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Inventory

smsolutionsva-byte edited this page Jun 26, 2026 · 1 revision

Inventory

Home · Equipment · Weapons · User-Interface

Confirmed inventory model

Forest Survival has a deliberately small inventory model:

  • A score-gated weapon roster. Unlocked weapons are available by digit selection or mouse-wheel cycling for the current run.
  • One current magazine for the equipped weapon. There is no reserve-ammunition stack.
  • One held loot-power slot. Walking over a crate stores it; using the Power action empties it.
  • Persistent per-weapon mastery XP and account progression for signed-in players.

The held-power slot is the only world-pickup inventory. It is represented on the HUD as either an empty “Find Loot” prompt or the current power icon/name.

Pickup flow

  1. An enemy may drop a power crate, subject to the current wave's drop cap and spacing gate.
  2. The player walks into a crate to collect it.
  3. If the slot is empty, the power is stored and a prompt explains how to activate it.
  4. If the slot is occupied, the new crate remains unavailable until the held power is used.
  5. Press the bound Power key to consume the stored item, if timing/hand-use restrictions allow it.

See Equipment for the full power list, probabilities, and airdrop rewards.

Weapons and ammunition

Weapons are not physical dropped inventory items. Their score thresholds unlock them in the run, and choosing a new unlocked weapon loads its effective magazine. Effective magazine capacity can be modified by Drum Magazine, L10 weapon mastery, and One-in-the-Chamber-style run modifiers.

Ammo boxes and the Ammo power refill the current effective magazine. There is no confirmed reserve-ammo count, ammo crafting, weapon dropping, trading, or manual item transfer system.

Loot and persistence

Data Persists? Notes
Score-unlocked weapons No Reset for a new run.
Held power No One run, one slot.
Wave perks No Solo-run-only; removed at run end.
Run modifiers No One Classic run.
Weapon mastery XP Yes, signed in Stored per weapon through Convex.
Skills, rank, stats, achievements, title, avatar, settings Yes, signed in Stored in compact account progression records.
Photos Yes, signed in Stored as up to five Convex-storage captures per player.

Not implemented

No backpack grid, item stack count, equipment slots, item dropping, crafting recipes, build materials, armor pickup inventory, or trading system was found. “Inventory” in this project means the weapon selection state and one consumable power slot, not a survival-crafting inventory.

Implementation references: src/App.tsx, src/components/HUD.tsx, src/types/game.ts, convex/playerStats.ts, convex/photos.ts.

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