
Woods and Camps
Trees, tents, and dying to a zombie you never saw because the zoom was on the backpack.
The forest is stealth and foraging, not a free win. Line of sight is short, hordes still path to sound, and you will get lost at dusk with a heavy bag. Camps and cabins are loot with a sleep risk. Hunting and trapping are late skills. A woods base needs water and a reason — usually hiding from a town you already looted. Dying in the inventory menu is easier when every tile is a surprise.
- Vision
- Short — zoom out, watch adjacent tiles
- Loot
- Forage, cabins, the occasional camp
- Water
- Bring it or live near a river
Key spots
Cabins / camps
Clear, sheet, rope if two-story. Do not assume empty.
Forage zones
After the skill exists. Exhaustion in the trees is a trip.
Rivers / lakes
Water and fish. Panic-sprint swimming with loot is a run ender.
Trails
Zombies use them too. Sound carries.
Deep woods
Helicopter is slightly less accurate. You can still starve.
Play notes
- Zoom and inventory panels should leave a view of adjacent tiles.
- Mods can fill the woods. Add them after two in-game weeks vanilla.
- A woods life without carpentry is a tent and a prayer.