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Overview

ISLAND SURVIVAL — Complete Survival Game Template


Island Survival is a ready-to-extend survival game template for Unity, built as a working vertical slice rather than a demo scene. It combines procedural world generation, base building, crafting, enemy AI and a full save system into one connected project — designed so you can either ship it as-is or use it as the foundation for your own survival game.


KEY FEATURES


- Procedural Island Generation — every island is generated from a single seed using layered, domain-warped noise: organic (non-circular) coastlines, ridge-based hills and mountains, smooth shoreline blending, and automatic terrain texturing (sand/beach/grass/rock/snow) based on height and slope. No hand-painting required.


- Building & Snapping System — a Valheim-style grid/snap building system: foundations, walls, doorways, floors, ladders. Pieces have durability and can be destroyed (by zombies or tools), with world-space HP bars.


- Inventory & Crafting — a ScriptableObject-driven inventory (24 slots + 8 hotbar) with drag-and-drop UI, stacking, and a recipe-based crafting system. Adding a new item or recipe is a data-only change — no code required.


- Zombie AI — enemies with a custom A* pathfinder (built on top of Unity Terrain), a state-machine brain, day/night-aware spawning, and simple procedural leg animation — no rigged character needed to get moving enemies.


- Day/Night Cycle — a fully procedural sky (no baked skybox textures) that drives lighting, fog and zombie spawn rates over a configurable day length.


- Player Systems — first-person controller (New Input System) with walking, running, jumping, swimming and ladder climbing; health, stamina, and a drowning/oxygen system for underwater survival.


- Water System — a lightweight, shader-free water plane and underwater indicator that generates its material at runtime, with no external shader dependencies.


- Full Save/Load System — a modular, JSON-based save system with multiple save slots; player, inventory, world, buildings, resources and zombies are all restored on load. The core save framework is decoupled from game-specific data, so it can be extended to save new systems you add yourself.


- Complete Menu Flow — Main Menu, Create Game (with a live seed preview), Load Game, Settings (graphics, key rebinding) and an in-game Pause Menu.


CUSTOMIZATION


Every core system — island shape, biomes, building costs, player stats, zombie behavior, save data — is exposed through ScriptableObjects and public Inspector fields, not hardcoded. The included documentation goes beyond a field list: it explains the underlying algorithms and state machines, then walks through step-by-step recipes for the most common changes (new resource types, new biomes, extra islands, custom AI behavior, and more).


WHO IT'S FOR


Built for developers who want a genre-accurate survival/crafting starting point (think island survival, base-building, day/night threat games) without building world generation, inventory, building and AI systems from scratch. Roughly 70 scripts across 10 interconnected systems, fully commented and documented.

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