
Moddable and Hostable as a server for others to join and adventure, build, or fight. Jump into a new voxel game that is as powerful as it is fun! Experience a new level of detail and special features that keep the game interesting and fun.
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^This is our mod directory and anyone can add to it. All mods are subject to review and rejection.
Now a year into development the game is close to finished. For the next 3 years I'll be updating the game with content and fixes for free!

Surviving Day: A Voxel World That Doesn't Sit Still
Voxel survival games have a well-worn shape by now: punch a tree, build a shelter, survive the first night, and slowly bootstrap your way from stone tools to something resembling civilization. Surviving Day starts from that same familiar footing, then keeps going in directions most games in the genre never bother with — living colonies with their own politics, companions that actually remember you, animals with real behavior instead of wandering hitboxes, and a circuitry system that turns redstone-style automation into something closer to actual computing.
GETTING YOUR FOOTING
The controls will feel immediately familiar to anyone who has played a voxel game before: WASD to move, left click to break, right click to place or interact, E for context-sensitive actions like picking things up. Where Surviving Day starts to differentiate itself is in how much sits behind those simple inputs. Pressing Q brings up a full skills panel — Combat, Ranged, Magic, Mining, Woodcutting, Forging, Chemistry, and more — each leveling independently through actual use, RuneScape-style, rather than through a generic experience pool. G opens an equipment panel with dedicated slots for armor, wings, weapons, and an off-hand item. None of this is bolted onto a simple building game — it's threaded through the whole moment-to-moment loop.
The world itself is built from noise-driven terrain generation with genuine biome variety: magic forests with glowing trees, volcanic regions built from obsidian and lava, floating skylands reachable by flight or portal, tundra and desert extremes that punish players without the right gear, dense jungle canopies patrolled by velociraptors, coral-reef oceans, and cave systems that plunge deep enough to feel like their own separate world. A built-in waypoint system (Navi) keeps a HUD marker on anywhere you've flagged, alongside a minimap showing coordinates and your current biome at a glance.
A WORLD THAT KEEPS GENERATING SURPRISES
Scattered through that terrain are structures that reward exploration rather than just decorating it. Deep beneath the world's tallest floating islands sits the Dragon Citadel — a genuine landmark, not a procedural box: a domed central tower wrapped in alternating black-and-white marble bands, ringed by a Parthenon-style colonnade with lit braziers, hanging vines, statue plinths, and four flagpoles flying real physics-simulated cloth. Somewhere inside, a dragon sits caged, guarded, waiting for a player determined enough to reach it. It isn't just set dressing, either — an entire multi-act quest chain, "The Sky Citadel," is built around actually finding and storming that exact structure, not a scripted stand-in.
Below ground, catacombs, rune temples, pirate shipwrecks, sunken vessels, guard towers, and rook keeps are seeded across the map using the same rarity-tunable generation system players can adjust themselves before ever loading a new world — sliders for how common each structure type is, whether dungeons generate at all, how dense villages should be. Nothing about exploration is left entirely to chance if a player wants more control over the world they're dropping into.
A LIVING WORLD, NOT A STATIC ONE
What sets Surviving Day apart most is that its NPCs aren't just quest-dispensers standing in place. Colonies grow, elect leadership, go to war with neighboring settlements, form trade routes, and can collapse if left unsupported. Individual villagers pursue their own life goals — some want to become king, others want to open a shop, marry, or chase down a rare item — and remember the player's reputation across all of it. Guard NPCs patrol watchtowers. Ambassadors travel between allied colonies. None of this happens because a player triggered a quest flag; it happens continuously, in the background, whether or not anyone is watching.
Companions follow the same philosophy. Tame an animal, and it isn't a cosmetic pet — it fights alongside you, levels up its own companion rank, and can be stored to a disk and recalled later. Over 40 wildlife species populate the world, each with its own spawn logic tied to the right biome (seals only appear on icy glaciers, sea turtles nest on tropical beaches and swim the open ocean, fireflies only come out at night in grassy fields), and beyond basic movement, many species have real personality: bears charge when provoked, cats pounce playfully, wolves lunge in packs, stingrays and manta rays can pull off genuine backflips mid-swim. Even something as small as a fish blowing tiny bubbles while it swims got its own attention.
BUILDING BEYOND BLOCKS
Surviving Day's circuitry system pushes past simple redstone-style switches into something closer to real automation: computers with their own scripting, camera and surveillance networks, arcade cabinets with playable native games, and automated production chains that can run a colony's economy without constant player oversight. Portals and gateways let players link distant points of the map together instantly, and "The Construct" creative mode lets players design and save their own structures as reusable blueprints — including tuning how rare their creation is to encounter in future worlds.
For players who want to go further than the built-in toolset, Surviving Day ships with a full C-ABI modding system. Mods are compiled shared libraries that hook directly into block placement and breaking, NPC events, weather, crafting, chat, and more — including raw keyboard input and direct block manipulation for the more ambitious mods. One of the most recent additions demonstrates exactly what that API is capable of: a Ship Wand that turns any floating, ground-disconnected structure into a pilotable flying machine, block for block, with full WASD-plus-vertical controls and real collision — fly it into a mountainside, and it doesn't just stop, it fuses to the wreckage exactly where it hit.
MULTIPLAYER THAT REMEMBERS WHO YOU ARE
Hosting a game lets a player pick from any world they've already built in singleplayer, rather than forcing a fresh start. A full permissions system scales from casual co-op to properly staffed servers, with dedicated roles for moderators and admins, group-based land protection, and a console for server staff. A global player-profile system carries a player's progress across different servers, so switching where you play doesn't mean starting over.
THE THROUGH-LINE
None of this reads like a checklist bolted onto a voxel sandbox — it reads like a world that was built to keep functioning whether or not a player is paying attention to any specific corner of it. Colonies rise and fall on their own terms. Animals live according to their own biome logic. A dragon sits imprisoned in a fortress whether or not anyone ever climbs high enough to find it. That's the throughline running under Surviving Day: it isn't just a game you build things in. It's a place that was already going to keep moving, with or without you.

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没中文 没成就 《生存之日!》 探索 · 建造 · 生存 · 繁荣 ^这是我们的模组目录,任何人都可以添加内容。所有模组均需经过审核,可能会被拒绝。 游戏开发至今已一年,目前已接近完成。在接下来的三年里,我将免费为游戏更新内容和修复! **《生存之日》:一个不会静止的体素世界** 体素生存游戏如今已经形成了一套固定模式:砍树、建庇护所、撑过第一夜,然后从石质工具一步步攀升到某种文明形态。《生存之日》从同样的起点出发,却在多数同类游戏不屑于涉足的方向上走得更远——拥有自己政治体系的鲜活殖民地、真正记得你的伙伴、拥有真实行为而非漫游碰撞箱的动物,以及一个将红石式自动化推向接近“实际运算”的电路系统。 **上手初体验** 任何玩过体素游戏的玩家都会立刻对操作感到熟悉:WASD移动,左键破坏,右键放置或交互,E键用于拾取等上下文相关动作。《生存之日》开始展现差异的地方,在于这些简单输入背后隐藏的深度。按下Q键会呼出一个完整的技能面板——战斗、远程、魔法、采矿、伐木、锻造、化学等——每项技能都会通过实际使用独立升级,类似《RuneScape》的风格,而非通过通用经验池。G键打开装备面板,包含护甲、翅膀、武器和副手物品的专用槽位。这些并非简单附加在建造游戏之上,而是贯穿了整个游戏循环。 世界本身由噪声驱动的地形生成构建,具有真正的生物群落多样性:长满发光树木的魔法森林、由黑曜石和熔岩构成的火山区域、可通过飞行或传送门抵达的浮空岛屿、需要正确装备才能应对的冻原和沙漠极端环境、由迅猛龙巡逻的茂密丛林树冠层、珊瑚礁海洋,以及深邃到仿佛自成世界的洞穴系统。内置的导航点系统(Navi)会在HUD上标记你标记过的任何位置,同时还有小地图显示坐标和你当前的生物群落。 **一个不断带来惊喜的世界** 地形中散布着奖励探索的建筑,而非仅仅是装饰。在世界最高浮空岛的下方深处,坐落着龙之堡垒——一个真正的地标,而非程序生成的盒子:一座圆顶中央塔楼,环绕着黑白相间的大理石带,四周是帕特农风格的石柱廊,配有燃烧的火盆、垂落的藤蔓、雕像基座和四根飘扬着真实物理模拟布料的旗杆。堡垒内部关押着一条龙,有守卫看守,等待足够坚定的玩家抵达。这也不仅仅是场景装饰——一个名为“天空堡垒”的多幕任务链,正是围绕着找到并攻占这座特定建筑而构建,而非一个脚本化的替代品。 在地下,墓穴、符文神庙、海盗沉船、沉没船只、瞭望塔和城堡据点通过相同的稀有度可调生成系统散布在地图上,玩家在加载新世界之前就可以自行调整这些设置——每种建筑类型的出现频率、是否生成地下城、村庄的密度等都有滑块可调。如果玩家希望对自己进入的世界拥有更多控制权,探索的方方面面都不会完全交由运气决定。 **一个鲜活的世界,而非静止的** 《生存之日》最与众不同的地方在于,它的NPC不仅仅是原地站立的任务发放器。殖民地会成长、选举领导层、与相邻定居点开战、形成贸易路线,如果得不到支持也可能崩溃。个体村民会追求自己的生活目标——有些人想成为国王,有些人想开店、结婚或追逐稀有物品——并且会记住玩家在所有这一切中的声誉。守卫NPC会在瞭望塔上巡逻。大使会在结盟的殖民地之间旅行。这些都不是因为玩家触发了某个任务标记才发生的;它们是在后台持续运行的,无论是否有人在观察。 伙伴系统也遵循同样的理念。驯服一只动物,它并非装饰性宠物——它会与你并肩作战,提升自己的伙伴等级,并且可以存储到磁盘中稍后召回。世界上栖息着超过40种野生动物,每种都有与其生物群落相匹配的生成逻辑(海豹只出现在冰川上,海龟在热带海滩筑巢并在开阔海洋中游弋,萤火虫只在夜晚出现在草地田野中),除了基本移动外,许多物种都具有真实的个性:熊在被激怒时会冲锋,猫会嬉戏扑击,狼会成群扑向猎物,黄貂鱼和蝠鲼甚至能在游动中完成后空翻。即使是鱼在水中游动时吹出小气泡这样微小的细节,也得到了关注。 **超越方块的建造** 《生存之日》的电路系统超越了简单的红石式开关,更接近真正的自动化:拥有自己脚本的计算机、摄像头和监控网络、内置可玩原生游戏的街机柜,以及无需玩家持续监督即可运行殖民地经济的自动化生产链。传送门和网关让玩家可以瞬间连接地图上的遥远点位,“构建者”创造模式让玩家可以将自己的建筑设计保存为可重用的蓝图——包括调整其生成稀有度,决定其在未来世界中出现的频率。 对于希望超越内置工具集的玩家,《生存之日》配备了一个完整的C-ABI模组系统。模组是编译的共享库,可直接挂钩到方块放置和破坏、NPC事件、天气、制作、聊天等——包括原始键盘输入和直接方块操作,供更有雄心的模组使用。最新的一个新增功能恰好展示了该API的能力:一把“舰船魔杖”,可以将任何浮空且与地面分离的建筑逐块转化为可驾驶的飞行器,具备完整的WASD加垂直控制和真实碰撞——撞上山体时不会只是停下,而是会精确地融合在撞击点的废墟中。 **记住你的多人游戏** 主持游戏时,玩家可以从任何已在单人模式中建造的世界中选择,而非被迫重新开始。完整的权限系统适用范围广泛,从休闲合作到正规管理的服务器,为管理员提供专用角色、基于群体的土地保护以及服务器控制台。全局玩家档案系统会跨不同服务器保留玩家的进度,因此切换游玩地点并不意味着重新开始。 **贯穿始终的线索** 这一切读起来不像是一份强加于体素沙盒之上的清单,而更像是一个无论玩家是否在关注其特定角落都会持续运转的世界。殖民地按照自身的节奏兴衰。动物根据其生物群落逻辑生活。一条龙被囚禁在堡垒中,无论是否有人攀登到足够高去发现它。这就是贯穿《生存之日》的线索:它不仅仅是一个你建造东西的游戏。它是一个即使没有你,也已经在持续运转的地方。
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