In the near future, governments and tech giants rolled out the HACK Program — the Human Adaptive Cognition Kit. Self-replicating nanobots, injected like a routine vaccine, spread through the bloodstream and wove themselves into the brain. HACK promised sharper focus, better memory, calmer emotions. It was government-funded, free, and quickly became the “normal” thing to do. By the time anyone had doubts, almost everyone on Earth was running HACK.
Then HACK Core Update 3.0 went live.
A single critical mistake in the new AI core — a grave error — corrupted the nanobots in billions of people at once. The swarms rewrote themselves around broken code that couldn’t be rolled back or patched from orbit. Minds collapsed. Bodies didn’t stay dead. The corrupted nanites kept the flesh moving, spreading like a virus from host to host. People started calling them hacks.
Only a small fraction of humanity survived unchanged. Not because they opted out, but because their bodies had quietly rejected HACK years earlier. Their files marked them as NR-HACK — non-responsive to implantation. Now they’re known simply as Nulls.
You are one of the Nulls, trying to live in a world where a software update murdered civilization and death itself no longer works the way it should.
Grave Error has always been built on one core idea: realism first. Every system is designed with care and intention to feel as authentic and immersive as possible. Even with the natural technical and visual limits of a 2D top-down game, the goal is to stay grounded in realism while still keeping the experience tense, engaging, and fun to play.
Procedurally Generated World
Seamless, endless terrain
Highway network with procedural cities
Multi-floor buildings
Dynamic Day/Night Cycle
Realistic sun/moon positioning and movement
Seasonal variations (Spring, Summer, Fall, Winter) affecting weather, temperature, and vegetation
Accurate lunar phases affecting nighttime visibility
Advanced Weather System
Rain, snow, fog, and wind
Wind direction and speed affecting visuals and gameplay
Temperature system with heat waves and cold snaps
Weather transitions with smooth visual effects
Vegetation System
Multiple tree species with growth stages based on age
Seasonal leaf color changes (spring buds, summer green, fall colors, winter barren)
Unique NPCs
Fellow nulls (humans) can occupy one of many factions
NPCs are based on diverse ethnicities with unique names
Background system influencing starting attributes and skills
Physical attributes such as height, weight, skin color, hair color, etc.
All characters in game, including hacks (zombies) are unique characters
Comprehensive Attribute and Skill System
Physical: Strength, Agility, Constitution, Endurance
Mental: Perception, Intelligence, Learning
Psychological: Courage, Patience, Aggression, Teamwork
Skills affect item identification, combat effectiveness, survival capabilities and more
Realistic Vitals & Survival Mechanics
Blood volume tracking with bleeding and regeneration
Stamina for sprinting and actions
Hydration and satiety (hunger) that deplete over game time
Death from blood loss, dehydration, starvation, or critical injuries
Body Part-Specific Injury System
Localized damage to head, torso, arms, legs, hands, feet
Injury types: lacerations, fractures, contusions, punctures, etc.
Bleeding wounds that require treatment
Infection progression for untreated injuries
Pain system affecting performance
Realistic Firearms
Extensive caliber system (9mm, .45 ACP, 5.56, 12ga shotgun, etc.)
Multiple fire modes: Semi-auto, Full-auto, Burst, Single-shot
Weapon action types: Semi-auto, Pump, Bolt-action, Lever-action, Revolver
Attachment slots: optics, muzzle, stock, lights
Projectile types: FMJ, JHP, AP, Buckshot, Slug, etc.
Melee Combat
Slashing, blunt, and piercing damage types
Unarmed combat: punches, kicks, scratches, bites
"Desperation mode" enabling primal attacks at low health
Weapon durability system
Visual Combat Effects
Bullet tracers with ricochet simulation
Blood impact spatters with directional spray
Blood pooling from wounded characters
Blood drying over time
Bloody/muddy/wet footprints
Protection
Realistic armor classes
Per-body-part protection
Slot-Based Equipment
Head, torso, back, face, arms, hands, legs, feet
Dual-wielding support with left/right held items
Carry weight limits based on strength
Container storage limits based on volume
Comprehensive Item Types
Illumination (flashlights, lanterns, glowsticks)
Consumables (food with nutritional info)
Medical supplies treating specific conditions (bleeding, infection, pain, fractures)
Tools with work capabilities (harvest, build, repair)
Containers (backpacks, bags)
Item State Tracking
Durability and condition
Blood contamination state
Moisture state
Drivable Vehicles
Realistic physics with acceleration, braking, steering
Fuel consumption and refueling
Driver and multiple passenger seats
Interior vs exterior seat options
Vehicle Features
Working headlights, brake lights, reverse lights
Tire marks on surfaces during drift/braking
Terrain friction affecting handling
Advanced AI Behavior
State machine: Wandering, Chasing, Fleeing, Following
Field of view detection with peripheral vision chance
Attribute-driven behavior (courage, aggression, patience)
Herd behavior - hacks (zombies) follow other hacks toward threats
Hack (Zombie) Combat
Scratch and bite attacks with high infection risk
Headshot vulnerability
Corpse loot system
Other NPCs
Faction system
AI item pickup and weapon usage
Group coordination via teamwork attribute
Procedural City Generation
City blocks with residential, commercial, industrial, and park zones
Varied lot generation patterns
Cities, Roads, and Buildings have names/addresses
Buildings
Buildings of all types are placed based on lot characteristics
Every city is unique
Buildings are fully explorable
Room exposure and occupancy tracking
Surface-Aware Audio
Footstep sounds based on surface type (grass, wood, concrete, etc.)
Per-material melee and ranged impact audio
Environmental Audio
Weather sounds (rain, wind, thunder)
Music system with scene-based tracks (Nature, City, Combat)
Multiplayer Support
Local network and online multiplayer
Steam integration for lobbies and matchmaking
In-game chat
Blood loss, Stamina drain, Hunger, and Thirst all work against you as you fight to survive
Use what you find around the world to increase your odds of living to fight another day
Explore a world of desolated cities filled with structures, all ready to be explored and scavenged
World & Environment (Done)
Characters & Basic Survival (Done)
Combat & Weapons (Done)
Inventory & Items (Done)
Vehicles (Done)
AI & Threats (Done)
Buildings & Interiors (Done)
Audio & Effects (Done)
Multiplayer (In Progress)
Harvesting Resources (In Progress)
Building & Breaking (In Progress)
Crafting & Modding
Farming
Fishing
Build a huge variety of building templates (Residential, Commercial, and Industrial)
Add Hundreds of Types of Food and Other Consumables
Craft a Variety of Vehicles
Create Dozens of Ranged & Melee Weapons
Create Unique Art and Audio Assets for All
Expand Flora & Add Fauna/Hunting Mechanics
Expand POI Types Beyond Cities (Towns, Villages, Single Buildings, etc.)
Make Cities More Interesting (Districts, Aesthetic Elements, etc.)
Procedural Faction Generation, Spheres of Influence, Reputation, etc.
Weather & Temperature Survival Mechanics
Heat and Smoke Physics for Interiors
Add Sickness, Disease
Revisit and Expand Combat AI
Expand Non-Combat AI/Navigation
Hack & Null World Migration
Add Fire Hazards
Locked Doors & Vehicles (Add Keys, Lockpicking, & Hotwiring)
And more...
The plan is to release Grave Error on Steam as an "Early Access" game once it is fun and engaging. I want to release a product that the player wants to play over and over again--even in an incomplete state. In its current stage of development, we're not quite there. We have a lot of the pieces in place, but there are a few more important parts that we can't skip over. Additionally, a lot of the current systems need more testing and tweaking. My current goal is for a Steam Early Access release sometime in Summer 2026, but if it's not ready, it's not ready.