Sound as a threat: the noise system
Sound as a Threat: The Noise System
In a world where danger can be waiting around every corner, sometimes the best thing you can do is avoid drawing attention to yourself. A gunshot, breaking glass, or simply moving too loudly can reveal your position to those you'd rather never encounter.
We're developing a noise system that turns sound into a fully-fledged gameplay mechanic. Almost every action now has an audible consequence, and its volume and type determine who can hear it and from how far away.
Every Action Makes Noise
Not all sources of noise are the same. Different actions produce sounds with different volumes and characteristics. Quietly moving through a forest is one thing; opening fire in the middle of a residential area is something entirely different.
The environment matters just as much as the sound itself. In open areas, noise travels much farther than it does through dense buildings or forests, where obstacles prevent it from reaching distant locations.
Weather also plays a role. Rain muffles sounds for everyone: both infected and other survivors. This creates additional opportunities for movement and allows you to use environmental conditions to your advantage.
The Infected Hear — and Remember
Groups of infected don't simply react to every random sound. They remember the loudest recent sources of noise and gradually move toward them.
This means the consequences of your actions aren't limited to your immediate surroundings. A single loud gunshot can attract the attention of infected from a considerable distance and change their movement patterns across an entire area.
For example, gunfire in Ashford can attract additional groups of infected within just a few minutes, completely changing the situation around you. A location that seemed relatively safe moments ago can quickly turn into a trap.
And the worst part? You won't always know exactly how many infected heard you or where they'll come from.
Gunshots Attract More Than Just Infected
However, the infected aren't the only reason to keep an eye on your noise levels.
There are other survivors out there, too. If they hear gunfire, they might become curious about its source. Some may come to investigate, perhaps looking for someone who needs help. Others might be searching for loot. And some will simply see an opportunity to take advantage of someone else's carelessness.
A loud firefight can become an invitation to everyone in the vicinity. And there's no guarantee that everyone who comes looking will be friendly.
So before pulling the trigger, think not only about the enemy standing right in front of you, but also about those who might hear the shot from far away.
Silence Is a Resource Too
We want players to treat noise as another resource that needs to be managed carefully.
Sometimes firing a weapon really will be the best option. But other times, it will create far more problems than it solves. Is it worth spending ammunition if the sound will attract more groups of infected? Is getting into a fight a good idea if other survivors might be nearby? Can you avoid the danger without giving away your position?
These are the kinds of decisions players should constantly be making. Even moving through the world will require you to consider your surroundings, the weather, and the possible consequences of your actions.
Remember: someone will hear every shot you fire. And there's no guarantee that whoever comes looking will be infected. Save your ammunition, watch your noise levels, and never forget: sometimes silence is your only protection.
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Roadmap: what we are working on
Three phases of development, from core survival to persistent servers.