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Forest Survival is a browser-based, first-person wave-survival shooter. Players clear escalating enemy waves, unlock a score-gated arsenal, manage stamina and a one-slot loot inventory, and build a run through temporary perks, challenges, and persistent account progression.
The game is implemented with React, TypeScript, Three.js, PeerJS, Convex, and optional Rapier-powered death physics. It is an action-survival game rather than a narrative game: this wiki documents confirmed mechanics and implementation behavior only.
| Area | Confirmed implementation |
|---|---|
| Primary mode | Endless solo wave survival (Classic) |
| Other modes | Guided Tutorial and PeerJS multiplayer |
| Maps | Eight selectable biome maps |
| Arsenal | Seven firearms plus the Subverter hacking deck |
| Classes | Eight selectable character classes with active abilities and passives |
| Enemies | Ten active archetypes plus stationary Sentinel turrets |
| Progression | Score unlocks, run perks, weapon mastery, skills, ranks, achievements, dailies |
| Platforms | Desktop keyboard/mouse; touch controls on supported phones and tablets |
- Gameplay — loop, difficulty, waves, scoring, and outcomes.
- Controls — desktop, touch, and fixed/rebindable inputs.
- Weapons — full weapon statistics and the Subverter.
- Characters and Enemies — combatants, abilities, and counters.
- Equipment and Inventory — pickups, airdrops, hazards, and the carried-power slot.
- Multiplayer — lobby, shared-enemy authority, synchronization, and limitations.
- World, AI, Game-Systems, User-Interface, Audio, and Graphics — game-facing systems.
- Technical-Overview, Installation, and Configuration — developer setup and architecture.
- Known-Features, Planned-Features, and FAQ — implementation inventory and quick answers.
The following captures were made from the public live build's invincible Tutorial mode. They show the actual first-person HUD, weapon viewmodels, low-poly forest scene, and starter enemy presentation.


The reference sheets below give new players a quick, evenly arranged visual index. Detailed context stays with World, Characters, Enemies, and Equipment.


The full pickup line-up is a source-faithful reference capture: it uses the exact pickup shape and colour branches implemented in createPowerUp. The temporary capture scene was removed after the image was created.

The wiki checkout contains only a minimal existing home page and an untracked README. The current implementation was therefore cross-checked against the companion game repository specified for this task. Where the README and code differ, the code behavior is documented. Examples include the Engineer's remote-demolition ability, the expanded loot pool, current killstreak thresholds, and difficulty-scaled boss starts.
Implementation anchors: README.md, src/App.tsx, src/types/game.ts, src/utils/*, src/components/*, and convex/*.