Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
Scanned 9/5/2026
Install to Claude Code
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Survival Crafting?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/gamedev-skills-survival-crafting)More formats (shields.io, HTML) on the badges page.
---
name: survival-crafting
description: >
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree,
needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
---
# Survival Crafting
A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the
crafting/tech progression, and base building. This is a **compositional** skill: it orchestrates
inventory data, world content, persistence, and threats. It does not re-teach those primitives;
it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival
tense rather than tedious.
## When to use
- Use when the player **gathers resources, crafts items/structures, manages survival needs, and
builds a base** against escalating threats: survival sandbox, crafting/base-building game.
- Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,
or base placement/building.
**When *not* to use:** crafting as a minor RPG feature → `rpg`. Permadeath grid dungeon →
`roguelike`. For inventory/items as data assets, use `godot-resources` /
`unity-scriptableobjects`; for world generation, `procedural-gen`.
## Core loop
**Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs
→ explore farther for better resources → survive escalating threats → repeat at a higher tier.**
Each loop should unlock the *next* loop (better tools → reach new biomes → new resources →
better crafts). When that ladder breaks, the game becomes a grind.
## Must-have systems
1. **Resource nodes + gathering** — harvestable world objects; tool requirements/tiers; respawn.
2. **Inventory** — stacks, capacity (slots or weight), drop/transfer, hotbar.
3. **Crafting** — recipes (inputs → output), a crafting station/tech gate, a tech tree.
4. **Survival needs** — hunger, thirst, temperature, stamina, health, with decay + consequences.
5. **Base building** — placeable structures, a build grid/snapping, storage, crafting stations.
6. **World + day/night** — biomes/resources (often procedural); a time cycle driving threats.
7. **Threats** — hostile creatures/weather/events that escalate; combat or avoidance.
8. **Save/load** — world state, inventory, base, needs, progression; large-world persistence.
## Design knobs
| Knob | Effect | Notes |
|------|--------|-------|
| Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. |
| Need-failure consequence | stakes | Damage over time, not instant death. |
| Resource scarcity / respawn | exploration push | Scarce near base → travel for more. |
| Tool tiers / gating | progression ladder | Better tool → new node types. |
| Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. |
| Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. |
| Threat escalation curve | difficulty over time | Night/seasonal/event ramps. |
| Day length | rhythm | Day = gather, night = defend. |
## Patterns
### 1. Needs decay with graded consequences
```python
# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
p.thirst = max(0, p.thirst - THIRST_RATE * dt)
p.temp = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)
# Consequences are graded, not binary: warnings, then attrition — never instant death.
if p.hunger == 0 or p.thirst == 0:
p.hp -= STARVE_DAMAGE * dt # damage over time creates urgency with recovery room
if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
p.hp -= EXPOSURE_DAMAGE * dt
if p.hunger > 0 and p.thirst > 0 and not exposed(p):
p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt) # safe + fed => heal
```
### 2. Crafting: validate, then atomically consume inputs
```python
# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
"inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "requires_tech": "basic_tools"}
def can_craft(recipe, inv, tech, station):
if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
if recipe.get("station") and recipe["station"] != station: return False
return all(inv.count(item) >= n for item, n in recipe["inputs"].items())
def craft(recipe, inv, tech, station):
if not can_craft(recipe, inv, tech, station): return False
for item, n in recipe["inputs"].items(): inv.remove(item, n) # consume all, then add
inv.add(*recipe["output"]) # atomic: no partial craft
return True
```
### 3. Gathering gated by tool tier
```python
# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
if tool.tier < node.required_tier:
return notify("Need a better tool") # e.g. stone node needs a pickaxe, not fists
node.hp -= tool.power
if node.hp <= 0:
spawn_drops(node.drop_table) # weighted drops (see roguelike loot pattern)
node.start_respawn(node.respawn_time) # node returns later; world isn't depleted forever
```
## Pitfalls / failure modes
- **Needs that kill instantly** → frustration and save-scumming. Make failure damage over time,
with clear warnings and a recovery path (Pattern 1).
- **Grind without a ladder** → gathering that never unlocks new gathering. Each tier must open
the next (better tool → new node → new resource → better craft).
- **Non-atomic crafting** → inputs consumed but output not granted on an edge case. Validate
first, then consume-and-add as one step (Pattern 2).
- **Inventory with no limits** → no logistics tension and no reason for a base/storage. Cap by
slots or weight.
- **Permanently depleting the world** → players strip the map and quit. Respawn nodes or
regenerate resources over time.
- **Per-frame decay unscaled by `dt`** → needs drain at different speeds on different hardware.
Scale by `dt`.
- **No save / fragile save of a large world** → a crash wipes hours. Persist world+base+needs
incrementally; version it (see `save-systems`).
- **Flat threat curve** → no late-game pressure. Escalate via night/season/event tiers.
## Composition (build it from these skills)
- **Items/recipes as data:** `godot-resources` / `unity-scriptableobjects` — items, recipes, tech tree, drop tables.
- **World:** `procedural-gen` for biomes/resource placement; `level-design` for authored areas.
- **Persistence:** `save-systems` for large-world state, base, inventory, needs, and versioning.
- **Threats:** `game-ai` for creatures; the engine physics skill for melee/collision.
- **Building/placement:** `godot-tilemap` / `unity-tilemap-2d` (2D) or `godot-3d-essentials` (3D) plus UI snapping.
- **UI:** `game-ui-ux` for inventory/crafting/HUD layout and scaling; `godot-ui-control` for the concrete inventory, crafting menu, needs HUD, and build mode.
## References
- For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning,
base-building grids, and threat escalation, read `references/needs-and-crafting.md`.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!