner or harvester approach | June 2026 |
Rubber and glass added to the output of dismantling a car | 1 July 2026 |
Larger maps with richer points of interest | July 2026 roadmap |
More types of large points of interest, with a military base under consideration | 3 August 2026 |