Ravenous Development

Ravenous Development

An independent studio building hard, persistent worlds. Our first game is VASTATED: an open-world full-loot PvP survival shooter where nothing resets and everything you build can be taken.

In development

Our first game

VASTATED

A large island after the collapse. You arrive with nothing. Everything worth having is on the ground, in the buildings, or on someone else, and when you die you drop all of it. No lobbies, no raid timers, no way to bank your loot. The world is persistent: the base you build stays, the wall you breach stays breached, and the server remembers.

What it is

Consequences that last

01

One world that keeps going

Bases, boxes, claims, beds and clans survive a restart. Log out and your body stays for 15 seconds. Servers hold 10 to 15 players today and are built to grow to 100.

02

Full loot, real stakes

Death costs you your gear. Loot is scarce by design, placed by place and rarer the better it is. Zombies carry loot too, and a few of the best things in the world exist once.

03

Build, claim, defend

Base Plans, a build ring and stability, wood to stone to metal. Claims, perimeter walls with barbed wire, gates you drive through, code locks. Only C4 damages a base.

04

An island to cross

A 64 square kilometre island of rivers, bridges and highways with a city of enterable buildings, a castle and village, a mall, a military base with a bunker, and the farm town of Crossroads. A two-hour day, dark nights and storms.

05

Vehicles with passengers

Eight kinds of car with seats, storage, code locks and damage. Armed passengers, hopping kerbs, rolling over, flooding in deep water, flipped back with a push.

06

Built for the fight

Hit registration checked against what the shooter saw, tested under lag. Bullets pass through glass. Armour absorbs whole hits and breaks. 46 melee weapons, bows, grenades and bolt snipers.

64 km²Island
10–15Players per server today
100Target server size
46Melee weapons

In engine

From the build

Captured in engine, interface removed, from builds before the map rework. The reworked island gets its own showcase. Nothing shown is final.

Where it actually is

VASTATED roadmap

Written the way a build log is written. The order is real; a calendar would not be, so there are no dates.

  1. In the build now

    Enough to fight over something and lose it

    • Lag-compensated gunplay, ablative armour, headshots
    • Character creation, faces, a rebuilt interface
    • Building, claims, beds, code locks, clans and ranks
    • Crafting, cooking, smelting, tools you make
    • Zombies, swimming, grenades, 46 melee weapons
    • Chat, map markers, emotes, rebindable keys
    • Day, night and weather; raiding with C4
    • Saves, a launcher, and small live playtests
  2. In progress

    A world to play in, and proof it holds together

    • City interiors, building by building
    • The island: castle, mall, military base, Crossroads
    • Eight vehicles; fuel is next
    • Performance for big crowds and the whole city
    • Player-hosted servers; dedicated servers later
    • Animation, sound, and a rare one-shot sniper
  3. Next

    The playtest, and what it shows us

    • A build in a small group's hands, and fixing what they find
    • The build menu's last pieces
    • Shotgun tuning
    • Hit feedback you can see
    • The loot pass, once interiors are done
  4. After that

    Getting across the island, and more people on it

    • More vehicles
    • Servers toward 100 players
    • World events: airdrops with guards, then patrols
    • The rest of the island, every place built out
    • First-person arms for everything

Maintained by hand, and the first page to go stale: if it disagrees with the build you are playing, the build is right. Numbers will still move. The full log is on vastated.com.

About

The studio

Systems that hold up under pressure.

Ravenous Development, usually shortened to RGD, is an independent studio in the United States and the maker of VASTATED. We build in Unreal Engine 5 with a bias toward persistence, server authority, and worlds that keep their consequences.

We work in the open with the people who play. Playtests are small, feedback goes straight into the build, and the roadmap changes when the game tells us it should.

If you are a developer, artist or audio designer who likes this kind of game, get in touch. For press, there is a press kit.

Contact

Say hello

Press, partnerships, bug reports, work with us, or just to talk about the game.

dev@ravenousdevelopment.com