[Self-Promotion] A survival game should survive its creator

https://www.youtube.com/watch?v=eIJHYsPgNnM

ALIS asks two survival questions: can the player survive the world, and can the world survive its creator?

The first is gameplay. The second shapes the project: a real place whose geography can be checked; public source and GPG-verifiable release checksums; modular boundaries; a pact against predatory mechanics; and a direction toward community hosting and transferable stewardship.

That is the direction, not a fake launch claim. The public release today is an early single-player Windows prototype. Community-hosted servers and open governance are still long-term work.

The 58-second trailer shows the world. The play page shows what exists and can be inspected now: https://fall.is/play/

For people who build games or infrastructure: what actually keeps a game world alive when its original maintainer, storefront, or master server disappears?

4 points · 2 comments · view on lemmy.world

2 Comments

Drbreen@sh.itjust.works · 4 pts · 8d (1 reply)

I honestly don't know what you're trying to communicate.

fallalis@programming.dev · 0 pts · 5d

@Drbreen@sh.itjust.works — thank you. Your comment is fair, and I think you are right: I led with motivation and abstractions before explaining what ALIS actually is and why it might be relevant to developers here.

ALIS is an early single-player UE5 survival project. Its public repository can also serve as an Unreal architecture reference: developers can inspect and adapt its modular plugin boundaries, JSON-to-DataAsset pipeline, implemented inventory, vitals and loading systems, plus its build, test and release tooling.

The public tree is intended for code, documentation, review and contribution—not as an asset-complete game checkout. Contributions to code, tests, documentation and public text data are welcome in the ALIS repository.

To help me correct the message: what concrete context did you expect first from a post like this in /c/gamedev—a concise explanation of the playable build, or a focused technical breakdown with code and trade-offs, such as the plugin boundaries, data pipeline or one implemented gameplay system? If neither, what would have made the post useful to you?